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Task 1 – Your First Visual Basic Program
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Task 1 – Your First Visual Basic Program
Visual Basic 2010 Express Edition is a free program and it can be downloaded from
http://www.microsoft.com/express/Downloads/
Step 1: Create a New Project in Visual Basic
For every Visual Basic program, we have to create a new project.
1. Click File � New Project.
By default, Windows Forms
Application is selected.
2. Fill in a relevant Project Name
(e.g. Task 1).
3. Press OK to continue.
Step 2: Create a User Interface
We have to add controls (e.g. button, textbox) from the Toolbox to create the user interface.
1. Click the Toolbox panel.
2. Drag and drop Label, Textbox,
Button, and WebBrowser on
the Form.
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Task 1 – Your First Visual Basic Program
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Step 3: Add Program Code
1. Double-click the Button.
A new window called the Code
Editor opens. We can add
program code in it.
2. Type the following:
WebBrowser1.Navigate(Textbox1.Text)
Step 4: Run and Test Your Program
1. Click Debug � Start Debugging or press F5.
This command runs your program.
2. In the text box, type a URL (e.g. http://hk.yahoo.com/) and click the button.
Step 5: Save and Publish the Project
To save the project:
1. Click File � Save All.
To enable other people to use this program, we can publish the project:
2. Click Project � Publish [project_name].
A file called Setup.exe and other necessary files will then be created for
other people to install your program.
Self-Reflection
� What are the pros & cons of the program?
� How can you improve it?
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Task 1 – Your First Visual Basic Program
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Step 6: Enhance the interface by customizing looks and behavior
By using the Properties window, we can change the properties of various controls to customize
their appearance.
1. Drag and drop a Panel
on the Form.
2. Move the existing
Label, Textbox &
Button to be on the
panel.
3. Select the Panel control.
4. In the Properties window, select
the Dock property and choose
the top box (i.e. Top).
Then, the Panel will expand to fill the
top of the form.
5. Select the WebBrowser.
6. In the Properties window, select
Dock property and click the
middle (i.e. Fill).
Then the WebBrowser will fill the
remaining form.
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Task 1 – Your First Visual Basic Program
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7. Select the Button control.
8. In the Properties window, select
the Text property. Delete
“Button1” and replace it with
“Go!”.
9. Similarly, replace the Text
property of Label1 to be
“Address”
10. We may also change the font and
color of the text shown by
modifying the Font and
ForeColor property.
11. Resize or relocate any of the controls, and resize the form to suit your taste.
Self-Reflection
� What are the pros & cons of the program?
� How can you improve it?
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Task 1 – Your First Visual Basic Program
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Bonus Part
You may add the following extra functions in the web browser.
1) Go Back and Go Forward
Hints: Browse the available functions in Webbrowser1
2) Bookmark
Hints: add buttons for going to specified hyperlinks
3) Click “Enter” to navigate website of the typed URL
Hints: Type the program in the appropriate event
4) For every change of window size, re-position “Go!” button in right hand side
5) For every change of window size, URL textbox will be resized to fit the window’s width
6) Textbox will show the updated URL
7) Any other suitable functions
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Task 2 – Vending Machine
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Task 2 – Vending Machine
You are going to create a virtual vending machine selling your favourite products.
A. User Interface Design
A sample interface of a vending machine is shown as below:
Which VB controls does the above interface use?
� ____________________
� ____________________
To insert a picture on the button, simply modify the
BackgroundImage property of that button.
You can also handle the image placement and control sizing by
modifying BackgroundImageLayout.
You may download appropriate pictures from
� http://office.microsoft.com/en-us/images
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Task 2 – Vending Machine
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B. Program Coding
� Arithmetic Operation
Common operators used in Visual Basic are:
Addition +
Subtraction -
Multiplication *
Division / Pay special attention
� Calculation
The value calculated in right-hand side will be put into left-hand side.
a = 1 + 3 after execution: a becomes ___________
b = 9 – 3 * 2 after execution: b becomes ___________
� Variable
Variable is a space for computer to store data (e.g. number, text).
We have to tell computer we are going to use variable before using them.
We use the following to tell computer:
Dim total As Integer = 0
The above statement tells computer that we allocate a space
called:
type of storage:
initial value:
Time to think
� What variables are needed for the vending machine program?
