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Mathlearnworld Fr United Uselivepreview 0 Math Learn World C++程序设计原理与实践(英文影印版) - china-pub网上书店

Mathlearnworld Fr United Uselivepreview 0 Math Learn World

reading a single value
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10.9 user-defined input operators
10.10 a standard input loop
10.11 reading a structured file
chapter 11 customizing input and output
11.1 regularity and irregularity
11.2 output formatting
11.3 file opening and positioning
11.4 string streams
11.5 line-oriented input
11.6 character classification
11.7 using nonstandard separators
11.8 and there is so much more 4
chapter 12 a display model
12.1 why graphics?
12.2 a display model
12.3 a first example
12.4 using a gui library
12.5 coordinates
12.6 shapes
12.7 using shape primitives
12.8 getting this to run
chapter 13 graphics classes
13.1 overview of graphics classes
13.2 point and line
13.3 lines
13.4 color*
13.5 line_style
13.6 open_polyline
13.7 closed polyline
13.8 polygon
13.9 rectangle
13.10 managing unnamed objects
13.11 text
13.12 circle
13.13 ellipse
13.14 marked polyline
13.15 marks
13.16 mark
13.17 images
chapter 14 graphics class design
14.1 design principles
14.2 shape
14.3 base and derived dasses
14.4 benefits of object-oriented programming
chapter 15 graphing functions and data
15.1 introduction
15.2 graphing simple functions
15.3 function
15.4 axis
15.5 approximation
15.6 graphing data
chapter 16 graphical user interfaces ..
16.1 user interface alternatives
16.2 the "next" button
16.3 a simple window
16.4 button and other widgets
16.5 an example
16.6 control inversion
16.7 adding a menu
16.8 debugging gui code
part iii data and algorithms
chapter 17 vector and free store
17.1 introduction
17.2 vector basin
17.3 memory, addresses, and pointers
17.4 free store and pointers
17.5 destructors
17.6 access to dements
17.7 pointers to dass objects
17.8 messing with types: void and casts
17.9 pointers and references
17.10 the this pointer
chapter 18 vectors and arrays
18.1 introduction
18.2 copying
18.3 essential operations
18.4 access to vector elements
18.5 arrays
18.6 examples: pajindrome
chapter 19 vector, templates, and exceptions
19.1 the problems
19.2 changing size
19.3 templates
19.4 range checking and exceptions
19.5 resources and exceptions
chapter 20 containers and iterators
20.1 storing and processing data
20.2 stl ideals
20.3 sequences and iterators
20.4 linked lists
20.5 generalizing vector yet again
20.6 an example: a simple text editor
20.7 vector, list, and string
20.8 adapting our vector to the stl
20.9 adapting built-in arrays to the stl
20.10 container overview
chapter 21 algorithms and maps
21.1 standard library algorithms
21.2 the simplest algorithm: find()
21.3 the gcneralscarch: find_if()
21.4 function objects
21.5 numerical algorithms
21.6 associative containers
21.7 copying
21.8 sorting and searching
part iv broadening the view
chapter 22 ideals and history
22.1 history, ideals, and professionalism
22.2 programming language history overview
chapter 23 text manipulation
23.1 text
23.2 strings
23.3 i/o streams
23.4 maps
23.5 a problem
23.6 the idea of regular expressions
23.7 searching with regular expressions
23.8 regular expression syntax
23.9 matchingwith regular expressions
23.10 references
chapter 24 numerics
24.1 introduction
24.2 size, precision, and overflow
24.3 arrays
24.4 c-style multidirnensional arrays
24.5 the matrix library
24.6 an example: solving linear equations
24.7 random numbers
24.8 the standard mathematical functions
24.9 complex numbers
24.10 references
chapter 25 embedded systems programming
25.1 embedded systems
25.2 basic concepts
25.3 memory management
25.4 addresses, pointers, and arrays
25.5 bits, bytes, and words
25.6 coding standards
chapter 26 testing
26.1 what we want
26.2 proofs
26.3 testing
26.4 design for testing
26.5 debugging
26.6 performance
26.7 references
chapter 27 the c programming language
27.1 c and c++: siblings
27.2 functions
27.3 minor language differences
27.4 free store
27.5 c-style strings
27.6 input/output: stdio
27.7 constants and macros
27.8 macros
27.9 an example: intrusive containers
part v appendices
appendix a language summary
a.1 general
a.2 literals
a.3 identifiers
a.4 scope, storage dass, and lifetime
a.5 expressions
a.6 statements
a.7 declarations
a.8 built-in types
a.9 functions
a.10 user:defined types
a.11 enumerations
a.12 classes
a.13 templates
a.14 exceptions
a.15 namespaces
a.16 aliases 1089
a.17 preprocessor directives
appendix b standard library summary
b.1 overview
b.2 error handling
b.3 iterators
b.4 containers
b.5 algorithms
b.6 stl utilities
b.7 i/o streams
b.8 string manipulation
b.9 numerics
b.10 c standard library functions
b.11 other libraries
appendix c getting started with visual studio
c.1 getting a program to run
c.2 installing visual studio
c.3 creating and running a program
c.4 later
appendix d installing fltk
d.1 introduction
d.2 downloading fltk
d.3 installing fltk
d.4 using fltk in visual studio
d.5 testing if it all worked
appendix e gui implementation
e.1 callback implementation
e.2 widget implementation
e.3 window implementation
e.4 vector_tel
e.5 an cxamplc: manipulating widgets
glossary
bibliography
index ...

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  Programming is the art of expressing solutions to problems so that a computer can execute those solutions. Much of the effort in programming is spent finding and refining solutions. Often, a problem is only fully understood through the process of programming a solution for it. .
  This book is for someone who has never programmed before but is willing to work hard to learn. It helps you understand the principles and acquire the practical skills of programming using the C++ programming language. My aim is for you to gain sufficient knowledge and experience to perform simple useful programming tasks using the best up-to-date techniques. How long will that take? As part of a first-year university course, you can work through this book in a semester (assuming that you have a workload of four courses, of average difii-cnlty). If you work by yourself, don't expect to spend less time than that (maybe 15 hours a week for 14 weeks).
  Three months may seem a long time, but there's a lot to learn and you'll be writing your first simple programs after about an hour. Also, all learning is grad-ual: each chapter introduces new useful concepts and illustrates them with exam-ples inspired by real-world uses. Your ability to express ideas in code - getting a computer to do what you want it to do - gradually and steadily increases as you go along. I never say, "Learn a month's worth of theory and then see if you can use it."
  Why would you want to program? Our civilization runs on software. With-out understanding software you are reduced to believing in "magic" and will be locked out of many of the most interesting, profi tMathlearnworld Fr United Uselivepreview 0 Math Learn World C++程序设计原理与实践(英文影印版) - china-pub网上书店 q d m m Math Learn World q Powered+by+SMF+2.0+middle+school+science+competition Math Learn World oMathlearnworld Fr United Uselivepreview 0 Math Learn World C++程序设计原理与实践(英文影印版) - china-pub网上书店 y t Math Learn World t Math Learn World d d Powered+by+SMF+2.0+dodge+diesel+trucks Math