C# source code contains instructions for the computer.
Comments are written for the people reading the source.
A single-line comment begins with:
//
Anything after // on that line is treated as comment text rather than executable C# code.
For example:
// Create the player used in this scenario.
Player player1 = new Player();
The code:
Player player1 = new Player();
already tells a C# reader that a Player object is being created.
This comment adds very little:
// Create a Player.
Player player1 = new Player();
A better comment explains purpose or context:
// Create the player represented by player1 in the object diagram.
Player player1 = new Player();
The comment connects the statement to the modeling task.
This is noisy:
// Create player1.
Player player1 = new Player();
// Create player2.
Player player2 = new Player();
if the statements are already obvious and no additional explanation is needed.
Comments are most useful when they help the reader understand something that is not immediately clear from the code itself.
Consider:
// Keep separate Player objects because the diagram shows two instances.
Player player1 = new Player();
Player player2 = new Player();
The code shows what happens.
The comment explains why two objects are needed.
That is often more useful than translating each statement into English.
When a section of code exists because of a technical requirement, the comment can help preserve that connection.
For example:
// Create one object for each Player instance shown in the UML model.
Player player1 = new Player();
Player player2 = new Player();
The comment helps another reader understand the design intent.
Do not invent a requirement in the comment.
Only describe a relationship the current task actually supports.
A comment becomes harmful when the code changes but the comment does not.
Imagine:
// Create two Player objects.
Player player1 = new Player();
The comment is now false.
When code changes substantially, review comments associated with that code.
A comment should describe the source that actually exists.
Weak comment:
// Stuff for player things.
Stronger comment:
// Create the Player instance shown in the current object diagram.
A technical comment should reduce ambiguity.
It should not require the reader to guess what the writer meant.
Comments such as:
// I finally got this to work!!!
or:
// Don't touch this.
do not explain the technical reason behind the source.
If code is delicate, explain what condition or requirement must be preserved.
For example:
// Preserve this object identity because later statements use the same instance.
The explanation gives future readers something they can reason about.
Compare:
// The player is available.
with:
player1.isAvailable = true;
The comment does not set the field.
It only communicates text to the human reader.
Do not confuse describing an intended state with actually creating that state in executable code.
Style tools can encourage documentation and consistent source organization.
The strongest comment is not necessarily the longest one.
A useful single-line comment is:
The next activity looks at how AI can assist with comment drafting without replacing your responsibility to understand what the code actually does.