C# and WPF tutorial files

This commit is contained in:
Unknown
2017-05-29 21:01:07 +01:00
parent dfdd754362
commit 1cb838df3a
107 changed files with 5760 additions and 0 deletions

View File

@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2" />
</startup>
</configuration>

View File

@ -0,0 +1,9 @@
<Application x:Class="TicTacToe.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="clr-namespace:TicTacToe"
StartupUri="MainWindow.xaml">
<Application.Resources>
</Application.Resources>
</Application>

View File

@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using System.Configuration;
using System.Data;
using System.Linq;
using System.Threading.Tasks;
using System.Windows;
namespace TicTacToe
{
/// <summary>
/// Interaction logic for App.xaml
/// </summary>
public partial class App : Application
{
}
}

View File

@ -0,0 +1,46 @@
<Window x:Class="TicTacToe.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:local="clr-namespace:TicTacToe"
mc:Ignorable="d"
ResizeMode="NoResize"
Title="Tic Tac Toe" Height="500" Width="500">
<Window.Resources>
<Style TargetType="Button">
<Setter Property="Background" Value="White" />
<Setter Property="BorderThickness" Value="0.5" />
<Setter Property="FontSize" Value="70" />
</Style>
</Window.Resources>
<Grid x:Name="Container">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="*" />
<RowDefinition Height="*" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Button Click="Button_Click" x:Name="Button0_0" Grid.Column="0" Grid.Row="0" Content="X" />
<Button Click="Button_Click" x:Name="Button1_0" Grid.Column="1" Grid.Row="0" Content="O" />
<Button Click="Button_Click" x:Name="Button2_0" Grid.Column="2" Grid.Row="0" />
<Button Click="Button_Click" x:Name="Button0_1" Grid.Column="0" Grid.Row="1" />
<Button Click="Button_Click" x:Name="Button1_1" Grid.Column="1" Grid.Row="1" />
<Button Click="Button_Click" x:Name="Button2_1" Grid.Column="2" Grid.Row="1" />
<Button Click="Button_Click" x:Name="Button0_2" Grid.Column="0" Grid.Row="2" />
<Button Click="Button_Click" x:Name="Button1_2" Grid.Column="1" Grid.Row="2" />
<Button Click="Button_Click" x:Name="Button2_2" Grid.Column="2" Grid.Row="2" />
</Grid>
</Window>

View File

@ -0,0 +1,247 @@
using System;
using System.Linq;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
namespace TicTacToe
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
#region Private Members
/// <summary>
/// Holds the current results of cells in the active game
/// </summary>
private MarkType[] mResults;
/// <summary>
/// True if it is player 1's turn (X) or player 2's turn (O)
/// </summary>
private bool mPlayer1Turn;
/// <summary>
/// True if the game has ended
/// </summary>
private bool mGameEnded;
#endregion
#region Constructor
/// <summary>
/// Default constructor
/// </summary>
public MainWindow()
{
InitializeComponent();
NewGame();
}
#endregion
/// <summary>
/// Starts a new game and clears all values back to the start
/// </summary>
private void NewGame()
{
// Create a new blank array of free cells
mResults = new MarkType[9];
for (var i = 0; i < mResults.Length; i++)
mResults[i] = MarkType.Free;
// Make sure Player 1 starts the game
mPlayer1Turn = true;
// Interate every button on the grid...
Container.Children.Cast<Button>().ToList().ForEach(button =>
{
// Change background, foreground and content to default values
button.Content = string.Empty;
button.Background = Brushes.White;
button.Foreground = Brushes.Blue;
});
// Make sure the game hasn't finished
mGameEnded = false;
}
/// <summary>
/// Handles a button click event
/// </summary>
/// <param name="sender">The button that was clicked</param>
/// <param name="e">The events of the click</param>
private void Button_Click(object sender, RoutedEventArgs e)
{
// Start a new game on the click after it finished
if (mGameEnded)
{
NewGame();
return;
}
// Cast the sender to a button
var button = (Button)sender;
// Find the buttons position in the array
var column = Grid.GetColumn(button);
var row = Grid.GetRow(button);
var index = column + (row * 3);
// Don't do anything if the cell already has a value in it
if (mResults[index] != MarkType.Free)
return;
// Set the cell value based on which players turn it is
mResults[index] = mPlayer1Turn ? MarkType.Cross : MarkType.Nought;
// Set button text to the result
button.Content = mPlayer1Turn ? "X" : "O";
// Change noughts to green
if (!mPlayer1Turn)
button.Foreground = Brushes.Red;
// Toggle the players turns
mPlayer1Turn ^= true;
// Check for a winner
CheckForWinner();
}
/// <summary>
/// Checks if there is a winner of a 3 line straight
/// </summary>
private void CheckForWinner()
{
#region Horizontal Wins
// Check for horizontal wins
//
// - Row 0
//
if (mResults[0] != MarkType.Free && (mResults[0] & mResults[1] & mResults[2]) == mResults[0])
{
// Game ends
mGameEnded = true;
// Highlight winning cells in green
Button0_0.Background = Button1_0.Background = Button2_0.Background = Brushes.Green;
}
//
// - Row 1
//
if (mResults[3] != MarkType.Free && (mResults[3] & mResults[4] & mResults[5]) == mResults[3])
{
// Game ends
mGameEnded = true;
// Highlight winning cells in green
Button0_1.Background = Button1_1.Background = Button2_1.Background = Brushes.Green;
}
//
// - Row 2
//
if (mResults[6] != MarkType.Free && (mResults[6] & mResults[7] & mResults[8]) == mResults[6])
{
// Game ends
mGameEnded = true;
// Highlight winning cells in green
Button0_2.Background = Button1_2.Background = Button2_2.Background = Brushes.Green;
}
#endregion
#region Vertical Wins
// Check for vertical wins
//
// - Column 0
//
if (mResults[0] != MarkType.Free && (mResults[0] & mResults[3] & mResults[6]) == mResults[0])
{
// Game ends
mGameEnded = true;
// Highlight winning cells in green
Button0_0.Background = Button0_1.Background = Button0_2.Background = Brushes.Green;
}
//
// - Column 1
//
if (mResults[1] != MarkType.Free && (mResults[1] & mResults[4] & mResults[7]) == mResults[1])
{
// Game ends
mGameEnded = true;
// Highlight winning cells in green
Button1_0.Background = Button1_1.Background = Button1_2.Background = Brushes.Green;
}
//
// - Column 2
//
if (mResults[2] != MarkType.Free && (mResults[2] & mResults[5] & mResults[8]) == mResults[2])
{
// Game ends
mGameEnded = true;
// Highlight winning cells in green
Button2_0.Background = Button2_1.Background = Button2_2.Background = Brushes.Green;
}
#endregion
#region Diagonal Wins
// Check for diagonal wins
//
// - Top Left Bottom Right
//
if (mResults[0] != MarkType.Free && (mResults[0] & mResults[4] & mResults[8]) == mResults[0])
{
// Game ends
mGameEnded = true;
// Highlight winning cells in green
Button0_0.Background = Button1_1.Background = Button2_2.Background = Brushes.Green;
}
//
// - Top Right Bottom Left
//
if (mResults[2] != MarkType.Free && (mResults[2] & mResults[4] & mResults[6]) == mResults[2])
{
// Game ends
mGameEnded = true;
// Highlight winning cells in green
Button2_0.Background = Button1_1.Background = Button0_2.Background = Brushes.Green;
}
#endregion
#region No Winners
// Check for no winner and full board
if (!mResults.Any(f => f == MarkType.Free))
{
// Game ended
mGameEnded = true;
// Turn all cells orange
Container.Children.Cast<Button>().ToList().ForEach(button =>
{
button.Background = Brushes.Orange;
});
}
#endregion
}
}
}

