Visual C Net A Step By Step Project Based Guide To Develop Desktop Applications

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Visual C Net A Step By Step Project Based Guide To Develop Desktop Applications
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Author : Vivian Siahaan
language : en
Publisher: BALIGE PUBLISHING
Release Date : 2020-11-23
Visual C Net A Step By Step Project Based Guide To Develop Desktop Applications written by Vivian Siahaan and has been published by BALIGE PUBLISHING this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-11-23 with Computers categories.
In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# application. You need to learn and know in order to be more familiar when applying them to some applications in this book. In chapter two, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factors you want to use. This project has three timing options. Random math problems using values from 0 to 9 will be presented. Timing options are provided to measure accuracy and speed. There are many controls used. Two label controls are used for title information, two for displaying scores. There is a wide label in the middle of the form to display math questions. And, long skinny label is used as separator. Two button controls are used to start and stop question and one button to exit the project. There are three group control boxes. The first group box holds four check box controls that are used to select the type of questions. The second group box holds eleven radio buttons that are used to select values that are used as factors in calculations. The third group box contains three radio button controls for timing options. A scroll bar control rod is used to change the time. In chapter three, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. On the left side of the form is a large picture box control. On the right side, two group box controls and two button controls are placed. In the picture box, a control panel is placed. In the panel, there are four label controls (set the AutoSize property to False) and nine button controls. In the first group box control, place three radio buttons. In the second group box control, a text box control is placed. The picture box contains an image of bank and a panel. The label controls in the panel are used to display the combinations entered (the BorderStyle property set to FixedSingle to display the label size). The nine buttons on the panel are used to enter combinations. Radio buttons are used to set options. The buttons (one to start and stop the game and another to exit the project) are used to control game operations. The text box displays the results of the combinations entered. In chapter four, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. Labels are used to display instructions and number of horses in a race. Four button controls are used: two buttons to change number of horses, one button to start the game, and one other button to stop the game. The picture box control is used to load the horse image. A timer control is used to update the horse's movement during the race. In chapter five, you will build Catching Ball game. The bird flew and dropped ball from the sky. Users are challenged to position man under the fallen ball to catch it. Labels are used for instructions and to display game information (remaining time, number of balls captured, and game difficulty level). Two buttons are used to change the game difficulty level, one button to start the game, and another button to stop the game. Picture box controls hold images for man, bird, and ball. In chapter six, you will build Smart Tic Tac Toe game. That said, this is the first game ever programmed on a computer and one that had been programmed by Bill Gates himself when he was a teenager while attending Lakeside School in Seattle. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for humans. In chapter seven, you will build Fighting Plane program. This program can be played by two human players or human player versus computer. The controls of the player are done via the keyboard. Player 1 presses A key to move up, Z key to move down, and S key to throw rudal. When you choose Two players from the Options button, this game can be played by two human players. Player 1 presses the same keys, while player 2 presses key K to move up, M to move down, and key J to throw rudal. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty.
From Zero To Hero Net Programming For Students
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Author : Vivian Siahaan
language : en
Publisher: BALIGE PUBLISHING
Release Date : 2020-12-09
From Zero To Hero Net Programming For Students written by Vivian Siahaan and has been published by BALIGE PUBLISHING this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-09 with Computers categories.
