Friday, August 22, 2008

Live In Quebec Work In Ontario Address Tax?

Using Maya 8


And this time I show you a robot that performs in Maya 8 learning, I think I am very well for letting me kicking in about 40 minutes, no believe you, hahaha there are times I sin of arrogant but we're going to do, greetings to everyone and take care!

Sore Swollen Cuticles

Descontrol Sidereal


After a while I missed corners of Flickr, back to you with the delivery photographic work that I am happy to show them, is something that occurred to me now that I had the time and tools to do it, I hope you enjoy it as much as I be doing when, greetings to everyone!

Sunday, May 18, 2008

Why Are My Dogs Nipples Getting Bigger

Marrano Licensed to Kill


After riding like crazy on a busy day in the city, I came across the fauna of the city, including achieving portray a very peculiar specimen.

Your name as some of us know, hog their profession, dedicated to extort money from people to be little cautious, not to realize the mistakes behind the wheel or just be one of the eejits who fall into their clutches.

funny thing about this anecdote is that the very buzzard was driving and I stand that I was shooting but the funny thing is that when I smiled at the camera, it takes almost another vehicle as it was crossing the street when it became higher the traffic lights, caused me such grace that his displeasure was felt from there to 20 km radius, low brake of the motorcycle he was operating close to my window and I wonder, why the hell I are taking pictures? ", I replied, 're crazy at all, as if you were the only portrait of the city, he was taking pictures to Mrs. with their children going back there and crossed the street, but seeing the incident you just had, I would like to take you some pics right to make a test call, and not bump into the street when the red light, given by our police of Tlalnepantla de Baz, jajajajaja.

this type and I did not hold back on the car, I get a ticket because my windows were tinted and she said later, to see laugh at that, there is no doubt that our police are the best with what we have, but no matter, at least you took the picture the pig, the moral of this story is:

"Never laugh at a pig for their appearance, because I come with some bullshit to be drawn from the hand in less than a minute. "

Friday, May 9, 2008

New Motion Sickness Onset

EGAP EGAP Design FInal

be After adjusting the designs we finally settled with this spectacular, showing how perfectly fits which varied radically from the previously presented two designs, so we can see that were finally raised the ways in which we can see the logo, the titles of the Masters and settings for reports.

Tuesday, May 6, 2008

How To Upholster Vinyl Boat Seats

Toluca



These files are made for spectacular Graduate School of Management published for the ITESM-RZC is the same message seen in different approaches to updating of the Master is continuous and never miss relevant to the objectives to be achieved.

Sunday, April 27, 2008

Dog Sebaceous Cyst Treatment Vet Price

India Visit the Enterprise Segment




These designs were stagnant and had not been rising, are screens to display various folders to be sent to Government of India, was eventually accepted the first shown.

Is It Legal To Not Pay Landlord Do To Termites

Redesign



Initial proposals are in the images and then displays the final product was chosen because it was eliminating some of the logos to reach a corporate image more suitable for the company.

Wednesday, January 30, 2008

Timeline Of Angelfish Reproduction

Incorporate property sheets (PropertyGrid) to our projects

image PropertyGrid control (sheet or property) is a component that we include in our projects, as editor of properties of controls or objects contained therein. Its use allows us to modify the value of a property at run time, the same way as the Properties window of Visual Studio IDE allows us to do at design time.

Its structure consists of two columns and many rows, as properties in control or the associated object. The first column contains the name of the property and the actual value thereof. These values \u200b\u200bcan be entered directly or through the appropriate editor who vary depending on the type of value.

PropertyGrid control allows us to provide greater functionality to our applications, is an interesting way to mechanize the handling properties, and offers users the ability to customize those aspects for which had been scheduled.

PropertyGrid ADDING OUR CONTROL PROJECT

First we add to our project a PropertyGrid control . This we can do with the following line of code. PropertyGrid

HojaPropiedades = new PropertyGrid ();

CONTROLS AND OBJECTS ASSOCIATED

As mentioned above, a PropertyGrid control is typically associated with a control (instance of a class belonging to Visual Studio or other third-suite), or an object (instance of a class created by us). The associated control or object is selected using the property SelectedObject, and how value is entered the name of the elected body.

HojaPropiedades.SelectedObject = Label1; / / Set the properties of Label1 control

HojaPropiedades.SelectedObject = Button1; / / Set the Button1 control's properties

HojaPropiedades.SelectedObject = Entidad3D ; / / Set the object properties Entidad3D

In first two cases, control HojaPropiedades show the properties of each of the associated controls. In the third case, the properties would be shown that the derived class Entidad3D instance, had declared.