View File

@ -0,0 +1,21 @@
namespace TicTacToe
{
/// <summary>
/// The type of value a cell in the game is currently at
/// </summary>
public enum MarkType
{
/// <summary>
/// The cell hasn't been clicked yet
/// </summary>
Free,
/// <summary>
/// The cell is a O
/// </summary>
Nought,
/// <summary>
/// The cell is an X
/// </summary>
Cross
}
}

View File

@ -0,0 +1,55 @@
using System.Reflection;
using System.Resources;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Windows;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("TicTacToe")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("TicTacToe")]
[assembly: AssemblyCopyright("Copyright © 2016")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
//In order to begin building localizable applications, set
//<UICulture>CultureYouAreCodingWith</UICulture> in your .csproj file
//inside a <PropertyGroup>. For example, if you are using US english
//in your source files, set the <UICulture> to en-US. Then uncomment
//the NeutralResourceLanguage attribute below. Update the "en-US" in
//the line below to match the UICulture setting in the project file.
//[assembly: NeutralResourcesLanguage("en-US", UltimateResourceFallbackLocation.Satellite)]
[assembly: ThemeInfo(
ResourceDictionaryLocation.None, //where theme specific resource dictionaries are located
//(used if a resource is not found in the page,
// or application resource dictionaries)
ResourceDictionaryLocation.SourceAssembly //where the generic resource dictionary is located
//(used if a resource is not found in the page,
// app, or any theme specific resource dictionaries)
)]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

View File

@ -0,0 +1,71 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace TicTacToe.Properties
{
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources()
{
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager
{
get
{
if ((resourceMan == null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("TicTacToe.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
}
}

View File

@ -0,0 +1,117 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

View File

@ -0,0 +1,30 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace TicTacToe.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}

View File

@ -0,0 +1,7 @@
<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="uri:settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>

View File

@ -0,0 +1,107 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{1ABAD3C0-F90C-4E5D-9E4E-2E8847F4C4A6}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>TicTacToe</RootNamespace>
<AssemblyName>TicTacToe</AssemblyName>
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<ProjectTypeGuids>{60dc8134-eba5-43b8-bcc9-bb4bc16c2548};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<WarningLevel>4</WarningLevel>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xaml">
<RequiredTargetFramework>4.0</RequiredTargetFramework>
</Reference>
<Reference Include="WindowsBase" />
<Reference Include="PresentationCore" />
<Reference Include="PresentationFramework" />
</ItemGroup>
<ItemGroup>
<ApplicationDefinition Include="App.xaml">
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</ApplicationDefinition>
<Page Include="MainWindow.xaml">
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</Page>
<Compile Include="App.xaml.cs">
<DependentUpon>App.xaml</DependentUpon>
<SubType>Code</SubType>
</Compile>
<Compile Include="MainWindow.xaml.cs">
<DependentUpon>MainWindow.xaml</DependentUpon>
<SubType>Code</SubType>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="MarkType.cs" />
<Compile Include="Properties\AssemblyInfo.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<AppDesigner Include="Properties\" />
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

View File

@ -0,0 +1,22 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TicTacToe", "TicTacToe.csproj", "{1ABAD3C0-F90C-4E5D-9E4E-2E8847F4C4A6}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{1ABAD3C0-F90C-4E5D-9E4E-2E8847F4C4A6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{1ABAD3C0-F90C-4E5D-9E4E-2E8847F4C4A6}.Debug|Any CPU.Build.0 = Debug|Any CPU
{1ABAD3C0-F90C-4E5D-9E4E-2E8847F4C4A6}.Release|Any CPU.ActiveCfg = Release|Any CPU
{1ABAD3C0-F90C-4E5D-9E4E-2E8847F4C4A6}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal