From 427875663c221ae11ff3b8a8a6e6d66e89b36ac2 Mon Sep 17 00:00:00 2001
From: Melih Mucuk <melihmucuk@gmail.com>
Date: Wed, 31 Dec 2014 11:56:23 +0200
Subject: basic

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+---
+language: c#
+contributors:
+    - ["Irfan Charania", "https://github.com/irfancharania"]
+    - ["Max Yankov", "https://github.com/golergka"]
+    - ["Melvyn Laïly", "http://x2a.yt"]
+    - ["Shaun McCarthy", "http://www.shaunmccarthy.com"]
+    - ["Melih Mucuk", "http://melihmucuk.com"]
+filename: LearnCSharp.cs
+---
+
+C# zarif ve tip güvenli nesne yönelimli bir dil olup geliştiricilerin .NET framework üzerinde çalışan güçlü ve güvenli uygulamalar geliştirmesini sağlar.
+
+[Daha fazlasını okuyun.](http://msdn.microsoft.com/en-us/library/vstudio/z1zx9t92.aspx)
+
+```c#
+// Tek satırlık yorumlar // ile başlar 
+/*
+Birden fazla satırlı yorumlar buna benzer
+*/
+/// <summary>
+/// Bu bir XML dokümantasyon yorumu
+/// </summary>
+
+// Uygulamanın kullanacağı ad alanlarını belirtin
+using System;
+using System.Collections.Generic;
+using System.Data.Entity;
+using System.Dynamic;
+using System.Linq;
+using System.Linq.Expressions;
+using System.Net;
+using System.Threading.Tasks;
+using System.IO;
+
+// Kodu düzenlemek için paketler içinde alan tanımlayın
+namespace Learning
+{
+    // Her .cs dosyası, dosya ile aynı isimde en az bir sınıf içermeli
+    // bu kurala uymak zorunda değilsiniz ancak mantıklı olan yol budur.
+    public class LearnCSharp
+    {
+        // TEMEL SÖZ DİZİMİ - daha önce Java ya da C++ kullandıysanız İLGİNÇ ÖZELLİKLER'e geçin
+        public static void Syntax() 
+        {
+            // Satırları yazdırmak için Console.WriteLine kullanın
+            Console.WriteLine("Merhaba Dünya");
+            Console.WriteLine(
+                "Integer: " + 10 +
+                " Double: " + 3.14 +
+                " Boolean: " + true);
+
+            // Yeni satıra geçmeden yazdırmak için Console.Write kullanın
+            Console.Write("Merhaba ");
+            Console.Write("Dünya");
+
+            ///////////////////////////////////////////////////
+            // Tipler & Değişkenler
+            //
+            // Bir değişken tanımlamak için <tip> <isim> kullanın
+            ///////////////////////////////////////////////////
+
+            // Sbyte - Signed 8-bit integer
+            // (-128 <= sbyte <= 127)
+            sbyte fooSbyte = 100;
+
+            // Byte - Unsigned 8-bit integer
+            // (0 <= byte <= 255)
+            byte fooByte = 100;
+
+            // Short - 16-bit integer
+            // Signed - (-32,768 <= short <= 32,767)
+            // Unsigned - (0 <= ushort <= 65,535)
+            short fooShort = 10000;
+            ushort fooUshort = 10000;
+
+            // Integer - 32-bit integer
+            int fooInt = 1; // (-2,147,483,648 <= int <= 2,147,483,647)
+            uint fooUint = 1; // (0 <= uint <= 4,294,967,295)
+
+            // Long - 64-bit integer
+            long fooLong = 100000L; // (-9,223,372,036,854,775,808 <= long <= 9,223,372,036,854,775,807)
+            ulong fooUlong = 100000L; // (0 <= ulong <= 18,446,744,073,709,551,615)
+            // Numbers default to being int or uint depending on size.
