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Published by Addison-Wesley Professional (June 2, 2014) © 2014

Bjarne Stroustrup
    VitalSource eTextbook (Lifetime access)
    €60,99
    ISBN-13: 9780133796742

    Programming: Principles and Practice Using C++ ,2nd edition

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    Language: English

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    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++ (C++11 and C++14)

    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 and C++11 and C++14 features 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 many thousands of first-year university students. It has also been extensively used for self-study. Also, practitioners and advanced students have gained new insight and guidance by seeing how a 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, testing, and the C programming language) and provides abundant reference material. Source code and support supplements are available from the author’s website.

     

    Preface xxv

     

    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 13

     

    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 100

    4.4.1 Selection 102

    4.4.2 Iteration 109

    4.5 Functions 113

    4.6 vector 117

    4.7 Language features 125

     

    Chapter 5: Errors 133

    5.1 Introduction 134

    5.2 Sources of errors 136

    5.3 Compile-time errors 136

    5.4 Link-time errors 139

    5.5 Run-time errors 140

    5.6 Exceptions 146

    5.7 Logic errors 154

    5.8 Estimation 157

    5.9 Debugging 158

    5.10 Pre- and post-conditions 163

    5.11 Testing 166

     

    Chapter 6: Writing a Program 173

    6.1 A problem 174

    6.2 Thinking about the problem 175

    6.3 Back to the calculator! 178

    6.4 Grammars 188

    6.5 Turning a grammar into code 195

    6.6 Trying the first version 203

    6.7 Trying the second version 208

    6.8 Token streams 209

    6.9 Program structure 215

     

    Chapter 7: Completing a Program 221

    7.1 Introduction 222

    7.2 Input and output 222

    7.3 Error handling 224

    7.4 Negative numbers 229

    7.5 Remainder: % 230

    7.6 Cleaning up the code 232

    7.7 Recovering from errors 239

    7.8 Variables 242

     

    Chapter 8: Technicalities: Functions, etc. 255

    8.1 Technicalities 256

    8.2 Declarations and definitions 257

    8.3 Header files 264

    8.4 Scope 266

    8.5 Function call and return 272

    8.6 Order of evaluation 291

    8.7 Namespaces 294

     

    Chapter 9: Technicalities: Classes, etc. 303

    9.1 User-defined types 304

    9.2 Classes and members 305

    9.3 Interface and implementation 306

    9.4 Evolving a class 308

    9.5 Enumerations 318

    9.6 Operator overloading 321

    9.7 Class interfaces 323

    9.8 The Date class 334

    Part II Input and Output 343

     

    Chapter 10: Input and Output Streams 345

    10.1 Input and output 346

    10.2 The I/O stream model 347

    10.3 Files 349

    10.4 Opening a file 350

    10.5 Reading and writing a file 352

    10.6 I/O error handling 354

    10.7 Reading a single value 358

    10.8 User-defined output operators 363

    10.9 User-defined input operators 365

    10.10 A standard input loop 365

    10.11 Reading a structured file 367

     

    Chapter 11: Customizing Input and Output 379

    11.1 Regularity and irregularity 380

    11.2 Output formatting 380

    11.3 File opening and positioning 388

    11.4 String streams 394

    11.5 Line-oriented input 395

    11.6 Character classification 396

    11.7 Using nonstandard separators 398

    11.8 And there is so much more 406

     

    Chapter 12: A Display Model 411

    12.1 Why graphics? 412

    12.2 A display model 413

    12.3 A first example 414

    12.4 Using a GUI library 418

    12.5 Coordinates 419

    12.6 Shapes 420

    12.7 Using Shape primitives 421

    12.8 Getting this to run 435

     

    Chapter 13: Graphics Classes 441

    13.1 Overview of graphics classes 442

    13.2 Point and Line 444

    13.3 Lines 447

    13.4 Color 450

    13.5 Line_style 452

    13.6 Open_polyline 455

    13.7 Closed_polyline 456

    13.8 Polygon 458

    13.9 Rectangle 460

    13.10 Managing unnamed objects 465

    13.11 Text 467

    13.12 Circle 470

    13.13 Ellipse 472

    13.14 Marked_polyline 474

    13.15 Marks 476

    13.16 Mark 478

    13.17 Images 479

     

    Chapter 14: Graphics Class Design 487

    14.1 Design principles 488

    14.2 Shape 493

    14.3 Base and derived classes 504

    14.4 Benefits of object-oriented programming 513

     

    Chapter 15: Graphing Functions and Data 519

    15.1 Introduction 520

    15.2 Graphing simple functions 520

    15.3 Function 524

    15.4 Axis 529

    15.5 Approximation 532

    15.6 Graphing data 537

     

    Chapter 16: Graphical User Interfaces 551

    16.1 User interface alternatives 552

    16.2 The “Next” button 553

    16.3 A simple window 554

    16.4 Button and other Widgets 561

    16.5 An example 565

    16.6 Control inversion 569

    16.7 Adding a menu 570

    16.8 Debugging GUI code 575

     

    Part III: Data and Algorithms 581

     

    Chapter 17: Vector and Free Store 583

    17.1 Introduction 584

    17.2 vector basics 586

    17.3 Memory, addresses, and pointers 588

    17.4 Free store and pointers 591

    17.5 Destructors 601

    17.6 Access to elements 605

    17.7 Pointers to class objects 606

    17.8 Messing with types: void* and casts 608

    17.9 Pointers and references 610

    17.10 The this pointer 618

     

    Chapter 18: Vectors and Arrays 627

    18.1 Introduction 628

    18.2 Initialization 629

    18.3 Copying 631

    18.4 Essential operations 640

    18.5 Access to vector elements 646

    18.5.1 Overloading on const 647

    18.6 Arrays 648

    18.7 Examples: palindrome 659

     

    Chapter 19: Vector, Templates, and Exceptions 667

    19.1 The problems 668

    19.2 Changing size 671

    19.3 Templates 678

    19.4 Range checking and exceptions 693

    19.5 Resources and exceptions 697

     

    Chapter 20: Containers and Iterators 711

    20.1 Storing and processing data 712

    20.2 STL ideals 717

    20.3 Sequences and iterators 720

    20.4 Linked lists 724

    20.5 Generalizing vector yet again 729

    20.6 An example: a simple text editor 734

    20.7 vector, list, and string 741

    20.8 Adapting our vector to the STL 745

    20.9 Adapting built-in arrays to the STL 747

    20.10 Container overview 749

     

    Chapter 21: Algorithms and Maps 757

    21.1 Standard library algorithms 758

    21.2 The simplest algorithm: find() 759

    21.3 The general search: find_if() 763

    21.4 Function objects 765

    21.5 Numerical algorithms 770

    21.6 Associative containers 776

    21.7 Copying 789

    21.8 Sorting and searching 794

    21.9 Container algorithms 797

     

    Part IV: Broadening the View 803

     

    Chapter 22: Ideals and History 805

    22.1 History, ideals, and professionalism 806

    22.2 Programming language history overview 818

     

    Chapter 23: Text Manipulation 849

    23.1 Text 850

    23.2 Strings 850

    23.3 I/O streams 855

    23.4 Maps 855

    23.5 A problem 864

    23.6 The idea of regular expressions 866

    23.7 Searching with regular expressions 869

    23.8 Regular expression syntax 872

    23.9 Matching with regular expressions 880

    23.10 References 885

     

    Chapter 24: Numerics 889

    24.1 Introduction 890

    24.2 Size, precision, and overflow 890

    24.3 Arrays 895

    24.4 C-style multidimensional arrays 896

    24.5 The Matrix library 897

    24.6 An example: solving linear equations 908

    24.7 Random numbers 914

    24.8 The standard mathematical functions 917

    24.9 Complex numbers 919

    24.10 References 920

     

    Chapter 25: Embedded Systems Programming 925

    25.1 Embedded systems 926

    25.2 Basic concepts 929

    25.3 Memory management 935

    25.4 Addresses, pointers, and arrays 943

    25.5 Bits, bytes, and words 954

    25.6 Coding standards 974

     

    Chapter 26: Testing 989

    26.1 What we want 990

    26.2 Proofs 992

    26.3 Testing 992

    26.4 Design for testing 1011

    26.5 Debugging 1012

    26.6 Performance 1012

    26.7 References 1016

     

    Chapter 27: The C Programming Language 1021

    27.1 C and C++: siblings 1022

    27.2 Functions 1028

    27.3 Minor language differences 1036

    27.4 Free store 1043

    27.5 C-style strings 1045

    27.6 Input/output: stdio 1050

    27.7 Constants and macros 1054

    27.8 Macros 1055

    27.9 An example: intrusive containers 1059

     

    Part V: Appendices 1071

     

    Appendix A: Language Summary 1073

    A.1 General 1074

    A.2 Literals 1077

    A.3 Identifiers 1081

    A.4 Scope, storage class, and lifetime 1082

    A.5 Expressions 1086

    A.6 Statements 1096

    A.7 Declarations 1098

    A.8 Built-in types 1099

    A.9 Functions 1103

    A.10 User-defined types 1106

    A.11 Enumerations 1107

    A.12 Classes 1108

    A.13 Templates 1121

    A.14 Exceptions 1125

    A.15 Namespaces 1127

    A.16 Aliases 1128

    A.17 Preprocessor directives 1128

     

    Appendix B: Standard Library Summary 1131

    B.1 Overview 1132

    B.2 Error handling 1137

    B.3 Iterators 1139

    B.4 Containers 1144

    B.5 Algorithms 1152

    B.6 STL utilities 1162

    B.7 I/O streams 1168

    B.8 String manipulation 1175

    B.9 Numerics 1180

    B.10 Time 1185

    B.11 C standard library functions 1185

    B.12 Other libraries 1195

     

    Appendix C: Getting Started with Visual Studio 1197

    C.1 Getting a program to run 1198

    C.2 Installing Visual Studio 1198

    C.3 Creating and running a program 1199

    C.4 Later 1201

     

    Appendix D: Installing FLTK 1203

    D.1 Introduction 1204

    D.2 Downloading FLTK 1204

    D.3 Installing FLTK 1205

    D.4 Using FLTK in Visual Studio 1205

    D.5 Testing if it all worked 1206

     

    Appendix E: GUI Implementation 1207

    E.1 Callback implementation 1208

    E.2 Widget implementation 1209

    E.3 Window implementation 1210

    E.4 Vector_ref 1212

    E.5 An example: manipulating Widgets 1213

     

    Glossary 1217

    Bibliography 1223

    Index 1227

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