DEFINING THE PROPERTIES OF A CLASS

To set a property within a class using the following syntax:

 [  Property Attributes]  TipoPropiedad   propertyName {{ September   for writing code values \u200b\u200b } {  get code to read values}}   
   

So in this way, the class definition Entidad3D , would be as follows.

  1:    public class   Entidad3D 
  2: { 
  3:   / / / The following fields are private fields  properties 
  4:   / / / visible in the property sheet.  
  5:   / / / General category  
  6:   private string    _Name; 
  7:   private string    _Clase; 
  8 :   private  Color _ColorLineas = SystemColors.ControlLight; 
  9:   private  Color _ColorFondo = SystemColors.ControlDarkDark; 
  10:   private string    _Group; 
  11:   / / / category XYZ coordinates  
  12:   private  XYZ = _Coordenadas   new XYZ (); 
  13:   private  XYZ = _CoordenadasEjes   new XYZ ();  



     14:             /// categoría Modificadores 3D   



     15:             private     float   _EscalaX; 



     16:             private     float   _EscalaY; 



     17:             private     float   _EscalaZ; 



     18:             private     float   _RotacionX; 



     19:             private     float   _RotacionY; 
  20:     private float  _RotacionZ; 
  21:   / / / Categoria United  
  22:     private bool  _Activada; 
  23:     private bool  _Visible; 
  24:   private  Font  _Fuente =  new Font ( "Arial" , 8, FontStyle.Regular); 
  25:  
  26:   / / / Definition of the code for properties  
  27:  [CategoryAttribute ( "General" ) 
  28:  DescriptionAttribute ( "Set the name for the instance of the class." ) 
  29:  DefaultValueAttribute ( "Entity" )] 
  30:      public string Name 
  31:  
  {32: get {   _Name return;} 
  33:  _Name set {value =  ;} 
  34 :}  
  35:  [CategoryAttribute ( "General" ) 
  36:  DescriptionAttribute ( "Shows the name of the source class." )  



     37:           ReadOnlyAttribute(  true  )] 



     38:             public     string   Clase 



     39:           { 



     40:               get{  return   _Clase;} 



     41:               set { _Clase =   value  ; } 



     42:           } 



     43:           [CategoryAttribute(  "General"  ) 
  44:  DescriptionAttribute ( "Set the color of the lines in the wireframe." )] 
  45: Color  public   ColorLines 
  46: { 
  47: get {   _ColorLineas return;} 
  48:  _ColorLineas set {value =  ;} 
  49:}  
  50:  [CategoryAttribute ( "General" ) 
  51:  DescriptionAttribute ( "Set the background color in wireframe." )] 
  52:   Color  ColorFondo 
public
  53: { 
  54: get {   _ColorFondo return;} 
  55:  _ColorFondo set {value =  ;} 
  56:}  
  57:  [CategoryAttribute ( "General" ) 
  58:  DescriptionAttribute ( "shows the group to which the entity." ) , 
  59:  DefaultValueAttribute ( "None" ) 
  60:  ReadOnlyAttribute (  true)] 
  61: public      string 
  Group 62:  
  {63: get {   _Grupo return;} 
  64:  _Grupo set {value =  ;} 
  65:  
 } 66:  [CategoryAttribute ( "XYZ" ) 
  67:  DescriptionAttribute ( "Deploy to establish the coordinates of the entity." ) 
  68:  DefaultValueAttribute ( "0, 0, 0" )] 
  69:   public  XYZ coordinates 
  70: { 
  71:  get {return   _Coordenadas;} 
  72:  _Coordenadas set {value =  ;} 
  73:}  
  74:  [CategoryAttribute (  "Coordenadas XYZ" )] 
  75:   public  XYZ CoordenadasEjes 
  76: { 
  77: get {   _CoordenadasEjes return;} 
  78:  _CoordenadasEjes set {value =  ;} 
  79:}  
  80:  [category attribute ( "Modificadores 3D" )] 
     81:             public     float   EscalaX 



     82:           { 



     83:               get{  return   _EscalaX;} 



     84:               set{_EscalaX =   value  ;} 



     85:           } 



     86:           [CategoryAttribute(  "Modificadores 3D"  )] 