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Task 2 – Vending Machine
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� Input Statement
We can get users’ input from the Textbox. The code is as follow:
Dim paid As Integer = 0
paid = Textbox1.Text
� Output Statement
You may display information to users by changing the Text property of Label. The code
examples are as follows
Label1.Text = "Hello!" ' to display text information
Dim amount As Integer = 30
Label1.Text = amount ' to display number information
Label1.Text = "You have to pay $" & amount
' to display both text & number
Task: Try to implement the vending machine program by using the skills learnt
above.
Self-Reflection
� What are the pros & cons of the program?
� How can you improve it?
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Task 2 – Vending Machine
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Bonus Part
You may add the following extra functions in the vending machine.
1) Add a list to indicate no. of item sold for each product
2) Allow user to enter how much they will pay and calculate the change
3) Allow user to clear all the content and start it again
4) Any other suitable functions
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Task 3 – Number Guessing Game
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Task 3 – Number Guessing Game
You are going to create a number guess game.
A. Game Rule
� Guess the secret number from a range of number (from ________ to ________).
� Hints will be displayed on the screen indicating the range.
� Decide whether the lower/upper limit IS / IS NOT included in the range.
B. User Interface Design
A sample interface is shown as below:
Which VB controls does the above interface use?
� ____________________
� ____________________
� ____________________
C. Program Coding
Time to think
� What variables do you need to use for the above program?
� What do you need to do to make the game work?
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Task 3 – Number Guessing Game
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� Random number generator
The following code will generate a random number from 1 to 9 and put it into variable secret.
(note that 10 will NOT be generated).
Dim RandomClass As New Random()
secret = RandomClass.Next(1, 10)
� Relational Operator
To test whether certain situations happen, we use the following operators.
Try to circle the correct answer for each example.
Operator Meaning Example Result
> Greater 12 > 6 True / False
1 >= 9 True / False >= Greater or Equal
3 >= 3 True / False
< Less 10 < 33 True / False
7 <= 3 True / False <= Less or Equal
8 <= 8 True / False
= Equal 6 = 4 True / False
<> Not Equal 8 <> 2 True / False
� Conditional Statement
We can ask computer to run some statements ONLY WHEN certain situation is true.
The following code only checks for one situation. If the situation is TRUE, then the statement(s)
inside If … Then and End If will be executed.
If a > 4 Then
execute statement(s)
End If
a > 4
statement(s)
YES
NO
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Task 3 – Number Guessing Game
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Time to think
� How many situations do you need to check for the number guessing program?
� For each situation, what do you need to do?
� How do you tell users that they have won the game?
Self-Reflection
� What are the pros & cons of the program?
� How can you improve it?
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Task 3 – Number Guessing Game
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Bonus Part
1) When an out-of-range number is entered, the lower/upper limit may be reset to a
lower/upper number (refers to the example below). Try to solve this problem.
�
2) Allow users to guess for a number of times (e.g. 10 times) and display “YOU LOSE”.
3) Allow users to define the range of number (e.g. from 1 to 200)
4) Any other functions to make the game more interesting
You may need to use the following Boolean operators or Conditional Statements.
� Boolean Operators
For the operator AND, only both conditions which are true will give a true value.
Example Operation Meaning Result
3 > 1 AND 4 > 2 True AND True True
3 > 1 AND 2 > 4 True AND False False
1 > 3 AND 4 > 2 False AND True False
1 > 3 AND 1 > 4 False AND False False
For the operator OR, any one of the conditions which is true will give a true value.
Example Operation Meaning Result
3 > 1 OR 4 > 2 True OR True True
3 > 1 OR 2 > 4 True OR False True
1 > 3 OR 4 > 2 False OR True True
1 > 3 OR 1 > 4 False OR False False
For operator NOT, it will give an opposite value.
Example Operation Meaning Result
NOT 1 > 3 NOT False True
NOT 3 > 1 NOT True False
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Task 3 – Number Guessing Game
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� Conditional Statement (continue)
The following code will check for one situation. If the situation is TRUE, statement 1 will be
executed. Otherwise, statement 2 will be executed.
If a > 4 Then
execute statement 1
Else
execute statement 2
End If
The following code checks for two situations. If the first situation is TRUE, statement 1 will be
executed. Otherwise, it will continue to check for the second situation. If the second situation
is TRUE, then statement 2 will be executed. Otherwise, statement 3 will be executed.
If a > 4 Then
execute statement 1
ElseIf b > 5 Then
execute statement 2
Else
execute statement 3
End If
Note that you may add more than one Else If … Then statement.
Also, Else Statement is optional and can be omitted.
a > 4
statement 1
YES
NO
statement 2
a > 4
statement 1
YES
NO
b > 5
statement 2
YES
NO
statement 3
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Task 4 – Curve Stitching
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Task 4 – Curve Stitching
You are going to create a program for drawing lines & curves.
