An Introduction to Programming by the Inventor of C++ Programming: Principles and Practice Using C++, Third Edition, will help anyone who is willing to work hard learn the fundamental principles of programming and develop the practical skills needed for programming in the real world. Previous editions have been used successfully by many thousands of students. This revised and updated edition Assumes that your aim is to eventually write programs that are good enough for others to use and maintainFocuses on fundamental concepts and techniques, rather than on obscure language-technical detailsIs…mehr
An Introduction to Programming by the Inventor of C++ Programming: Principles and Practice Using C++, Third Edition, will help anyone who is willing to work hard learn the fundamental principles of programming and develop the practical skills needed for programming in the real world. Previous editions have been used successfully by many thousands of students. This revised and updated edition Assumes that your aim is to eventually write programs that are good enough for others to use and maintainFocuses on fundamental concepts and techniques, rather than on obscure language-technical detailsIs an introduction to programming in general, including procedural, object-oriented, and generic programming, rather than just an introduction to a programming languageCovers both contemporary high-level techniques and the lower-level techniques needed for efficient use of hardwareWill give you a solid foundation for writing useful, correct, type-safe, maintainable, and efficient codeIs primarily designed for people who have never programmed before, but even seasoned programmers have found previous editions useful as an introduction to more effective concepts and techniquesCovers a wide range of essential concepts, design and programming techniques, language features, and librariesUses contemporary C++ (C++20 and C++23)Covers the design and use of both built-in types and user-defi ned types, complete with input, output, computation, and simple graphics/GUIOffers an introduction to the C++ standard library containers and algorithms Register your book for convenient access to downloads, updates, and/or corrections as they become available. See inside book for details.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Bjarne Stroustrup is the designer and original implementer of C++, as well as the author of The C++ Programming Language (4th Edition), A Tour of C++ (3rd edition), Programming: Principles and Practice Using C++ (3rd Edition), and many popular and academic publications. He is a professor of Computer Science at Columbia University in New York City. Dr. Stroustrup is a member of the US National Academy of Engineering, and an IEEE, ACM, and CHM fellow. He received the 2018 Charles Stark Draper Prize, the IEEE Computer Society's 2018 Computer Pioneer Award, and the 2017 IET Faraday Medal.
Inhaltsangabe
Preface ix Chapter 0: Notes to the Reader 1 0.1 The structure of this book 2 0.2 A philosophy of teaching and learning 5 0.3 ISO standard C++ 8 0.4 PPP support 11 0.5 Author biography 13 0.6 Bibliography 13 Part I: The Basics Chapter 1: Hello, World! 17 1.1 Programs 18 1.2 The classic first program 18 1.3 Compilation 21 1.4 Linking 23 1.5 Programming environments 24 Chapter 2: Objects, Types, and Values 29 2.1 Input 30 2.2 Variables 32 2.3 Input and type 33 2.4 Operations and operators 34 2.5 Assignment and initialization 36 2.6 Names 40 2.7 Types and objects 42 2.8 Type safety 43 2.9 Conversions 44 2.10 Type deduction: auto 46 Chapter 3 Computation 51 3.1 Computation 52 3.2 Objectives and tools 53 3.3 Expressions 55 3.4 Statements 58 3.5 Functions 68 3.6 vector 71 3.7 Language features 77 Chapter 4: Errors! 83 4.1 Introduction 84 4.2 Sources of errors 85 4.3 Compile-time errors 86 4.4 Link-time errors 88 4.5 Run-time errors 89 4.6 Exceptions 94 4.7 Avoiding and finding errors 99 Chapter 5: Writing a Program 115 5.1 A problem 116 5.2 Thinking about the problem 116 5.3 Back to the calculator! 