quick, easy, and fun C++ for beginners in SearchWorks catalog (2024)

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Responsibility
Will Briggs.
Digital
text file
PDF
Edition
Second edition.
Publication
[California] : Apress, [2021]
Physical description
1 online resource : illustrations

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Description

Creators/Contributors

Author/Creator
Briggs, Will, author.

Contents/Summary

Bibliography
Includes bibliographical references and index.
Contents
  • Introduction 1-1 1 Getting started 1-91.1 A simple program 1-91.2 Creating an SSDL project 1-121.3 Shapes and the functions that draw them 1-271.4 consts and colors 1-351.5 Text 1-37 Prominent examples from this chapter: a drawing of a bug's head-- a neatly printed poem. 2 Images and sound 2-432.1 Images and changing window characteristics 2-432.2 Multiple images together 2-482.3 Adding transparency with GIMP 2-502.4 Sound 2-54Example: a slide show (Your yard gnome's travel pics). 3 Math: types, operations, consts, and math functions 3-563.1 Variables 3-563.2 const, constexpr, constinit 3-573.3 Math operators 3-593.4 Built-in functions and casting 3-62Examples: diver on a diving board-- a 5-pointed star.C++20 updates: constexpr, constinit. After this chapter, constexpr/constinit show up in most examples. 4 Mouse, and if 4-674.1 Mouse functions 4-674.2 if 4-694.3 Boolean values and variables 4-734.4 A hidden-object game 4-75Example: The hidden-object game. 5 Loops and text input 5-795.1 Keyboard input 5-795.2 while and do-while 5-815.3 for loops 5-855.4 chars and cctype 5-905.5 switch 5-94Examples: the Monty Hall problem-- menus. 6 Algorithms and the development process 6-976.1 Adventures in robotic cooking 6-976.2 Writing a program from start to finish 6-100 Example: a bullseye pattern. 7 Functions 7-1067.1 Functions that return values 7-1067.2 Functions that return nothing 7-1097.3 Global variables and why they're evil 7-1117.4 How to write a function in four easy steps (and call it in one) 7-1137.5 Why have functions, anyway? 7-117Example: a multi-frame comic (illustrates code reuse). 8 Functions (Continued) 8-1268.1 Random numbers 8-1268.2 Boolean functions 8-1318.3 Multiple values provided: using & parameters 8-1338.4 Identifier scope 8-1388.5 A final note on algorithms 8-140 Examples: various functions using random number generation. 9 Using the debugger 9-1419.1 A flawed program 9-1419.2 Breakpoints and watched variables 9-1459.3 Fixing the stripes 9-1459.4 Going into functions 9-1499.4 Fixing the stars 9-1499.4 Wrap-up 9-1509.4 Other debugging techniques 9-1539.4 More on antibugging 9-156 Example: a national flag. 10 Arrays and enum class 10-15910.1 Arrays 10-15910.2 Arrays as function parameters 10-16010.3 enum class 10-16610.4 Multidimensional arrays 10-166Examples: monthly temperatures, checkers, tic-tac-toe.C++20 update: using enum class (which significantly improves the usefulness of enum class). 11 Animation with structs and sprites 11-17311.1 struct 11-17311.2 Making a movie with struct and while 11-17611.3 Sprites 11-182Examples: bouncing balls-- a video aquarium.C++20 update: designated initializers for structs. 12 Building your own arcade game: input, collisions, and putting it all together 12-18812.1 Determining input states 12-18812.2 Events 12-19012.3 Cooldowns and lifetimes 12-19112.4 Collisions 12-19412.5 The big game 12-195Examples: an arcade game, and the student's own game. 13 Standard I/O and file operations 13-20413.1 Standard I/O programs in Visual C++ and g++ 13-20413.2 File I/O (optional) 13-210Examples: various programs reading/writing text files. Except for Chapter 21 (virtual functions), this and subsequent chapters use standard console I/O, not the SSDL graphics library. If used for a course, this chapter likely ends the first semester, so if students are going into a class with a different textbook, they are ready for the console I/O it will certainly require them to know. 14 Character arrays and dynamic memory (pointers) 14-22114.1 Character arrays 14-22114.2 Dynamic allocation of arrays. 14-22414.3 Using the * notation 14-228Examples: C's string functions, written as examples or offered as exercises-- code with new and deleteC++20 updates: array size deduction in new expressions. 15 Classes: the basics 15-23215.1 Writing classes 15-23215.2 Constructors 15-23515.3 const objects, const member functions... 15-23915.4 ...and const parameters 15-24115.5 Multiple constructors 15-24115.6 Default parameters for code reuse 15-24415.7 Date program (so far) 15-245Examples: the Date class-- the student's own Time class. 16 Classes, continued 16-24816.1 inline functions for efficiency 16-24816.2 Access functions 16-24916.3 static members, inline, and constexpr/constinit 16-25016.4 Separate compilation and include files 16-25216.5 Multiple-file projects in Microsoft Visual C++ 16-25716.7 Multiple-file projects in g++ 16-25916.8 Final Date program 16-264Examples: the Date class-- the student's own Time class, continued.C++20 updates: constexpr/consteval member functions-- constexpr/constinit data members and their interaction with static. 17 Operators, and destructors 17-26817.1 The basic string class 17-26817.2 Destructors 17-27017.3 == and != operators 17-27117.3 Other comparison operators, using the spaceship operator 17-27117.4 Assignment operators and *this 17-27317.5 Arithmetic operators 17-27517.6 [] and () operators 17-27917.7 >> and <<: operators that aren't class members 17-28117.8 ++ and
