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You Can Program in C++: A Programmer's Introduction

✍ Scribed by Francis Glassborow


Year
2006
Tongue
English
Leaves
391
Category
Library

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No coin nor oath required. For personal study only.

✦ Synopsis


An interactive and fun way to learn C++, one of the most popular high-level programming languages for graphic applications This unique, hands-on approach to learning C++ makes the experience fun and interesting by offering the opportunity for readers to get started on real codingFeatures numerous examples and project ideas as well as GUI and audio extensions so readers can get instant feedback - in addition to instant gratification from producing a program that worksWritten by one of the world's leading authorities on C and C++, the book includes invaluable reference sections at the end of each chapterDiscusses modern C++ idioms, which are often neglected in other publications

✦ Table of Contents


You Can Program in C++......Page 4
Contents......Page 10
Preface......Page 16
Acknowledgements......Page 18
Introduction......Page 20
Studying C++......Page 21
Using This Book......Page 22
A Comment on Comments......Page 23
What is in C++......Page 24
Fundamental C++ for C++ Programmers......Page 26
Fundamental C++ for C Programmers......Page 27
Fundamental C++ for C# Programmers......Page 28
Fundamental C++ for Python Programmers......Page 29
Fundamental C++ for Pascal and Delphi Programmers......Page 30
Fundamental C++ for Lisp and Logo Programmers......Page 31
Fundamental C++ for Every Programmer......Page 32
1 Getting Started......Page 34
Creating a β€˜HelloWorld’ Program......Page 35
What the Code Means......Page 39
Our Second Program–An Empty Playpen......Page 40
What the Code Means......Page 43
Summary......Page 44
A Simple Program......Page 46
What Is a Type?......Page 47
What Are Fundamental Types?......Page 48
Representing Negative Integers......Page 49
Derivative Types......Page 50
Names in C++......Page 51
Operators......Page 52
A Simple Program......Page 53
Exceptions – Handling Bad Input......Page 54
Writing Correct Code......Page 55
Getting Output Before Handling an Exception......Page 56
A Little More About Playpen......Page 57
Default Playpen Color Names......Page 59
Characters and Text......Page 60
First Floating-Point Program......Page 62
Some Library Types......Page 74
Making Decisions......Page 76
Looping......Page 81
On Magic Numbers......Page 88
Wide Versus Narrow Character Set Support......Page 94
Namespaces......Page 95
Input from std::cin......Page 99
Standard Console Output Objects......Page 101
Playpen Plotting Modes......Page 102
Further Practice......Page 103
The C++ Function Concept......Page 108
Sorting in Other Orders......Page 109
Designing a Function......Page 110
Pure Functions......Page 115
Overloading Functions......Page 116
Resetting istream and ostream Objects......Page 119
Unnamed Parameters......Page 126
Separate Compilation and Header Files......Page 127
Types of Behavior......Page 132
Sequence Points......Page 136
Order of Evaluation......Page 138
Guidelines......Page 139
Which Is Larger......Page 142
Getting the Largest Using a typedef......Page 144
Getting the Largest Using a Template......Page 146
Ambiguity......Page 149
Function Templates Can Be Specialized......Page 151
Specializing max( )......Page 152
Overloading Function Templates......Page 153
C++ Iterators......Page 155
Version of max(std::vector) Using an Iterator......Page 156
The fgw::read Function Templates......Page 157
typedef: New Names for Old......Page 166
On Reading Declarations......Page 168
enum......Page 170
Operator Overloading......Page 173
9 User-Defined Types, Part 2: Simple classes (value types)......Page 180
ISBN as a class Type......Page 181
Testing Code......Page 185
Overloading Operators......Page 187
A Value Type for Playing Cards......Page 188
Special Member Functions: Constructors......Page 189
Special Member Functions: Copy assignment, operator=......Page 190
Implementing Constructors......Page 191
Implementing Copy Assignment, operator=......Page 192
Implementing a Member Function......Page 193
Separate Compilation......Page 194
Developing the card_value Type......Page 197
Changing the Implementation......Page 200
Pointers and Arrays......Page 202
Consolidation – a Point Class......Page 204
Defining Member Functions in a Class Definition......Page 207
Constructors and Destructors......Page 210
Examples of Value and Entity Types......Page 212
A Simple Playing-Card Entity......Page 213
Another Entity Type: Deck of Cards......Page 215
Output for deck......Page 218
Creating a deck Instance Froma File......Page 221
Raw Pointers......Page 226
A Dangerous Special Case......Page 228
Arrays......Page 229
Arrays and Pointers......Page 231
Dynamic Instances......Page 232
Smart Pointers......Page 239
Iterators......Page 240
12 User-Defined Types, Part 4: Class hierarchies, polymorphism, inheritance, and subtypes......Page 244
An Interface for a Chess Piece......Page 245
Implementing basic_chesspiece......Page 247
Implementing a Knight......Page 251
Getting Polymorphic Behavior......Page 254
Getting the Identity......Page 255
Removing an Irritant......Page 256
Another Piece......Page 257
Selecting the Subtype at Runtime......Page 262
Unnamed Namespaces......Page 264
A Chess-Piece Type......Page 267
Implementing chesspiece......Page 269
Defining and Implementing the Subtypes......Page 271
Constructing a Specific Chess Piece......Page 274
Implementing the Rest of chesspiece......Page 275
Collections of Objects......Page 278
Design and Implementation of a chessboard Type......Page 279
The C++ Stream Hierarchy......Page 282
Appending Data......Page 285
String Streams......Page 286
Converting Numerical Values to Strings......Page 288
Persistence......Page 289
Converting Text to an Enumerator......Page 291
What Is an Exception?......Page 296
What Can I throw?......Page 298
The Exception-Safe Copy-Assignment Idiom......Page 304
Rethrowing......Page 305
Exceptions and Destructors......Page 306
Overloading Operators for an Arithmetic Type......Page 308
Conversion Operators......Page 312
Function Objects......Page 314
Conclusion......Page 317
17 Containers, Iterators, and Algorithms......Page 320
Working with a Set......Page 321
Working with Numeric Algorithms......Page 326
Working with a Multimap......Page 329
Preloading a Container......Page 330
Conclusion......Page 331
Code Layout and Consistency......Page 336
Where to Put const......Page 337
Function-Style Versus Assignment-Style Initialization......Page 338
Using using......Page 341
Switching Off Polymorphism......Page 342
Names for Constants......Page 343
Multiple Exits from Structures......Page 344
Refactoring and the Power of Objects......Page 346
Using a Legacy Library......Page 350
In Conclusion......Page 352
Appendix A: Those Who Went Before......Page 354
References......Page 372
Index......Page 374


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