Book 1: VISUAL BASIC .NET FOR STUDENTS: A Project-Based Approach to Develop Desktop Applications In chapter one, you will get to know the properties and events of each control in a Windows Visual Basic application. You need to learn and know in order to be more familiar when applying them to some desktop applications in this book. In Tutorial 1.1, you will build a dual-mode stopwatch. The stopwatch can be started and stopped whenever desired. Two time traces: the running time when the stopwatch is active (running time) and the total time since the first stopwatch was activated. Two label controls are used to display the time (two more labels to display title information). Two button controls are used to start/stop and reset the application, one more button to exit the application. The timer control is used to periodically (every second) update the displayed time. In Tutorial 1.2, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factor you want to use. This project has three timing options. In Tutorial 1.3, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. In Tutorial 1.4, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. In chapter two, you will learn the basic concepts of classes and objects. Next, it will demonstrate how to define class and type of enumeration, which shows how both are used in the application. In Tutorial 2.1, you will create a two-level application that uses a form to pass input user to the People class. The form class is the level of representation and the People class is the middle level. You will add controls to the form so people can enter ID, last name, and their height. When the user clicks the Save button, the code will assign input values to the People class properties. Finally, you will display the People object on a label. Figure below shows the form after the user clicks the Save button. In Tutorial 2.2, you will add a parameterized constructor to the People class. The application will ask the user to enter values, which will then be passed to the People constructor. Then, the application will display the values stored on the People object. In Tutorial 2.3, you will create an application that utilizes enumeration type. The user will choose one type of account that is listed in a ListBox control and what he chooses is then displayed in a Label control. In Tutorial 2.4, you will create a simple Bank application. This application has one class, BankAcc, and a startup form. In Tutorial 2.5, you will improve the simple Bank application, by implementing the following two properties in the BankAcc class: TotalDeposit- Total money saved in current account; TotalWithdraw- Total funds that have been withdrawn from current account. In Tutorial 2.6, you will create an application to calculate the time needed for a particular aircraft to reach takeoff speed. You will also calculate how long the runway will be required. For each type of aircraft, you are given (1) the name of the aircraft, (2) the required take-off speed (feet/sec), and (3) how fast the plane accelerates (feet/sec2). In Tutorial 2.7, you will provide a number of programming training for those who want to improve their programming skills. Your task here is to write an object-oriented application so that training manager can display and edit the training services offered. There are several training categories: (1) Application Development, (2) Database, (3) Networking, and (4) System Administration. The training itself consists of: (1) title, (2) training days, (3) category, and (4) cost. Create a class named Training that contains this information, along with its properties and a ToString() method. In chapter three, several tutorials will be presented to build more complex projects. You will build them gradually and step by step. In Tutorial 3.1, you will build Catching Ball game. The bird flew and dropped ball from the sky. User is challenged to position man under the fallen ball to catch it. In Tutorial 3.2, you will build Smart Tic Tac Toe game. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for human. In Tutorial 3.3, you will build a Matching Images game. Ten pairs of images hidden on the game board. The object of the game is to find image pairs. In Two Players mode, players will get turns in turn. In One Player mode, there are two options to choose from: Playing Alone or Against Computer. When Play Alone option is selected, the player will play alone without an opponent. If Against Computer option is selected, then the level of computer intelligence is given with several levels according to the level of difficulty of the game. In Tutorial 3.4, you will build Throwing Fire program. This program can be played by two human players or human player versus computer. In chapter four, tutorials will be presented to build two advanced projects. You will build them gradually and step by step. In Tutorial 4.1, you will build Roasted Duck Delivery simulation. In this simulation, a number of decisions are needed. The basic idea is to read the order by incoming telephone and tell the delivery scooter to go to the location of the order. You also need to make sure that you always provide a roasted duck ready to be transported by the delivery scooter. The delivery area is a 20 by 20 square grid. The more roasted duck is sold, the more profit it gets. In Tutorial 4.2, you will build a Drone Simulation. In this simulation, you control both vertical and horizontal thrusters to maneuver the ride to the landing pad. You will adjust the landing speed so that it is slow enough so that no accident occurs. Book 2: VISUAL C#.NET FOR STUDENTS: A Project-Based Approach to Develop Desktop Applications In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# applications. You need to learn and know in order to be more familiar when applying them to some desktop applications in this book. In chapter two, you will build Throwing Fire program. This program can be played by two human players or human player versus computer. You will use 12 labels, a large control panel, and three control buttons on the form. In the control panel, a smaller panel with two group box controls and a button control are placed. In the first group box, you will use 2 radio buttons; in the second box group, place 4 radio buttons. Next, two timer controls are added to the project. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty. In chapter three, you will build Roasted Duck Delivery simulation. In this simulation, a number of decisions are needed. The basic idea is to read the order by incoming telephone and tell the delivery scooter to go to the location of the order. You also need to make sure that you always provide a roasted duck ready to be transported by the delivery scooter. The delivery area is a 20 by 20 square grid. The more roasted duck is sold, the more profit it gets. The panel control on the left side of the form contains the delivery grid. On the upper right are group boxes with two label controls to display the time or hour and sale results. The computer monitor (in a picture box) displays order and delivery status using a list box and label control. Another group box contains a roasting oven when the roasted ducks are displayed using eight picture box controls. Two button controls on the group box control the operation of the oven. Group boxes under the oven show how many ducks are ready to be delivered and how many are in the delivery scooter (a button control is to load the roasted duck into the scooter). The two button controls beneath are used to start/pause the game and to stop the game or exit the game. In the area under the form there are several timers for controlling a number of aspects in the program. The delivery grid consists of 400 label controls on 20 rows (marked with numbers) and 20 columns (marked with letters). Here, you will learn how to place controls on a form (or panel in this case) using code (when the program runs, not when designing the form). This mechanism can save time designing the form. In chapter four, you will build a Drone Simulation. In this simulation, you control both vertical and horizontal thrusters to maneuver the ride to the landing pad. You will adjust the landing speed so that it is slow enough so that no accident occurs. You build the form in two stages, the first stage creates two option group boxes, and then the second stage uses both those group boxes as landing controls. Two control panels are placed on the left side of the form: one panel for drawing and another panel for the edge. On the right side of the form, place the two group control boxes. In the first group box, five radio buttons and a check box are added. In the second group box, two radio buttons are placed. In the below section of the form, three buttons are added. Finally, one timer control is added. Then in the form, a group box is added overlap panel. Then, 11 label controls are added to the group box. After that, a progress bar is added. Under the bar, two control panels are added, one high panel and one short panel. In the second (short) panel control, two small label controls are added. Underneath, three button controls are placed. Under these three buttons, a label control is added. For each label control, set the AutoSize property to False to be resized and set (temporarily) the BorderStyle property to FixedSingle so that you can see the edges to facilitate the layout process. In this chapter, you will build Jumper game. In this game, you will move the jumper across the busy road, avoid the tiger, and cross the river with the changing current to get to house safely. You will place four label controls on the top part of the form (set the AutoSize property to False so that it can be resized and the BorderStyle property temporarily becomes FixedSingle so you can see the edges). Then, you use five panel controls below the labels. These panels will be a place for image graphics. Each panel has a width of 16 jumpers or 640 pixels, because one jumper will be given a width of 40 pixels. The first panel will be the jumper house, which will be given a height of 80 pixels. The next panel will become a river, with a height of 120 pixels. The next panel will be a place for tiger, 40 pixels high. Under the snake panel, there is a road panel. This panel will contain three boat lanes. Each boat has a height of 40 pixels, but you will give it a height of 140 pixels (not 120 pixels) to make room for lane markers. The fifth panel is the place where the jumper will begin its journey or leap. This panel will be given a height of 40 pixels. Add the last control panel below the form with three button controls. Then, finally, add four timer controls. Adjust the size of the form so that the panel controls can occupy according to the width of the form. BOOK 3: VISUAL C# .NET : A Step By Step, Project-Based Guide to Develop Desktop Applications In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# application. You need to learn and know in order to be more familiar when applying them to some applications in this book. In chapter two, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factors you want to use. This project has three timing options. Random math problems using values from 0 to 9 will be presented. Timing options are provided to measure accuracy and speed. There are many controls used. Two label controls are used for title information, two for displaying scores. There is a wide label in the middle of the form to display math questions. And, long skinny label is used as separator. Two button controls are used to start and stop question and one button to exit the project. There