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C++ programming for the absolute beginner.

Author: Mark Lee
Publisher: Boston, Mass. : Course Technology ; London : Cengage Learning [distributor], 2009.
Edition/Format:   Print book : English : 2nd ed.View all editions and formats
Summary:

Helps you teach the principles of C++ programming through simple game creation. This title features a game that demonstrates the key ideas in the chapter, a summary of the chapter, and a set of  Read more...

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Material Type: Internet resource
Document Type: Book, Internet Resource
All Authors / Contributors: Mark Lee
ISBN: 9781598638752 1598638750
OCLC Number: 316433700
Notes: Previous edition: Rocklin, Calif.: Prima Tech, 2001.
Description: xviii, 376 pages : illustrations ; 24 cm
Contents: 1. Starting the journey : Computer basics ; Defining source code ; Using Visual Studio ; Creating a new project ; The software development cycle ; Working with text ; Assembling strings ; Displaying strings with cout ; Working with escape characters ; Storing strings ; Displaying stored strings ; The town crier program ; Receiving input ; Storing strings with cin ; Working with numbers ; Introducing integers ; Taking action with operators ; The modulus operator ; Creating the pirate musketeer game --
2. Descending deeper into variables : Understanding variables ; Sorting out the relationship between variables and memory ; Describing variable identifiers ; Declaring and assigning variables ; Introducing the fundamental variable types ; The boolean type ; The character types ; The integer types ; Integer wrapping ; The increment operator ; The floating-point types ; Using the size of() operator ; The data type game ; Making life easier with typedef ; Using constants ; The circle game ; Understanding the syntax ; Creating the weapon store game --
3. Making choices with control statements : Choosing code with selection statements ; Using boolean operators ; Following the order of operation ; Continuing with iteration statements ; Nesting ; Creating random numbers ; Creating the Roman commander game --
4. Structuring your code with functions : Divide and conquer ; Exploring a function syntax ; Overloading functions ; Defaulting arguments ; Seeing further with variable scope ; Welcome to the snail races ; Revealing the main function ; Creating the cave adventure game --
5. Designing software: object-oriented programming : Introduction to object-oriented programming ; Using objects ; Learning the principles of OOP ; Debugging ; Creating the conquest game --
6. Managing memory : Explaining memory ; Using pointers ; Elevating to the indirection operator ; Using pointers and objects ; Allocating from the heap ; Using the this pointer ; Constructing constant pointers and pointers to constants ; Introducing pointers and functions ; Working with arrays ; Creating arrays ; Initializing arrays ; Using arrays ; Relating arrays to pointers ; Creating dynamic arrays ; Multidimensional arrays ; Strings revisited ; String literals ; Character arrays ; Determining string length ; Using other C-style string functions ; Converting strings to numbers ; Beginning with references ; Using references in function parameters ; Using references as function return values ; Re-creating the tic tax toe game 7. Relating classes : Combining classes with composition ; Introducing inheritance ; Creating the dragon lord game --
8. Using templates : Creating templates ; Creating class templates ; Using template parameters ; Creating function templates ; Understanding argument resolution ; Specializing templates ; Simplifying template use ; Overloading function templates ; Using the standard library ; Using strings ; Constructing a string ; Iterating through a string ; Accessing strings ; Manipulating strings ; Using vectors ; Accessing and manipulating vectors ; Creating the mysterious store game --
9. Using streams and files : Understanding the vocabulary of I/O ; Understanding the header files ; The ios_base class ; Introduction to file streams ; Opening files ; Closing files ; Working with text files ; Verifying stream ; Working with binary streams ; The get and put stream pointers ; Interfacing with the stream pointers ; Writing and reading binary streams ; Working with common manipulators ; Using bit fields ; Creating an encryption program --
10. Errors and exception handling : Asserting conditions ; Handling exceptions ; Building an exception hierarchy ; Catching every exception ; Creating the minefield game --
11. Creating the pirate adventure : Introducing Dark GDK ; Getting an overview of the game ; Programming the game engine --
Appendices : A. Answers to chapter challenges ; B. Using the octal, hexadecimal, binary, and decimal systems ; C. Working on Mac and Linux platforms ; D. Where to go from here --
E. Glossary.
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1: Starting the Journey. 2: Descending Deeper ... into Variables. 3: Taking Command with Control Statements. 4: Writing Functions. 5: Abstracting with OOP. 6: Moving to Advanced Data Types. 7: Read more...

 
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