Produktbild: C Programming Absolute Beginner's Guide

C Programming Absolute Beginner's Guide

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

07.08.2013

Verlag

Pearson Education Limited

Seitenzahl

352

Maße (L/B/H)

23,2/17,8/2 cm

Gewicht

544 g

Farbe

Sonnengelb / Elfenbein

Auflage

3

Sprache

Englisch

ISBN

978-0-7897-5198-0

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

07.08.2013

Verlag

Pearson Education Limited

Seitenzahl

352

Maße (L/B/H)

23,2/17,8/2 cm

Gewicht

544 g

Farbe

Sonnengelb / Elfenbein

Auflage

3

Sprache

Englisch

ISBN

978-0-7897-5198-0

Herstelleradresse


Email: info@bod.de

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  • Produktbild: C Programming Absolute Beginner's Guide
  • C Programming Absolute Beginner's Guide, Third Edition

    Updated for C11

    PART I: JUMPING RIGHT IN

    1 What Is C Programming, and Why Should I Care?

    2 Writing Your First C Program

    3 What Does This Do? Clarifying Your Code with Comments

    4 Your World Premiere—Putting Your Program’s Results

    5 Adding Variables to Your Programs

    6 Adding Words to Your Programs

    7 Making Your Programs More Powerful with #include and #define

    8 Interacting with Users

    PART II: PUTTING C TO WORK FOR YOU

    9 Crunching the Numbers—Letting C Handle Math for You

    10 Powering Up Your Variables with Assignments and Expressions

    11 The Fork in the Road—Testing Data to Pick a Path

    12 Juggling Several Choices with Logical Operators

    13 A Bigger Bag of Tricks–Some More Operators for Your Programs

    PART III: FLESHING OUT YOUR PROGRAMS

    14 Code Repeat—Using Loops to Save Time and Effort

    15 Looking for Another Way to Create Loops

    16 Breaking in and out of Looped Code

    17 Making the case for the switch Statement

    18 Increasing Your Program’s Output (and Input)

    19 Getting More from Your Strings

    20 Advanced Math (for the Computer, Not You!) .

    PART IV: MANAGING DATA WITH YOUR C PROGRAMS

    21 Dealing with Arrays

    22 Searching Arrays

    23 Alphabetizing and Arranging Your Data

    24 Solving the Mystery of Pointers

    25 Arrays and Pointers

    26 Maximizing Your Computer’s Memory

    27 Setting Up Your Data with Structures

    PART V: FILES AND FUNCTIONS

    28 Saving Sequential Files to Your Computer

    29 Saving Random Files to Your Computer

    30 Organizing Your Programs with Functions

    31 Passing Variables to Your Functions

    32 Returning Data from Your Functions

    APPENDIXES

    A The ASCII Table

    B The Draw Poker Program