Programming:Principles and Practices Using C++, 3rd edition

Published by Addison-Wesley Professional (April 10, 2024) © 2024

  • Bjarne Stroustrup
Products list

Details

  • A print text
  • Free shipping
Products list

Details

  • A print text
  • Free shipping

Title overview

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 maintain
  • Focuses on fundamental concepts and techniques, rather than on obscure language-technical details
  • Is an introduction to programming in general, including procedural, object-oriented, and generic programming, rather than just an introduction to a programming language
  • Covers both contemporary high-level techniques and the lower-level techniques needed for efficient use of hardware
  • Will give you a solid foundation for writing useful, correct, type-safe, maintainable, and efficient code
  • Is 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 techniques
  • Covers a wide range of essential concepts, design and programming techniques, language features, and libraries
  • Uses 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/GUI
  • Offers an introduction to the C++ standard library containers and algorithms

Table of contents

  • Chapter 0: Notes to the Reader
  • Part I: The Basics
  • Chapter 1: Hello, World!
  • Chapter 2: Objects, Types, and Values
  • Chapter 3 Computation
  • Chapter 4: Errors!
  • Chapter 5: Writing a Program
  • Chapter 6: Completing a Program
  • Chapter 7: Technicalities: Functions, etc.
  • Chapter 8: Technicalities: Classes, etc.
  • Part II: Input and Output
  • Chapter 9: Input and Output Streams
  • Chapter 10: A Display Model
  • Chapter 11: Graphics Classes
  • Chapter 12: Class Design
  • Chapter 13: Graphing Functions and Data
  • Chapter 14: Graphical User Interfaces
  • Part III: Data and Algorithms
  • Chapter 15: Vector and Free Store
  • Chapter 16: Arrays, Pointers, and References
  • Chapter 17: Essential Operations
  • Chapter 18: Templates and Exceptions
  • Chapter 19: Containers and Iterators
  • Chapter 20: Maps and Sets
  • Chapter 21: Algorithms

Need help?Get in touch