A. Introduction
By using computer, we can ask computer to draw lines accurately and repetitively. Example
works are:
B. User Interface Design
A suggested interface is shown below. Please change the background to white to facilitate
drawing and clearing.
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Task 4 – Curve Stitching
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C. Program Coding
� Coordinate System in Visual Basic
Please fill in the coordinates (x, y) of the following points.
� Line Drawing
To draw a line, we firstly define a pen with a specific colour & pen width. The code below tells computer to define a pen with
Dim myPen As Pen = New Pen(Color.Red, 3)
color: width:
By providing the coordinates of two endpoints, we can ask computer to draw a straight line to
connect them. For example:
Me.CreateGraphics.DrawLine(myPen, 100, 200, 300, 100)
Try to draw the line of the above statement:
� Clear
We can clear the whole screen by filling the whole background with color white.
Me.CreateGraphics.Clear(Color.White)
x
y
100
100
0 200 300
200
x
y
( , ) ( , ) ( , )
( , ) ( , ) ( , )
100
100
0 200 300
200
1st point 2nd point
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Task 4 – Curve Stitching
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Level 1
� Rectangle Drawing
To draw a rectangle, _____ lines have to be drawn.
Try to fill the following programming code which draws the
rectangle in the left:
Dim myPen As Pen = New Pen(Color.Red, 3)
Me.CreateGraphics.DrawLine(myPen, ___, ___, ___, ___)
Me.CreateGraphics.DrawLine(myPen, ___, ___, ___, ___)
Me.CreateGraphics.DrawLine(myPen, ___, ___, ___, ___)
Me.CreateGraphics.DrawLine(myPen, ___, ___, ___, ___)
� Triangle Drawing
Try to draw a triangle in your program.
Level 2
� Rectangle Drawing (with different size)
To draw the rectangle based on the inputted size in the Textbox, we have to read the length,
declare a variable and get the input from the Textbox:
Dim len As Integer
len = Textbox1.Text
By studying the figure in the right, we can assume the
coordinate of one point remains unchanged. Then, other
coordinates will increase based on the input size.
Try to rewrite the programming code above and draw the
rectangle based on the input size.
Hints: the first line of code is
Me.CreateGraphics.DrawLine(myPen, 50, 50, 50, 50+len)
x
y
100
100
0 200
200
150 50
50
150
x
y
100
100
0 200
200
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Task 4 – Curve Stitching
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Level 3
� Parallel Lines Drawing
To draw 10 lines (as shown in the right), we can use the DrawLine statement for
10 times. For each line, we have to specify their coordinates separately:
Me.CreateGraphics.DrawLine(mypen, 100, 100, 100, 200)
Me.CreateGraphics.DrawLine(mypen, 110, 100, 110, 200)
Me.CreateGraphics.DrawLine(mypen, 120, 100, 120, 200)
Me.CreateGraphics.DrawLine(mypen, 130, 100, 130, 200)
Me.CreateGraphics.DrawLine(mypen, 140, 100, 140, 200)
Me.CreateGraphics.DrawLine(mypen, 150, 100, 150, 200)
Me.CreateGraphics.DrawLine(mypen, 160, 100, 160, 200)
Me.CreateGraphics.DrawLine(mypen, 170, 100, 170, 200)
Me.CreateGraphics.DrawLine(mypen, 180, 100, 180, 200)
Me.CreateGraphics.DrawLine(mypen, 190, 100, 190, 200)
Alternatively, we can also use the following statements:
Dim mypen As Pen = New Pen(Color.Chocolate, 3)
Dim i As Integer
For i = 100 To 190 Step 10
Me.CreateGraphics.DrawLine(mypen, i, 100, i, 200)
Next
Value of i
1st i:
2nd i:
…
10th i:
� Grid Drawing
Try to modify the above code and draw the shape in the right.
Level 4
� Curve Stitching
By studying the figure in the right, write the x and y coordinate of the
endpoints of first 5 lines and fill the following blanks:
Me.CreateGraphics.DrawLine(myPen, ____, ____, ____, ____)
Me.CreateGraphics.DrawLine(myPen, ____, ____, ____, ____)
Me.CreateGraphics.DrawLine(myPen, ____, ____, ____, ____)
Me.CreateGraphics.DrawLine(myPen, ____, ____, ____, ____)
Me.CreateGraphics.DrawLine(myPen, ____, ____, ____, ____)
Based on the program code in level 3, modify it according to draw the above curve.
