Beginning CSharp Game Programming by Ron Penton

By Ron Penton

Are you prepared to aim your hand at programming video games utilizing C#? "Beginning C# online game Programming" is your perfect introductory guide—designed to jumpstart your adventure with C# and DirectX nine. It comprises the basic subject matters you’ll want to know and covers extra issues that you’ll locate important alongside the way in which. commence with a finished examine programming with C#—from the fundamentals of periods to complicated issues resembling polymorphism and abstraction. Then it’s directly to DirectX nine as you how to create a easy framework and a Direct3D equipment. You’ll additionally disguise DirectSound and DirectInput. positioned your newfound wisdom to the try as you software a whole game!
Provides precise newcomers with the programming abilities they should create video games utilizing C#.
Shows readers easy methods to mix C# with DirectX 9.
Covers finished video game improvement themes, together with sound and graphics.
Comes entire with Q&As, broad end-of-chapter workouts, and a CD to enhance self-practice and studying.

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1. Declaring a Reference Type One of the biggest differences between values and references lies in the way you declare them. 1 Value types are stored directly, whereas reference types store an address pointing to the actual data. That may look like a lot of work at first, but you’ll get used to it. Basically, the code is performing two tasks. It is: 1. creating a new reference type named x, and 2. creating a new Foo object on the heap and making x point to it. note The heap is another part of the computer that stores memory.

Tip Constants improve the readability of your programs by eliminating magic numbers. Magic numbers are numbers in your program that have no immediate meaning to whomever is reading it. For example, you can write x = 103; somewhere, but no one really knows what 103 means. It could mean the number of bullets in an ammo clip, or something else completely. Instead, you can use constants to show exactly what you mean, by defining a constant, called const int BulletsInClip = 103;, earlier in your program and then later using the constant x = BulletsInClip;.

For the operation “x and y,” it doesn’t matter what y is because the result is always going to be false. Likewise, if you look at the first two lines, you’ll notice that whenever x is true, the operation “x or y” is true, no matter what y is. Looping So if you have code that looks like this: if( x && y ) the computer will evaluate x, and if x is false, then it won’t even bother to evaluate y. Likewise: if( x || y ) If x turns out to be true, then y isn’t even evaluated. This is a small optimization that can speed up your programs greatly in the right circumstances.

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