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Home > Computing and Information Technology > Computer programming / software engineering > Object-oriented programming (OOP) > Programming: Principles and Practice Using C++(Developer's Library )
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Programming: Principles and Practice Using C++(Developer's Library )

Programming: Principles and Practice Using C++(Developer's Library )

          
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About the Book

An Introduction to Programming by the Inventor of C++   Preparation for Programming in the Real World   The book assumes that you aim eventually to write non-trivial programs, whether for work in software development or in some other technical field.   Focus on Fundamental Concepts and Techniques   The book explains fundamental concepts and techniques in greater depth than traditional introductions. This approach will give you a solid foundation for writing useful, correct, maintainable, and efficient code.   Programming with Today’s C++   The book is an introduction to programming in general, including object-oriented programming and generic programming. It is also a solid introduction to the C++ programming language, one of the most widely used languages for real-world software. The book presents modern C++ programming techniques from the start, introducing the C++ standard library to simplify programming tasks.   For Beginners–And Anyone Who Wants to Learn Something New   The book is primarily designed for people who have never programmed before, and it has been tested with more than 1,000 first-year university students. However, practitioners and advanced students will gain new insight and guidance by seeing how a recognized master approaches the elements of his art.   Provides a Broad View   The first half of the book covers a wide range of essential concepts, design and programming techniques, language features, and libraries. Those will enable you to write programs involving input, output, computation, and simple graphics. The second half explores more specialized topics, such as text processing and testing, and provides abundant reference material. Source code and support supplements are available from the author’s website.  

