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Learning C# Programming
with Unity 3D
Learning C# Programming
with Unity 3D
Second Edition
Alex Okita
CRC Press
Taylor & Francis Group
6000 Broken Sound Parkway NW, Suite 300
Boca Raton, FL 33487-2742
This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made
to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all
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material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been
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v
vi Contents
8. Extended........................................................................................................................................ 579
8.1 What We’ll Be Covering in This Chapter ........................................................................ 579
8.2 Review .............................................................................................................................. 579
8.3 Readability .........................................................................................................................581
8.3.1 ?: Notation ..........................................................................................................581
8.3.2 If ........................................................................................................................ 582
8.3.3 Smell ................................................................................................................. 583
8.3.3.1 Comments ......................................................................................... 583
8.3.3.2 One Responsibility Rule ................................................................... 583
8.3.3.3 Duplicated Code ............................................................................... 584
8.3.3.4 Naming ............................................................................................. 584
8.3.4 What We’ve Learned ........................................................................................ 584
8.4 Git Revisited ..................................................................................................................... 584
8.4.1 Git Branch and Merge ....................................................................................... 585
8.4.2 Merge Conflicts ................................................................................................. 588
8.4.3 What We’ve Learned .........................................................................................591
8.5 Recursion ...........................................................................................................................591
8.5.1 A Basic Example ............................................................................................... 593
8.5.2 Understanding Recursion .................................................................................. 593
8.5.3 In Practice ......................................................................................................... 594
8.5.4 What We’ve Learned ........................................................................................ 601
8.6 LINQ ................................................................................................................................. 601
8.6.1 Lambdas and Arrays ......................................................................................... 601
8.6.1.1 A Basic Example .............................................................................. 601
8.6.2 Var ..................................................................................................................... 602
8.6.3 LINQ From ....................................................................................................... 603
8.6.4 Strange Behaviors in LINQ .............................................................................. 604
8.6.5 LINQ on Lists ................................................................................................... 605
8.6.6 Monsters Linq ................................................................................................... 608
8.6.7 What We’ve Learned .........................................................................................611
8.7 Reflection ...........................................................................................................................613
8.7.1 A Basic Example ................................................................................................615
8.7.2 Reflection MethodInfo .......................................................................................615
8.7.3 What We’ve Learned .........................................................................................618
8.8 Dynamic............................................................................................................................ 620
8.8.1 ExpandoObject ...................................................................................................621
8.8.2 Expando Reader ................................................................................................ 622
8.8.3 What We’ve Learned ........................................................................................ 623
8.9 Bitwise Operators ............................................................................................................. 624
8.9.1 Big Endian and Little Endian ........................................................................... 624
8.9.2 Signed or Unsigned ........................................................................................... 625
8.9.3 Bitwise Or | ....................................................................................................... 627
8.9.4 Enums and Numbers ......................................................................................... 627
8.9.5 Bitwise And & .................................................................................................. 628
8.9.6 Bitwise Exclusive Or ^ (xor) ............................................................................. 629
8.9.7 Setting Bitwise Flags ........................................................................................ 630
8.9.8 Bitwise Shortcuts | = and ^ = .............................................................................631
8.9.9 Bits in Numbers ................................................................................................ 632
8.9.10 Bit Shifting >> and << ..................................................................................... 632
8.9.11 What We’ve Learned ........................................................................................ 634
8.10 Attributes .......................................................................................................................... 635
8.10.1 A Basic Example ............................................................................................... 635
8.10.2 Custom Attributes ............................................................................................. 639
Contents xvii
This book was written as an answer for anyone to pick up a modern programming language and be pro-
ductive. You will be able to start a simple game in Unity 3D from scratch. By the end of this book, you
will have the basic skills to eventually become a capable unity game programmer, or at least know what
is involved with how to read and write some code.
You should have general computer skills before you get started. Come prepared; you’ll need a modern
Windows or OSX computer capable of running modern software with an internet connection. After this
book, you should be armed with the knowledge required to feel confident in learning more.
Each chapter has example code organized by chapter and section. We’ll try to make a fun project start-
ing with the basic functions of a typical game and we’ll see how the basic game can be expanded upon
and we’ll learn a bit about what’s involved with a larger project.
1.1 Why Read a Book: Why This Book May or May Not Be for You
You could go online and find videos and tutorials to learn; however, there is a disadvantage when it
comes to learning things in order and in one place. Most internet video or tutorial websites may gloss
over or dwell on a subject. You could skip ahead, but then what are you paying for?
Online content is often brief and doesn’t go into much depth on any given topic. It is incomplete or still
a work in progress. You’ll often find yourself waiting weeks for another video or tutorial to come out.
Just so you know, you should find the act of learning exciting. If not, then you’ll have a hard time con-
tinuing through to the end of this book. To learn any new skill, a lot of patience is required.