     87:             public     float   EscalaY  



     88:           { 



     89:               get{  return   _EscalaY;} 



     90:               set{_EscalaY =   value  ;} 



     91:           } 



     92:           [CategoryAttribute(  "Modificadores 3D"  )] 



     93:             public     float   EscalaZ 



     94:           { 



     95:               get{  return   _EscalaZ;} 



     96:               set{_EscalaZ =   value  ;} 



     97:           } 



     98:           [CategoryAttribute(  "Modificadores 3D"  )] 



     99:             public     float   RotacionX 



    100:           { 



    101:               get{  return   _RotacionX;}  



    102:               set{_RotacionX =   value  ;} 



    103:           } 



    104:           [CategoryAttribute(  "Modificadores 3D"  )] 



    105:             public     float   RotacionY 



    106:           { 



    107:               get{  return   _RotacionY;} 



    108:               set{_RotacionY  =   value  ;} 



    109:           } 



    110:           [CategoryAttribute(  "Modificadores 3D"  )] 



    111:             public     float   RotacionZ 



    112:           { 



    113:               get{  return   _RotacionZ;} 



    114:               set{_RotacionZ =   value  ;} 



    115:  } 
  116:  [category attribute ( "Estados" )] 
  117:   public bool    Activada 
  118: { 
  119: get {   _Activada return;} 
  120:  _Activada set {value =  ;} 
  121:}  
  122:  [category attribute (  "Estados" )] 
  123:     public bool Visible  
  124: { 
  125: get {   _visible return;} 
  126 :  _visible set {value =  ;} 
  127:}  
  128:   public  Font Fuente 
  129: { 
  130: get {   _Fuente return;} 
  131:  _Fuente set {value =  ;} 
  132:  
 } 133:}  
& # 160;
ATTRIBUTES OF PROPERTIES

The definition of class properties Entidad3D , have used some special attributes. This is due, that we may set certain characteristics of properties of the classes whose objects associated with a PropertyGrid control by optional attributes included in the System.ComponentModel space. These attributes are as follows.

  • CategoryAttribute (String) classifies properties into groups.

  • DescriptionAttribute (String) descriptive text that appears in the bottom of the PropertyGrid when you select the property.

  • BrowsableAttribute (Boolean) Determines if the property is or is not in control. The default value is True (True).

  • ReadOnlyAttribute (Boolean) allows or prohibits the user to edit the property to enter values. The default value is False (false).

  • DefaultValueAttribute (Object) Sets the default value of the property.

  • DefaultPropertyAttribute (String) This attribute does not apply to a property but to the class. Sets the property that is selected when the object is given control.

FINAL RESULT image The result of the foregoing in the above lines would be a property sheet object Entidad3D , as we see in the image on the right.

I hope you liked it.

A greeting and to another.




Monday, January 28, 2008

Custom Pinnies Affordable

Applying styles with Infragistics AppStylist

Infragistics NetAdvantage for. NET is a complete and comprehensive suite of ASP development. NET, which includes new controls for use in forms, new components and tools . NET platform. Particularly is the collection of controls that I like about all existing (other than ToolkitPro of Codejock Software Xtreme), although their implementation within our applications can be quite complex.
One of the most attractive of NetAdvantage for. NET is AppStylist for Windows Forms. With this you can customize the look of our applications giving them a truly professional look, a la Office 2007. We must not forget that personalization will only affect the controls included in NetAdvantage suite, and not belonging to Visual Studio or other developers.
Continue Reading ...
Its use is quite simple, allowing both colors set the display styles. Once modified the desired properties (in most cases simply select a color palette and leave the rest to the application), we can save the newly created style in a file and subsequently used to provide the definitive look at our application .
is where we'll hand the program to insert lines of code appropriate.
[Example in Visual Basic]

Public Sub New ()
MyBase . New ()

'Windows Form Designer requires the following line of code.

InitializeComponent ()

' The stylization of the application begins when the library of styles

' is loaded by calling the Load method of StyleManager. This

'normally occurs during the startup of the application.

Infragistics.Win.AppStyling.StyleManager.Load ( "MiEstilo.isl" )

'Inside the library there will be a marked style style

' defect. In addition there may be other styles marked by default for

'specific types of components such as ultragrid, Ultracomb, etc.

'In the following example, we do not use the default style for

' UltraToolbarsManager component, but specific one, for what that

'change the value of the property StyleSetName, name

' desired style.



I . UltraToolbarsManager1.StyleSetName = "EstiloDeComponente"

'In the event that no any style we wanted to assign a component

'deactivate your ability to stylization.

