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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
Java for RPG Programmers, 2nd Edition
Structured Operations And Statements
String Manipulation
An Object Orientation
More Java
Appendix B Mixing RPG And Java
Excel Scientific and Engineering Cookbook (Cookbooks (OReilly))
Taking Advantage of Macros
Sorting Data
Calculating Confidence Intervals
Introduction
Determining Monthly Payments
101 Microsoft Visual Basic .NET Applications
Building Windows Forms User Interfaces
Building Web Applications
Working with Console Applications
Building Enterprise Services Applications
Coding Conventions
Lotus Notes Developers Toolbox: Tips for Rapid and Successful Deployment
Product Overview
The Five Primary Application Types
Project A: Build a Discussion Forum
Get the Current Day of the Week
Domino Shortcut Keys
Junos Cookbook (Cookbooks (OReilly))
Introduction
Including the Facility and Severity in Messages
Aggregating Routes
Moving OSPF Traffic off a Router
Configuring PIM-DM
Python Programming for the Absolute Beginner, 3rd Edition
File Tools
Images
PyToe: A Tic-Tac-Toe Game Widget
Windows Web Scripting Extensions
On Sinking the Titanic
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