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    Programming: Principles and Practice Using C++ (Paperback) By (author) Bjarne Stroustrup

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    DescriptionAn 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.


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    Title
    Programming
    Subtitle
    Principles and Practice Using C++
    Authors and contributors
    By (author) Bjarne Stroustrup
    Physical properties
    Format: Paperback
    Number of pages: 1312
    Width: 187 mm
    Height: 231 mm
    Thickness: 42 mm
    Weight: 1,756 g
    Language
    English
    ISBN
    ISBN 13: 9780321992789
    ISBN 10: 0321992784
    Classifications

    BIC E4L: COM
    B&T Book Type: NF
    Nielsen BookScan Product Class 3: S10.3T
    BIC subject category V2: UMX
    LC subject heading:
    B&T General Subject: 227
    Warengruppen-Systematik des deutschen Buchhandels: 26330
    DC22: 005.13/3, 005.133
    B&T Merchandise Category: COM
    Ingram Subject Code: XL
    Libri: I-XL
    BISAC V2.8: COM051000, COM051070
    DC23: 005.133
    LC classification: QA76.73.C153 S82 2014
    Edition
    2, Revised
    Edition statement
    2nd Revised edition
    Illustrations note
    colour tables, figures
    Publisher
    Pearson Education (US)
    Imprint name
    Addison-Wesley Educational Publishers Inc
    Publication date
    15 May 2014
    Publication City/Country
    New Jersey
    Author Information
    Bjarne Stroustrup is the designer and original implementer of C++, as well as the author of The C++ Programming Language, Fourth Edition (Addison-Wesley, 2013), and A Tour of C++ (Addison-Wesley, 2014) and many popular and academic publications. Dr. Stroustrup is a managing director at Morgan Stanley in New York City, as well as a visiting professor at Columbia University and a Research distinguished professor at Texas A&M University. He is a member of the U.S. National Academy of Engineering, an IEEE Fellow, and an ACM fellow. His research interests include distributed systems, design, programming techniques, software development tools, and programming languages. He is actively involved in the ISO standardization of C++.
    Table of contents
    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