+            // L is used to denote that this variable value is of type long or ulong
+
+            // Double - Double-precision 64-bit IEEE 754 Floating Point
+            double fooDouble = 123.4; // Precision: 15-16 digits
+
+            // Float - Single-precision 32-bit IEEE 754 Floating Point
+            float fooFloat = 234.5f; // Precision: 7 digits
+            // f is used to denote that this variable value is of type float
+
+            // Decimal - a 128-bits data type, with more precision than other floating-point types,
+            // suited for financial and monetary calculations
+            decimal fooDecimal = 150.3m;
+
+            // Boolean - true & false
+            bool fooBoolean = true; // or false
+
+            // Char - A single 16-bit Unicode character
+            char fooChar = 'A';
+
+            // Strings -- unlike the previous base types which are all value types,
+            // a string is a reference type. That is, you can set it to null
+            string fooString = "\"escape\" quotes and add \n (new lines) and \t (tabs)";
+            Console.WriteLine(fooString);
+
+            // You can access each character of the string with an indexer:
+            char charFromString = fooString[1]; // => 'e'
+            // Strings are immutable: you can't do fooString[1] = 'X';
+
+            // Compare strings with current culture, ignoring case
+            string.Compare(fooString, "x", StringComparison.CurrentCultureIgnoreCase);
+
+            // Formatting, based on sprintf
+            string fooFs = string.Format("Check Check, {0} {1}, {0} {1:0.0}", 1, 2);
+
+            // Dates & Formatting
+            DateTime fooDate = DateTime.Now;
+            Console.WriteLine(fooDate.ToString("hh:mm, dd MMM yyyy"));
+
+            // You can split a string over two lines with the @ symbol. To escape " use ""
+            string bazString = @"Here's some stuff
+on a new line! ""Wow!"", the masses cried";
+
+            // Use const or read-only to make a variable immutable
+            // const values are calculated at compile time
+            const int HOURS_I_WORK_PER_WEEK = 9001;
+
+            ///////////////////////////////////////////////////
+            // Data Structures
+            ///////////////////////////////////////////////////
+
+            // Arrays - zero indexed
+            // The array size must be decided upon declaration
+            // The format for declaring an array is follows:
+            // <datatype>[] <var name> = new <datatype>[<array size>];
+            int[] intArray = new int[10];
+
+            // Another way to declare & initialize an array
+            int[] y = { 9000, 1000, 1337 };
+
+            // Indexing an array - Accessing an element
+            Console.WriteLine("intArray @ 0: " + intArray[0]);
+            // Arrays are mutable.
+            intArray[1] = 1;
+
+            // Lists
+            // Lists are used more frequently than arrays as they are more flexible
+            // The format for declaring a list is follows:
+            // List<datatype> <var name> = new List<datatype>();
+            List<int> intList = new List<int>();
+            List<string> stringList = new List<string>();
+            List<int> z = new List<int> { 9000, 1000, 1337 }; // intialize
+            // The <> are for generics - Check out the cool stuff section
+
+            // Lists don't default to a value;
+            // A value must be added before accessing the index
+            intList.Add(1);
+            Console.WriteLine("intList @ 0: " + intList[0]);
+
+            // Others data structures to check out:
+            // Stack/Queue
+            // Dictionary (an implementation of a hash map)
+            // HashSet
+            // Read-only Collections
+            // Tuple (.Net 4+)
+
+            ///////////////////////////////////////
+            // Operators
+            ///////////////////////////////////////
+            Console.WriteLine("\n->Operators");
+
+            int i1 = 1, i2 = 2; // Shorthand for multiple declarations
+
+            // Arithmetic is straightforward
+            Console.WriteLine(i1 + i2 - i1 * 3 / 7); // => 3
+
+            // Modulo
+            Console.WriteLine("11%3 = " + (11 % 3)); // => 2
+
+            // Comparison operators
+            Console.WriteLine("3 == 2? " + (3 == 2)); // => false
+            Console.WriteLine("3 != 2? " + (3 != 2)); // => true
+            Console.WriteLine("3 > 2? " + (3 > 2)); // => true
+            Console.WriteLine("3 < 2? " + (3 < 2)); // => false
+            Console.WriteLine("2 <= 2? " + (2 <= 2)); // => true
+            Console.WriteLine("2 >= 2? " + (2 >= 2)); // => true
+
+            // Bitwise operators!
