The primary object-oriented construct in C# is the class, which is a combination of data (fields) and behavior (methods). The fields and methods of a class are known as its members.
Access to members can be restricted through access modifiers, the two most common ones being:
public
: the member can be accessed by any code (no restrictions).private
: the member can only be accessed by code in the same class.You can think of a class as a template for creating instances of that class. To create an instance of a class (also known as an object), the new
keyword is used:
class Car
{
}
// Create two car instances
var myCar = new Car();
var yourCar = new Car();
Fields have a type and can be defined anywhere in a class.
Public fields are defined in PascalCase and private fields are defined in camelCase and prefixed with an underscore _
:
class Car
{
// Accessible by anyone
public int Weight;
// Only accessible by code in this class
private string _color;
}
One can optionally assign an initial value to a field. If a field does not specify an initial value, it will be set to its type's default value. An instance's field values can be accessed and updated using dot-notation.
class Car
{
// Will be set to specified value
public int Weight = 2500;
// Will be set to default value (0)
public int Year;
}
var newCar = new Car();
newCar.Weight; // => 2500
newCar.Year; // => 0
// Update value of the field
newCar.Year = 2018;
Private fields are usually updated as a side-effect of calling a method. Such methods usually don't return any value, in which case the return type should be void
:
class CarImporter
{
private int _carsImported;
public void ImportCars(int numberOfCars)
{
// Update private field from public method
_carsImported = _carsImported + numberOfCars;
}
}
In this exercise you'll be playing around with a remote controlled car, which you've finally saved enough money for to buy.
Cars start with full (100%) batteries. Each time you drive the car using the remote control, it covers 20 meters and drains one percent of the battery.
The remote controlled car has a fancy LED display that shows two bits of information:
"Driven <METERS> meters"
."Battery at <PERCENTAGE>%"
.If the battery is at 0%, you can't drive the car anymore and the battery display will show "Battery empty"
.
You have six tasks, each of which will work with remote controlled car instances.
Implement the (static) RemoteControlCar.Buy()
method to return a brand-new remote controlled car instance:
RemoteControlCar car = RemoteControlCar.Buy();
Implement the RemoteControlCar.DistanceDisplay()
method to return the distance as displayed on the LED display:
var car = RemoteControlCar.Buy();
car.DistanceDisplay();
// => "Driven 0 meters"
Implement the RemoteControlCar.BatteryDisplay()
method to return the battery percentage as displayed on the LED display:
var car = RemoteControlCar.Buy();
car.BatteryDisplay();
// => "Battery at 100%"
Implement the RemoteControlCar.Drive()
method that updates the number of meters driven:
var car = RemoteControlCar.Buy();
car.Drive();
car.Drive();
car.DistanceDisplay();
// => "Driven 40 meters"
Update the RemoteControlCar.Drive()
method to update the battery percentage:
var car = RemoteControlCar.Buy();
car.Drive();
car.Drive();
car.BatteryDisplay();
// => "Battery at 98%"
Update the RemoteControlCar.Drive()
method to not increase the distance driven nor decrease the battery percentage when the battery is drained (at 0%):
var car = RemoteControlCar.Buy();
// Drain the battery
// ...
car.DistanceDisplay();
// => "Driven 2000 meters"
car.BatteryDisplay();
// => "Battery empty"
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