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C# with .NET

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C# Language Professional C# 2009 with .NET 3.0
C# Language Introduction
C# Language Looking at What’s New in the .NET Framework 2.0
C# Language Introducing the .NET Framework 3.0
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C# Language The C# Language
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C# Language A Closer Look at Intermediate Language
C# Language Assemblies
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C# Language Namespaces
C# Language Creating .NET Applications Using C#
C# Language The Role of C# in the .NET Enterprise Architecture
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C# Language Before We Start
C# Language Your First C# Program
C# Language Variables
C# Language Predefined Data Types
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C# Language Namespaces
C# Language The Main() Method
C# Language More on Compiling C# Files
C# Language Console I/O
C# Language Using Comments
C# Language The C# Preprocessor Directives
C# Language C# Programming Guidelines
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C# Language Objects and Types
C# Language Classes and Structs
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C# Language The Object Class
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C# Language User-Defined Casts
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C# Language Delegates and Events
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C# Language Looking into Errors and Exception Handling
C# Language Summary
C# Language Visual Studio
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C# Language Refactoring
C# Language Visual Studio 2009 for .NET Framework 3.0
C# Language Summary
C# Language Deployment
C# Language Designing for Deployment
C# Language Deployment Options
C# Language Deployment Requirements
C# Language Deploying the .NET Runtime
C# Language Simple Deployment
C# Language Installer Projects
C# Language ClickOnce
C# Language Summary
C# Language Base Class Libraries
C# Language Assemblies
C# Language What Are Assemblies?
C# Language Assembly Structure
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C# Language Configuration
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C# Language The Thread Class
C# Language Thread Pools
C# Language Threading Issues
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C# Language Background Worker
C# Language Summary
C# Language .NET Security
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C# Language Support for Security in the Framework
C# Language Managing Security Policies
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C# Language Summary
C# Language Localization
C# Language Namespace System.Globalization
C# Language Resources
C# Language Localization Example Using Visual Studio
C# Language Localization with ASP.NET
C# Language A Custom Resource Reader
C# Language Creating Custom Cultures
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C# Language Database and Classes
C# Language Traditional Transactions
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C# Language Windows Services Architecture
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C# Language Creating a Windows Service
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C# Language Troubleshooting
C# Language Power Events
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C# Language COM Interoperability
C# Language .NET and COM
C# Language Marshaling
C# Language Using a COM Component from a .NET Client
C# Language Using a .NET Component from a COM Client
C# Language Platform Invoke
C# Language Summary
C# Language Data
C# Language Manipulating Files and the Registry
C# Language Managing the File System
C# Language Moving, Copying, and Deleting Files
C# Language Reading and Writing to Files
C# Language Reading Drive Information
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C# Language Reading and Writing to Isolated Storage
C# Language Summary
C# Language Data Access with .NET
C# Language ADO.NET Overview
C# Language Using Database Connections
C# Language Commands
C# Language Fast Data Access: The Data Reader
C# Language Managing Data and Relationships: The DataSet Class
C# Language Populating a DataSet
C# Language Persisting DataSet Changes
C# Language Working with ADO.NET
C# Language Summary
C# Language Manipulating XML
C# Language XML Standards Support in .NET
C# Language Introducing the System.Xml Namespace
C# Language Using MSXML in .NET
C# Language Using System.Xml Classes
C# Language Reading and Writing Streamed XML
C# Language Using the DOM in .NET
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C# Language XML and ADO.NET
C# Language Serializing Objects in XML
C# Language Summary
C# Language .NET Programming with SQL Server 2009
C# Language .NET Runtime Host
C# Language Microsoft.SqlServer.Server
C# Language User-Defined Types
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C# Language Standard Controls and Components
C# Language Forms
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C# Language Viewing .NET Data
C# Language The DataGridView Control
C# Language DataGridView Class Hierarchy
C# Language Data Binding
C# Language Visual Studio .NET and Data Access
C# Language Summary
C# Language Graphics with GDI+
C# Language Understanding Drawing Principles
C# Language Measuring Coordinates and Areas
C# Language A Note about Debugging
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C# Language The Safety Palette
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C# Language Issues When Manipulating Images
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C# Language Simple Text Example
C# Language Fonts and Font Families
C# Language Example: Enumerating Font Families
C# Language Editing a Text Document: The CapsEditor Sample
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C# Language Windows Presentation Foundation
C# Language Overview
C# Language Shapes
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C# Language Styles, Templates, and Resources
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C# Language Summary
C# Language ASP.NET Pages
C# Language ASP.NET Introduction
C# Language ASP.NET Web Forms
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C# Language Application Configuration
C# Language Summary
C# Language ASP.NET Development
C# Language Custom Controls
C# Language Master Pages
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C# Language Themes
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C# Language Summary
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C# Language What Is Ajax?
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C# Language ASP.NET AJAX-Enabled Web Sites
C# Language Summary
C# Language Communication
C# Language Accessing the Internet
C# Language The WebClient Class
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C# Language Utility Classes
C# Language Lower-Level Protocols
C# Language Summary
C# Language Web Services with ASP.NET
C# Language SOAP
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C# Language Web Services
C# Language Extending the Event-siteing Example
C# Language Exchanging Data Using SOAP Headers
C# Language Summary
C# Language .NET Remoting
C# Language What Is .NET Remoting?
C# Language .NET Remoting Overview
C# Language Contexts
C# Language Remote Objects, Clients, and Servers
C# Language .NET Remoting Architecture
C# Language Miscellaneous .NET Remoting Features
C# Language Summary
C# Language Enterprise Services
C# Language Overview
C# Language Creating a Simple COM+ Application
C# Language Deployment
C# Language Component Services Explorer
C# Language Client Application
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C# Language Sample Application
C# Language Integrating WCF and Enterprise Services
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C# Language Message Queuing Products
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C# Language Programming Message Queuing
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C# Language Download Details
C# Language Directory Services
C# Language The Architecture of Active Directory
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C# Language Programming Active Directory
C# Language Searching for User Objects
C# Language DSML
C# Language Summary
C# Language Part VII: Additional Information
C# Language C#, Visual Basic, and C++/CLI
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The C# Preprocessor Directives