+            /*
+            ~       Unary bitwise complement
+            <<      Signed left shift
+            >>      Signed right shift
+            &       Bitwise AND
+            ^       Bitwise exclusive OR
+            |       Bitwise inclusive OR
+            */
+
+            // Incrementations
+            int i = 0;
+            Console.WriteLine("\n->Inc/Dec-rementation");
+            Console.WriteLine(i++); //i = 1. Post-Incrementation
+            Console.WriteLine(++i); //i = 2. Pre-Incrementation
+            Console.WriteLine(i--); //i = 1. Post-Decrementation
+            Console.WriteLine(--i); //i = 0. Pre-Decrementation
+
+            ///////////////////////////////////////
+            // Control Structures
+            ///////////////////////////////////////
+            Console.WriteLine("\n->Control Structures");
+
+            // If statements are c-like
+            int j = 10;
+            if (j == 10)
+            {
+                Console.WriteLine("I get printed");
+            }
+            else if (j > 10)
+            {
+                Console.WriteLine("I don't");
+            }
+            else
+            {
+                Console.WriteLine("I also don't");
+            }
+
+            // Ternary operators
+            // A simple if/else can be written as follows
+            // <condition> ? <true> : <false>
+            string isTrue = (true) ? "True" : "False";
+
+            // While loop
+            int fooWhile = 0;
+            while (fooWhile < 100)
+            {
+                //Iterated 100 times, fooWhile 0->99
+                fooWhile++;
+            }
+
+            // Do While Loop
+            int fooDoWhile = 0;
+            do
+            {
+                //Iterated 100 times, fooDoWhile 0->99
+                fooDoWhile++;
+            } while (fooDoWhile < 100);
+
+            //for loop structure => for(<start_statement>; <conditional>; <step>)
+            for (int fooFor = 0; fooFor < 10; fooFor++)
+            {
+                //Iterated 10 times, fooFor 0->9
+            }
+
+            // For Each Loop
+            // foreach loop structure => foreach(<iteratorType> <iteratorName> in <enumerable>)
+            // The foreach loop loops over any object implementing IEnumerable or IEnumerable<T>
+            // All the collection types (Array, List, Dictionary...) in the .Net framework
+            // implement one or both of these interfaces.
+            // (The ToCharArray() could be removed, because a string also implements IEnumerable)
+            foreach (char character in "Hello World".ToCharArray())
+            {
+                //Iterated over all the characters in the string
+            }
+
+            // Switch Case
+            // A switch works with the byte, short, char, and int data types.
+            // It also works with enumerated types (discussed in Enum Types),
+            // the String class, and a few special classes that wrap
+            // primitive types: Character, Byte, Short, and Integer.
+            int month = 3;
+            string monthString;
+            switch (month)
+            {
+                case 1:
+                    monthString = "January";
+                    break;
+                case 2:
+                    monthString = "February";
+                    break;
+                case 3:
+                    monthString = "March";
+                    break;
+                // You can assign more than one case to an action
+                // But you can't add an action without a break before another case
+                // (if you want to do this, you would have to explicitly add a goto case x
+                case 6:
+                case 7:
+                case 8:
+                    monthString = "Summer time!!";
+                    break;
+                default:
+                    monthString = "Some other month";
+                    break;
+            }
+
+            ///////////////////////////////////////
+            // Converting Data Types And Typecasting
+            ///////////////////////////////////////
+
+            // Converting data
+
+            // Convert String To Integer
+            // this will throw an Exception on failure
+            int.Parse("123");//returns an integer version of "123"
+
+            // try parse will default to type default on failure
+            // in this case: 0
+            int tryInt;
+            if (int.TryParse("123", out tryInt)) // Function is boolean
+                Console.WriteLine(tryInt);       // 123
+
+            // Convert Integer To String
+            // Convert class has a number of methods to facilitate conversions
+            Convert.ToString(123);
+            // or
+            tryInt.ToString();
+        }
+
+        ///////////////////////////////////////
+        // CLASSES - see definitions at end of file
+        ///////////////////////////////////////
+        public static void Classes()
+        {
+            // See Declaration of objects at end of file
+
+            // Use new to instantiate a class
+            Bicycle trek = new Bicycle();
+
+            // Call object methods
+            trek.SpeedUp(3); // You should always use setter and getter methods
+            trek.Cadence = 100;
+
+            // ToString is a convention to display the value of this Object.
