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C++ How to Program, 6th Edition

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C++ How to Program, 6th Edition

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Features

Features:

  • Early classes and early objects approach.
  • Optional automated teller machine (ATM) case study that teaches the fundamentals of software engineering and object-oriented design with the UMLTM 2.0
  • Integrated case studies throughout the book including the Time class (Chapter9); the Employee class (Chapter 12 and 13) and the GradeBook class (Chapters 3-7)
  • Uses string and vector classes to make earlier examples more object-oriented
  • CD_ROM in every text includes Microsoft Visual C++ 2005 Express Edition
  • Cyberclassroom access code protected website available free when packaged with a new text, contains lab manual, student solutions manual, e-book, audio code walkthrough, and additional assessment.

Description

  • Copyright 2008
  • Edition: 6th
  • Book
  • ISBN-10: 0-13-615250-3
  • ISBN-13: 978-0-13-615250-7

The complete, authoritative DEITEL¨ LIVE-CODE introduction to C++, object-oriented programming (OOP) and object-oriented design (OOD) with the UML™ 2


C++ is one of the most popular object-oriented programming languages. This new edition of the world’s most widely used C++ textbook introduces game programming with the Ogre libraries.


 

"An excellent ‘objects first’ coverage of C++ that remains accessible to beginners. The example-driven presentation is enriched by the optional UML case study that contextualizes the material in an ongoing software engineering project."–Gavin Osborne, Saskatchewan Institute of Applied Science and Technology


"Introducing the UML to students early on is a great idea."–Raymond Stephenson, Microsoft

"Good use of diagrams, especially of the activation call stack and recursive functions."–Amar Raheja, California State Polytechnic University, Pomona

"Terrific discussion of pointers—probably the best I have seen."–Anne B. Horton, Lockheed Martin

"Great coverage of polymorphism and how the compiler implements polymorphism ‘under the hood.’ I wish I had such a clear presentation of data structures when I was a student."–Ed James-Beckham, Borland

"Includes a nice introduction to searching and sorting, and Big-O."–Robert Myers, Florida State University

"Ogre is a free world-class rendering engine that has been used in several commercial games. The Ogre chapter is
a great introduction, providing well documented and easy to understand examples that will have you creating your own simple computer games in no time! "–Casey Borders (Creator of OgreAL), Sensis Corp.

"Getting a new user to the stage of creating a functional and playable Ogre-based computer game in 40 pages is a great achievement."–Steve Streeting (Creator of Ogre), Torus Knot Software Ltd.

" The Boost/C++0x chapter will get you up and running quickly with memory management and regular expression libraries, plus whet your appetite for new C++ features being standardized."–Ed Brey, Kohler Co.

"Excellent introduction to the Standard Template Library (STL). The best book on C++ programming for the serious student!"–Richard Albright, Goldey-Beacom College

"Just when you think you are focused on learning one topic, suddenly you discover you’ve learned more than you expected."–Chad Willwerth, University of Washington, Tacoma

"The most thorough C++ treatment of I’ve seen. Replete with real-world case studies covering the full software development lifecycle. Code examples are extraordinary!" –Terrell Hull, Logicalis Integration Solutions


C++ How to Program, 6/e, provides a comprehensive coverage of object-oriented programming in C++, including several major integrated case studies: the GradeBook class, the Time class, the Employee class and the optional OOD/UML™ 2 ATM System.

Paul J. Deitel and Dr. Harvey M. Deitel are the founders of Deitel & Associates, Inc., the internationally recognized corporate training and content creation organization specializing in C++, Java™, C, C#, Visual Basic¨ .NET, Visual C++¨ .NET, XML, Python, Perl, Internet, Web and object technologies. The Deitels are the authors of many other best-selling textbooks including Java How to Program, 7/e, Internet & World Wide Web How to Program, 4/e, and C How to Program, 5/e.

C++ How to Program, 6/e’s, user resources include the Web sites (www.deitel.com and www.prenhall.com/deitel) with the book’s code examples and information for faculty, students and professionals. Contact the authors at deitel@deitel.com.
ISBN-13: 978-0-13-615250-7

For information on DEITEL¨ DIVE INTO™ SERIES on-site corporate training offered worldwide, and to subscribe to the  DEITEL¨ BUZZ ONLINE newsletter, visit www.deitel.com. Check out the Deitel C++ and related Resource Centers at:
www.deitel.com/resourcecenters.html

PRENTICE HALL Upper Saddle River, NJ 07458
www.prenhall.com

 ISBN-10: 0-13-615250-3

Sample Content

Table of Contents

1. Introduction to Computers, the Internet and World Wide Web

2. Introduction to C++ Programming

3. Introduction to Classes and Objects

4. Control Statements: Part 1

5. Control Statements: Part 2

6. Functions and an Introduction to Recursion

7. Arrays and Vectors

8. Pointers and Pointer-Based Strings

9. Classes: A Deeper Look, Part I

10. Classes: A Deeper Look, Part II

11. Operator Overloading: String and Array Objects

12. Object-Oriented Programming: Inheritance

13. Object-Oriented Programming: Polymorphism

14. Templates

15. Stream Input/Output

16. Exception Handling

17. File Processing

18. Class string and String Stream Processing

19.  Searching and Sorting

20.  Data Structures

21. Bits, Characters, Strings and Structures

22.  Standard Template Library (STL)

23.  Other Topics24. Game Programming with OGRE and Open AL

Appendices

A. Operator Precedence and Associativity Chart

B. ASCII Character Set

C. Fundamental Types

D. Number Systems

E. C Legacy Code Topics

F. Preprocessor

G. ATM Case Study Code

H. UML 2: Additional Diagram Types

I.  Using the Visual Studio® 2005 DebuggerJ.  Using the GNU C++ Debugger

K. Boost C++ Libraries:

L. What’s New in C++ Ox

Bibliography

Index

Updates

Submit Errata

More Information

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