I remember asking an expert programmer how I’d learn to program. He told me to write a compiler.
At that time, it seemed rather unfair, but now I understand why he said that. It is like telling someone
who wants to learn how to drive Formula 1 cars to go compete in a race. In both cases, the “learning”
part was left out of the process.
It is very difficult to tell someone who wants to learn to write code where to begin. However, it all
really does start with your preparedness to learn. Your motivation must extend beyond the content of
this book.
You may also have some preconceived notions about what programming is. I can’t change that, but
you should be willing to change your thoughts on the topic if you make discoveries contrary to your
knowledge. Keep an open mind.
As a game developer, you should find the act of making a game, or simply learning how to make a
game, is just as fun as playing a game. If your primary goal is only to make that game that you’ve had in
your head for years, then you might have a problem. You may find this book a tedious chore if learning
C# is just something in the way of making your game.
Computer artists often believe that programming is a technical subject that is incompatible with
art. I find the contrary to be true. Programming is an art, much as literature and design are an art.
Programming just has a lot of obscure rules that need to be understood for anything to work.
No, programming is not too hard to learn. Writing a massive multiplayer online role-playing game
is quite hard. Learning how to write a simple behavior isn’t hard; like drawing, you start off with the
basics drawing spheres and cubes. After plenty of practice, you’ll be able to create a real work of art.
This applies to writing code, that is, you start off with basic calculations and then move on to the logic
that drives a complex game.
1
2 Learning C# Programming with Unity 3D
During my transition from artist to programmer, I found that there was very little by way of help, docu-
mentation, web pages, or similar to complete the transition from an artist to a programmer. Many people
assumed that you were either a programmer to begin with, or not interested in making that transition.
After a long discussion, with my then girlfriend—now wife, about what a variable is, I decided it was
time to write a book.
1.3.2 Logic
In 1848, George Boole gave us Boolean logic. It would take nearly a century between the Difference
Engine and the first general programmable computer to make its appearance. Thanks to George, today
our computers count in binary (1s and 0s), and our software thinks in terms of true or false.
In 1887, Dorr Eugene Felt built a computing machine with buttons; thanks to him, our computers have
keyboards. In the 1890s, a tabulating machine used paper with holes punched in it representing 1s and 0s
to record the US census. Back then it saved US$2 million and 6 years of work.
There was a moment in time where a trinary computer existed. In 1840, Thomas Fowler created a compet-
ing mechanical computer which worked with −1, 0, and +1. Even as late as 1958 an electronic version was
created in the Soviet Union, but its usefulness lost out to binary which was easier to build and used less power.
In the 1900s, between Nicola Tesla and Alexander Graham Bell, modern computers were imminent
with the invention of the transistor. In 1936, Konrad Zuse made the Z1 computer, another mechanical
computer like that of Babbage, but this time it used a tape with holes punched in it like the tabulating
machine. He’d later move on to make the Z3 in 1941.
Between the 1930s and the 1950s, Turing informed the computer scientists that computers can, in theory,
solve anything calculable, calling this concept Turing completeness. All of these components were lead-
ing toward our modern computer.
In the mid-1940s, John Von Neumann demonstrated, with the help of his theory, that the computer
can be built using simple components. In this way, the software that controls the hardware can add the
complex behavior. Thanks to Tesla and Bell, the Z3 was made completely of electronic parts. It included
the first use of logic while doing calculations, making it the first complete Turing-complete computer.
In 1954, Gordon Teal at Texas Instruments introduced the silicon-based transistor, a key component for
building solid-state electronics that are used today in every computer.
1.4.1 C# Paradigm
In poetry, a haiku follows a 5-7-5 syllable tempo. A sonnet follows an iambic pentameter with 10 syl-
lables per line and rhymes in a specific pattern. Not all prose needs to end in rhyme like haiku, but many
do. Rhyming and tempo are paradigms used in poetry.
Modern programming paradigms include object oriented, functional, imperative, and logic program-
ming. Some programming languages use one or more of these paradigms together. For instance, F# is an
imperative, object oriented, and functional language. However, Haskell is purely functional.
C# (pronounced “see sharp”) is a combination of many different paradigms. As the name infers, C#
is a C-style language and primarily expressed using the object-oriented paradigm. How C# expresses its
different paradigms, and how you choose to write with it, is greatly up to you. Due to this flexibility, C#
offers a variety of uses reaching far beyond game development.
You may have heard of C++, another multiparadigm language. It is often used by programmers
who need detailed control over memory management and many other aspects of their final product.
This attention to detail and design is required to produce a refined final product.
C# is an imperative language, that is to say, it carries out operations in order. It is also object oriented,
so each object is allowed to do things on its own. Finally, it is also memory managed, aka garbage col-
lected, so your computer’s memory is organized for you. However, it does provide the flexibility to man-
age memory if you require that level of control. Just as well, C++ has recently added garbage collection
features to match C#.
It’s no surprise that at this time many game engines would show up on the scene to cater to the mod-
ding community and the independent game developer. The large game engines found themselves top
heavy by focusing on large publishers. Companies such as RenderWare and Gamebryo found themselves
poorly positioned to compete against newcomers who focused on the independent developers such as
Unity 3D.
With the independent game developer in mind, many game engines focused on affordability and cross-
platform development. Tools such as Game Maker, Unreal Engine, and of course Unity 3D allowed
for many more people to learn and build games without the multimillion-dollar investment formerly
required for game production.
As new versions of .NET were introduced, the language that went along with it was also upgraded,
though with different version numbers. Confusing? Yes. Unfortunately, to add to the confusion there’s
also three versions of .NET that include .NET Standard, .NET Framework, and .NET Core. The differ-
ences between these have no effect on what we’ll be learning in this book, so I’ll leave that research up to
you to do on your own. For now, we’re not so concerned with the version of either so long as the features
we learn about the C# language work within the context of Unity.
C# is used by a large community of general application programmers, not just game engineers. Unity
3D is also a cross-platform game engine, and a developer working on either OSX or Windows can both
share and use files for Unity 3D. C# is the same on both Mac and PC as well as Android and iOS for
mobile, so there is no concern over what operating system you’re going to use.
When data is combined with logic and then written into a single file, it’s called a class. Classes are also
data and, as such, can be managed with more logic. Classes are used to create objects in the computer’s
memory and can be duplicated to have a life of their own.
Classes are used to build objects. Each piece of data within the class becomes a part of that object.
Different chunks of data inside of a class are called class members. Class members can also be chunks
of logic called functions or methods. If that is not clear right now, don’t worry we’ll go into detail on that
in Chapter 2.
Objects created from a class are called instances. In a game with a horde of zombies, each zombie is
duplicated or instanced from a zombie class. Each zombie has unique values for each attribute or data
element in the class. This means hit points and positions are unique for each duplicate zombie object.
Similar to families, objects can inherit properties from one another. The child, sometimes called a
subclass, inherits attributes from its parent. For instance, the child created from a zombie may inherit
the parent’s hunger for brains. To be useful, the child zombie can also add new objects and change the
objects it inherited from its parent class. As a result, now the child zombie might have tentacles that the
parent didn’t have.
Objects talk to each other through events and messages. Shooting at zombies can create an event, or
in programmer terms, it “raises” an event. The bullet impact event tells the zombie class to then take
necessary steps when hit by a bullet. Events command the class to take actions on its data, which is where
functions come in.
Functions, also known as methods, are sections of logic that act on data. They allow your class to cre-
ate additional events and talk to yet more objects. As the player presses the trigger and moves the joystick
around, yet more events can be raised and messages can be sent. Events and messages allow the player
to interact with your world; logic events and objects together build your game.
A basic game might have several different classes, each one named according to its purpose. Each one of
these classes contains the text that is your actual C# code. Just so you know, by default Windows will hide
the extensions of your files. As a result, if classes appear as simply Weapon or Monster and there is no exten-
sion.cs, then you should go into the Tools menu, select Folder Options/View, and enable file extensions.
As an exercise, we’ll be building a simple game involving monsters and shooting. We’ll start with a
basic skeleton with simple object classes and simple movement behaviors. From this we’ll build on some
basic events when the player presses keys, moves the mouse, and shoots at targets.
1.5.3 Iteration
Programming is an iterative process. It’s irregular to write an entire class or function without test-
ing it many times. The general flow is to write a part of a function, test it, add a bit more, test again,
and repeat until the function accomplishes its goal. Even then, many functions often work together in
sequence. Often, you’ll write a function, verify that it’s working, write another function, and verify some
more. Then you’ll have them work with one another and test again, all the while you’ll be changing and
re-arranging your code to fix mistakes.
Most of the time you’ll start off with a bunch of placeholders until you get around to finishing your
code. As you’re adding features and finishing code, you’ll have chunks of work that aren’t finished.
This is a part of game development and a part of learning as well.
The combination of the central processing unit (CPU) and operating system is often called a platform.
Each platform requires a unique native machine code to execute or run. Building code for each platform
is called a target. Unity 3D converts the bytecode into a native machine code and can target Mac, PC,
Android, and iOS.
Native machine code is the set of instructions that directly talk to the CPU and operating system (think
of the holes punched into a card and fed to a machine). Unity 3D is a simple way to generate the complex
set of instructions for your computer to run. Code that talks directly to the hardware is referred to as
“low-level” programming.
There are layers of software between you and the computer’s hardware. When writing C# for games
using Unity 3D, your code is compiled by .NET. Unity 3D then takes the bytecode from .NET and com-
piles a target platform into a native machine code.
