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C++ How to Program: Late Objects Version, 7th Edition

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C++ How to Program: Late Objects Version, 7th Edition


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  • Full-color program listings include highlighting of the new features presented and syntax coloring of code to help readers better interpret the code.
  • Signature “Live Code™ Approach” – Language features are presented in the context of complete working programs.
    – Features thousands of lines of code in hundreds of complete working programs.
    – Enables students to confirm that programs run as expected.
    – Students can also manipulate the code from the book's website www.pearsonhighered.com/deitelinternational or from the author's Web site.
  • Outstanding, consistent and applied pedagogy provides hundreds of valuable programming tips and facilitates learning.
    – Icons throughout the text identify hundreds of Software Engineering Observations; Good Programming Practices; Common Programming Errors; Portability Tips; Performance Tips, Testing and Debugging Tips, and Look-and-Feel Observations.
  • Late objects approach.
  • “Making a Difference” exercise sets encourage students to associate computers and the Internet with solving problems that really matter to individuals, communities, countries and the world.
    – These new exercises encourage students to think for themselves as they explore complex social issues and increase awareness of important issues the world is facing.
    – Many of the new exercises require students to conduct research on the web and weave the results into their problem-solving process..
  • Optional automated teller machine (ATM) case study 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; the Employee class and the GradeBook class
  • An access code to the companion website: www.pearsonhighered.com/deitelinternational is available free when packaged with a new text. The Companion Website includes VideoNotes for most of the code examples, solutions to many of the book's exercises, bonus chapters, and a lab manual.
  • VideoNotes are step-by-step video tutorials specifically designed to enhance the programming concepts presented in Deitel, C++ How to Program: Late Objects, 7e. Students can view the entire problem-solving process outside of the classroom—when they need help the most. VideoNotes are available with the purchase of a new copy of select titles. Go to www.pearsonhighered.com/videonotes for a brief VideoNotes demo.


  • Copyright 2011
  • Dimensions: 7" x 9-1/8"
  • Pages: 960
  • Edition: 7th
  • Book
  • ISBN-10: 0-13-216541-4
  • ISBN-13: 978-0-13-216541-9

Late Objects Version: C++ How to Program, 7/e is ideal for Introduction to Programming (CS1) and other more intermediate courses covering programming in C++. Also appropriate as a supplement for upper-level courses where the instructor uses a book as a reference for the C++ language.

This best-selling comprehensive text is aimed at readers with little or no programming experience. It teaches programming by presenting the concepts in the context of full working programs and takes a late objects approach. The authors emphasize achieving program clarity through structured and object-oriented programming, software reuse and component-oriented software construction. The Seventh Edition encourages students to connect computers to the community, using the Internet to solve problems and make a difference in our world. All content has been carefully fine-tuned in response to a team of distinguished academic and industry reviewers.

The Late Objects Version delays coverage of class development until Chapter 9, presenting control statements, functions, arrays and pointers in a non-object-oriented, procedural programming context.

Sample Content

Table of Contents

1. Introduction to Computers, the Internet and the World Wide Web
2. Introduction to C++ Programming
3. Control Statements: Part 1
4. Control Statements: Part 2
5. Functions and an Introduction to Recursion
6. Arrays and Vectors
7. Pointers
8. Sequential-Access Files
9. Classes
10. Classes: A Deeper Look
11. Operator Overloading
12. Object-Oriented Programming: Inheritance
13. Object-Oriented Programming: Polymorphism
14. Templates
15. Stream Input/Output
16. Exception Handling
17. Random-Access Files
18. Class String and String Stream Processing
19. Searching and Sorting
20. Data Structures
21. Standard Template Library (STL)
Appendix A. Operator Precedence and Associativity
Appendix B. ASCII Character Set
Appendix C. Fundamental Types

Chapters 22—27 and Appendices D—I are PDF documents posted online at the book’s Companion Website (located at www.pearsonhighered.com/deitel).

Chapters on the Web
22. Bits, Characters, C Strings and structs
23. Boost Libraries, Technical Report 1 and C++0x
24. Other Topics
25. ATM Case Study, Part 1: Object-Oriented Design with the UML
26. ATM Case Study, Part 2: Implementing an Object-Oriented Design
27. Game Programming with Ogre

Appendices on the Web
D. Number Systems
E. Preprocessor
F. C Legacy Code Topics
G. UML 2: Additional Diagram Types
H. Using the Visual Studio Debugger
I. Using the GNU C++ Debugger


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