119 5.4 Back to the drawing board 126 5.5 Turning a grammar into code 130 5.6 Trying the first version 136 5.7 Trying the second version 140 5.8 Token streams 142 5.9 Program structure 146 Chapter 6: Completing a Program 151 6.1 Introduction 152 6.2 Input and output 152 6.3 Error handling 154 6.4 Negative numbers 156 6.5 Remainder: % 157 6.6 Cleaning up the code 158 6.7 Recovering from errors164 6.8 Variables 167 Chapter 7: Technicalities: Functions, etc. 179 7.1 Technicalities 180 7.2 Declarations and definitions 181 7.3 Scope 186 7.4 Function call and return 190 7.5 Order of evaluation 206 7.6 Namespaces 209 7.7 Modules and headers 211 Chapter 8: Technicalities: Classes, etc. 221 8.1 User-defined types 222 8.2 Classes and members 223 8.3 Interface and implementation 223 8.4 Evolving a class: Date 225 8.5 Enumerations 233 8.6 Operator overloading 236 8.7 Class interfaces 237 Part II: Input and Output Chapter 9: Input and Output Streams 251 9.1 Input and output 252 9.2 The I/O stream model 253 9.3 Files 254 9.4 I/O error handling 258 9.5 Reading a single value 261 9.6 User-defined output operators 266 9.7 User-defined input operators 266 9.8 A standard input loop 267 9.9 Reading a structured file 269 9.10 Formatting 276 9.11 String streams 283 Chapter 10: A Display Model 289 10.1 Why graphics? 290 10.2 A display model 290 10.3 A first example 292 10.4 Using a GUI library 295 10.5 Coordinates 296 10.6 Shapes 297 10.7 Using Shape primitives297 10.8 Getting the first example to run 309 Chapter 11: Graphics Classes 315 11.1 Overview of graphics classes 316 11.2 Point and Line 317 11.3 Lines 320 11.4 Color 323 11.5 Line_style 325 11.6 Polylines 328 11.7 Closed shapes 333 11.8 Text 346 11.9 Mark 348 11.10 Image 350 Chapter 12: Class Design 355 12.1 Design principles 356 12.2 Shape 360 12.3 Base and derived classes 367 12.4 Other Shape functions 375 12.5 Benefits of object-oriented programming 376 Chapter 13: Graphing Functions and Data 381 13.1 Introduction 382 13.2 Graphing simple functions 382 13.3 Function 386 13.4 Axis 390 13.5 Approximation 392 13.6 Graphing data 397 Chapter 14: Graphical User Interfaces 409 14.1 User-interface alternatives 410 14.2 The Next button 411 14.3 A simple window 412 14.4 Button and other Widgets 414 14.5 An example: drawing lines 419 14.6 Simple animation 426 14.7 Debugging GUI code 427 Part III: Data and Algorithms Chapter 15: Vector and Free Store 435 15.1 Introduction 436 15.2 vector basics 437 15.3 Memory, addresses, and pointers 439 15.4 Free store and pointers 442 15.5 Destructors 447 15.6 Access to elements 451 15.7 An example: lists 452 15.8 The this pointer 456 Chapter 16: Arrays, Pointers, and References 463 16.1 Arrays 464 16.2 Pointers and references468 16.3 C-style strings 471 16.4 Alternatives to pointer use 472 16.5 An example: palindromes 475 Chapter 17: Essential Operations 483 17.1 Introduction 484 17.2 Access to elements 484 17.3 List initialization 486 17.4 Copying and moving 488 17.5 Essential operations 495 17.6 Other useful operations500 17.7 Remaining Vector problems 502 17.8 Changing size 504 17.9 Our Vector so far 509 Chapter 18: Templates and Exceptions 513 18.1 Templates 514 18.2 Generalizing Vector 522 18.3 Range checking and exceptions 525 18.4 Resources and exceptions 529 18.5 Resource-management pointers 537 Chapter 19: Containers and Iterators 545 19.1 Storing and processing data 546 19.2 Sequences and iterators552 19.3 Linked lists 555 19.4 Generalizing Vector yet again 560 19.5 An example: a simple text editor 566 19.6 vector, list, and string 572 Chapter 20: Maps and Sets 577 20.1 Associative containers 578 20.2 map 578 20.3 unordered_map 585 20.4 Timing 586 20.5 set 589 20.6 Container overview 591 20.7 Ranges and iterators 597 Chapter 21: Algorithms 603 21.1 Standard-library algorithms 604 21.2 Function objects 610 21.3 Numerical algorithms 614 21.4 Copying 619 21.5 Sorting and searching 620 Index 625
Preface ix Chapter 0: Notes to the Reader 1 0.1 The structure of this book 2 0.2 A philosophy of teaching and learning 5 0.3 ISO standard C++ 8 0.4 PPP support 11 0.5 Author biography 13 0.6 Bibliography 13 Part I: The Basics Chapter 1: Hello, World! 17 1.1 Programs 18 1.2 The classic first program 18 1.3 Compilation 21 1.4 Linking 23 1.5 Programming environments 24 Chapter 2: Objects, Types, and Values 29 2.1 Input 30 2.2 Variables 32 2.3 Input and type 33 2.4 Operations and operators 34 2.5 Assignment and initialization 36 2.6 Names 40 2.7 Types and objects 42 2.8 Type safety 43 2.9 Conversions 44 2.10 Type deduction: auto 46 Chapter 3 Computation 51 3.1 Computation 52 3.2 Objectives and tools 53 3.3 Expressions 55 3.4 Statements 58 3.5 Functions 68 3.6 vector 71 3.7 Language features 77 Chapter 4: Errors! 