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How to control the maximum value of variables?


How do you give a C# Auto-Property a default value?How do I enumerate an enum in C#?Using global variables in a functionHow to declare global variables in Android?How can I get the application's path in a .NET console application?Get int value from enum in C#How to loop through all enum values in C#?How do I use extern to share variables between source files?How do I convert a String to an int in Java?Is there a reason for C#'s reuse of the variable in a foreach?






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-1















As the title says, I would like to set the maximum value of the skill, stam and luck integers to the value of the related *Max integers. The *Max int values are set randomly during the start up of the program and the regular values are changed throughout the running of the program. There may be a few instances where the *Max value gets increased or decreased during play.



public static int skillMax = 0;
public static int stamMax = 0;
public static int luckMax = 0;
public static int skill = skillMax;
public static int stam = stamMax;
public static int luck = luckMax;


As my knowledge of C# is still in its infancy, I have not tried much. However I have searched far and wide on the internet however and not been able to find anything except for the MinValue and MaxValue fields and this piece of code with no explanation:



protected int m_cans;

public int Cans

get return m_cans;
set
m_cans = Math.Min(value, 10);




Thanks in advance for any advice you throw my way!










share|improve this question






























    -1















    As the title says, I would like to set the maximum value of the skill, stam and luck integers to the value of the related *Max integers. The *Max int values are set randomly during the start up of the program and the regular values are changed throughout the running of the program. There may be a few instances where the *Max value gets increased or decreased during play.



    public static int skillMax = 0;
    public static int stamMax = 0;
    public static int luckMax = 0;
    public static int skill = skillMax;
    public static int stam = stamMax;
    public static int luck = luckMax;


    As my knowledge of C# is still in its infancy, I have not tried much. However I have searched far and wide on the internet however and not been able to find anything except for the MinValue and MaxValue fields and this piece of code with no explanation:



    protected int m_cans;

    public int Cans

    get return m_cans;
    set
    m_cans = Math.Min(value, 10);




    Thanks in advance for any advice you throw my way!










    share|improve this question


























      -1












      -1








      -1








      As the title says, I would like to set the maximum value of the skill, stam and luck integers to the value of the related *Max integers. The *Max int values are set randomly during the start up of the program and the regular values are changed throughout the running of the program. There may be a few instances where the *Max value gets increased or decreased during play.



      public static int skillMax = 0;
      public static int stamMax = 0;
      public static int luckMax = 0;
      public static int skill = skillMax;
      public static int stam = stamMax;
      public static int luck = luckMax;


      As my knowledge of C# is still in its infancy, I have not tried much. However I have searched far and wide on the internet however and not been able to find anything except for the MinValue and MaxValue fields and this piece of code with no explanation:



      protected int m_cans;

      public int Cans

      get return m_cans;
      set
      m_cans = Math.Min(value, 10);




      Thanks in advance for any advice you throw my way!










      share|improve this question
















      As the title says, I would like to set the maximum value of the skill, stam and luck integers to the value of the related *Max integers. The *Max int values are set randomly during the start up of the program and the regular values are changed throughout the running of the program. There may be a few instances where the *Max value gets increased or decreased during play.



      public static int skillMax = 0;
      public static int stamMax = 0;
      public static int luckMax = 0;
      public static int skill = skillMax;
      public static int stam = stamMax;
      public static int luck = luckMax;


      As my knowledge of C# is still in its infancy, I have not tried much. However I have searched far and wide on the internet however and not been able to find anything except for the MinValue and MaxValue fields and this piece of code with no explanation:



      protected int m_cans;

      public int Cans

      get return m_cans;
      set
      m_cans = Math.Min(value, 10);




      Thanks in advance for any advice you throw my way!







      c# int global-variables console-application






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Mar 23 at 16:14









      Olivier Jacot-Descombes

      71k1092144




      71k1092144










      asked Mar 23 at 15:37









      AelariAelari

      165




      165






















          2 Answers
          2






          active

          oldest

          votes


















          1














          Explanation for the code: Cans is a property. Properties provide controlled access to class or struct fields (variables). They consist of two methods called get to return a value and set to assign the value. A property can also have only a getter or only a setter.



          The property Cans stores its value in a so called backing field. Here m_cans. The setter gets the new value through the keyword value.



          Math.Min(value, 10) returns the minimum of the two parameters. I.e., for example, if value is 8, then 8 is assigned to m_cans. If value is 12, then 10 is assigned to m_cans.



