Okay guys...this is serious ^^.
I have about tow weeks left of class, and I've got to make a final project for my programming course. We're using the language C#, so it's all OOP. We don't have any rules or criteria except that it has to be "worthy" of a semester of learning. I've got all the chapters we've covered, and a brief description of each so you can see what I'm working with. Does anybody have any ideas for me? I'm terrible at coming up with things...anything you'd like to see/have for yourself? Games are typically the way to go with this project...but anything else will do.
I'll let you know if I decide to use your idea <3
Chapter 1, “Introduction to Programming and Visual C# 2005,” introduces Microsoft’s Visual Studio integrated development environment (IDE). The single environment is used for multiple languages. A step-by-step program gets students into programming very quickly (quicker than most books). The chapter introduces the OOP concepts of objects, properties, methods, and events. The elements of debugging and using the Help system also are introduced.
Chapter 2, “User Interface Design,” demonstrates techniques for good program design, including making the interface easy for users as well as guidelines for designing maintainable programs. Several controls are introduced, including text boxes, masked text boxes, rich text boxes, group boxes, check boxes, radio buttons, and picture boxes.
Chapter 3, “Variables, Constants, and Calculations,” presents the concepts of using data and declaring the data type. Students learn to follow standards to indicate the data type of variables and constants and to use the proper scope. Error handling uses the try/catch/finally structure, which is introduced in this chapter along with calculations. The student learns to display error messages using the MessageBox class and also learns about the OOP concept of overloaded constructors.
Chapter 4, “Decisions and Conditions,” introduces taking alternate actions based on conditions formed with the relational and logical operators. This chapter uses if statements to validate user input. Multiple decisions are handled with both nested if statements and the case structure (the switch statement).
The debugging features of the IDE are covered, including a step-by-step exercise that covers stepping through program statements and checking intermediate values during execution.
Chapter 5, “Menus, Common Dialog Boxes, and Methods,” covers the concepts of writing and calling general methods. Students learn to include both menus and context menus in projects, display common dialog boxes, and use the input provided by the user.
Chapter 6, “Multiform Projects,” adds splash forms and About forms to a project. Summary data are presented on a separate form.
Chapter 7, “Lists, Loops, and Printing,” incorporates list boxes and combo boxes into projects, providing the opportunity to discuss looping procedures and printing lists of information. Printing is accomplished in .NET using a graphics object and a callback event. The printing controls also include a Print Preview, which allows students and instructors to view output without actually printing it.
Chapter 8, “Arrays,” introduces arrays, which follow logically from the lists covered in Chapter 7. Students learn to use single- and multidimension arrays, table lookups, structures, and arrays of structures.
Chapter 10, “Accessing Database Files,” introduces ADO.NET, which is Microsoft’s latest technology for accessing data in a database. This chapter shows how to create binding sources, table adapters, and datasets. Programs include accessing data from both Windows Forms and Web Forms. Students learn to bind data tables to a data grid and bind individual data fields to controls such as labels and text boxes.
Chapter 11, “Saving Data in Files,” presents the techniques for data file handling. Students learn to save and read small amounts of data using streams. The StreamWriter and StreamReader objects are used to store and reload the contents of a combo box.
Chapter 12, “OOP: Creating Object-Oriented Programs,” explains more of the theory of object-oriented programming. Although we have been using OOP concepts since Chapter 1, in this chapter students learn the terminology and application of OOP. Inheritance is covered for visual objects (forms) and for extending existing classes. The samples are kept simple enough for an introductory class.
Chapter 13, “Graphics, Animation, Sound, and Drag-and- Drop,” covers the classes and methods of GDI. The chapter covers graphics objects, pens, and brushes for drawing shapes and lines. Animation is accomplished using the Timer control and the SetBounds method for moving controls. Students learn to play sounds using the SoundPlayer class. Drag-and-drop events are used to transfer the contents of a text box to a list box.