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(特价书)C++程序设计原理与实践(英文影印版)

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(特价书)C++程序设计原理与实践(英文影印版)

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作 者:(美)Bjarne Stroustrup

出 版 社:机械工业出版社

出版时间:2009 年10月

I S B N:9787111282488

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内容简介

书籍
计算机书籍
  ·为编写实际的应用程序做好准备.
  无论你是为了进行软件开发还是进行其他领域的工作,本书假定你的最终目标是学会编写实际有用的程序。..
  ·以基本概念和基本技术为重点
  与传统的c++教材相比,本书对基本概念和基本技术的介绍更为深入,这会为你编写有用、正确、易维护和有效的代码打下坚实的基础。
  ·用现代c++语言编程
  本书一方面介绍了通用的程序设计方法(包括面向对象程序设计和泛型程序设计),另一方面还对软件开发实践中使用最广泛的程序设计语言——c++进行了很好的介绍。本书从开篇就开始介绍现代c++程序设计技术,并介绍了大量关于如何使用c++标准库来简化程序设计的内容。
  ·适用于初学者以及任何希望学习新知识的人
  本书主要是为那些从未编写过程序的人编写的,而且已经由超过1000名大学一年级新生试用过。不过,对于专业人员和高年级学生来说,通过观察公认的程序设计大师如何处理编程中的各种问题,同样也会获得新的领悟和指引。
  ·提供广阔的视野
  本书第一部分非常广泛地介绍了基本程序设计技术,包括基本概念。设计和编程技术。语言特性以及标准库。这些内容教你如何编写具有输入、输出、计算以及简单圃形显示等功能的程序。本书第二部分则介绍了一些更专门性的内容(如文本处理和测试),并提供了大量的参考资料。
  本书网站(http://www.stroustrup.com/programming/)提供了丰富的辅助资料,包括实例源码、ppt、勘误等。...

作者简介

目录

preface .
chaoter 0 notes to the reader
0.1 the structure of this book
0.2 a philosophy of teaching and learning
0.3 programming and computer science
0.4 creativity and problem solving
0.5 request for feedback
0.6 references
0.7 biographies
chapter 1 computers, people, and programming
1.1 introduction
1.2 software
1.3 people
1.4 computer science
1.5 computers are everywhere
1.6 ideals for programmers
part i the basics
chapter 2 hello, world!
2.1 programs
2.2 the classic first program
.2.3 compilation
2.4 linking
2.5 programming environments
chapter 3 objects, types, and values
3.1 input
3.2 variables
3.3 input and type
3.4 operations and operators
3.5 assignment and initialization
3.6 composite assignment operators
3.7 names
3.8 types and objects
3.9 type safety
chapter 4 computation
4.1 computation
4.2 objectives and tools
4.3 expressions
4.4 statements
4.5 functions
4.6 vector
4.7 language features
chapter 5 errors
5.1 introduction
5.2 sources of errors
5.3 compile-time errors
5.4 link-time errors
5.5 run-time errors
5.6 exceptions
5.7 logic errors
5.8 estimation
5.9 debugging
5.10 pre-and post-conditions
5.11 testing
chapter 6 writing a program
6.1 a problem
6.2 thinking about the problem
6.3 back to the calculator!
6.4 grammars
6.5 turning a grammar into code
6.6 trying the first version
6.7 trying the second version
6.8 token streams
6.9 program structure
chapter 7 completing a program
7.1 introduction
7.2 input and output
7.3 error handling
7.4 negative numbers
7.5 remainder: %
7.6 gleaning up the code
7.7 recovering from errors
7.8 variables
chapter 8 technicalities: functions, etc.
8.1 technicalities
8.2 declarauons and defmitions
8.3 header files
8.4 scope 264
8.5 function call and return
8.6 order of evaluation
8.7 namespaces
chapter 9 technicalities: classes, etc.
9.1 user-defined types
9.2 glasses and members
9.3 interface and implementation
9.4 evolving a class
9.5 enumerations
9.6 operator overloading
9.7 class interfaces
9.8 the date class
part ii input and output
chapter 10 input and output streams
10.1 input and output
10.2 the i/o stream model
10.3 fries
10.4 opening a file
10.5 reading and writing a file
10.6 i/o error handling
10.7 reading a single value
10.8 user-defined output operators
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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