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28 Cards in this Set
- Front
- Back
code anatomy |
Namespace has classes in it, classes have methods, and inside each method is a set of statements. |
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Declaration |
The first part of every class or method |
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using |
This is a way of listing off all of the namespaces you are using in your program. lets you use code from the .NET Framework and predefined classes from third parties as well as classes you can make yourself. |
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namespace |
'using Systems.Windows' example, makes everything within available to your program and makes sure your program doesnt collide with the ones in the .NET framework or other external classes. |
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class |
where the code is stored and starts/runs the program. Its the blueprint. How you define an object. Has properties (what they know), and methods (what they do) |
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public |
This type of class can be used by every other class in the project. When a variable or method is declared as this , it can be used by classes and called by methods that are outside of the one it’s being declared in. |
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new |
You use this to create an instance of an object. |
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methods |
takes input, performs some action and sometimes produces output(return value). Every method does something. What an object does |
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Fields |
its setting a property. Fields go above and methods below. What an object knows. Declare variables outside the method for all instances to access. |
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statement |
performs one single action. methods are made of statements that end with a (;) |
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entry point |
static void Main() This is the first method that gets executed to run the program. When program is run, 1st statement in this method gets executed, and everything else follows. However, can change the programs entry point |
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objects |
to create an object instance, use the new keyword. It gets its method from its class. |
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static vs nonstatic |
static methods dont require an instance, but non static does. When you want to create instances, don't use static keyword in either the class declaration or the method declaration |
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behavior |
An objects behavior is defined by its methods, and it uses its fields to keep track of its state. |
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literal |
a number that you type ito your code (ex. int = 5, 5 is the literal) every literal is automatically assigned a type |
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parameter |
what you define in your method |
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argument |
what you pass to the method |
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for |
This lets you do a loop that executes three statements.
First it declares the variable it’s going to use, then there’s the statement that evaluates the variable against a condition. The third statement does something to the value |
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else |
Code that starts with _____ will get executed if the if statement preceding it fails. |
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if |
This is one way of setting up a conditional statement in a program. It says if one thing is true, do one thing; if not, do something else. |
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while |
_______ loops are loops that keep on going as long as the condition in them is true. |
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encapsulation |
make some data private and then write code to use that data |
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override |
When a subclass changes the behavior of one of the methods that it inherited |
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IEnumerable<T> |
used to iterate a read only collection * It is a read only collection.* It iterates only in forward direction. * It does not support adding, removing objects on collection. * It provides enumerator to iterate collection in forward direction. |
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IQueryable<T> |
* Working with the queryable datasource |
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INotifyCollectionChanged |
needs to be called each time an item is added or removed from the collection.
This interface has just one event:
public event NotifyCollectionChangedEventHandler CollectionChanged; |
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ObservableCollection<T> |
only updates the client if an item is added or deleted but not if the item is changed
public static ObservableCollection<Person> CreatePeople( int count ) { var people = new ObservableCollection<Person>(); |
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DataConverter |
is any class that implements IValueConverter, which takes two methods: Convert and ConvertBack. |