Both Unity 3D and .NET are the layers underneath your code and the computer’s hardware, putting
you on a higher level. This is often referred to as a computer layer abstraction. That is why C# is usually
considered a high-level programming language.
Programming at a lower level requires much more knowledge of memory management and a wide
variety of other APIs that might include graphic cards, physics, sound, and everything else that runs a
game. Writing for a layer involves an in-depth knowledge of both the layers below and above the one
you’re writing for.
The computer hardware, such as CPU, graphics card, memory, and storage, live on the lowest level.
Above them is the basic input/output system (BIOS) and software that starts the hardware when you
press the Power button. Above that is your computer’s operating system and drivers that talk to the hard-
ware. Finally, Unity 3D lives above the operating system and your code lives above Unity 3D.
That is why we’re going to use Unity 3D to write games and not start from scratch in raw C++.
Otherwise, we’ll have to spend a few years learning about physics, rendering, and assembly language or
the instruction set that your CPU uses to operate.
GOAL—1st, The boy who stood at the centre of each end during a
game of football, and acted as umpire. 2d, The score made
(three) when the ball was kicked between his legs, or over his
head without his touching it.
GOMER—1st, A pewter dish; 2d, A new hat. One of the Commoner
Peals (v. inf.) was “Gomer Hats.”
GOWNER—The Goal (v. sup.) at football stood with his legs
stretched out, and a gown rolled up in a ball at each foot. When
the ball was kicked over either of these gowns, without Goal’s
touching it, this counted two for the party who kicked it, and was
called “a Gowner.”
GREASER—A mode of torture performed by rubbing a boy’s head
hard with the knuckles.
GROTIUS TIME—From seven p.m. to a quarter before eight on
Sundays, in Cloister time, when Sixth Book and Senior Part
went into school to translate the work of that author.
GROUND ASH—A young ash sapling.
GUTTER—An abortive attempt at a Header, (v. inf.,) ending in the
performer falling flat on the water, instead of going in head-
foremost.
H.
HAVES—Half Boots.
HERE—The call used by Commoner Præfects when they required
the attendance of a Junior.
HIGH-LOWS—Very thick low shoes, not half boots.
HILLS—St Catherine’s Hill, a green hill about one mile and a-half
from College, about five hundred feet high, and near the top
surrounded by a deep trench, the remains of an old Roman
camp. The boys had to ascend this twice a day on whole
Holidays and Remedies, once before breakfast, and again at
half-past two. In the summer they also went out in the evening,
but did not ascend Hills, but disported themselves below. These
sorties were called “going on to Hills,” the evening expedition
being called “Underhills.”
HISS, THE—The signal given at the commencement of school hours
when a Master was coming in.
HOLLIS—An oval pebble.
HOUSLE—To hustle.
HOT—Football term. In Twenty-two and Twenty-two, (v. inf.,) when
the ball went out of bounds, it was brought in and placed
between the two sides, who all clustered up close round, with
their heads down, each party, by weight and kicking, trying to
force the ball through the other. This mêlée was called a “Hot.”
HOT END—A half-burnt faggot stick, with one end red hot.
HUFF—Very strong College ale.
HUSKY—Gooseberry fool with the husks in.
I.
INFERIOR—Any boy not a Præfect.
J.
JACK—A large leather vessel for beer.
JACK
K.
KICK IN—In a game of football the bounds on each side were kept
by a line of Juniors, whose duty it was to kick the ball in again
whenever it passed outside the line.
KICK OFF—When the football was taken in hand and then kicked
into the air; which was done after each Schitt, (v. inf.,) Gowner,
(v. sup.,) or Goal, by the losing side, and whenever a ball that
had been kicked up in the air had been caught by one of the
other side.
KICK OVER—To kick a ball up in the air, when it is rolling along, or
lying on the ground. Considered very bad play.
KID—Cheese.
L.
LAUNCH—To drag a boy out of bed, mattress, bedclothes, and all.
LOB—A Tice. It will be observed by cricketers that this is not the
ordinary meaning of the term, which, I believe, generally
denotes any kind of slow, underhand ball. At Winchester a “Lob”
may be delivered by a swift, round-hand bowler.
LOBSTER—To Cry.
LOCKBACK—A Holiday or Remedy, on which, from bad weather or
any other cause, the boys did not go on to Hills, but remained
on the school side of Seventh Chamber Passage gate.
LOCKS AND KEYS—Commoner Peal, (v. inf.)
LOGIE—Sewerage.
LOG POND—A Sewer.
LONG BOX—A deal box for holding bats, stumps, and balls.
LONG DISPAR—Part of a loin of mutton.
LONG FORK—A stick used as a toasting-fork.