          You can use this property like this



          var obj = new MyCalss(); // Replace by your real class or struct name.
          obj.Cans = 20; // Calls the setter with `value` = 20.
          int x = obj.Cans; // Calls the getter and returns 10;


          Properties help to implement the principle of Information hiding.




          You can easily adapt this example your variables. Often class level variables (fields) are prepended with _ to differentiate them from local variables, i.e. variables declared in methods. Properties are written in PascalCase.



          private static int _skillMax; // Fields are automatically initialized to the default
          // value of their type. For `int` this is `0`.
          public static int SkillMax

          get return _skillMax;
          set
          _skillMax = value;
          _skill = _skillMax; // Automatically initializes the initial value of Skill.
          // At program start up you only need to set `SkillMax`.



          private static int _skill;
          public static int Skill

          get return _skill;
          set _skill = Math.Min(value, _skillMax);






          share|improve this answer

























          • Took me a moment to understand how to implement it correctly. But once I did, it has worked perfectly! Thank you so much!

            – Aelari
            Mar 24 at 4:38


















          0














          Create methods to update values



          private static void UpdateSkill(int newValue)

          skill = newValue;
          skillMax = newValue > skillMax ? newValue : skillMax;






          share|improve this answer























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            2 Answers
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            active

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            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            1














            Explanation for the code: Cans is a property. Properties provide controlled access to class or struct fields (variables). They consist of two methods called get to return a value and set to assign the value. A property can also have only a getter or only a setter.



            The property Cans stores its value in a so called backing field. Here m_cans. The setter gets the new value through the keyword value.



            Math.Min(value, 10) returns the minimum of the two parameters. I.e., for example, if value is 8, then 8 is assigned to m_cans. If value is 12, then 10 is assigned to m_cans.



            You can use this property like this



            var obj = new MyCalss(); // Replace by your real class or struct name.
            obj.Cans = 20; // Calls the setter with `value` = 20.
            int x = obj.Cans; // Calls the getter and returns 10;


            Properties help to implement the principle of Information hiding.




            You can easily adapt this example your variables. Often class level variables (fields) are prepended with _ to differentiate them from local variables, i.e. variables declared in methods. Properties are written in PascalCase.



            private static int _skillMax; // Fields are automatically initialized to the default
            // value of their type. For `int` this is `0`.
            public static int SkillMax

            get return _skillMax;
            set
            _skillMax = value;
            _skill = _skillMax; // Automatically initializes the initial value of Skill.
            // At program start up you only need to set `SkillMax`.



            private static int _skill;
            public static int Skill

            get return _skill;
            set _skill = Math.Min(value, _skillMax);






            share|improve this answer

























            • Took me a moment to understand how to implement it correctly. But once I did, it has worked perfectly! Thank you so much!

              – Aelari
              Mar 24 at 4:38















            1














            Explanation for the code: Cans is a property. Properties provide controlled access to class or struct fields (variables). They consist of two methods called get to return a value and set to assign the value. A property can also have only a getter or only a setter.



            The property Cans stores its value in a so called backing field. Here m_cans. The setter gets the new value through the keyword value.



            Math.Min(value, 10) returns the minimum of the two parameters. I.e., for example, if value is 8, then 8 is assigned to m_cans. If value is 12, then 10 is assigned to m_cans.



            You can use this property like this



            var obj = new MyCalss(); // Replace by your real class or struct name.
            obj.Cans = 20; // Calls the setter with `value` = 20.
            int x = obj.Cans; // Calls the getter and returns 10;


            Properties help to implement the principle of Information hiding.




            You can easily adapt this example your variables. Often class level variables (fields) are prepended with _ to differentiate them from local variables, i.e. variables declared in methods. Properties are written in PascalCase.



            private static int _skillMax; // Fields are automatically initialized to the default
            // value of their type. For `int` this is `0`.
            public static int SkillMax

            get return _skillMax;
            set
            _skillMax = value;
            _skill = _skillMax; // Automatically initializes the initial value of Skill.
            // At program start up you only need to set `SkillMax`.



            private static int _skill;
            public static int Skill

            get return _skill;
            set _skill = Math.Min(value, _skillMax);






            share|improve this answer

























            • Took me a moment to understand how to implement it correctly. But once I did, it has worked perfectly! Thank you so much!

              – Aelari
              Mar 24 at 4:38













            1












            1








            1







            Explanation for the code: Cans is a property. Properties provide controlled access to class or struct fields (variables). They consist of two methods called get to return a value and set to assign the value. A property can also have only a getter or only a setter.



            The property Cans stores its value in a so called backing field. Here m_cans. The setter gets the new value through the keyword value.



            Math.Min(value, 10) returns the minimum of the two parameters. I.e., for example, if value is 8, then 8 is assigned to m_cans. If value is 12, then 10 is assigned to m_cans.



            You can use this property like this



            var obj = new MyCalss(); // Replace by your real class or struct name.
            obj.Cans = 20; // Calls the setter with `value` = 20.
            int x = obj.Cans; // Calls the getter and returns 10;


            Properties help to implement the principle of Information hiding.




            You can easily adapt this example your variables. Often class level variables (fields) are prepended with _ to differentiate them from local variables, i.e. variables declared in methods. Properties are written in PascalCase.



            private static int _skillMax; // Fields are automatically initialized to the default
            // value of their type. For `int` this is `0`.
            public static int SkillMax

            get return _skillMax;
            set
            _skillMax = value;
            _skill = _skillMax; // Automatically initializes the initial value of Skill.
            // At program start up you only need to set `SkillMax`.



            private static int _skill;
            public static int Skill

            get return _skill;
            set _skill = Math.Min(value, _skillMax);






            share|improve this answer















            Explanation for the code: Cans is a property. Properties provide controlled access to class or struct fields (variables). They consist of two methods called get to return a value and set to assign the value. A property can also have only a getter or only a setter.



            The property Cans stores its value in a so called backing field. Here m_cans. The setter gets the new value through the keyword value.



            Math.Min(value, 10) returns the minimum of the two parameters. I.e., for example, if value is 8, then 8 is assigned to m_cans. If value is 12, then 10 is assigned to m_cans.



            You can use this property like this



            var obj = new MyCalss(); // Replace by your real class or struct name.
            obj.Cans = 20; // Calls the setter with `value` = 20.
            int x = obj.Cans; // Calls the getter and returns 10;


            Properties help to implement the principle of Information hiding.




            You can easily adapt this example your variables. Often class level variables (fields) are prepended with _ to differentiate them from local variables, i.e. variables declared in methods. Properties are written in PascalCase.



            private static int _skillMax; // Fields are automatically initialized to the default
            // value of their type. For `int` this is `0`.
            public static int SkillMax

            get return _skillMax;
            set
            _skillMax = value;
            _skill = _skillMax; // Automatically initializes the initial value of Skill.
            // At program start up you only need to set `SkillMax`.



            private static int _skill;
            public static int Skill

            get return _skill;
            set _skill = Math.Min(value, _skillMax);







            share|improve this answer














            share|improve this answer



            share|improve this answer








            edited Mar 23 at 20:01

























            answered Mar 23 at 15:50









            Olivier Jacot-DescombesOlivier Jacot-Descombes

            71k1092144




            71k1092144












            • Took me a moment to understand how to implement it correctly. But once I did, it has worked perfectly! Thank you so much!

              – Aelari
              Mar 24 at 4:38

















            • Took me a moment to understand how to implement it correctly. But once I did, it has worked perfectly! Thank you so much!

              – Aelari
              Mar 24 at 4:38
















            Took me a moment to understand how to implement it correctly. But once I did, it has worked perfectly! Thank you so much!

            – Aelari
            Mar 24 at 4:38





            Took me a moment to understand how to implement it correctly. But once I did, it has worked perfectly! Thank you so much!

            – Aelari
            Mar 24 at 4:38













            0














            Create methods to update values



            private static void UpdateSkill(int newValue)

            skill = newValue;
            skillMax = newValue > skillMax ? newValue : skillMax;






            share|improve this answer



























              0














              Create methods to update values



              private static void UpdateSkill(int newValue)

              skill = newValue;
              skillMax = newValue > skillMax ? newValue : skillMax;






              share|improve this answer

























                0












                0








                0







                Create methods to update values



                private static void UpdateSkill(int newValue)

                skill = newValue;
                skillMax = newValue > skillMax ? newValue : skillMax;






                share|improve this answer













                Create methods to update values



                private static void UpdateSkill(int newValue)

                skill = newValue;
                skillMax = newValue > skillMax ? newValue : skillMax;







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Mar 23 at 16:06









                Dimple GoyalDimple Goyal

                1




                1



























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