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PRU211m - Slot 1 - Module 1 - Starting To Program

This document provides an overview of starting to program in C# and Unity. It covers: - Writing and running a basic C# console application - The structure of a C# program and using namespaces - Using methods like WriteLine() to output to the console - Following best practices for naming, formatting code, and solving problems step-by-step - Creating a simple Unity script to output text - Exercises for students to write their first C# and Unity programs

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0% found this document useful (0 votes)
65 views34 pages

PRU211m - Slot 1 - Module 1 - Starting To Program

This document provides an overview of starting to program in C# and Unity. It covers: - Writing and running a basic C# console application - The structure of a C# program and using namespaces - Using methods like WriteLine() to output to the console - Following best practices for naming, formatting code, and solving problems step-by-step - Creating a simple Unity script to output text - Exercises for students to write their first C# and Unity programs

Uploaded by

trinhminh2907
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 34

Slot 1: Module 1

STARTING TO PROGRAM

1
Lecturer:
Bùi Thị Thùy-
thuybt26
Mobile (Zalo): 0915.868.769
Email: thuybt26@fe.edu.vn

2
Learning Objectives
• Use C# and Unity documentation to effectively utilize C# and Unity
engine code.
• Use Write and WriteLine methods to display output in console
applications.
• Use the print method to display output in the Unity Console window.

3
Content
• Writing and Running a C# Program
• What Does a C# Program Look Like?
• Using Other Namespaces and Classes
• Namespace/ Comments/ Class/ Identifiers
• The Main method
• Variables and Constants
• Console Output
• Exercise 1
• A Word About Curly Braces
• A Matter of Style
4
Content
• Solving Problems One Step at a Time
• Sequence Control Structure
• Testing Sequence Control Structures
• Putting It All Together
• Adding a Unity Script
• Exercise 2

5
Writing and Running a C# Program
• Installing:
• IDE: Visual Studio Community 2019
• Unity
• Refer to “Appendix: Setting Up Your Development Environment ” (the pdf
file).
• Create one Console Application with Visual Studio:
• Name: PrintRainMessage
• Code: in the next slide.
• Build

6
Writing and Running a C# Program

7
Writing and Running a C# Program
• Output

8
What Does a C# Program Look Like?
• C# is an object-oriented language.
• Classes are critical part of C# programs.
• The Program.cs file contains the application class to run the program.

9
What Does a C# Program Look Like?

10
What Does a C# Program Look Like?
• Items in italics (e.g., class documentation comment) means the
programmer decide what goes there.
• Words without italics (such as namespace, class, static, and void),
need to appear EXACTLY as written.

11
Using Other Namespaces and Classes
• Namespaces and classes are collections of useful C# code that someone
else has already written, tested, and debugged.
• To access the class of a namespace, we need to use namespace with
using directive.
• Looking at the documentation to find out namespaces and classes:
• Select Help > View Help in Visual Studio to look for information about a specific
class or namespace or access
https://docs.microsoft.com/en-us/documentation/
• Type Random Class into the Search box, and press <Enter>
• Unity gives more namespaces to use for developing games.

12
Namespace/ Comments/ Class/ Identifiers
• Namespaces in C# are used to organize too many classes so that it can be easy to handle
the application.
• Comments that start with three slashes, ///, are called documentation comments; XML
tags are used within the documentation comments.

• Line comments start with a double slash, //, followed by whatever descriptive text you
choose to add after the double slash.
• Comment span multiple lines by starting with /*, then ending it with */.

13
Namespace/ Comments/ Class/ Identifiers
• An identifier is used to name something in a program.
• Identifiers can contain any number of letters, numbers, and underscores.
• They can't start with a number, and they can't contain any spaces.
• Identifiers can't be keywords (remember, those special C# words like using, etc.)
• Note: C# is case sensitive, which means that the identifier playerName is NOT the
same as the identifier playername.

14
The Main Method
• The Main method is the main entry point for the application.
• When we run our program, it will simply do the things we told it to do in
the Main method.
• The syntax description (which the IDE provides in the default template):

• (string[] args) called “command-line arguments.