LONG GRASS—All meads except the paths and Turf, (v. inf.)
LONG HALF—The Half which commenced in February, and ended
in the middle of July.
LONG MEADS—A field between Sick-house and Commoners, now
thrown into Meads. The time after dinner on summer evenings,
when we went on to Underhills, was also so called.
M.
MADE BEER—College swipes bottled with raisins, sugar, nutmeg,
and rice, which made it “up.”
MAKE—To appropriate any article.
MASTER—The title by which farmers, labourers, bargees, &c., were
addressed by the boys.
MATER—Mother.
MESS—The Præfects’ tables in Hall were called “Tub, Middle, and
Junior Mess” respectively. The boys who dined at each were
also so named. Any number of boys who habitually breakfasted
together were so called, with some distinguishing prefix, such as
“Deputy’s Mess.” In Chambers, tea was called “Mess;” as was
also the remains of a joint of meat. Lest the reader should make
a “Mess” of all these different meanings, I will give a sentence in
which they shall all figure: “Look there, Junior Mess has sat
down at Tub Mess, but as they will find nothing left but a Mess,
they had better go down to Chambers, as Mess is ready.”
MIDDLE CUT—A thick slice out of the centre of a leg of mutton.
MIDDLE PART THE FIFTH—Generally called Middle Part; the next
Part below Senior Part the Fifth.
MILK HOLE—That part of a canal immediately below the lock-gates,
where a hole has been formed by the rush of water from the
lock.
MONEY AND DIRECTION ROLLS—Commoner Peal, (v. inf.)
MOUSE DIGGER—A miniature pickaxe.
MUG—To read hard; also to pay great attention to anything; any one
cleaning and oiling a bat was said to “Mug” it; a boy with
carefully greased and brushed hair was said to have “mugged”
hair.
MUSTARD AND PEPPER KEEPER—An appointment in the gift of
Præfect of Hall, which exempted the holder from Watching out
at Cricket or Kicking in at Football.
MUTTONER—A blow from a cricket-ball on the fingers, the bat being
at the time clasped by them.
N.
NAIL, TO STAND UP UNDER THE—The punishment inflicted on a
boy detected in a lie; he was ordered to stand up on Junior Row,
(v. inf.,) just under the centre sconce, during the whole of school
time. At the close of it he received a “Bibler,” (v. sup.)
NESTOR—Any boy who was past eighteen, or was old for his
position in the school, or who was known to be much older than
he looked.
NIPPERKIN, THE—A large stone jug for beer, of which there was
one in each Chamber.
NON HUSKY—Gooseberry fool without the husks.
NON LICET—Used as an adjective, and applied to things which it
was considered improper to use. A gate opening out of Meads
was called “Non Licet Gate,” from a tradition that it was only
opened when a boy was expelled.
O.
OFF BAT—The station of one of the field in a cricket match, called
by the outer world “Point.”
ON—The word given by the Præfect of Hall for the boys to start to or
from Hills, or to Cathedral. When any person or thing of
importance was known to be likely to meet the boys when on
Hills, the word was passed that he, she, or it was “On,”—e.g.,
“Ridsworth On,” “Snobs On,” “Badger On,” &c., &c.
ORDER YOUR NAME—An order given to a delinquent by the Head
or Second Master, which was carried out by the boy requesting
the Ostiarius (v. inf.) to do so, the consequence of which was,
that at the end of school that officer presented to the Master the
victim’s name on a “Roll,” (v. inf.,) who forthwith received a
“Scrubbing,” (v. inf.) When the words “to the Bible Clerk” were
added, the business was confided to that officer, who, with the
Ostiarius, officiated at the subsequent ceremony, which in this
case was called a Bibler, (v. sup.)
OSTIARIUS—An office held by the Præfects in succession. The
duties were, to keep order in school, collect the Vulguses, and
prevent the boys from shirking out. It is also the official title for
the Second Master.
P.
PACKING-UP—Commoner Peal, (v. inf.)
PART—Fifth Book was divided into Senior, Middle, and Junior “Part.”
PARTY ROLL—Commoner Peal, (v. inf.)
PATER—Father.
PAX—Be quiet; Leave off. Also, a particular friend.
PEAL—Epigrammatic praises or critiques in Latin, Greek, or English,
on the Præfects, chaunted by Cloisters, just before school, at
the commencement of Cloister Time. Also, on the three last
Sundays of each Half, immediately after dinner, Commoners
chaunted one of the following “Peals,” Packing up, “Party Rolls,”
and “Money and Direction Rolls.” They also had other Peals
which they emitted prior to the ceremony of “Sticking up,” (v.
inf.,) which were, “Locks and Keys,” “Boots and Leathers,” and
“Gomer Hats.” The different bells that were chimed for Chapel
were designated “First Peal,” “Second Peal,” &c.