83 4.1 Introduction 84 4.2 Sources of errors 85 4.3 Compile-time errors 86 4.4 Link-time errors 88 4.5 Run-time errors 89 4.6 Exceptions 94 4.7 Avoiding and finding errors 99 Chapter 5: Writing a Program 115 5.1 A problem 116 5.2 Thinking about the problem 116 5.3 Back to the calculator! 119 5.4 Back to the drawing board 126 5.5 Turning a grammar into code 130 5.6 Trying the first version 136 5.7 Trying the second version 140 5.8 Token streams 142 5.9 Program structure 146 Chapter 6: Completing a Program 151 6.1 Introduction 152 6.2 Input and output 152 6.3 Error handling 154 6.4 Negative numbers 156 6.5 Remainder: % 157 6.6 Cleaning up the code 158 6.7 Recovering from errors164 6.8 Variables 167 Chapter 7: Technicalities: Functions, etc. 179 7.1 Technicalities 180 7.2 Declarations and definitions 181 7.3 Scope 186 7.4 Function call and return 190 7.5 Order of evaluation 206 7.6 Namespaces 209 7.7 Modules and headers 211 Chapter 8: Technicalities: Classes, etc. 221 8.1 User-defined types 222 8.2 Classes and members 223 8.3 Interface and implementation 223 8.4 Evolving a class: Date 225 8.5 Enumerations 233 8.6 Operator overloading 236 8.7 Class interfaces 237 Part II: Input and Output Chapter 9: Input and Output Streams 251 9.1 Input and output 252 9.2 The I/O stream model 253 9.3 Files 254 9.4 I/O error handling 258 9.5 Reading a single value 261 9.6 User-defined output operators 266 9.7 User-defined input operators 266 9.8 A standard input loop 267 9.9 Reading a structured file 269 9.10 Formatting 276 9.11 String streams 283 Chapter 10: A Display Model 289 10.1 Why graphics? 290 10.2 A display model 290 10.3 A first example 292 10.4 Using a GUI library 295 10.5 Coordinates 296 10.6 Shapes 297 10.7 Using Shape primitives297 10.8 Getting the first example to run 309 Chapter 11: Graphics Classes 315 11.1 Overview of graphics classes 316 11.2 Point and Line 317 11.3 Lines 320 11.4 Color 323 11.5 Line_style 325 11.6 Polylines 328 11.7 Closed shapes 333 11.8 Text 346 11.9 Mark 348 11.10 Image 350 Chapter 12: Class Design 355 12.1 Design principles 356 12.2 Shape 360 12.3 Base and derived classes 367 12.4 Other Shape functions 375 12.5 Benefits of object-oriented programming 376 Chapter 13: Graphing Functions and Data 381 13.1 Introduction 382 13.2 Graphing simple functions 382 13.3 Function 386 13.4 Axis 390 13.5 Approximation 392 13.6 Graphing data 397 Chapter 14: Graphical User Interfaces 409 14.1 User-interface alternatives 410 14.2 The Next button 411 14.3 A simple window 412 14.4 Button and other Widgets 414 14.5 An example: drawing lines 419 14.6 Simple animation 426 14.7 Debugging GUI code 427 Part III: Data and Algorithms Chapter 15: Vector and Free Store 435 15.1 Introduction 436 15.2 vector basics 437 15.3 Memory, addresses, and pointers 439 15.4 Free store and pointers 442 15.5 Destructors 447 15.6 Access to elements 451 15.7 An example: lists 452 15.8 The this pointer 456 Chapter 16: Arrays, Pointers, and References 463 16.1 Arrays 464 16.2 Pointers and references468 16.3 C-style strings 471 16.4 Alternatives to pointer use 472 16.5 An example: palindromes 475 Chapter 17: Essential Operations 483 17.1 Introduction 484 17.2 Access to elements 484 17.3 List initialization 486 17.4 Copying and moving 488 17.5 Essential operations 495 17.6 Other useful operations500 17.7 Remaining Vector problems 502 17.8 Changing size 504 17.9 Our Vector so far 509 Chapter 18: Templates and Exceptions 513 18.1 Templates 514 18.2 Generalizing Vector 522 18.3 Range checking and exceptions 525 18.4 Resources and exceptions 529 18.5 Resource-management pointers 537 Chapter 19: Containers and Iterators 545 19.1 Storing and processing data 546 19.2 Sequences and iterators552 19.3 Linked lists 555 19.4 Generalizing Vector yet again 560 19.5 An example: a simple text editor 566 19.6 vector, list, and string 572 Chapter 20: Maps and Sets 577 20.1 Associative containers 578 20.2 map 578 20.3 unordered_map 585 20.4 Timing 586 20.5 set 589 20.6 Container overview 591 20.7 Ranges and iterators 597 Chapter 21: Algorithms 603 21.1 Standard-library algorithms 604 21.2 Function objects 610 21.3 Numerical algorithms 614 21.4 Copying 619 21.5 Sorting and searching 620 Index 625
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