15
Variables and Constants
• Einstein's work:
• Energy and mass are the variables in the equation
• c (for the speed of light) is a constant in the equation
• C# lets us declare the required variables and constants as follows:

• We'll get to data types in Module 3.

16
Console Output
• To do our output, we’ll use the Console.Write and Console.WriteLine
methods, which are contained in the Console class.
• The Console.Write method outputs whatever we tell it to print on a line on the
screen and leaves the cursor on that line so we can print more on that line.
• The Console.WriteLine method moves the cursor to the next line after printing
what we tell it to.

17
Console Output
• Console Class
Document

18
Console Output
• Console
WriteLine
Area

19
Exercise 1: Writing Your First Console
Application
• Problem 1 – Output your name
• Create a new C# Console Application named Exercise1.
• Add a line of code that will display your name to the user.
• Problem 2 – Output your best friend's or your nemesis' name
• Add code to output the name of your best friend or your nemesis.

20
A Word About Curly Braces
• The default Unity scripts don't follow the curly brace placement
convention we want to us.
• The default line endings in the script template are for Unix (LF only) but
Windows uses different line endings (CR and LF).
• Follow guide lines in page 25 and 26 to change the content of 81-C#
Script-NewBehaviourScript.cs.txt file.

21
A Matter of Style
• Using reasonable, consistent style guidelines will help you develop
better code
• Variable names
• Class names
• Indentation

22
Solving Problems One Step at a Time
• How to go from a problem description to the code that solves the
problem:
1. Understand the Problem
2. Design a Solution
3. Write Test Cases
4. Write the Code
5. Test the Code
• Problem solving is an iterative process no matter what set of steps we use.

23
Solving Problems One Step at a Time
• Understand the Problem
• Understanding the problem requires that you understand WHAT is required.
• Design a Solution
• To figure out HOW you're going to solve the problem.
• Designing your solution is one of the hardest problem-solving steps.
• This step results in a set of classes, a set of objects, and a set of methods designed to
solve the problem.
• Write Test Cases
• Does your solution do what it's supposed to?
• One way to try to make sure a program does what it's supposed to do is with testing.
• To accomplish testing, we'll write a set of test cases you run against your code to make
sure it's working properly.
• Black box test vs While box test, Unit test vs Functional test. 24
Solving Problems One Step at a Time
• Write the Code
• This step is where you take your design and implement that design in a working
C# program.
• The hard part of this step is doing the detailed problem solving to figure out the
precise steps you need to implement in your code to solve the problem.
• Algorithms
• Test the Code
• You run your test cases to make sure the program actually behaves the way you
expected it to (and the way it's supposed to).
• Debug – to find and fix the problems you discover as you test your code.
Debugging is a part of every programmer’s life.

25
Sequence Control Structure
• The simplest problem solutions just start at the beginning and go to the
end, one step at a time.
• Example: Write an algorithm that will read in the name of a band, then
print that name out.
• Algorithm:

26
Testing Sequence Control Structures
• Testing the code for the problem in the previous example.

27
Putting It All Together
• The print rain message program description:
Print the lines:
Hello, world
Chinese Democracy is done and it's November
Is it raining?
to the screen.
• Understand the Problem
• easy to understand.
• Design a Solution
• using an application class that prints out each line in the message.
• Application class: Program
• A single method: Main 28
Putting It All Together
• Write Test Cases
• No inputs, only output

29
Putting It All Together
• Write the Code

30
Putting It All Together
• Test the Code

31
Adding a Unity Script
• Implement a Unity script that outputs the same message.
• Refer to 2.16 in the textbook.

32
Exercise 2: Writing Your First Unity Script
• Problem – Output your favorite three games
• Create a new 2D Unity project named NoFullnameEx2.
• Add a scenes folder and save the current scene as scene0.
• Add a scripts folder and add a new C# script named PrintFavoriteGames.
Open the script, fill in the comment near the top of the script, and delete the
Update method.
• Next, add code to the Start method to output the names of your three
favorite games.
• Attach the script to the Main Camera in the scene and run the game to see
the output in the Console window.

33
Summary
• Unity documentation.
• Write and WriteLine methods.
• Display output in the Unity Console window.

34

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