I . UltraButton1.UseAppStyling = False

End Sub

[Example in C #]

public MainForm () {

/ / Windows Form Designer requires the following line code.

InitializeComponent ();

/ / The stylization of the application begins when the library

/ / style is loaded by calling the Load method of l

/ / StyleManager. This typically occurs during the startup of the

/ / application.

Infragistics.Win.AppStyling.StyleManager.Load ( "MiEstilo.isl" )

/ / Inside the library there will be a marked style style

/ / default. addition there may be other styles marked by default for

/ / specific types of components such as ultragrid, Ultracomb, etc.

/ / In the following example, we do not use the default style for

/ / component UltraToolbarsManager, but other specific so

/ / change the value of the property StyleSetName, name

/ / the desired style.

this . UltraToolbarsManager1.StyleSetName = "EstiloDeComponente" ;

/ / If we do not want to assign any style

/ / component, d esactivaríamos styling ability.

this . UltraButton1.UseAppStyling = false;}

And here, with these few lines of code, we managed to provide a unique look at the forms and components of our application.
Hope you liked it.
A greeting and to another.

Saturday, January 26, 2008

What's The Pay For T Mobile Call Center Employee

The programming language C #. Lexical aspects.

Author: José Antonio González Dry
Full course available
DOC and PDF formats on the author's web .

Comments

A comment is text that is included in the source code to facilitate reading for developers and content is, by default, completely ignored by the compiler. Often used to include information about the author of the code, to clarify the meaning or the why of certain sections of code to describe the performance of the methods of classes, etc..

In C # there are two ways to write comments. The first is to enclose all the text you want to talk among characters / * and * / using the following syntax:
  / *  \u0026lt;text>  * /  
These comments can span as many lines as necessary. For example:
 / * This is a comment that illustrates how to write Comments that span multiple lines * / 
But be careful with the fact that you can not nest comments of this kind. That is, it does not write comments like the following:
 / * Comment container / * comment string * / * / 
This is because as the compiler ignores all the text in a comment and just looking for the sequence * / that marks its end, ignore the second / * and when you reach the first * / deemed to have finished with the first open comment / * (not open to the second) and will search code. As * / only supported if detected before any comments yet open and closed (while not looking code), when you reach the second * / deemed to have been a mistake and you will find the * / where he hoped to find code .

Since many times the comments are written are very short and do not usually occupy more than one line, C # provides an alternative syntax more compact for writing these kinds of comments in which is considered an indicator of the beginning of the comments the couple character / / and as an indicator of an end to online. Therefore, the syntax is following these comments:
 / / \u0026lt;text> 
And an example of its use is:
 / / This comment illustrates how to write comments shortcuts 
These single-line single-line comments themselves can be nested without any problem. For example, the comment is perfectly valid:
 / / Comment wrapper / / Comment 
content Continue Reading ...

Identifiers

As in any programming language in C # an identifier is just as its name suggests, a name that will identify some element of our code, either a class, variable, method, etc.

Typically the name of an identifier is a sequence of any number of alphanumeric characters, including accented vowels and ñ-such as the first of them is not a number. For example, valid identifiers are: Up, cane, C3P0, AEIO, etc., but it would 3com, 127, etc.

However, although for reasons of readability of the code is not recommended, C # also allows you to include in a printable handle special characters such as umlauts symbols, underscores, etc. provided they do not have special meaning within language. For example, would also be valid identifiers, _barco _ , C "k A • B but not C # ( # indicates start preprocessor directive) or! B (! indicates logical" not ")

Finally, C # gives the possibility to write identifiers that include Unicode characters that can not be printed using the keyboard of the machine controller or may not be directly valid because they have a special meaning in language. To do this, it is permitted to enter these characters using escape sequences , which are nothing that sequences of characters with the syntax:
  \\ u  \u0026lt;dígito> \u0026lt;dígito> \u0026lt;dígito> \u0026lt;dígito> or  \\ U  \u0026lt;dígito> \u0026lt;dígito> \u0026lt;dígito> ; \u0026lt;dígito> \u0026lt;dígito> \u0026lt;dígito> \u0026lt;dígito> \u0026lt;dígito> 
These digits indicate the Unicode character you want to include as part of the identifier, and each of them has to be a digit valid hexadecimal. (0-9, af or AF) should be noted that the character has or write in lowercase when Unicode characters are indicated with 4 digits and uppercase characters when they are shown with eight. Examples of valid identifiers are C \\ u0064 (equivalent to C #, since 64 is the code # in Unicode) or a \\ U00000033b (equal aa! B>)


