C Programming Absolute Beginner's Guide, 3rd edition

Published by Que Publishing (August 2, 2013) © 2014

  • Greg Perry
  • Dean Miller
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  • Digital eBook
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  • Entry-level guide
  • Make highlights and notes
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  • A print copy
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  • Entry-level guide
  • Covers all the basics

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C Programming Absolute Beginner's Guide is the fastest way to get comfortable and productive with C11. This friendly, practical book will help the reader do exactly what they want, one incredibly clear and easy step at a time. World-renowned tech tutorial author Greg Perry reveals C11's power, and helps the reader quickly take advantage of it. He provides step-by-step instructions for every task requiring more than one step, many code samples, and screenshots guiding through complex processes. This guide includes how to organise a program, store and display data, and work with variables, operators, I/O, pointers, arrays, and functions. Perry presents updated information on the latest C compilers for Windows, OS X, and Linux, as well as valuable new material on C programming for mobile and game development.

  • 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

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