+            Console.WriteLine("trek info: " + trek.Info());
+
+            // Instantiate a new Penny Farthing
+            PennyFarthing funbike = new PennyFarthing(1, 10);
+            Console.WriteLine("funbike info: " + funbike.Info());
+
+            Console.Read();
+        } // End main method
+
+        // CONSOLE ENTRY A console application must have a main method as an entry point
+        public static void Main(string[] args)
+        {
+            OtherInterestingFeatures();
+        }
+
+        //
+        // INTERESTING FEATURES
+        //
+        
+        // DEFAULT METHOD SIGNATURES
+
+        public // Visibility
+        static // Allows for direct call on class without object 
+        int // Return Type,
+        MethodSignatures(
+            int maxCount, // First variable, expects an int
+            int count = 0, // will default the value to 0 if not passed in
+            int another = 3,
+            params string[] otherParams // captures all other parameters passed to method
+        )
+        { 
+            return -1;
+        }
+
+        // Methods can have the same name, as long as the signature is unique
+        public static void MethodSignatures(string maxCount)
+        {
+        }
+
+        // GENERICS
+        // The classes for TKey and TValue is specified by the user calling this function.
+        // This method emulates the SetDefault of Python
+        public static TValue SetDefault<TKey, TValue>(
+            IDictionary<TKey, TValue> dictionary, 
+            TKey key, 
+            TValue defaultItem)
+        {
+            TValue result;
+            if (!dictionary.TryGetValue(key, out result))
+                return dictionary[key] = defaultItem;
+            return result;
+        }
+
+        // You can narrow down the objects that are passed in 
+        public static void IterateAndPrint<T>(T toPrint) where T: IEnumerable<int>
+        {
+            // We can iterate, since T is a IEnumerable
+            foreach (var item in toPrint)
+                // Item is an int
+                Console.WriteLine(item.ToString());
+        }
+
+        public static void OtherInterestingFeatures()
+        {
+            // OPTIONAL PARAMETERS
+            MethodSignatures(3, 1, 3, "Some", "Extra", "Strings");
+            MethodSignatures(3, another: 3); // explicity set a parameter, skipping optional ones
+
+            // EXTENSION METHODS
+            int i = 3;
+            i.Print(); // Defined below
+
+            // NULLABLE TYPES - great for database interaction / return values
+            // any value type (i.e. not a class) can be made nullable by suffixing a ?
+            // <type>? <var name> = <value>
+            int? nullable = null; // short hand for Nullable<int>
+            Console.WriteLine("Nullable variable: " + nullable);
+            bool hasValue = nullable.HasValue; // true if not null
+
+            // ?? is syntactic sugar for specifying default value (coalesce)
+            // in case variable is null
+            int notNullable = nullable ?? 0; // 0
+
+            // IMPLICITLY TYPED VARIABLES - you can let the compiler work out what the type is:
+            var magic = "magic is a string, at compile time, so you still get type safety";
+            // magic = 9; will not work as magic is a string, not an int
+
+            // GENERICS
+            //
+            var phonebook = new Dictionary<string, string>() { 
+                {"Sarah", "212 555 5555"} // Add some entries to the phone book
+            };
+
+            // Calling SETDEFAULT defined as a generic above
+            Console.WriteLine(SetDefault<string,string>(phonebook, "Shaun", "No Phone")); // No Phone
+            // nb, you don't need to specify the TKey and TValue since they can be 
+            // derived implicitly
+            Console.WriteLine(SetDefault(phonebook, "Sarah", "No Phone")); // 212 555 5555
+
+            // LAMBDA EXPRESSIONS - allow you to write code in line
+            Func<int, int> square = (x) => x * x; // Last T item is the return value
+            Console.WriteLine(square(3)); // 9
+
+            // DISPOSABLE RESOURCES MANAGEMENT - let you handle unmanaged resources easily.
+            // Most of objects that access unmanaged resources (file handle, device contexts, etc.)
+            // implement the IDisposable interface. The using statement takes care of 
+            // cleaning those IDisposable objects for you.
+            using (StreamWriter writer = new StreamWriter("log.txt"))
+            {
+                writer.WriteLine("Nothing suspicious here");
+                // At the end of scope, resources will be released.
+                // Even if an exception is thrown.
+            } 
+
+            // PARALLEL FRAMEWORK
+            // http://blogs.msdn.com/b/csharpfaq/archive/2010/06/01/parallel-programming-in-net-framework-4-getting-started.aspx
+            var websites = new string[] { 
+                "http://www.google.com", "http://www.reddit.com", 
+                "http://www.shaunmccarthy.com"
+            };
+            var responses = new Dictionary<string, string>();
+            
+            // Will spin up separate threads for each request, and join on them
+            // before going to the next step!
+            Parallel.ForEach(websites, 
+                new ParallelOptions() {MaxDegreeOfParallelism = 3}, // max of 3 threads
+                website =>
+            {
+                // Do something that takes a long time on the file
+                using (var r = WebRequest.Create(new Uri(website)).GetResponse())
+                {
+                    responses[website] = r.ContentType;
+                }
+            });
+
+            // This won't happen till after all requests have been completed
+            foreach (var key in responses.Keys)
+                Console.WriteLine("{0}:{1}", key, responses[key]);
+
+            // DYNAMIC OBJECTS (great for working with other languages)
+            dynamic student = new ExpandoObject();
+            student.FirstName = "First Name"; // No need to define class first!
+
+            // You can even add methods (returns a string, and takes in a string)
+            student.Introduce = new Func<string, string>(
+                (introduceTo) => string.Format("Hey {0}, this is {1}", student.FirstName, introduceTo));
+            Console.WriteLine(student.Introduce("Beth"));
+
+            // IQUERYABLE<T> - almost all collections implement this, which gives you a lot of 
+            // very useful Map / Filter / Reduce style methods
+            var bikes = new List<Bicycle>();
+            bikes.Sort(); // Sorts the array
+            bikes.Sort((b1, b2) => b1.Wheels.CompareTo(b2.Wheels)); // Sorts based on wheels
+            var result = bikes
+                .Where(b => b.Wheels > 3) // Filters - chainable (returns IQueryable of previous type)
+                .Where(b => b.IsBroken && b.HasTassles)
+                .Select(b => b.ToString()); // Map - we only this selects, so result is a IQueryable<string>
+
+            var sum = bikes.Sum(b => b.Wheels); // Reduce - sums all the wheels in the collection
+
+            // Create a list of IMPLICIT objects based on some parameters of the bike
+            var bikeSummaries = bikes.Select(b=>new { Name = b.Name, IsAwesome = !b.IsBroken && b.HasTassles });
+            // Hard to show here, but you get type ahead completion since the compiler can implicitly work
+            // out the types above!
+            foreach (var bikeSummary in bikeSummaries.Where(b => b.IsAwesome))
+                Console.WriteLine(bikeSummary.Name);
+
+            // ASPARALLEL
+            // And this is where things get wicked - combines linq and parallel operations
+            var threeWheelers = bikes.AsParallel().Where(b => b.Wheels == 3).Select(b => b.Name);
+            // this will happen in parallel! Threads will automagically be spun up and the 
+            // results divvied amongst them! Amazing for large datasets when you have lots of 
+            // cores
+
+            // LINQ - maps a store to IQueryable<T> objects, with delayed execution
+            // e.g. LinqToSql - maps to a database, LinqToXml maps to an xml document
+            var db = new BikeRepository();
+
+            // execution is delayed, which is great when querying a database
+            var filter = db.Bikes.Where(b => b.HasTassles); // no query run
+            if (42 > 6) // You can keep adding filters, even conditionally - great for "advanced search" functionality
+                filter = filter.Where(b => b.IsBroken); // no query run
+
+            var query = filter
+                .OrderBy(b => b.Wheels)
+                .ThenBy(b => b.Name)
+                .Select(b => b.Name); // still no query run
+
+            // Now the query runs, but opens a reader, so only populates are you iterate through
+            foreach (string bike in query) 
+                Console.WriteLine(result);
+            
+
+
+        }
+
+    } // End LearnCSharp class
+
+    // You can include other classes in a .cs file
+
+    public static class Extensions
+    {
+        // EXTENSION FUNCTIONS
+        public static void Print(this object obj)
+        {
+            Console.WriteLine(obj.ToString());
+        }
+    }
+
+    // Class Declaration Syntax:
+    // <public/private/protected/internal> class <class name>{
+    //    //data fields, constructors, functions all inside.
+    //    //functions are called as methods in Java.
+    // }
+
+    public class Bicycle
+    {
+        // Bicycle's Fields/Variables
+        public int Cadence // Public: Can be accessed from anywhere
+        {
+            get // get - define a method to retrieve the property
+            {
+                return _cadence;
+            }
+            set // set - define a method to set a proprety
+            {
+                _cadence = value; // Value is the value passed in to the setter
+            }
+        }
+        private int _cadence;
+
+        protected virtual int Gear // Protected: Accessible from the class and subclasses
+        {
+            get; // creates an auto property so you don't need a member field
+            set;
+        }
+
+        internal int Wheels // Internal: Accessible from within the assembly
+        {
+            get;
+            private set; // You can set modifiers on the get/set methods
+        }
+
+        int _speed; // Everything is private by default: Only accessible from within this class. 
+                    // can also use keyword private
+        public string Name { get; set; }
+
+        // Enum is a value type that consists of a set of named constants
+        // It is really just mapping a name to a value (an int, unless specified otherwise).
+        // The approved types for an enum are byte, sbyte, short, ushort, int, uint, long, or ulong.
+        // An enum can't contain the same value twice.
+        public enum BikeBrand
+        {
+            AIST,
+            BMC,
+            Electra = 42, //you can explicitly set a value to a name
+            Gitane // 43
+        }
+        // We defined this type inside a Bicycle class, so it is a nested type
+        // Code outside of this class should reference this type as Bicycle.Brand
+
+        public BikeBrand Brand; // After declaring an enum type, we can declare the field of this type
+
+        // Static members belong to the type itself rather then specific object.
+        // You can access them without a reference to any object:
+        // Console.WriteLine("Bicycles created: " + Bicycle.bicyclesCreated);
+        static public int BicyclesCreated = 0;
+
+        // readonly values are set at run time
+        // they can only be assigned upon declaration or in a constructor
+        readonly bool _hasCardsInSpokes = false; // read-only private
+
+        // Constructors are a way of creating classes
+        // This is a default constructor
+        public Bicycle() 
+        {
+            this.Gear = 1; // you can access members of the object with the keyword this
+            Cadence = 50;  // but you don't always need it
+            _speed = 5;
+            Name = "Bontrager";
+            Brand = BikeBrand.AIST;
+            BicyclesCreated++;
+        }
+
+        // This is a specified constructor (it contains arguments)
+        public Bicycle(int startCadence, int startSpeed, int startGear,
+                       string name, bool hasCardsInSpokes, BikeBrand brand) 
+            : base() // calls base first
+        {
+            Gear = startGear; 
+            Cadence = startCadence;
+            _speed = startSpeed;
+            Name = name; 
+            _hasCardsInSpokes = hasCardsInSpokes;
+            Brand = brand;
+        }
+
+        // Constructors can be chained
+        public Bicycle(int startCadence, int startSpeed, BikeBrand brand) :
+            this(startCadence, startSpeed, 0, "big wheels", true, brand)
+        {
+        }
+
+        // Function Syntax:
+        // <public/private/protected> <return type> <function name>(<args>)
+
+        // classes can implement getters and setters for their fields
+        // or they can implement properties (this is the preferred way in C#)
+
+        // Method parameters can have default values.
+        // In this case, methods can be called with these parameters omitted
+        public void SpeedUp(int increment = 1)
+        {
+            _speed += increment;
+        }
+
+        public void SlowDown(int decrement = 1)
+        {
+            _speed -= decrement;
+        }
+
+        // properties get/set values
+        // when only data needs to be accessed, consider using properties.
+        // properties may have either get or set, or both
+        private bool _hasTassles; // private variable
+        public bool HasTassles // public accessor
+        {
+            get { return _hasTassles; }
+            set { _hasTassles = value; }
+        }
+
+        // You can also define an automatic property in one line
+        // this syntax will create a backing field automatically.
+        // You can set an access modifier on either the getter or the setter (or both)
+        // to restrict its access:
+        public bool IsBroken { get; private set; }
+
+        // Properties can be auto-implemented
+        public int FrameSize
+        {
+            get;
+            // you are able to specify access modifiers for either get or set
+            // this means only Bicycle class can call set on Framesize
+            private set;
+        }
+
+        // It's also possible to define custom Indexers on objects.