reserved words

Although previously have been a number of restrictions on what are the valid names can be given in C # for the handles, is still to give, the following nombres no son válidos como identificadores ya que tienen un significado especial en el lenguaje:
  
abstract, as, base, bool, break, byte, case, catch, char, checked, class,
const, continue, decimal, default, delegate, do, double, else, enum, event,
explicit, extern, false, finally, fixed, float, for, foreach, goto, if,
implicit, in, int, interface, internal, lock, is, long, namespace, new,
null, object, operator, out, override, params, private, protected, public,
readonly, ref, return, sbyte, sealed, short, sizeof, stackalloc, static,
string, struct, switch, this, throw, true, try, typeof, uint, ulong, unchecked, unsafe, ushort, using, virtual, void, while
Apart from these reserved words, if in future implementations of the language is decided to include new keywords, Microsoft said that those words would have to include at least two consecutive underscore symbols ( __>) Therefore, to avoid possible future conflicts is not recommended to give our identifier names containing the sequence of symbols.

Although we can not directly give these names to our IDs, C # provides a mechanism to do so indirectly and in a much more readable than using escape sequences. This mechanism is to use the character @ to prefix the name coincides with a keyword you want to give our variable. For example, the following code is valid:
 class @ class {static void @ static (bool @ bool) {if (@ bool) Console.WriteLine ("true") else Console.WriteLine ("false");}} 
What has been done in the previous code has been used @ to declare a class named class name with a static method that takes a bool parameter name, even if all these names are reserved words in C #.

should be noted that although the name we write is for example @ Class, the name that the compiler will treat it only internally to handle class. In fact, if from code written in another language adapted to. NET than C # we refer to this identifier and the language its name is a reserved word, the name by which we reference it is class, not @ class (if also be in that language reserved word should be referenced with the mechanism that the language included for this, which perhaps could be used @ and C #)

In fact, the use of @ there is no reason to limit to precede reserved words in C #, but we can precede any name with him. However, doing this is not recommended because it is considered a bad programming practice and can cause subtle errors such as that shown in the following example:
 class A {int a; / / ( 1) int @ a / / (2) 
public static void Main () {}}
If we try to compile this code will fail to inform us that the name field has been declared many times in class A . This is because as @ actually not part of the identifier name to the above, the statements marked with comments like (1) and (2) are equivalent.

should be noted, finally something about the character @ : You can precede the name of an identifier, but can not be contained within it. Ie i5322@fie.us.es identifiers as invalid.




Literals A literal is the explicit representation of the values \u200b\u200bthey can take the basic types of language. Here's what the syntax literals are written in C # broken down by type of values \u200b\u200bthey represent:

  • Literals integers: An integer can be represented in C # as a decimal or hexadecimal. In the first case, you write the decimal digits (\u0026lt;0-9) the number one after the other, while the second is to precede the hexadecimal digits (0-9, af, AF) with the prefix 0x . In both cases it is possible to precede the number of operators or + - to indicate whether positive or negative, although nothing is placed shall be considered as positive. Examples of integer literals are 0, 5, +15, -23, 0x1A,-0x1a, etc.

    Actually, the complete syntax for writing can also integer literals include a suffix indicating the integer data type that must belong to the literal. This will not see until Item 7: Variables and data types .

  • real literals: Real numbers are written in a manner similar to the integers, but can also be written in decimal form and to separate the integer part of real use traditional decimal point ( character. ) may also represent real scientific format, being used to indicate the exponent characters > e or E . Real literal examples are 0.0, 5.1, -5.1, +15.21, 3.02e10, 2.02e-2, 98.8E +1, etc.

    As was the case with the literal integers, real literal may also contain suffixes that indicate the real data type they belong to, but we will not see again until Item 7: Variables and data types

  • Logical literals : The only valid literals are logical and true false , which respectively represent the logical values \u200b\u200btrue and false.