  • 17-28317.9 Explicit call to constructor 17-28417.10 .The final String class 17-28517.11 #include 17-291Examples: a String class-- the student's own Point or Fraction class.C++20 updates: implicit != operator-- the three-way "spaceship" () operator. 18 Exceptions, recursion, and O notation 18-29218.1 Exceptions 18-29218.1 Move constructors and move = (optional) 18-29618.2 Recursion (optional-- used in the next section) 18-30018.3 Algorithm analysis and O-notation (optional) 18-303Examples: a Stack class-- a factorial function-- binary and linear search. 19 Classes, continued: inheritance 19-30919.1 The basics of inheritance 19-30919.2 Constructors and destructors 19-31219.2 Inheritance as a concept 19-31219.3 An inheritance heirarchy, and public/private inheritance 19-31419.4 Modules: the modern way to maintain libraries 19-314Examples: card games.C++20 update: modules. 20 Template functions and classes 20-33520.1 Function templates 20-33520.2 The Vector class 20-33820.3 Making Vector a template 20-34120.4 Unusual class templates (optional) 20-34520.5 #include ^t-- 20-346C++20 updates: concepts-- class template argument deduction for aggregates. 21 Multiple inheritance and virtual functions 21-34721.1 Virtual functions 21-34721.2 Multiple inheritance 21-357Example: a Shape class. This chapter uses the SSDL library.C++20 updates: if it fits with the examples, constexpr virtual functions. 22 Linked lists 22-35922.1 What lists are and why have them 22-35922.2 The (default) constructor 22-36322.3 push_front 22-36322.4 pop_front 22-36522.5 The destructor 22-36722.6 ->: a bit of syntactic sugar 22-36722.7 A bit more friendly syntax: pointers as conditions 22-36722.8 The linked list template 22-36822.9 #include 22-371Example: the List class. 23 The Standard Template Library (STL) 23-37123.1 Iterators 23-37123.2 Getting really lazy: ranges and auto 23-37523.3 Initializer lists (optional) 23-37623.4 algorithm (optional) 23-375Example: an extension of the List class to use iterators.C++20 updates: initialization statements in range-based for loops (Section 23.2)-- std::span (23.2)-- parenthesized initialization of aggregates (23.3)-- simplified erase*/remove* functions (23.4). If this is used for a class, the second semester likely ends with Chapter 19 or 20. Remaining chapters are extras for those who want to go further. 24 Building bigger projects 24-37724.1 Namespaces 24-37724.2 Conditional compilation 24-37824.3 Libraries 24-378 25 History 25-38225.1 SIMULA 67 25-38225.2 Smalltalk 25-38225.3 What "object-oriented" is 25-38325.4 C 25-38325.5 C++ 25-38326.6 C++'s evolving standards, C++98 to C++20 25-383 26 Esoterica (recommended) 26-38526.1 Formatted output (fmt) 26-38526.2 Command-line arguments 26-38726.3 static_cast et al 26-38926.4 Defaulted constructors and = 26-39126.5 User-defined literals: let C++ handle your units for you 26-39326.6 Lambda functions for one-time use 26-39526.7 Sructured bindings: returning multiple values at once 26-39826.8 Smart pointers 26-40026.9 Bit twiddling: &,
  • (source: Nielsen Book Data)
Publisher's summary
Ready to learn programming with less effort and more fun? Then do it the lazy way! C++20 for Lazy Programmers uses humor and fun to make you actually willing to read and eager to do the projects as you master the popular and powerful C++ language. Along the way it includes many features from the new C++20 standard, such as ranges, spans, format strings, the "spaceship" operator, and concepts (template parameter requirements), and provides brief introductions to modules and coroutines. With this unique method, you'll stretch your abilities with a variety of projects, including your own C++ arcade game. You'll construct your own classes, templates, and abstract data types. After reading and using this book you'll be ready to build real-world C++ applications and game projects on your own.What You Will Learn: The brand-new C++20 standard Programming graphics and games with the SDL library, using SSDL, the "Simple SDL" wrapper library How to use the most common C++ compilers -- Visual Studio for Windows, and g++ (with Unix or MinGW) -- and their associated debuggers "Anti-bugging" for easy fixes to common problems Sound practices for becoming a productive programmer How to make your own big projects, including a C++-based arcade game The built-in Standard Template Library (STL) functions and classes for easy and efficient programming Powerful data types including strings, stacks, vectors, and linked lists -- not by reading about them but by building them -- preparing you further for a career in programming Who This Book Is For All who are new to C++, either self-learners or students in college-level courses. .
(source: Nielsen Book Data)

Subjects

Subjects
C++ (Computer program language)
C++ (Langage de programmation)
Computer programming.
Computer software.
Open source software.

Bibliographic information

Publication date
2021
ISBN
9781484263068 (electronic bk.)
1484263065 (electronic bk.)
9781484263075 (print)
1484263073
1484263057
9781484263051
DOI
10.1007/978-1-4842-6306-8

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