Table of Contents:
Preface xxiii   Chapter 0: Notes to the Reader 1 0.1 The structure of this book 2 0.2 A philosophy of teaching and learning 6 0.3 Programming and computer science 12 0.4 Creativity and problem solving 12 0.5 Request for feedback 12 0.6 References 13 0.7 Biographies 14   Chapter 1: Computers, People, and Programming 17 1.1 Introduction 18 1.2 Software 19 1.3 People 21 1.4 Computer science 24 1.5 Computers are everywhere 25 1.6 Ideals for programmers 34   Part I: The Basics 41   Chapter 2: Hello,World! 43 2.1 Programs 44 2.2 The classic first program 45 2.3 Compilation 47 2.4 Linking 51 2.5 Programming environments 52   Chapter 3: Objects, Types, and Values 59 3.1 Input 60 3.2 Variables 62 3.3 Input and type 64 3.4 Operations and operators 66 3.5 Assignment and initialization 69 3.6 Composite assignment operators 73 3.7 Names 74 3.8 Types and objects 77 3.9 Type safety 78   Chapter 4: Computation 89 4.1 Computation 90 4.2 Objectives and tools 92 4.3 Expressions 94 4.4 Statements 99 4.5 Functions 112 4.6 Vector 116 4.7 Language features 123   Chapter 5: Errors 131 5.1 Introduction 132 5.2 Sources of errors 134 5.3 Compile-time errors 134 5.4 Link-time errors 137 5.5 Run-time errors 138 5.6 Exceptions 144 5.7 Logic errors 152 5.8 Estimation 155 5.9 Debugging 156 5.10 Pre- and post-conditions 161 5.11 Testing 164   Chapter 6: Writing a Program 171 6.1 A problem 172 6.2 Thinking about the problem 173 6.3 Back to the calculator! 176 6.4 Grammars 186 6.5 Turning a grammar into code 193 6.6 Trying the first version 201 6.7 Trying the second version 206 6.8 Token streams 207 6.9 Program structure 213   Chapter 7: Completing a Program 219 7.1 Introduction 220 7.2 Input and output 220 7.3 Error handling 222 7.4 Negative numbers 227 7.5 Remainder: % 228 7.6 Cleaning up the code 231 7.7 Recovering from errors 238 7.8 Variables 241   Chapter 8: Technicalities: Functions, etc. 253 8.1 Technicalities 254 8.2 Declarations and definitions 255 8.3 Header files 261 8.4 Scope 264 8.5 Function call and return 269 8.6 Order of evaluation 287 8.7 Namespaces 290   Chapter 9: Technicalities: Classes, etc. 299 9.1 User-defined types 300 9.2 Classes and members 301 9.3 Interface and implementation 302 9.4 Evolving a class 304 9.5 Enumerations 314 9.6 Operator overloading 316 9.7 Class interfaces 318 9.8 The Date class 328   Part II: Input and Output 337   Chapter 10: Input and Output Streams 339 10.1 Input and output 340 10.2 The I/O stream model 341 10.3 Files 343 10.4 Opening a file 344 10.5 Reading and writing a file 346 10.6 I/O error handling 348 10.7 Reading a single value 352 10.8 User-defined output operators 357 10.9 User-defined input operators 359 10.10 A standard input loop 359 10.11 Reading a structured file 361   Chapter 11: Customizing Input and Output 375 11.1 Regularity and irregularity 376 11.2 Output formatting 376 11.3 File opening and positioning 384 11.4 String streams 390 11.5 Line-oriented input 391 11.6 Character classification 392 11.7 Using nonstandard separators 394 11.8 And there is so much more 401   Chapter 12: A Display Model 407 12.1 Why graphics? 408 12.2 A display model 409 12.3 A first example 410 12.4 Using a GUI library 414 12.5 Coordinates 415 12.6 Shapes 416 12.7 Using Shape primitives 417 12.8 Getting this to run 431   Chapter 13: Graphics Classes 437 13.1 Overview of graphics classes 438 13.2 Point and Line 440 13.3 Lines 443 13.4 Color 445 13.5 Line_style 448 13.6 Open_polyline 450 13.7 Closed_polyline 451 13.8 Polygon 453 13.9 Rectangle 455 13.10 Managing unnamed objects 459 13.11 Text 462 13.12 Circle 464 13.13 Ellipse 466 13.14 Marked_polyline 468 13.15 Marks 469 13.16 Mark 470 13.17 Images 472   Chapter 14: Graphics Class Design 479 14.1 Design principles 480 14.2 Shape 485 14.3 Base and derived classes 496 14.4 Benefits of object-oriented programming 504   Chapter 15: Graphing Functions and Data 509 15.1 Introduction 510 15.2 Graphing simple functions 510 15.3 Function 514 15.4 Axis 518 15.5 Approximation 521 15.6 Graphing data 526   Chapter 16: Graphical User Interfaces 539 16.1 User interface alternatives 540 16.2 The “Next” button 541 16.3 A simple window 542 16.4 Button and other Widgets 548 16.5 An example 552 16.6 Control inversion 556 16.7 Adding a menu 557 16.8 Debugging GUI code 562   Part III: Data and Algorithms 567   Chapter 17: Vector and Free Store 569 17.1 Introduction 570 17.2 vector basics 572 17.3 Memory, addresses, and pointers 574 17.4 Free store and pointers 577 17.5 Destructors 586 17.6 Access to elements 590 17.7 Pointers