ΠEMΠE Mῶρον Προτερον (“Send the Fool farther”)—An imaginary
book, in search of which a new boy was bandied about from one
to another.
PERCHER—A mark (⸺|—) put after a boy’s name on a “Roll,”
which showed that he had been absent from Chapel or Hills
without leave; or that he had not done his Verse or Prose Task,
or Vulgus. It was also often put by a Master in the margin of
Gags, or a Verse or Prose Task, to indicate gross errors.
PITCH UP—To make a crowd; also to associate with any one in
particular. As a substantive, it means a crowd, a number of
things, and a companion.
PLEDGE YOU—An expression used when a boy wished to secure
the next turn at anything which was in the use, enjoyment, or
occupation of another, such as the next drink from a bob of beer,
the next read of a newspaper, or the next occupation of a seat.
PLANT—To kick a football against a person.
PLANTER—A blow from a football.
PONTO—A ball made of hot bread kneaded hard.
POSERS—Two Fellows of New College who assisted at the
examination at Election.
POT—A canal lock; the one just under Hills was generally meant
when the word was used.
PRÆFECTS—The eighteen senior boys in College, and the twelve
senior in Commoners. The ten senior of those in College were
said to be in “Full Power,” and took the office of Bible Clerk in
rotation; they all had the power of fagging the Juniors, but those
not in full power were supposed not to have the right of fagging
on the School side of Seventh Chamber Passage; practically,
however, they always did. One of the Senior Præfects was
called Præfect of Hall, and was responsible in a great measure
for the conduct of the boys out of school. His duties and
privileges were numerous. There was also a “Præfect of Tub,”
who was supposed to see that the dinner was properly
distributed; a Præfect of School, who had the care of that
building; and two Præfects of Chapel, who, during alternate
weeks, called names in Chapel. There were fees attached to all
these offices; and all the Præfects had a certain number of boys
allotted to them as Pupils, each of whom paid one guinea each
Half.
PROSE—To lecture. As a substantive, a lecture.
PROSE TASK—A piece of Latin prose composition, which all the
boys had to do once a week.
PRUFF—Hard, sturdy, insensible to pain, obstinate; a corruption of
“Proof.”
PULPITEERS—In Cloister time, Sixth Book and Senior Part went up
to Books together, and were so called.
Q.
QUARTER OF PAPER—A quarter of a sheet of foolscap, on which
the Prose and Verse tasks were always written.
QUILL—To endeavour to curry favour with any one.
R.
RABBITER—A blow on the neck with the side of the hand, similar to
the coup de grâce ordinarily given by a keeper to put a rabbit
out of its misery.
RACK—Part of a neck of mutton.
RAMROD, RAYMONDER—Names given to a ball bowled all along
the ground.
READER—An office in the gift of every Præfect in senior Fardel,
which excused the recipient from watching out at Cricket. His
business was to read out aloud the translation of any book his
Master was cramming for Election examination.
READING SHELF—A shelf with a drawer fixed inside the head of a
boy’s bed, on which to place a candle for nocturnal studies.
REMEDY—A kind of mitigated holiday, of which there was always
one, and, generally, two a week. The boys went into school
twice in the course of the day for an hour, (Books Chambers, v.
sup.,) but no Master was present. A Remedy was not a matter
of course, but the Head Master was always asked by Præfect of
Hall to give one while he was walking up and down “Sands” (the
pavement of Quadrangle under Chapel windows) before
morning chapel: if he intended to grant the request, he gave to
the suppliant a ring engraved with the words, “Commendat rarior
usus.” This ring he wore till the following day, and returned to
the Head Master at Middle school.
REMISSION—When, owing to a Saint’s day having fallen on the day
previous to that on which a Verse or Prose task or Vulgus was
due, the boys were excused from doing it, there was said to be
“Remission” from it.
ROKER—Anything wherewith to stir up anything else.
ROLL—Any list of boys’ names. “The Roll” par excellence is the list
of the boys who have passed their examination for New College,
and of those who are to come in to Winchester. There is also a
Roll printed every November, which contains the name of every
one connected with the School, from the Warden to the
Choristers. The lists from which the Præfects of Hall and Chapel
called names; the papers on which the names of the absentees
on such occasions were written; the papers on which were
written the “Standing up” (v. inf.;) the lists of the boys who had
leave out on a Saint’s day; the papers put on the Master’s desk
when boys wished to go out of school; those handed to the
Master at the close of school by the Bible Clerk or Ostiarius with
the names of delinquents, and many other similar papers, were
all called “Rolls.”
ROUSH—A rush or charge by any man or beast, or of water.
ROWS—The fixed benches at each end of School, called
respectively Senior, Middle, and Junior Row.
S.
SS. AND TREES—A scratch game of Football without chosen sides,
or kicking in, so called after the goals, which were, at one end,
two iron clamps fixed in the wall, shaped like the letter S, and at
the other two trees.