are three group control boxes. The first group box holds four check box controls that are used to select the type of questions. The second group box holds eleven radio buttons that are used to select values that are used as factors in calculations. The third group box contains three radio button controls for timing options. A scroll bar control rod is used to change the time. In chapter three, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. On the left side of the form is a large picture box control. On the right side, two group box controls and two button controls are placed. In the picture box, a control panel is placed. In the panel, there are four label controls (set the AutoSize property to False) and nine button controls. In the first group box control, place three radio buttons. In the second group box control, a text box control is placed. The picture box contains an image of bank and a panel. The label controls in the panel are used to display the combinations entered (the BorderStyle property set to FixedSingle to display the label size). The nine buttons on the panel are used to enter combinations. Radio buttons are used to set options. The buttons (one to start and stop the game and another to exit the project) are used to control game operations. The text box displays the results of the combinations entered. In chapter four, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. Labels are used to display instructions and number of horses in a race. Four button controls are used: two buttons to change number of horses, one button to start the game, and one other button to stop the game. The picture box control is used to load the horse image. A timer control is used to update the horse's movement during the race. In chapter five, you will build Catching Ball game. The bird flew and dropped ball from the sky. Users are challenged to position man under the fallen ball to catch it. Labels are used for instructions and to display game information (remaining time, number of balls captured, and game difficulty level). Two buttons are used to change the game difficulty level, one button to start the game, and another button to stop the game. Picture box controls hold images for man, bird, and ball. In chapter six, you will build Smart Tic Tac Toe game. That said, this is the first game ever programmed on a computer and one that had been programmed by Bill Gates himself when he was a teenager while attending Lakeside School in Seattle. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for humans. In chapter seven, you will build Fighting Plane program. This program can be played by two human players or human player versus computer. The controls of the player are done via the keyboard. Player 1 presses A key to move up, Z key to move down, and S key to throw rudal. When you choose Two players from the Options button, this game can be played by two human players. Player 1 presses the same keys, while player 2 presses key K to move up, M to move down, and key J to throw rudal. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty.
Programming Net Windows Applications
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Author : Jesse Liberty
language : en
Publisher: "O'Reilly Media, Inc."
Release Date : 2004
Programming Net Windows Applications written by Jesse Liberty and has been published by "O'Reilly Media, Inc." this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computers categories.
From the acclaimed authors of "Programming ASP.NET" comes this comprehensive tutorial on writing Windows applications for Microsoft's .NET platform.
Microsoft Visual C Step By Step
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Author : John Sharp
language : en
Publisher: Microsoft Press
Release Date : 2015-10-28
Microsoft Visual C Step By Step written by John Sharp and has been published by Microsoft Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-10-28 with Computers categories.
Your hands-on guide to Microsoft Visual C# fundamentals with Visual Studio 2015 Expand your expertise--and teach yourself the fundamentals of programming with the latest version of Visual C# with Visual Studio 2015. If you are an experienced software developer, you’ll get all the guidance, exercises, and code you need to start building responsive, scalable Windows 10 and Universal Windows Platform applications with Visual C#. Discover how to: Quickly start creating Visual C# code and projects with Visual Studio 2015 Work with variables, operators, expressions, and methods Control program flow with decision and iteration statements Build more robust apps with error, exception, and resource management Master the essentials of Visual C# object-oriented programming Use enumerations, structures, generics, collections, indexers, and other advanced features Create in-memory data queries with LINQ query expressions Improve application throughput and response time with asynchronous methods Decouple application logic and event handling Streamline development with new app templates Implement the Model-View-ViewModel (MVVM) pattern Build Universal Windows Platform apps that smoothly adapt to PCs, tablets, and Windows phones Integrate Microsoft Azure cloud databases and RESTful web services About You For software developers who are new to Visual C# or who are upgrading from older versions Readers should have experience with at least one programming language No prior Microsoft .NET or Visual Studio development experience required
Visual Basic Quickstart Guide
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Author : Aspen Olmsted
language : en
Publisher: Packt Publishing Ltd
Release Date : 2023-10-20
Visual Basic Quickstart Guide written by Aspen Olmsted and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-10-20 with Computers categories.
