---
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"]
    - ["Wouter Van Schandevijl", "http://github.com/laoujin"]
filename: LearnCSharp.cs
---
C# is an elegant and type-safe object-oriented language that enables developers to build a variety of secure and robust applications that run on the .NET Framework.
[Read more here.](http://msdn.microsoft.com/en-us/library/vstudio/z1zx9t92.aspx)
```c#
// Single-line comments start with //
/*
Multi-line comments look like this
*/
/// 
/// This is an XML documentation comment which can be used to generate external
/// documentation or provide context help within an IDE
/// 
//public void MethodOrClassOrOtherWithParsableHelp() {}
// Specify the namespaces this source code will be using
// The namespaces below are all part of the standard .NET Framework Class Libary 
using System;
using System.Collections.Generic;
using System.Dynamic;
using System.Linq;
using System.Net;
using System.Threading.Tasks;
using System.IO;
// But this one is not:
using System.Data.Entity;
// In order to be able to use it, you need to add a dll reference
// This can be done with the NuGet package manager: `Install-Package EntityFramework`
// Namespaces define scope to organize code into "packages" or "modules"
// Using this code from another source file: using Learning.CSharp;
namespace Learning.CSharp
{
    // Each .cs file should at least contain a class with the same name as the file
    // you're allowed to do otherwise, but shouldn't for sanity.
    public class LearnCSharp
    {
        // BASIC SYNTAX - skip to INTERESTING FEATURES if you have used Java or C++ before
        public static void Syntax() 
        {
            // Use Console.WriteLine to print lines
            Console.WriteLine("Hello World");
            Console.WriteLine(
                "Integer: " + 10 +
                " Double: " + 3.14 +
                " Boolean: " + true);
            // To print without a new line, use Console.Write
            Console.Write("Hello ");
            Console.Write("World");
            ///////////////////////////////////////////////////
            // Types & Variables
            //
            // Declare a variable using  
            ///////////////////////////////////////////////////
            // 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 HoursWorkPerWeek = 9001;
            ///////////////////////////////////////////////////
            // Data Structures
            ///////////////////////////////////////////////////
            // Arrays - zero indexed
            // The array size must be decided upon declaration
            // The format for declaring an array is follows:
            // []  = new [];
            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  = new List();
            List intList = new List();
            List stringList = new List();
            List z = new List { 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
            //  ?  : 
            int toCompare = 17;
            string isTrue = toCompare == 17 ? "True" : "False";
            // While loop
            int fooWhile = 0;
            while (fooWhile < 100)
            {
                //Iterated 100 times, fooWhile 0->99
                fooWhile++;
            }
            // Do While Loop
            int fooDoWhile = 0;
            do
            {
                // Start iteration 100 times, fooDoWhile 0->99
                if (false)
                    continue; // skip the current iteration
                fooDoWhile++;
                if (fooDoWhile == 50)
                    break; // breaks from the loop completely
            } while (fooDoWhile < 100);
            //for loop structure => for(; ; )
            for (int fooFor = 0; fooFor < 10; fooFor++)
            {
                //Iterated 10 times, fooFor 0->9
            }
            // For Each Loop
            // foreach loop structure => foreach(  in )
            // The foreach loop loops over any object implementing IEnumerable or IEnumerable
            // 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 a FormatException 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();
            // Casting
            // Cast decimal 15 to a int
            // and then implicitly cast to long
            long x = (int) 15M;
        }
        ///////////////////////////////////////
        // 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
        // A method that differs only in return type is not unique
        public static void MethodSignatures(
            ref int maxCount, // Pass by reference
            out int count)
        {
            count = 15; // out param must be assigned before control leaves the method
        }
        // 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(
            IDictionary 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 toPrint) where T: IEnumerable
        {
            // 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
            // BY REF AND OUT PARAMETERS
            int maxCount = 0, count; // ref params must have value
            MethodSignatures(ref maxCount, out count);
            // 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 ?
            // ?  = 
            int? nullable = null; // short hand for Nullable
            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() { 
                {"Sarah", "212 555 5555"} // Add some entries to the phone book
            };
            // Calling SETDEFAULT defined as a generic above
            Console.WriteLine(SetDefault(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 square = (x) => x * x; // Last T item is the return value
            Console.WriteLine(square(3)); // 9
            // ERROR HANDLING - coping with an uncertain world
            try
            {
                var funBike = PennyFarthing.CreateWithGears(6);
                // will no longer execute because CreateWithGears throws an exception
                string some = "";
                if (true) some = null;
                some.ToLower(); // throws a NullReferenceException
            }
            catch (NotSupportedException)
            {
                Console.WriteLine("Not so much fun now!");
            }
            catch (Exception ex) // catch all other exceptions
            {
                throw new ApplicationException("It hit the fan", ex);
                // throw; // A rethrow that preserves the callstack
            }
            // catch { } // catch-all without capturing the Exception
            finally
            {
                // executes after try or catch
            }
            // 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();
            
            // 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(
                (introduceTo) => string.Format("Hey {0}, this is {1}", student.FirstName, introduceTo));
            Console.WriteLine(student.Introduce("Beth"));
            // IQUERYABLE - almost all collections implement this, which gives you a lot of 
            // very useful Map / Filter / Reduce style methods
            var bikes = new List();
            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
            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 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:
    //  class {
    //    //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
        // Decorate an enum with the FlagsAttribute to indicate that multiple values can be switched on
        [Flags] // Any class derived from Attribute can be used to decorate types, methods, parameters etc
        public enum BikeAccessories
        {
            None = 0,
            Bell = 1,
            MudGuards = 2, // need to set the values manually!
            Racks = 4,
            Lights = 8,
            FullPackage = Bell | MudGuards | Racks | Lights
        }
        // Usage: aBike.Accessories.HasFlag(Bicycle.BikeAccessories.Bell)
        // Before .NET 4: (aBike.Accessories & Bicycle.BikeAccessories.Bell) == Bicycle.BikeAccessories.Bell
        public BikeAccessories Accessories { get; set; }
        // 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);
        public static int BicyclesCreated { get; set; }
        // 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:
        //   ()
        // 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 InvalidOperationException("You can't change gears on a PennyFarthing");
            }
        }
        public static PennyFarthing CreateWithGears(int gears)
        {
            var penny = new PennyFarthing(1, 1);
            penny.Gear = gears; // Oops, can't do this!
            return penny;
        }
        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;
            }
        }
    }
    /// 
    /// 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
    /// 
    public class BikeRepository : DbContext
    {
        public BikeRepository()
            : base()
        {
        }
        public DbSet Bikes { get; set; }
    }
} // End Namespace
```
## Topics Not Covered
 * Attributes
 * async/await, yield, pragma directives
 * Web Development
 	* ASP.NET MVC & WebApi (new)
 	* ASP.NET Web Forms (old)
 	* WebMatrix (tool)
 * Desktop Development
 	* Windows Presentation Foundation (WPF) (new) 
 	* Winforms (old)
## 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)