SCADGER—A Ruffian.
SCALDINGS—A call of warning to get out of the way.
SCHEME—A method adopted by the boys for calling themselves in
the morning. It was managed by cutting the Functior down to a
length calculated to burn till the time required; paper was then
placed round the socket, and a string attached to it, the other
end of which passed through the head of a bed, and held
suspended over the head of the sleeper a weight of books or
cup of water. When the rushlight burned down it ignited the
paper, which burnt the string, and so caused the weight to fall on
the head of the boy beneath.
SCHITT—The score made (one) when the Football was kicked
between the goal and the last of the line of the kickers in.
SCOB—An oaken box with a double lid. All the College boys and a
few of the Commoner Præfects had one each, at which they sat
in School. So called from the word Box spelt phonetically
backwards.
SCONCE—To deprive a person of anything.
SCRAPE OUT—When a Præfect wished to go out of School, he
scraped with his foot till he got a nod from the Master.
SCRUBBING—A flogging of four cuts.
SCRUTINY—At the commencement of Election week, the Electors
summoned the seven Senior and seven Junior boys, and
inquired of them if they had any complaints to make with regard
to the arrangements made for their comfort.
SEMPER—Always. A very common prefix, e.g., a boy was said to be
Semper Continent, Tardy, or ex Trumps if he was often at Sick
House, or late for Chapel, or habitually went up to Books without
having looked at his lessons. An official, who was always
present at the College meetings, went by the name of “Semper
Testis.”
SENIOR PART, THE FIFTH—The Part next below the Præfects,
generally called Senior Part.
SHIG—A Shilling.
SHORT HALF—The Half-year commencing in September and
ending at Christmas.
SILVER FORK—A wooden skewer used as a chop-stick when forks
were scarce.
SINES—The loaves provided for breakfast in Commoners, probably
derived from “Sine,” (without,) as the Juniors so often went
without them.
SIX AND SIX—A game at Football, with six on each side.
SKIMMER—A method of entering the water when bathing; by just
skimming beneath the surface, and rising again immediately.
SKIN—To take off a Jersey by pulling it inside out over the head.
SKIRMISHING ON—Running home from Hills when it came on to
rain.
SNACK—A small Fives ball.
SNAPPING UP FOR FALSE QUANTITIES—When up at books, if
any boy, when translating, made a false quantity, any other boy
(however low down in the part) who could first correct him was
allowed to go up above him. If, however, the Snapper up was
himself wrong, he had to go to the bottom of the part.
SOCIUS—A Companion. Each boy was obliged to walk with one
when going to or from Hills or Cathedral.
SOCK—To hit hard at Cricket; also, to win; in the passive voice, to
be beaten.
SOG—A Sovereign.
SOROR—Sister.
SPITE—To dislike a person, and treat him accordingly.
SPITING GABELL—When a boy suffered some injury himself, in
order to spite another person; or having in some way injured
another, received punishment, he was said to be “Spiting
Gabell.” Dr Gabell was formerly Head Master, and the extreme
inexpediency of attempting to annoy him gave rise to the
proverb.
SPLICE—To throw.
SPORT—To give away; also, to display any article of dress.
SPREE—Conceited, Cocky, Giving himself airs; when applied to a
person; Smart, Stylish, when to a thing.
SQUISH—Very weak tea.
STANDING-UP WEEK—During the last week of Long Half, all the
boys, except Sixth Book and Senior Part, had to say a number
of lines by heart in eight lessons, which they were supposed to
have learnt in the course of the previous year; this was called
Standing up. Marks were given according to merit, and these
marks had a very material effect on the respective position of
the boys in their Parts.
STICKING UP.[18]
STICKING UP—On the three last Fridays of each Half, a boy was
selected by appointment of Commoner Præfects and
Coursekeeper, and placed on the top of “Toys” (v. inf.) in their
Hall, and was pelted with “Pontos” (v. sup.) by the rest. The
following Peals were chanted previously, one on each day:
“Locks and Keys,” “Boots and Leathers,” and “Gomer Hats.”
STUCKLING—A kind of mince-pie made of minced beef, caraway
seeds, and apples, always served at the Election dinners.
SUM—I am. The answer made by each boy when names were
called.
SUPERANNUATE—A boy who was obliged to leave at Election,
owing to his being past eighteen years of age. “Founders” were
not “Superannuate” till they were twenty-five.
SUS—The Juniors tea generally drunk out of a pint cup when in bed.
T.
TAG—A Football term. When a player has kicked the ball well
forward, and has followed it, if it was then kicked back again
behind him by the other side, he was then obliged to return to
his original position with his own side. If the ball had, in the
meantime, been again kicked in front of him, before he regained
his position, and he was to kick it, it would be considered unfair,
and he would be said “to Tag.”