Master software development with Visual Basic, from core concepts to real-world applications, with this comprehensive guide Key Features Acquire a solid understanding of object-oriented programming (OOP) principles, such as inheritance and polymorphism Develop expertise in maintaining legacy code with increased efficiency Learn to read, write, and differentiate between VB Script, VBA, VB Classic, and VB.NET Code Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionWhether you’re an absolute beginner or an experienced developer looking to learn the Visual Basic language, this book takes a hands-on approach to guide you through the process. From the very first chapters, you'll delve into writing programs, exploring core concepts such as data types, decision branching, and iteration. Additionally, you’ll get to grips with working with data structures, file I/O, and essential object-oriented principles like inheritance and polymorphism. This book goes beyond the basics to equip you with the skills to read and write code across the entire VB family, spanning VB Script, VBA, VB Classic, and VB.NET, enabling you to handle legacy code maintenance with ease. With clear explanations, practical examples, and hands-on exercises, this book empowers you to tackle real-world software development tasks, whether you're enhancing existing projects or embarking on new ones. It addresses common challenges like distinguishing between the variations of the VB programming language to help you choose the right one for your projects. Don't let VB's extensive legacy daunt you; embrace it with this comprehensive guide that equips you with practical, up-to-date coding skills to overcome the challenges presented by Visual Basic's rich history of over two decades.What you will learn Acquire a solid understanding of object-oriented programming (OOP) principles, such as inheritance and polymorphism Develop expertise in maintaining legacy code with increased efficiency Learn to read, write, and differentiate between Visual Baic Script, Visual Baic for Applications, Visual Baic Classic, and VB.NET Code Purchase of the print or Kindle book includes a free PDF e-book Who this book is forIf you’re a software developer or web developer either already engaged in or aspiring to be involved in maintaining, enhancing, administering, and defending visual basic programs, websites, and scripts, this book is for you. It's an excellent resource for beginners in software development who want to learn Visual Basic from scratch.
Learn Winui 3 0
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Author : Alvin Ashcraft
language : en
Publisher: Packt Publishing Ltd
Release Date : 2021-03-26
Learn Winui 3 0 written by Alvin Ashcraft and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-26 with Computers categories.
A beginner's guide to building Windows applications with WinUI for UWP and desktop applications Key FeaturesCreate modern Windows 10 applications and gain access to UI controls that were previously limited to UWP applicationsDiscover how to modernize your existing Win32 apps with a modern Windows 10 UILearn to embed a single page application (SPA) in a WinUI application with a web framework like BlazorBook Description WinUI 3.0 takes a whole new approach to delivering Windows UI components and controls, and is able to deliver the same features on more than one version of Windows 10. Learn WinUI 3.0 is a comprehensive introduction to WinUI and Windows apps for anyone who is new to WinUI, Universal Windows Platform (UWP), and XAML applications. The book begins by helping you get to grips with the latest features in WinUI and shows you how XAML is used in UI development. You'll then set up a new Visual Studio environment and learn how to create a new UWP project. Next, you'll find out how to incorporate the Model-View-ViewModel (MVVM) pattern in a WinUI project and develop unit tests for ViewModel commands. Moving on, you'll cover the Windows Template Studio (WTS) new project wizard and WinUI libraries in a step-by-step way. As you advance, you'll discover how to leverage the Fluent Design system to create beautiful WinUI applications. You'll also explore the contents and capabilities of the Windows Community Toolkit and learn to create a new UWP user control. Toward the end, the book will teach you how to build, debug, unit test, deploy, and monitor apps in production. By the end of this book, you'll have learned how to build WinUI applications from scratch and modernize existing WPF and WinForms applications using WinUI controls. What you will learnGet up and running with WinUI and discover how it fits into the landscape of Project Reunion and Windows UI developmentBuild new Windows apps quickly with robust templatesDevelop testable and maintainable apps using the MVVM patternModernize WPF and WinForms applications with WinUI and XAML IslandsDiscover how to build apps that can target Windows and leverage the power of the webInstall the XAML Controls Gallery sample app and explore available WinUI controlsWho this book is for This book is for anyone who wants to develop Windows applications with a modern user experience (UX). If you are familiar with UWP and WPF and are looking to enhance your knowledge of Windows development and modernize existing apps, you will find this book useful. Hands-on experience with C# and .NET is expected but no prior knowledge of WinUI is required.
The Book Of Visual Studio Net
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Author : Robert B. Dunaway
language : en
Publisher: No Starch Press
Release Date : 2002
The Book Of Visual Studio Net written by Robert B. Dunaway and has been published by No Starch Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002 with Computers categories.
