Download e-book for kindle: C# 5.0 in a Nutshell: The Definitive Reference (5th Edition) by Ben Albahari, Joseph Albahari


By Ben Albahari, Joseph Albahari

In case you have a question approximately C# 5.0 or the .NET CLR, this bestselling consultant has exactly the solutions you wish. Uniquely geared up round innovations and use situations, this up to date 5th version encompasses a reorganized part on concurrency, threading, and parallel programming—including in-depth insurance of C# 5.0’s new asynchronous services

Shaped by means of greater than 20 specialist reviewers, together with Microsoft’s Eric Lippert, Stephen Toub, Chris Burrows, and Jon Skeet, this e-book has all you want to remain on course with C# 5.0. It’s widely recognized because the definitive reference at the language

  • Get on top of things on C# language fundamentals, together with syntax, varieties, and variable
  • Explore complicated subject matters similar to harmful code and sort varianc
  • Dig deep into LINQ through 3 chapters devoted to the topi
  • Learn approximately code contracts, dynamic programming, and parallel programmin
  • Work with .NET good points, together with mirrored image, assemblies, reminiscence administration, protection, I/O, XML, collections, networking, and local interoperabilit
  • "C# 5.0 in a Nutshell is likely one of the few books I carry on my table as a short reference. —Scott Guthrie, Microsof

    "Whether you’re a beginner programmer or a professional who desires to increase your wisdom of recent asynchronous programming innovations, this booklet has the data you want to get the activity performed in C#. —Eric Lippert, Microsof

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    Next, we'll need to add rectangles to our lists. height/2 + 333, 55, 55)); Here, we will add three buttons to each of our lists. We place our skill buttons to the right of the center of the screen, and we place the item buttons to the left of the center of the screen. Also, all of our buttons have a width and height of 55. Our last step in creating our buttons is to draw them. Button(ItemButtons[2], "Item C"); What each of these lines does is draw our button at the location of our rectangles, which we stored in our lists.

    Adding our variables First, we'll add a couple of enum variables: public enum MeleeAction {BuffDebuff, ChangeHP, ActivateEnv, None}; public enum MeleeType {Weapon, Potion, None}; The MeleeAction enum will decide what the melee item does. Since melee items can interact with various GameObjects, its actions will vary just as much as it can. The MeleeType enum will determine whether the player uses a weapon, potion, or no items. None; As you can see, the variables are similar to the ones we used in our itemSelf class; our only major differences are the different names for our Type and Action enums.

    Info Interactive Input Creating control profiles To create our profiles, we'll need to add a new variable. Add the following enum to the top of our script, before the class declaration: public enum ControlProfile { PC, Controller }; Add it to your variables as well, like this: public ControlProfile cProfile; Finally, go to the DetectController() function. PC; We are setting our enum variable in the DetectController() function to give us a default control profile. This is a fast and effective way to give our player the best control profile possible.

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