+        // All though this is not entirely useful in this example, you
+        // could do bicycle[0] which yields "chris" to get the first passenger or
+        // bicycle[1] = "lisa" to set the passenger. (of this apparent quattrocycle)
+        private string[] passengers = { "chris", "phil", "darren", "regina" }
+
+        public string this[int i]
+        {
+            get {
+                return passengers[i];
+            }
+
+            set {
+                return passengers[i] = value;
+            }
+        }
+
+        //Method to display the attribute values of this Object.
+        public virtual string Info()
+        {
+            return "Gear: " + Gear +
+                    " Cadence: " + Cadence +
+                    " Speed: " + _speed +
+                    " Name: " + Name +
+                    " Cards in Spokes: " + (_hasCardsInSpokes ? "yes" : "no") +
+                    "\n------------------------------\n"
+                    ;
+        }
+
+        // Methods can also be static. It can be useful for helper methods
+        public static bool DidWeCreateEnoughBycles()
+        {
+            // Within a static method, we only can reference static class members
+            return BicyclesCreated > 9000;
+        } // If your class only needs static members, consider marking the class itself as static.
+
+
+    } // end class Bicycle
+
+    // PennyFarthing is a subclass of Bicycle
+    class PennyFarthing : Bicycle
+    {
+        // (Penny Farthings are those bicycles with the big front wheel.
+        // They have no gears.)
+
+        // calling parent constructor
+        public PennyFarthing(int startCadence, int startSpeed) :
+            base(startCadence, startSpeed, 0, "PennyFarthing", true, BikeBrand.Electra)
+        {
+        }
+
+        protected override int Gear
+        {
+            get
+            {
+                return 0;
+            }
+            set
+            {
+                throw new ArgumentException("You can't change gears on a PennyFarthing");
+            }
+        }
+
+        public override string Info()
+        {
+            string result = "PennyFarthing bicycle ";
+            result += base.ToString(); // Calling the base version of the method
+            return result;
+        }
+    }
+
+    // Interfaces only contain signatures of the members, without the implementation.
+    interface IJumpable
+    {
+        void Jump(int meters); // all interface members are implicitly public
+    }
+
+    interface IBreakable
+    {
+        bool Broken { get; } // interfaces can contain properties as well as methods & events
+    }
+
+    // Class can inherit only one other class, but can implement any amount of interfaces
+    class MountainBike : Bicycle, IJumpable, IBreakable
+    {
+        int damage = 0;
+
+        public void Jump(int meters)
+        {
+            damage += meters;
+        }
+
+        public bool Broken
+        {
+            get
+            {
+                return damage > 100;
+            }
+        }
+    }
+
+    /// <summary>
+    /// Used to connect to DB for LinqToSql example. 
+    /// EntityFramework Code First is awesome (similar to Ruby's ActiveRecord, but bidirectional)
+    /// http://msdn.microsoft.com/en-us/data/jj193542.aspx
+    /// </summary>
+    public class BikeRepository : DbSet
+    {
+        public BikeRepository()
+            : base()
+        {
+        }
+
+        public DbSet<Bicycle> Bikes { get; set; }
+    }
+} // End Namespace
+```
+
+## Topics Not Covered
+
+ * Flags
+ * Attributes
+ * Static properties
+ * Exceptions, Abstraction
+ * ASP.NET (Web Forms/MVC/WebMatrix)
+ * Winforms
+ * Windows Presentation Foundation (WPF)
+
+## Further Reading
+
+ * [DotNetPerls](http://www.dotnetperls.com)
+ * [C# in Depth](http://manning.com/skeet2)
+ * [Programming C#](http://shop.oreilly.com/product/0636920024064.do)
+ * [LINQ](http://shop.oreilly.com/product/9780596519254.do)
+ * [MSDN Library](http://msdn.microsoft.com/en-us/library/618ayhy6.aspx)
+ * [ASP.NET MVC Tutorials](http://www.asp.net/mvc/tutorials)
+ * [ASP.NET Web Matrix Tutorials](http://www.asp.net/web-pages/tutorials)
+ * [ASP.NET Web Forms Tutorials](http://www.asp.net/web-forms/tutorials)
+ * [Windows Forms Programming in C#](http://www.amazon.com/Windows-Forms-Programming-Chris-Sells/dp/0321116208)
+
+
+
+[C# Coding Conventions](http://msdn.microsoft.com/en-us/library/vstudio/ff926074.aspx)
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