Covers topics such as integrating multiple .NET technologies, cross-language integration, versioning, database and monitoring tools for application development, accessing data, and COM+.
Mcad Mcsd Training Guide 70 320
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Author : Amit Kalani
language : en
Publisher: Que Publishing
Release Date : 2003
Mcad Mcsd Training Guide 70 320 written by Amit Kalani and has been published by Que Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with Computers categories.
This certification exam measures the ability to develop and implement XML Web Services and server components using Visual C# and the Microsoft .NET Framework. This exam, released in September 2002, counts as a core credit toward the new MCAD (Microsoft Certified Application Developer) certification as well as a core credit toward the new MCSD .NET track. Readers preparing for this exam find our Training Guide series to be the most successful self-study tool in the market. This book is their one-stop shop because of its teaching methodology, the accompanying PrepLogic testing software, and superior Web site support at quepublishing.com.
Beginning Wpf 4 5 By Full Example
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Author : Stephen P. Thomas
language : en
Publisher: Tekkiebooks
Release Date : 2013-04-01
Beginning Wpf 4 5 By Full Example written by Stephen P. Thomas and has been published by Tekkiebooks this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-04-01 with Computers categories.
This book will quickly show you (by full example) how to create fully functional WPF applications using C#, XAML, and Visual Studio 2010 or 2012, SQL Server 2012, LINQ, Entity Framework, and the DataGrid. The examples in this book will include every single line of code that is required to execute. No assumptions will be made. The decision to write this book came from the need and frustration with finding real usable solutions. The purpose of this book is to “Learn by Full Example”. This is accomplished by eliminating lengthy useless explanations. Most developers prefer to learn by coding and not by reading boring long and drawn out text. If you need more details at any point, then refer to Microsoft's MSDN website. There you will find all the Microsoft detailed references. The goal is to save the next person from this same frustration. Most real world .NET development projects do not allow a developer to click wizards and create an application, based on requirements, by the private or government sector. In order to be a professional .NET developer in these situations one must be an expert with all aspects of code in WPF. That is with the language you are programming, the declarative markup code, and the SQL language for the database. One must also understand the definition of each of the property settings used for each user control. In additional to the classes that defines each user control. These are the prerequisites for becoming a successful professional .NET developer.
Practical Database Programming With Visual C Net
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Author : Ying Bai
language : en
Publisher: John Wiley & Sons
Release Date : 2010-04-27
Practical Database Programming With Visual C Net written by Ying Bai and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-04-27 with Computers categories.
A novel approach to developing and applying databases with Visual C#.NET Practical Database Programming with Visual C#.NET clearly explains the considerations and applications in database programming with Visual C#.NET 2008 and in developing relational databases such as Microsoft Access, SQL Server, and Oracle Database. Sidestepping the traditional approach of using large blocks of code, Ying Bai utilizes both Design Tools and Wizards provided by Visual Studio.NET and real-time object methods to incorporate over sixty real sample database programming projects along with detailed illustrations and explanations to help readers understand the key techniques and programming technologies in database programming. This invaluable resource features: Fundamental and advanced database programming techniques for beginning and experienced students as well as programmers A real completed sample database CSE_DEPT with three versions (Microsoft Access 2007, SQL Server 2005 SP2, and Oracle Database 10g XE Release 2) used throughout the entire book Step-by-step details on designing and building a practical relational database Discussion and analysis of the new database query technique, LINQ API—which includes LINQ to Objects, LINQ to DataSet, LINQ to SQL, LINQ to Entities, and LINQ to XML—and implementation in actual projects with line-by-line explanation Homework and selected solutions for each chapter to strengthen and improve learning and understanding An Instructor's Manual (MS PPT), example codes and exercise questions, homework/exercise solutions, and database projects available for free download E-mail assistance from the author Readers who will benefit highly from this reference are undergraduate or graduate students majoring in computer science and engineering, graduate students in all engineering departments, and software engineers and researchers in academic and industrial fields. To obtain instructor materials please send an email to [email protected] Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.