ENGLISH

A Beginner’s Introduction to Computer Programming. You Can Do It!

Book information

Publisher
John Wiley & Sons
Year
2004
ISBN
0470863986, 2003020686
Language
english
Format
PDF
Filesize
4 MB (4376440 bytes)
Pages
\380
Time added
2021-12-06 22:49:39

Description

Cover Contents How to Use This Book Introduction Before Purchase Why C++? Getting the Best from This Book What You Will Achieve Notes for Students Notes for Instructors Personal Introductions Acknowledgments 1 YouCanProgram What Is Programming? Introduction to Your Programming Tools Our First Program Elements of C++ Programs A Playpen Doesn't Have To Be White Plotting a Point Mixing Colors Modern Art? Tasks, Exercises and Fun Roberta's Comments Summary 2 You Can Loop Drawing a Cross for-Loops Drawing a Cross Revisited Practicing Looping Simple Arithmetic Operators Roberta's Comments Solutions to Exercises Summary 3 You Can Write a Function Drawing a Square The Function Concept Functions in C++ Writing a Function Header and Implementation Files Drawing Lines Drawing Sets of Lines Creating Your Own Utility Functions Roberta's Comments Solutions to Exercises Summary 4 You Can Communicate Names and Namespaces Interaction The char and int Types Streams The string Type Creating a Simple Dialog Sequence Containers Walkthrough Getting ints from the Keyboard Handling the Unexpected Roberta's Comments Hints Solutions to Exercises Summary 5 You Can Create a Type On Not Being Underrated Designing a Type The double Type Creating a Two-Dimensional Point Type Roberta's Comments Solutions to Exercises Summary 6 YouCanUsepoint2d Adding Functionality with Free Functions Supporting I/O for point2d Drawing Lines and Polygons Drawing Regular Polygons A Type and an Origin Roberta's Comments Hints Solutions to Tasks Solutions to Exercises Summary 7 YouCanHaveFun Valuing Your Skills Just for Fun Fun Programming Ideas Looking Forward 8 YouCanWriteaMenu Offering a Set of Choices Dealing with Dependencies Functions that Fill a Polygon Roberta's Comments Solutions to Tasks Solutions to Exercises Summary 9 You Can Keep Data Saving and Restoring Images Using Captured Data A Menu-Driven Program with Persistence Further Practice Iterators Before the Next Chapter Hints Solutions to Tasks Summary 10 Lotteries, Ciphers and Random Choices Random and Pseudo-Random Sequences Algorithms for Random Numbers Understanding a Lottery Program Sending Hidden Messages Over to You Roberta's Comments Solutions to Tasks Summary 11 Keyboards and Mice A Keyboard Type Using a Mouse Refactoring Code More Practice Roberta's Comments Solutions to Exercises Summary 12 A Pot Pourri Spiced with Bitset Computing a List of Primes A Weaving Simulation Dr Conway's Game of Life Roberta's Comments Solutions to Tasks Summary 13 How Many ...? in Which Set and Map Lend a Hand What Is an Associative Container? What Is a Set? What Is a Map? Roberta's Comments Solutions to Tasks Solutions to Exercises Summary 14 Getting, Storing and Restoring Graphical Items Preparing to Program Icons, Sprites and Related Items Making a Font Displaying a String in the Playpen Roberta's Comments Solutions to Tasks Solutions to Exercises Summary 15 Functions as Objects and Simple Animation Functions that Remember First Steps to Animation A Matter of Palettes More Advanced Animation Roberta's Comments Solutions to Tasks Solutions to Exercises Summary 16 Turtles and Eating Your Own Tail Some History Designing a Turtle Type Exploring Turtle Graphics Recursion Wrapping It Up Roberta's Comments Solutions to Tasks Summary 17 You Can Program What Use Is What You Have Learnt? Games-Based Problems Analytical Problems Mathematical Problems Conclusion Where Next Appendix A: Some Common Errors Index

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