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Task 4 – Curve Stitching
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Bonus Part
Try to write programs drawing the following shapes or your own shapes:
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Project 1 – Cat Catching
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Project 1 – Cat Catching
This is a simple game which allows
users to catch the cat by pressing
the button.
The bigger no. of hits that the user
presses, the better reaction
he/she has.
When the “New” button is
pressed, button with the image
cat will move to different positions
at an interval of time.
After the preset time limit, game
will end automatically.
We can reset the game by
pressing button “Reset”.
Checkpoint 1: Cat can jump
When the button is clicked, cat should move to a new position.
1. Use random number generator to generate random numbers (refer to task 3 of the notes) for
the new position.
2. Move Button1 to a new position (e.g. to point 30, 50). You may use the following code:
Button1.Location = New Point(30, 50)
Time to think
� For every position, how many random numbers are needed?
� What is the range of random numbers to be generated so that the button will not go out
of screen?
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Project 1 – Cat Catching
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Checkpoint 2: Cat can jump at an interval of time
When the “New” button is pressed, button with the image cat will move to different positions at
an interval of time (e.g. 0.5 second).
1. We need to use a VB control Timer (under the category “Components”).
2. When the timer is enabled, it will ask computer to automatically run specific tasks at an
interval of time (i.e. run the program code in Timer1_Tick constantly)
Timer1.Enabled = True ' Timer1 will start counting
Timer1.Enabled = False ' Timer1 will stop counting
3. To adjust the interval of time, we can simply adjust
the property Interval of Timer.
The unit used at Interval is milliseconds.
For example:
500 = 0.5 second
1000 = 1 second
5000 = 5 seconds
4. We can insert the program code into Timer_Tick by double clicking the Timer.
Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs)
Handles Timer1.Tick
' Insert the program code to move the button to a new position
End Sub
Checkpoint 3: Limit the game by 10 seconds
After the preset time limit (e.g. 10 seconds), the game will end automatically.
1. Add another Timer to count the time left for the game.
2. Display the time left (default is 10 seconds). Reduce the time by 1 for every second.
3. Stop moving the “cat” button when there is no time left (i.e. value = 0).
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Project 1 – Cat Catching
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Checkpoint 4: Update no. of hits
1. Update the no. of hits whenever users press the button.
2. After the game stop, we should not allow users to press the “cat” button anymore.
To control it, we can adjust the property Enabled by using the following code:
Button1.Enabled = True ' Button1 CAN be pressed
Button1.Enabled = False ' Button1 CANNOT be pressed
Checkpoint 5: Reset the game
We can reset the game by pressing button “Reset”.
1. Update the text label and reset the status of button.
2. Make sure 2 Timers have stopped.
Self-Reflection
� What are the pros & cons of the program?
� How can you improve it?
Bonus Part
You may allow users to adjust
8) default time limit of the game
9) the time interval that the “cat” button will move
10) the image of button
11) other appropriate parts
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Task 2 – Simple Calculator
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Project 2 – Simple Calculator
You are going to create a simple calculator.
You may study various designs on the Internet for your
reference.
A sample interface is shown in the right for facilitating
discussion.
Checkpoint 1: Number keys
1. We should append the number on the display by pressing the number keys.
We may use the following code to do so:
TextBox1.Text = TextBox1.Text * 10 + 1
2. However, after we press the keys of
operators (+, -, *, /), we should reset
the display so as to display the new
number.
3. We may refer to the flow chart in the
right to know when we should reset the
display.
Time to think
� What variables are needed for the simple calculator?
YES
Press = Y
Display new no.
NO
Append the no.
Press = N
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Task 2 – Simple Calculator
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Checkpoint 2: Keys for Operators (+, - , *, /)
When we press the keys of operators, we should record the last number and the operator pressed.
Time to think
� What variables are needed for the above steps?
Checkpoint 3: Equal and Reset key
When user presses the equal key, we have to calculate and display the results.
The results should be based on the stored data, including
� last number stored
� the operator
� the latest number shown on textbox
When user presses reset key, we have to erase all the content and reset the valuables.
Bonus Part
You may allow calculator to work on
1) Decimal calculation (e.g. 3.5 + 4.8)
2) More than one operation (e.g. 1 + 2 - 3 + 4)
3) Special functions (e.g. sin, cosine, square)
Hints: Use VB functions in Math class.
4) Memory function (e.g. M+, M-, MR, MC)
5) Other appropriate functions