  • character literals: Almost any character can be represented by enclosing it in single quotes. For example, 'a' (letter a), '' (Space character), "?" (Question mark), etc.. The only exceptions to this are the characters that are shown in Table 4.1, to be represented by escape sequences to indicate its value as a Unicode code or by a special format as shown below
Character

Unicode escape code

Code

special exhaust

Single quote

\\ u0027

\\ '

double Comilla

\\ u0022

\\ "

null

\\ u0000

\\ 0

Alarm

\\ u0007

\\ a

Reverse

\\ u0008

\\ b

Page Break

\\ u000C

\\ f

New Line

\\ u000A

\\ n

Carriage return

\\ u000D

\\ r

Horizontal tab

\\ u0009

\\ t

Vertical tab

\\ u000B

\\ v

Backslash

\\ u005C

\\ \\

Table 4.1: special escape codes



In fact, in the above table should be completed the double quote character can also appear within a string literal directly, without using sequence escape. Therefore, other literal examples of valid character will be '\\ "', '"', '\\ f', '\\ u0000', '\\ \\', '\\'', etc. Besides

to represent the characters in the table above, it is also possible to use Unicode escape codes to represent any Unicode code, which is often used to literals representing characters not included in standard keyboards. Along the

representation format Unicode escape codes already seen, C # includes a shortened format for these codes represent in the literal character if ever need to write even though the four-digit code to represent have many zeros in the left side. This format is to precede the code \\ x instead of \\ u . Thus, the literal character '\\ U00000008', '\\ u0008', '\\ x0008', '\\ x008', '\\ x08' and '\\ x8' are all equivalent. Keep in mind that this short format is only valid in character literals, not when naming identifiers.
  • String literals: A chain is not just a sequence of characters enclosed in double quotes. For example "Hello World", "truck", etc.. The text contained within these literal can consist of any number of concatenated character literal without the single quotes, double quotes even if it includes these must be written using escape sequences because otherwise the compiler would interpret as the end of the chain.

    Besides writing format string literals before mentioned, which is commonly used in most programming languages, C # also supports a new one consisting of a symbol precede @ case that the entire contents of the string would be interpreted as-is without considering the existence of escape sequences. This type of literals are called string literals or plans verbatim verbatim and can even span multiple lines. The following table lists some examples of how to interpret:

    String Literal

    Interpreted as ...

    "Hello \\ tMundo" Hello

    World

    @ "Hello \\ tMundo"

    Hello \\ tMundo

    @ "

    Hello World" Hello

    World

    @ "" Hello World "

    " Hello World "

    Table 4.2: Examples flat string literals


    The latest example of the table has been used to show that if within a string literal plane to include double quote characters without being confused by the end of the string simply duplicate them.
  • Literal Null: The literal null is a special value that is represented in C # with the keyword null and used as the value of the object variables are not initialized in order to indicate that they contain references nil.

Operators

An operator C # is a symbol consisting of one or more characters that allows a particular transaction between one or more data and produce a result.

following describes what the operators included in the language, classified by type of operations that allow, although we must bear in mind that C # allows the redefinition of the meaning of most of the operators by type of data on the to be applied, so that what is told here corresponds to the most common uses of them:

  • Arithmetic: Arithmetic operators included in C # are the usual addition ( +> ), subtraction ( - ), product ( *), division ( / ) and modulus (% ) operators are also included "less unary ( - ) and "more unary ( + )
    Related
    arithmetic operations are a couple of operators called checked and unchecked that control in order to capture the overflows that can occur if to perform such operations, the result is greater than the capacity of the data type of its operands. These operators are used as follows:
      checked ( \u0026lt;expresiónAritmética> )   unchecked ( \u0026lt;expresiónAritmética> )  
    Both operators \u0026lt;expresiónAritmética> calculate the result and return it if during the calculation does not occur no overflow. However, in case of overflow each works in a different way: checked causes a compilation error \u0026lt;expresiónAritmética> is a constant expression and an exception System.OverflowException if not, while unchecked returns the result of arithmetic expression truncated to fit the expected size.

    By default, in the absence of operators checked and unchecked what is done is to evaluate the data arithmetic operations between constants as if applied to them checked and data operations between constants as they had applied unchecked.
  • Logical operations: operators are included which allow the typical logical operations "and" ( & & and & ), "or" ( while the lazy evaluation is not always evaluate both operands. That is, if the first operand of an operation & & false returns false directly, without evaluating the second, and if the first operand of a ), "greater than or equal" (> = \u200b\u200b) and "less than or equal to (\u0026lt;=)

    bit manipulation operations : have including operators that allow bitwise operations "and" ( & ), "or" ( ) operator \u0026lt;\u0026lt;
      move to the left padding with zeros, while the fill rate by
    >>
    depends on the type of data on which to apply: if a signed data maintained sign, otherwise padded with zeros.
  • Operations assignment: used to make assignments in C # = operator, operator in addition to the assignment that prompted returns the assigned value. For example, the expression a = b assigned to the variable to the value of the variable by returns that value, while the expression c = a = b assigns the value of variables c and b (= operator is right associative) Also included are compound assignment operators that save typing when performing assignments as common as temperature = temperature + 15, / / \u200b\u200bnot use compound assignment temperature + = 15; ; / / Using Compound Assignment The two lines are equivalent, since the composite operator + =
    assigned to the first operand plus the value it had its second operand (ie, adds the second operand) As you see, allows very compact code. Besides
  • compound assignment operator + = also offer compound assignment operators for most binary operators already seen. These are: + = , -=, *= , / = , % = , & = , these lines of code are equivalent: temperature = temperature + 1, / / \u200b\u200bnot use compound assignment or increased temperature + = 1; / / Using temperature compound assignment + + / / Using If the operator increases + + is placed after the name of the variable (as in the example) returns the variable value before increasing it, whereas if placed before it returns the value after increasing, and so does the operator - . For example: c = b + + / / is assigned ac value by then increases bc = + + b / / It adds value by then assigned ac The advantage of using operators
  • + +
and
    -
  • is that many machines are more efficient than other ways of doing addition or subtraction of a unit, because the compiler can translate into a single instruction in machine code. String Operations: To perform string concatenation can use the same operator to perform addition, since in C # has redefined its meaning so that when applied between operands are strings or to be a string and a character that does is concatenate. For example, "Hello" + "world" returns "Hello World" and "Hello World" + "or" too.

     
    access operations tables: Table

    A is a set of objects larger ordered fixed. To access any element of this set is applied postfix operator [] on the table to indicate in brackets the position of the object you wish to access within the set. That is, this operator is used like this: [\u0026lt; posiciónElemento> ] An example of its use in allocating the element that occupies position 3 in a table of name value tablaPrueba the element at position 18 of the table is as follows: tablaPrueba [3] = tablaPrueba [18]; Tables studied in detail in Item 7: Variables and data types Conditional Operator: is the only operator on C # that takes 3 operands, and is used as follows:

    \u0026lt;condition> ? \u0026lt;expresión1> :
     \u0026lt;expresión2> 
    The significance of the operation is as follows: Evaluate \u0026lt;condition> If true returns the result of evaluating \u0026lt;expresión1>, and if false returns the result \u0026lt;condición2> evaluate. An example of its use is: b = (a> 0)? a: 0; / / Assume a and b integer types In this example, if the value of the variable is greater than 0 is assigned to ab value, while otherwise the value assigned is 0. Keep in mind that this operator is right associative, so an expression like? B: c? D: e is equivalent to a? B: (c? D: e)
     
    should not be confused this operator with the conditional statement if to be treated in the Item 8: Instructions , because although its usefulness is similar to it,
  • ? And returns
  • if not. Operations delegates
  • A
delegate is an object that can be stored in a reference to one or more methods and through which you can call these methods. To add to a delegate is used by operators and
  • + + = , while that to remove the operators used - and -= . These concepts will be studied carefully in Item 13: Events and delegates
         
     
    object access operations: To access the members of an object is used
  • operator.
, whose syntax is:
  • \u0026lt;object> . \u0026lt;member> If an object is, examples of how to call different members of it are: ab = 2, / / \u200b\u200battach to your property to a value of 2 f (); / We call the method f () g (2), / / \u200b\u200bcall to method g () passing as parameter the integer value 2 Do not worry if you do not know the concepts of methods, properties, events and delegates in which based this example, as explained in detail in subsequent issues.
       Operations   
    pointers: pointer
     


    A is a variable that stores a reference to a memory address. To obtain the memory address of an object using the operator
    &
    to access the contents of the memory address stored in a pointer operator is used * to access a member of an object whose address is stored in a pointer used -> , and to reference a memory address of a pointer on how we apply the operator [] form pointer [offset]. All these concepts are explained further in the Item 18: insecure code.
  • operations to obtain information on types: Of all the operators that allow us to obtain information about data types the most important is typeof , whose method of use is: typeof ( \u0026lt;nombreTipo> ) This operator returns an object of type System.Type with information on the type of name \u0026lt;nombreTipo> we can see through the members provided by the object. This information includes details such as what its members, what is your kind father or which namespace it belongs.
If we want to determine whether a given expression is of one kind or another, then the operator is using is
  • , whose syntax is: is \u0026lt;expression> \u0026lt;nombreTipo> The meaning of this operator is: \u0026lt;expression> evaluated. If the result of this is the guy whose name is indicated on \u0026lt;nombreTipo> returns true , and if not, returns false
     . As discussed in the  Item 5: Classes 
    , this operator is often used in polymorphic methods.
     
    Finally, C # incorporates a third operator that allows information about a data type:
  • sizeof
  • This operator giving the number of bytes that will occupy in memory objects of a type, and is used as follows: sizeof ( \u0026lt;nombreTipo> ) sizeof can only be used in unsafe code, which for now is enough to consider which are areas of code where you can use pointers. Will not to Item 18: Code insecure when they discuss in depth. also sizeof can only be applied to names of data types whose objects can be stored directly on the stack. That is, they are structures (will be in Item 13) or enumerated types (you will see in the Item 14)
  • Operations object creation: The operator more typically used to create objects is new, used like this: new
     \u0026lt;nombreTipo>  (   \u0026lt;parameters> 
    )

    This operator creates an object of \u0026lt;nombreTipo> passing to the constructor method parameters in \u0026lt;parameters> and returns a reference to it. Depending on the type and number of these parameters will be called either of the constructors of the object. Then if a1 and a2 are variables of type airplane, examples of using the new operator are
     Airplane a1 = new Airplane () / / constructor is called Airplane parameters a2 = new Airplane ( "Hunting"); / / Constructor is called Airplane taking ; ; ; / / As a string parameter  If the type has been called for the creation of the object is a class, it will be created on the heap, and what new  


    will return a reference to the stack address which stores a reference to the direction of the object on the heap. However, if the object to create a structure or part of an enumerated type, then it will be created directly on the stack and the reference returned by the new will refer directly to the object created. For these reasons, classes are called reference types as their objects on the stack only stores a reference a dynamic memory address where we really are, while the structures and enumerated types are known as value types and their objects are stored directly on the stack. C # provides another operator also allows us to create objects. This is
    stackalloc
    , and is used as follows: stackalloc \u0026lt;nombreTipo> [
     \u0026lt;nElementos> ]   This operator it does is create a table cell so many elements of type \u0026lt;nombreTipo> \u0026lt;nElementos> as directed and return the memory address it has been created. For example: int * p =  stackalloc [100] / / p points to a table of 100 integers. 
    stackalloc only be used to initialize pointers to objects of value types declared as local variables.

    Operations conversion: To convert a other objects using the conversion operator, which is about that precede the expression to convert the name in parentheses the type that you want to convert the resulting evaluation. For example, if l is a variable of type long
and to store its value in a variable of type
  • int i call, would be converted before its value type int well:
     i = (int) l / / assign i the result of converting the value of type int int    types   and long   > 

    are predefined in C # and can store integer values.

    capacity
    int is 32 bits, while the long is 64 bits. Therefore, unless we use the conversion operator, the compiler will not let us do the assignment as being more the capacity of long
     
    Not every value that can be stored in a long is why being able to store an int . That is, not true: i = l, / / \u200b\u200bERROR: The value of l does not have to fit in i This restriction is imposed on the allocation because the compiler could occur without it very difficult to detect errors before truncation unexpected because the value of the variable source is beyond the capacity of the target variable. There is another operator which perform conversion very similar to that already seen. This is the operator
    as
    , which is used as follows: \u0026lt;expression> as
     \u0026lt;tipoDestino>  What it does is return the result of converting the result of evaluating the rate indicated in \u0026lt;expression> \u0026lt;tipoDestino> For example, to store in a variable p the result of converting an object type t Person you would type:  Person as p = t;  The only differences between using one or another conversion operator are:    
     as 
    only applies to reference types and only those cases where there are predefined conversions language. As discussed below, this only includes conversions between a guy and his parents and between types a type and types his children. One consequence of this is that the programmer can define how to do type conversions defined by him and others through operator () , but not by as
. This is because as
  • only indicates that you want a reference to an object on the heap is treated as if the object were otherwise, but does not involve any conversion. However, () itself implies \u0026lt;tipoDestino> conversion if it is not compatible with the type of object referenced. Obviously, the operator will be applied much faster in cases where it is not necessary to convert. If requested to do a conversion as invalid returns null while () throws a System.InvalidCastException . (C) 2001 José Antonio González Seco
     
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