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You Can Program in C++: A Programmer's Introduction

ISBN: 978-0-470-01468-4
388 pages
June 2006
You Can Program in C++: A Programmer
An interactive and fun way to learn C++, one of the most popular high-level programming languages for graphic applications
  • This unique, hands-on approach to learning C++ makes the experience fun and interesting by offering the opportunity for readers to get started on real coding
  • Features numerous examples and project ideas as well as GUI and audio extensions so readers can get instant feedback - in addition to instant gratification from producing a program that works
  • Written by one of the world's leading authorities on C and C++, the book includes invaluable reference sections at the end of each chapter
  • Discusses modern C++ idioms, which are often neglected in other publications
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Preface xiii

Acknowledgements xv

Introduction xvii

Studying C++ xviii

Using This Book xix

A Comment on Comments xx

Overview of C++ 1

What is in a Name 1

What is in C++ 1

Different Backgrounds 3

Fundamental C++for C++Programmers 3

Fundamental C++for C Programmers 4

Fundamental C++for Java Programmers 5

Fundamental C++for C# Programmers 5

Fundamental C++for COBOL Programmers 6

Fundamental C++for Python Programmers 6

Fundamental C++for (Visual) Basic Programmers 7

Fundamental C++for Pascal and Delphi Programmers 7

Fundamental C++for Functional Programmers 8

Fundamental C++for Lisp and Logo Programmers 8

Fundamental C++for Object-Oriented Programmers 9

Fundamental C++for Every Programmer 9

1 Getting Started 11

Creating a ‘Hello World’ Program 12

What the Code Means 16

Our Second Program–An Empty Playpen 17

What the Code Means 20

Something to Play With 21

Summary 21

2 Fundamental Types, Operators, and Simple Variables 23

A Simple Program 23

What Is a Type? 24

What Are Fundamental Types? 25

Representing Negative Integers 26

Derivative Types 27

Declaration and Definition 28

Names in C++ 28

Operators 29

A Simple Program 30

Exceptions –Handling Bad Input 31

Writing Correct Code 32

Getting Output Before Handling an Exception 33

A Little More About Playpen 34

Default Playpen Color Names 36

Characters and Text 37

Floating-Point Numbers 39

First Floating-Point Program 39

3 Looping and Making Decisions 51

Some Library Types 51

Making Decisions 53

Looping 58

On Magic Numbers 65

4 Namespaces and the C++ Standard Library 71

Wide Versus Narrow Character Set Support 71

Namespaces 72

Input from std::cin 76

Output with std::cout 78

Standard Console Output Objects 78

Playpen Plotting Modes 79

Further Practice 80

5 Writing Functions in C++ 85

The C++Function Concept 85

Sorting in Other Orders 86

Designing a Function 87

C++Procedures 92

Pure Functions 92

Overloading Functions 93

Resetting istream and ostream Objects 96

Unnamed Parameters 103

Separate Compilation and Header Files 104

6 Behavior, Sequence Points, and Order of Evaluation 109

Types of Behavior 109

Sequence Points 113

Order of Evaluation 115

Guidelines 116

7 Generic Functions 119

Which Is Larger 119

Getting the Largest 121

Getting the Largest Using a typedef 121

Getting the Largest Using a Template 123

Ambiguity 126

Function Templates Can Be Specialized 128

Specializing max( ) 129

Overloading Function Templates 130

C++ Iterators 132

Version of max (std::vector)Using an Iterator 133

The fgw::read Function Templates 134

8 User-Defined Types, Part 1: typedef and enum 143

typedef:New Names for Old 143

On Reading Declarations 145

enum 147

Operator Overloading 150

9 User-Defined Types, Part 2: Simple classes (value types) 157

ISBN as a class Type 158

Testing Code 162

Overloading Operators 164

A Value Type for Playing Cards 165

public Versus private 166

Special Member Functions: Constructors 166

Special Member Functions: Destructors 167

Special Member Functions: Copy assignment, operator= 167

Ordinary Member Functions 168

Implementing Constructors 168

Implementing a Destructor 169

Implementing Copy Assignment, operator= 169

Implementing a Member Function 170

Separate Compilation 171

Developing the card value Type 174

Changing the Implementation 177

Pointers and Arrays 179

Consolidation– a Point Class 181

Defining Member Functions in a Class Definition 184

Constructors and Destructors 187

10 User-Defined Types, Part 3: Simple classes (homogeneous entity types) 189

Examples of Value and Entity Types 189

A Simple Playing-Card Entity 190

Another Entity Type: Deck of Cards 192

Output for deck 195

Creating a deck Instance Froma File 198

11 Pointers, Smart Pointers, Iterators, and Dynamic Instances 203

Raw Pointers 203

A Dangerous Special Case 205

Arrays 206

Arrays and Pointers 208

Dynamic Instances 209

Smart Pointers 216

Iterators 217

12 User-Defined Types, Part 4: Class hierarchies, polymorphism, inheritance, and subtypes 221

An Interface for a Chess Piece 222

Implementing basic chess piece 224

Implementing a Knight 228

Getting Polymorphic Behavior 231

Getting the Identity 232

Removing an Irritant 233

Moving to an Occupied Square 234

Another Piece 234

13 Dynamic Object Creation and Polymorphic Objects 239

Selecting the Subtype at Runtime 239

Unnamed Namespaces 241

A Chess-Piece Type 244

Implementing chess piece 246

Defining and Implementing the Subtypes 248

Constructing a Specific Chess Piece 251

The chesspiece Constructor and transform ( ) 252

Implementing the Rest of chesspiece 252

Collections of Objects 255

Design and Implementation of a chessboard Type 256

14 Streams, Files, and Persistence 259

The C++Stream Hierarchy 259

Appending Data 262

Consolidation 263

String Streams 263

Converting Numerical Values to Strings 265

Persistence 266

Converting Text to an Enumerator 268

15 Exceptions 273

What Is an Exception? 273

What Can I throw? 275

The Exception-Safe Copy-Assignment Idiom 281

Rethrowing 282

Exception Specifications: An Idea That Failed 283

Exceptions and Destructors 283

16 Overloading Operators and Conversion Operators 285

Overloading Operators for an Arithmetic Type 285

Conversion Operators 289

Function Objects 291

Conclusion 294

17 Containers, Iterators, and Algorithms 297

Working with a Set 298

Working with Numeric Algorithms 303

Working with a Multimap 306

Preloading a Container 307

Conclusion 308

18 Something Old, Something New 313

Code Layout and Consistency 313

Where to Put const 314

Function-Style Versus Assignment-Style Initialization 315

Using using 318

Switching Off Polymorphism 319

Alternative Spellings for Operators 320

Hungarian Notation 320

Names for Constants 320

Comments and ‘Need to Know’ 321

Multiple Exits from Structures 321

Refactoring and the Power of Objects 323

Using a Legacy Library 327

In Conclusion 329

Appendix A: Those Who Went Before 331

References 349

Index 351

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Francis Glassborow was chairman of the ACCU (Association of C & C++ Users) and edited the groups' principle publication throughout the 90's. He has published reviews of most C++ books on the market but doesn't confine his wisdom nor interest just to this language. He was a regular columnist for .EXE. Until this year he chaired an annual Programmers conference that regularly attracts the heavy-weights in C++ as well as other languages. He heads the UK delegation to the ISO working group committees for C and C++ and is therefore considered to be one of the world's leading authorities. He is the originator of much of the material aimed at making C++ easier to learn in the next Standard. His first book, “You Can Do It” is a motivational book teaching basic programming constructs to people with no background. It published with Wiley in 2003.
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