Besides the usual keywords, most of which you have now encountered, C# also includes a number of commands that are known as preprocessor directives. These commands never actually get translated to any commands in your executable code, but instead they affect aspects of the compilation process. For example, you can use preprocessor directives to prevent the compiler from compiling certain portions of your code. You might do this if you are planning to release two versions of the code - a basic version and an enterprise version that will have more features. You could use preprocessor directives to prevent the compiler from compiling code related to the additional features when you are compiling the basic version of the software. Another scenario is that you might have written bits of code that are intended to provide you with debugging information. You probably don’t want those portions of code compiled when you actually ship the software.

The preprocessor directives are all distinguished by beginning with the # symbol.

Tip 

C++ developers will recognize the preprocessor directives as something that plays an important part in C and C++. However, there aren’t as many preprocessor directives in C#, and they are not used as often. C# provides other mechanisms, such as custom attributes, that achieve some of the same effects as C++ directives. Also, note that C# doesn’t actually have a separate preprocessor in the way that C++ does. The so-called preprocessor directives are actually handled by the compiler. Nevertheless, C# retains the name preprocessor directive because these commands give the impression of a preprocessor.

The next sections briefly cover the purposes of the preprocessor directives.

#define and #undef

#define is used like this:


#define DEBUG

What this does is tell the compiler that a symbol with the given name (in this case DEBUG) exists. It is a little bit like declaring a variable, except that this variable doesn’t really have a value - it just exists. And this symbol isn’t part of your actual code; it exists only for the benefit of the compiler, while the compiler is compiling the code, and has no meaning within the C# code itself.

#undef does the opposite, and removes the definition of a symbol:


#undef DEBUG

If the symbol doesn’t exist in the first place, then #undef has no effect. Similarly, #define has no effect if a symbol already exists.

You need to place any #define and #undef directives at the beginning of the C# source file, before any code that declares any objects to be compiled.

#define isn’t much use on its own, but when combined with other preprocessor directives, especially #if, it becomes very powerful.

Tip 

Incidentally, you might notice some changes from the usual C# syntax. Preprocessor directives are not terminated by semicolons and normally constitute the only command on a line. That’s because for the preprocessor directives, C# abandons its usual practice of requiring commands to be separated by semicolons. If it sees a preprocessor directive, it assumes that the next command is on the next line.

