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Chapter 1: C++ Basics
Figure 1.1: DOS Prompt.
Figure 1.2: Programming languages.
Chapter 2: Console Input and Output
Figure 2.1: Hello World.
Figure 2.2: Hello World 2.
Figure 2.3: Hello World 3.
Figure 2.4: Using various escape keys.
Figure 2.5: Using
endl
.
Figure 2.6: Input/Output and basic operators.
Figure 2.7: The
getline
function.
Figure 2.8: Formatting.
Chapter 3: Arrays, Strings, and Bitwise Operations
Figure 3.1: Overflowing arrays.
Figure 3.2: Using arrays.
Figure 3.3: Character arrays.
Figure 3.4: Using
getline
with character arrays.
Figure 3.5: The C++ string.
Figure 3.6: String operations.
Figure 3.7: Bitwise operations.
Chapter 4: Functions
Figure 4.1: Basic functions.
Figure 4.2: Basic functions 2.
Figure 4.3: Function overloading.
Figure 4.4: Header files.
Figure 4.5: Passing variables.
Figure 4.6: Passing with the & operator.
Figure 4.7: Assorted functions.
Figure 4.8: Math functions.
Figure 4.9: More math functions.
Figure 4.10: Using time functions.
Figure 4.11: Using the random functions.
Chapter 5: Decision Structures and Loops
Figure 5.1A: The structure of an
if
statement.
Figure 5.1B:
if
Statements.
Figure 5.1C: Structure of a switch statement.
Figure 5.2A: Switch statements.
Figure 5.2B: Nested
switch
statements.
Figure 5.2C: The structure of a
for
loop
.
Figure 5.3:
For Loops
.
Figure 5.4A:
For
loops
2.
Figure 5.4B: Nested for loops.
Figure 5.5: While loops.
Chapter 6: File Input and Output
Figure 6.1a: The first 126 characters of the ASCII code set.
Figure 6.1b: The last half of the ASCII code set.
Figure 6.1C: File input.
Figure 6.2: Binary file size.
Chapter 7: Exception Handling
Figure 7.1: Multiple catch blocks.
Figure 7.2: Exception classes.
Figure 7.3: Writing errors to a log.
Figure 7.4: Viewing an error log.
Chapter 8: User-Defined Data Types
Figure 8.1: Using a structure.
Figure 8.2: Structures as return types.
Figure 8.3: Passing a structure.
Figure 8.4: Structures and
memcpy
.
Figure 8.5: Using a union.
Chapter 9: Pointers
Figure 9.1: Pointers.
Figure 9.2: Printing pointers.
Figure 9.3: Adding to a pointer.
Figure 9.4: Pointers and arrays.
Figure 9.5: Pointers to structures.
Figure 9.6: Using a pointer that is not initialized.
Chapter 10: Classes
Figure 10.1: My first class.
Figure 10.2: Geometry class.
Figure 10.3: Geometry class 2.
Figure 10.4: Pointers to classes.
Figure 10.5: Creating your own exception classes.
Figure 10.6: Constructors.
Figure 10.7: Multiple constructors.
Figure 10.8: Pointers and arrays with classes.
Chapter 11: Inheritance
Figure 11.1: Inheritance hierarchy.
Figure 11.2: Inheritance.
Figure 11.3: Calling the base classes, constructor.
Figure 11.4: Custom exception classes.
Figure 11.5: Simple inheritance.
Figure 11.6: Instantiating a class within another class.
Figure 11.7: Virtual functions.
Chapter 12: Advanced Object-Oriented Concepts
Figure 12.1: Overwriting an inherited function.
Figure 12.2: Polymorphism with multiple derived classes.
Figure 12.3: Multiple inheritance.
Figure 12.4: Indirect inheritance.
Chapter 13: Basic Data Structures and Algorithms
Figure 13.1: Structure of a queue.
Figure 13.2: Circular queue demonstration.
Figure 13.3: The stack.
Figure 13.4: The bubble sort.
Figure 13.5: The quick sort.
Figure 13.6: Recursion.
Figure 13.7: The Fibonacci sequence.
Chapter 14: Build Your Own Game in C++
Figure 14.1: Intro to the Tic Tac Toe game.
Figure 14.2: Playing the Tic Tac Toe game.
Figure 14.3: The flow of the Tic Tac Toe game.
Figure 14.4: The asterisk arrow.
Figure 14.5: Dealing cards.
Chapter 15: Introduction to
Visual C++
Figure 15.1: The
Visual C++
environment.
Figure 15.2:
Visual C++
project types.
Figure 15.3:
App Wizard
first screen.
Figure 15.4:
App Wizard
second screen.
Figure 15.5:
App Wizard
third screen.
Figure 15.6:
App Wizard
fourth screen.
Figure 15.7:
App Wizard
final screen.
Figure 15.8:
App Wizard
sixth screen.
Figure 15.9: Toolbox tag tips.