TARDY—When a boy was too late to answer “Sum,” names being
called.
TEEJAY—To take an interest in, and protect any one. The boy
protected was called a “Teejay.” Derived from the French,
Protéger, to protect.
THICK--Stupid; very intimate. Used also as a substantive, thus a
Dunce.
THOKE—To lie in bed late in the morning. As a substantive, the act
of lying in bed late.
THOKE UPON ANYTHING—To dwell with satisfaction on a future
pleasure.
THOKER—A thick piece of bread dipped in water, and then baked in
the ashes.
TIN GLOVES—A new boy was fitted with a pair, by having the backs
of his hands scored backwards and forwards two or three times
with a “Hot End” (v. sup.) The supposed object of the ceremony
was to enable the victim to handle “Hot Ends” with impunity.
TIN GLOVES.
TIZZY—A Sixpence.
TIZZY POOLE—A Fives ball; so called, because they cost sixpence,
and were sold by the Head porter, whose name was Poole.
TOEFITIE—To secure the toe of a sleeper in a noose of string.
TOEFITIE.
TOE PAN—A large basin of red earthenware placed in each
chamber, for washing the feet in.
TOE PAN BOILER—A tin vessel for boiling water, containing about
three gallons.
TOLLY—A tallow candle.
TOTHER SCHOOL—Any school not a public school.
TOYS—Bureaux in Chambers and Commoner’s Hall. Each boy had
one, at which he sat during
TOY TIME—The period between dinner time and evening Chapel.
TUB—A chest in Hall, into which the Dispars not taken by the boys
were put.
TUB MESS—The table at which the Senior Præfects sat in Hall.
TU DOCES—A (Thou) Teachest.
TUG—Old, Stale.
TUGS—Stale News. A common remark when a boy related anything
known previously to the hearer.
TUNDING—A thrashing with a ground-ash inflicted by a Præfect.
When any grave offence had been committed, and it was
administered by Præfect of Hall on the raised dais at one end of
Hall, it was called a “Tunding on top of Hall.”
TURF—A part of Meads, almost exclusively kept for Præfects to play
Cricket on, and for the matches.
TWENTY-TWO AND TWENTY-TWO—A game at Football, with
Twenty-two on each side.
TWOSTER—A stick spirally indented by a stem of ivy having grown
round it.
V.
VALET—Every Præfect had a Junior in Chambers who acted in this
capacity, made his tea or coffee, carried his things through from
Chambers to School and back again, and looked after him in
general.
VARYING—A short extempore composition in Latin verse, done
without the aid of any books. It was always the last thing done at
the close of the Election examination.
VERSE TASK—A composition of Latin verse done once a week by
all the boys.
VESSEL OF PAPER—Half-a-quarter of a sheet of foolscap paper.
VOLUNTARY—A copy of verses written occasionally by some of the
boys in Sixth Book and Senior Part ex proprio motu.
W.
WARDEN’S PROG, (Progress)—The visitation of the College
estates by the Warden and Fellows.
WASHING DRAWER—An oaken dressing-case.
WASHING STOOL—The table at which each Præfect sat in
Chambers.
WASHING STOOL.
Y.
YOLLY—Yellow; also, a Postchaise, from that being their usual
colour.
YOLLY.
FOOTNOTES
[1] Three masters’ houses, for the reception of boys, have
recently been opened outside the college walls.
[2] Since the above was written, I have been shown a little
book, entitled “Ups and Downs of a Public School,” in which many
of the incidents alluded to by me are very graphically described,
especially “the play,” “the town and gown row,” and “the
examination in election week.”
[3] This word being hitherto unwritten, I have endeavoured,
unsuccessfully, to spell phonetically. It is derived from the French
proteger, and the last syllable is pronounced as in that word. Its
meaning is somewhat the same as that of the French word, but
implies rather a greater amount of care and interest.
[4] The beds in Seventh were different from those described in
Fourth, being made of iron, without any canopy, with deal boards
at the side to keep the mattresses in their places.
[5] See “Ups and Downs of a Public School.”
[6] On Sundays the boys went to Cathedral, instead of Chapel,
at half-past ten a.m.
[7] This refined method of tossing up was arranged as follows:
—A certain letter (say the first of the third line) was fixed on, and
each boy turned over a page in succession; he who turned over
that one in which the corresponding letter was nearest to A, won;
and vice versâ.
[8] See “Ups and Downs of a Public School.”
[9] See the full-page illustration of a “Hot,” drawn by Mr R.
Holmes.
[10] I believe the word “continent” is derived from the Latin
contineo, to keep in.
[11] See “Ups and Downs of a Public School.”
[12] This must not be confounded with the Roll which was
published every November, giving a list of the entire
establishment of the College, commencing with the Warden,
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