To make a new class, you simply need to do this: To define a class, you must do it outside the Main() method. In other lessons, I'll probably get into the minutia of OOP and its benefits/drawbacks. OOP (object-oriented programming) is not a topic I'm going to go into here, but suffice it to say, it likes to treat as many things as "objects" as it can. This is all because of C# being a 100% object oriented programming language. In fact, in C#, the void Main() method is contained in a class. They are likely the thing you'll be using the most. Ok, the big one: these are like variables, only a lot more flexible and contain a lot more information. So, that's basically what the whole "casting" thing is like. It'll be explained in more detail when we get to classes, but basically, that () tells the system which constructor you want to use.) We will use the default constructor." (The constructor is the () thing at the end. Ok, so we are saying, "This is a NEW instance of a list. So, if I want to convert an integer to a string, I use the very helpful (and near-universal) method. One of the best things in C# is the fact that they make casting pretty easy: there are a lot of methods out there to do casting, besides doing the () thing. You need to just access a single character in the string rather than try to convert the entire thing into a single character. You also can't cast a string to a character- a string, if you recall, is an array of characters. If you make a mistake and try to do something like int i = (int)IMyBeaconVariable the compiler will helpfully say, "Hey, you know this isn't going to work, right?" in its own, cold way. I can't cast a IMyBeacon to an int- they are inherently incompatible, since IMyBeacon is a class and is far too complex to be boiled down to an integer. ![]() Not everything is castable to something else. You do have to make sure that what you are casting is compatible, however. The best way to summarize casting: Casting is the act of telling the system that yes, I really did mean to do that, and no, you don't need to tell me that these two variables aren't the same type, thank you. Note: The example I used is definitely not an optimal solution, but this is about casting and not how to overload a method, which comes later, when I talk about methods. 0 being there and would return an error saying, "hey, you know this isn't an int you are saving to an int, right?") Semantics, really, but the computer cares about the. Then the result, which is returned as a double (so in this case, it would come back as 2.0) is cast into an int (now it becomes 2. So what did I do there? I made a single method (DivideTwoNumbers) and asked it to take two var variables (remember, var is context-sensitive- it automatically types the variable as to what is assigned to it), then divide one into the other, while converting the second number explicitly into a double (casting the variable as a double, basically). Public double DivideTwoNumbers(var i, var j) To basically summarize why a switch is awesome, let's rewrite the above code example using if/else: If you are just going to have a true/false evaluation, stick with if/else. This is really only useful if you have more than two possibilities. If it can be evaluated, a switch can evaluate it. It only works for an exact match- a single character difference fails the case.) and anything else you can think of, really. Remember that strings are case-sensitive. ![]() This also works for strings ("case "Hi": do stuff It would work if the string was "Hi". default: /*If all other cases fail, then do this thing.*/ Since i = 10, this is the one that executes*/ You probably shouldn't need that much.) An int is declared as such: I have also tested the limits, and they are accurate. If they don't work in-game, I'm not listing them here. NOTE: This only shows types that are implemented in-game. The following types of variables (not objects) are available in Space Engineers: This means that each variable has a specific data type assigned to it. They let you store information in your program to be referenced or changed later on. Variables are the bread and butter of programming. If you haven't, please do so.Īs in my prior guide, bold words in the text (not the titles) are found in the glossary at the end of the post. This guide also assumes you have read my first guide prior to this. It is meant for beginners, so there may be concepts here that are not used as often in professional C# code, since those are more advanced topics. This guide will go through C# in the context of its use in Space Engineers.
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