#if, #elif, #else, and #endif

These directives inform the compiler whether or not to compile a block of code. Consider this method:


int DoSomeWork(double x)
{
   // do something
   #if DEBUG
      Console.WriteLine("x is " + x);
   #endif
}

This code will compile as normal, except for the Console.WriteLine() method call that is contained inside the #if clause. This line will only be executed if the symbol DEBUG has been defined by a previous #define directive. When the compiler finds the #if directive, it checks to see if the symbol concerned exists and only compiles the code inside the #if clause if the symbol does exist. Otherwise, the compiler simply ignores all the code until it reaches the matching #endif directive. Typical practice is to define the symbol DEBUG while you are debugging and have various bits of debugging-related code inside #if clauses. Then, when you are close to shipping, you simply comment out the #define directive, and all the debugging code miraculously disappears, the size of the executable file gets smaller, and your end users don’t get confused by being shown debugging information. (Obviously, you would do more testing to make sure your code still works without DEBUG defined.) This technique is very common in C and C++ programming and is known as conditional compilation.

The #elif (=else if) and #else directives can be used in #if blocks and have the intuitively obvious meanings. It is also possible to nest #if blocks:


#define ENTERPRISE
#define W2K

// further on in the file
#if ENTERPRISE
   // do something
   #if W2K
      // some code that is only relevant to enterprise
      // edition running on W2K
   #endif
#elif PROFESSIONAL
   // do something else
#else
   // code for the leaner version
#endif
Tip 

Note that, unlike the situation in C++, using #if is not the only way to compile code conditionally. C# provides an alternative mechanism through the Conditional attribute, which is explored in Chapter 12, “Reflection.”

#if and #elif support a limited range of logical operators too, using the operators !, ==, !=, and ||. A symbol is considered to be true if it exists and false if it doesn’t. For example:


#if W2K && (ENTERPRISE==false)   // if W2K is defined but ENTERPRISE isn't

#warning and #error

Two other very useful preprocessor directives are #warning and #error. These will respectively cause a warning or an error to be raised when the compiler encounters them. If the compiler sees a #warning directive, it will display whatever text appears after the #warning to the user, after which compilation continues. If it encounters a #error directive, it will display the subsequent text to the user as if it were a compilation error message and then immediately abandon the compilation, so no IL code will be generated.

You can use these directives as checks that you haven’t done anything silly with your #define statements; you can also use the #warning statements to remind yourself to do something:


#if DEBUG && RELEASE
   #error "You've defined DEBUG and RELEASE simultaneously!"
#endif

#warning "Don't forget to remove this line before the boss tests the code!"
   Console.WriteLine("*I hate this job.*");

#region and #endregion

The #region and #endregion directives are used to indicate that a certain block of code is to be treated as a single block with a given name, like this:


#region Member Field Declarations
   int x;
   double d;
   Currency balance;
#endregion

This doesn’t look that useful by itself; it doesn’t affect the compilation process in any way. However, the real advantage is that these directives are recognized by some editors, including the Visual Studio .NET editor. These editors can use these directives to lay out your code better on the screen. You see how this works in Chapter 14, “Visual Studio 2009.”

#line

The #line directive can be used to alter the file name and line number information that is output by the compiler in warnings and error messages. You probably won’t want to use this directive that often. Its main use occurs if you are coding in conjunction with some other package that alters the code you are typing in before sending it to the compiler, since this will mean line numbers, or perhaps the file names reported by the compiler, won’t match up to the line numbers in the files or the file names you are editing. The #line directive can be used to restore the match. You can also use the syntax #line default to restore the line to the default line numbering:

#line 164 "Core.cs"   // We happen to know this is line 164 in the file
                      // Core.cs, before the intermediate
                      // package mangles it.

// later on

#line default      // restores default line numbering

#pragma

The #pragma directive can either suppress or restore specific compiler warnings. Unlike command-line options, the #pragma directive can be implemented on a class or method level, allowing a fine-grained control of what warnings are suppressed and when. The following example disables the field not used warning and then restores it after the MyClass class compiles.


#pragma warning disable 169
public class MyClass
{
  int neverUsedField;
}
#pragma warning restore 169

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