Figure 15.10: First dialog application.
Figure 15.11: The
class wizard
.
Figure 15.12: Adding member variables.
Figure 15.13: Selecting a component in
class wizard
.
Figure 15.14: Adding a new function.
Figure 15.15: The properties window.
Figure 15.16: Running your first dialog application.
Figure 15.17a: The Combo box.
Figure 15.17b: The dialog properties.
Figure 15.18: Example 15.2 layout.
Figure 15.19: Labeling the static boxes.
Figure 15.20: Assigning variables to the Edit boxes.
Figure 15.21: String operations.
Figure 15.22: Message beep demo.
Figure 15.23: Adding functions for MOUSEMOVE.
Figure 15.24: The first implementation of MOUSEMOVE.
Figure 15.25: Adding member variables.
Figure 15.26: More MOUSEMOVE functions.
Chapter 16: More Windows Applications with
Visual C++
Figure 16.1: Dialog layout for Example 16.1.
Figure 16.2: Component captions.
Figure 16.3: Providing variables for the components.
Figure 16.4: Using a float variable with Edit box 1.
Figure 16.5: Unit conversions.
Figure 16.6: The combo box.
Figure 16.7: The dialog component layout.
Figure 16.8: Component names.
Figure 16.9: Combo box data.
Figure 16.10: A variable for the
list box
.
Figure 16.11: Editing the
OnInitDialog
.
Figure 16.12: Running the dialog application.
Figure 16.13: Resource tab.
Figure 16.14: New menus.
Figure 16.15: A new menu item.
Figure 16.16: Menu item properties.
Figure 16.17: Selecting menu item properties.
Figure 16.18: Associating a menu with a dialog.
Figure 16.19: Example 16.3 component layout.
Figure 16.20: Naming the Edit boxes.
Figure 16.21: Adding multiple menu items.
Figure 6.22: Menu items for Example 16.3.
Figure 16.23: Launching the class wizard.
Figure 16.24: Class wizard continued.
Figure 16.25: Selecting a menu item.
Figure 16.26: Adding a function.
Figure 16.27: Running menu programs.
Figure 16.28: The default icon.
Figure 6.29: Drawing your own icon.
Figure 16.30: Importing existing icons.
Figure 16.31: Changing your icon’s ID.
Figure 16.32: Microsoft Internet Explorer help screen.
Figure 16.33: The generic about dialog box.
Figure 16.34: Viewing the about dialog.
Figure 16.35: The properties window.
Figure 16.36: The captions on the about dialog.
Figure 16.37: Inserting a new icon.
Figure 16.38: Picking the circle tool.
Figure 16.39: Drawing a circle in blue.
Figure 16.40: The pencil tool.
Figure 16.41: Drawing a red smiley face.
Figure 16.42: Changing the
about
dialog icon.
Figure 16.43: The
application wizard
with SDI apps.
Figure 16.44: Choosing the
container
option
.
Figure 16.45A: Step 4 of 6 on the
application wizard
.
Figure 16.45b: The CrichEditView base class.
Figure 16.46A: The SDI application.
Figure 16.46b: The simple word processor
Figure 16.47: The MDI application.
Figure 16.48: Running the MDI application
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C++ Programming Fundamentals (Cyberrookies)
ISBN: 1584502371
EAN: 2147483647
Year: 2005
Pages: 197
Authors:
Chuck Easttom
BUY ON AMAZON
OpenSSH: A Survival Guide for Secure Shell Handling (Version 1.0)
Step 3.1 Use PuTTY as a Graphical Replacement for telnet and rlogin
Step 4.4 How to Generate a Key Using PuTTY
Step 4.6 How to use PuTTY Passphrase Agents
Step 5.1 General Troubleshooting
Step 6.2 Using Port Forwarding Within PuTTY to Read Your E-mail Securely
Cisco IP Telephony (CIPT) (Authorized Self-Study) (2nd Edition)
Cisco Security Agent
Review Questions
Bulk Trace Analysis
FileMaker Pro 8: The Missing Manual
Editing Whats in Your Fields
Advanced Field Options
Number Crunching Calculations
Putting a Complex Script Together
Scripts and Security
GO! with Microsoft Office 2003 Brief (2nd Edition)
Objective 6. Create a Table from Existing Text
Objective 5. Insert Hyperlinks
Business Running Case
Designing Effective Worksheets
Objective 1. Create a Presentation
After Effects and Photoshop: Animation and Production Effects for DV and Film, Second Edition
Blue-Screen Garbage Mattes
Motion Matte Painting in Photoshop
Atmosphere, Film, and Noise Effects
Motion Titling Effects
Custom Scene Transitions
HTI+ Home Technology Integrator & CEDIA Installer I All-In-One Exam Guide
Installing a Home Lighting Control System
Designing and Installing a Home Telephone System
Defining Users Needs and Desires
Programming
Appendix E CEDIA Installer Level I Classification System
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