to class objects 591 17.8 Messing with types: void* and casts 593 17.9 Pointers and references 595 17.10 The this pointer 603   Chapter 18: Vectors and Arrays 611 18.1 Introduction 612 18.2 Copying 613 18.3 Essential operations 620 18.4 Access to vector elements 625 18.5 Arrays 627 18.6 Examples: palindrome 637   Chapter 19: Vector, Templates, and Exceptions 645 19.1 The problems 646 19.2 Changing size 649 19.3 Templates 656 19.4 Range checking and exceptions 668 19.5 Resources and exceptions 672   Chapter 20: Containers and Iterators 685 20.1 Storing and processing data 686 20.2 STL ideals 690 20.3 Sequences and iterators 694 20.4 Linked lists 698 20.5 Generalizing vector yet again 703 20.6 An example: a simple text editor 704 20.7 vector, list, and string 711 20.8 Adapting our vector to the STL 715 20.9 Adapting built-in arrays to the STL 718 20.10 Container overview 719   Chapter 21: Algorithms and Maps 727 21.1 Standard library algorithms 728 21.2 The simplest algorithm: find() 729 21.3 The general search: find_if() 732 21.4 Function objects 734 21.5 Numerical algorithms 738 21.6 Associative containers 744 21.7 Copying 757 21.8 Sorting and searching 762   Part IV: Broadening the View 769   Chapter 22: Ideals and History 771 22.1 History, ideals, and professionalism 772 22.2 Programming language history overview 783   Chapter 23: Text Manipulation 813 23.1 Text 814 23.2 Strings 814 23.3 I/O streams 819 23.4 Maps 820 23.5 A problem 828 23.6 The idea of regular expressions 830 23.7 Searching with regular expressions 833 23.8 Regular expression syntax 836 23.9 Matching with regular expressions 844 23.10 References 849   Chapter 24: Numerics 853 24.1 Introduction 854 24.2 Size, precision, and overflow 854 24.3 Arrays 859 24.4 C-style multidimensional arrays 859 24.5 The Matrix library 861 24.6 An example: solving linear equations 872 24.7 Random numbers 877 24.8 The standard mathematical functions 879 24.9 Complex numbers 880 24.10 References 882   Chapter 25: Embedded Systems Programming 887 25.1 Embedded systems 888 25.2 Basic concepts 891 25.3 Memory management 897 25.4 Addresses, pointers, and arrays 905 25.5 Bits, bytes, and words 916 25.6 Coding standards 935   Chapter 26: Testing 949 26.1 What we want 950 26.2 Proofs 952 26.3 Testing 952 26.4 Design for testing 978 26.5 Debugging 979 26.6 Performance 979 26.7 References 983   Chapter 27: The C Programming Language 987 27.1 C and C++: siblings 988 27.2 Functions 994 27.3 Minor language differences 1002 27.4 Free store 1009 27.5 C-style strings 1011 27.6 Input/output: stdio 1016 27.7 Constants and macros 1020 27.8 Macros 1021 27.9 An example: intrusive containers 1025   Part V: Appendices 1035   Appendix A: Language Summary 1037 A.1 General 1038 A.2 Literals 1041 A.3 Identifiers 1045 A.4 Scope, storage class, and lifetime 1046 A.5 Expressions 1049 A.6 Statements 1059 A.7 Declarations 1061 A.8 Built-in types 1062 A.9 Functions 1066 A.10 User-defined types 1069 A.11 Enumerations 1070 A.12 Classes 1071 A.13 Templates 1083 A.14 Exceptions 1086 A.15 Namespaces 1088 A.16 Aliases 1089 A.17 Preprocessor directives 1090   Appendix B: Standard Library Summary 1093 B.1 Overview 1094 B.3 Iterators 1100 B.4 Containers 1105 B.5 Algorithms 1112 B.6 STL utilities 1121 B.7 I/O streams 1124 B.8 String manipulation 1131 B.9 Numerics 1135 B.10 C standard library functions 1140 B.11 Other libraries 1150   Appendix C: Getting Started with Visual Studio 1151 C.1 Getting a program to run 1152 C.2 Installing Visual Studio 1152 C.3 Creating and running a program 1153 C.4 Later 1155   Appendix D: Installing FLTK 1157 D.1 Introduction 1158 D.2 Downloading FLTK 1158 D.3 Installing FLTK 1159 D.4 Using FLTK in Visual Studio 1159 D.5 Testing if it all worked 1160   Appendix E: GUI Implementation 1161 E.1 Callback implementation 1162 E.2 Widget implementation 1163 E.3 Window implementation 1164 E.4 Vector_ref 1166 E.5 An example: manipulating Widgets 1167   Glossary 1171 Bibliography 1177 Index 1181


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Product Details
  • ISBN-13: 9780321543721
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison-Wesley Educational Publishers Inc
  • Depth: 51
  • Height: 234 mm
  • No of Pages: 1272
  • Spine Width: 40 mm
  • Weight: 1640 gr
  • ISBN-10: 0321543726
  • Publisher Date: 19 Dec 2008
  • Binding: Paperback
  • Edition: 1
  • Language: English
  • Series Title: Developer's Library
  • Sub Title: Principles and Practice Using C++
  • Width: 187 mm


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