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C++ For Artists: The Art, Philosophy, And Science Of Object-Oriented Programming
C++ For Artists: The Art, Philosophy, And Science Of Object-Oriented Programming
ISBN: 1932504028
EAN: 2147483647
Year: 2003
Pages: 340
Authors:
Rick Miller
BUY ON AMAZON
Table of Contents
BackCover
C For Artists-The Art, Philosophy, and Science of Object-Oriented Programming
Preface
Target Audience
Approach
Arrangement
How To Read C For Artists
Pedagogy
CD-ROM
SupportSite Website
Problem Reporting
Acknowledgements
Part I: The C Student Survival Guide
Chapter 1: An Approach To The Art Of Programming
Introduction
Project Management
The Art of Programming
Managing Project Complexity
Textbooks, Reference Books, and Quick Reference Guides
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 2: Small Victories-Creating Projects With IDE s
Introduction
The Program Creation Process
Integrated Development Environments
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 3: Project Walkthrough-An Extended Example
Introduction
The Project Approach Strategy
The Development Cycle
The Project Specification
Wrapping Up The Project
Complete Robot Rat Source Code Listing
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 4: Computers, Programs, Algorithms
Introduction
What Is A Computer?
What Is A Program?
The C Program Transformation Process
The Processing Cycle
Memory Organization
Algorithms
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Part II: C Language
Chapter 5: Simple Programs
Introduction
A Minimal C Program
Another C Program
Keywords
Fundamental Types
Literals
Expressions
Operators
Identifiers
Constants
Variables
Multifile Variable Usage
The main() Function
Simple Input and Output
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 6: Controlling The Flow Of Program Execution
Introduction
Statements, Null Statements, and Compound Statements
Selection Statements
Iteration Statements
Writing Elegant Code
Labeled Statements
Control Statement Usage Guide
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 7: Pointers and References
Introduction
But First, A Short Story
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 8: Arrays
Introduction
What Is An Array?
Declaring Defining Statically Allocated Arrays
Declaring and Defining Dynamic Arrays
Strings
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 9: Functions
Introduction
What is a Function?
Declaring and Defining Functions
Local Function Variable Scoping
Passing Arguments to Functions
Using Function Return Values
Function Overloading
Calling Functions Recursively
Function Pointers
Creating A Function Library
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 10: Toward Problem Abstraction-Creating New Data Types
Introduction
Toward Data Abstraction: typedef
Creating Enumerated Data Types With enum
Structures: C-Style
Structures: C-Style
Classes: A Gentle Introduction
The Differences Between Structures Classes
Object-Oriented Thinking
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 11: Dissecting Classes
Introduction
The Class Construct
Class Member Functions
Using Access Specifiers To Control Horizontal Member Access
Overloading Class Member Functions
Separating A Class s Interface From Its Implementation
A Complete Example: Class Person
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 12: Compositional Design
Introduction
Managing Physical Complexity
Aggregation
Extending the Class Diagram
Sequence Diagrams
The Aircraft Engine Simulation: An Extended Aggregation Example
The Entire Aircraft Engine Simulation Project
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 13: Extending Class Functionality Through Inheritance
Introduction
Purpose And Use Of Inheritance
Expressing Inheritance With A UML Class Diagram
Implementing BaseClass and DerivedClassOne
Access Specifiers And Vertical Access
Calling Base Class Constructors
Function Name Hiding: This Is Not Function Overriding
What Then Is Function Overriding?
Creating Virtual Functions: The Virtual Keyword
Pure Virtual Functions
Abstract Classes
Fleet Simulation Source Code
Multiple Inheritance
Virtual Base Classes: Virtual Inheritance
Getting Inheritance Right: Some Points To Consider
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Part III: Implementing Polymorphic Behavior
Chapter 14: Ad Hoc Polymorphism-Operator Overloading
Introduction
Ad Hoc Polymorphism: Function Overloading
The Goal Of Operator Overloading
Overloadable Operators
Overloading Operators
Overloading IOStream Insertion and Extraction Operators: ,
Overloading the Assignment Operator:
Overloading Relational Operators: , , ,
Overloading Equality Operators:,
Overloading Arithmetic Operators: , -, , ,
Overloading The Subscript Operator:
Overloading Compound Assignment Operators: , -, , etc.
Overloading Increment Decrement Operators: , --
Overloading Various Other Operators: (), , -, , -, etc.
Virtual Overloaded Operators
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 15: Static Polymorphism-Templates
Introduction
Definition of Template
How Templates Work: An Analogy
Declaring And Using Function Templates
Declaring And Using Class Templates
Overview Of The Standard Template Library (STL)
Using Standard Template Library Components
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 16: Dynamic Polymorphism-Object-Oriented Programming
Introduction
Abstraction: Amplify The Essential-Eliminate The Irrelevant
Object-Oriented Programming Defined
Dynamic Polymorphism Defined
Language Features That Support Object-Oriented Programming
An Example: Class Interface
Extended Example: Engine Components Revisited
A Short Story
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Part IV: Intermediate
Chapter 17: Well-Behaved Objects-The Orthodox Canonical Class Form
Introduction
What Is A Well-Behaved Object?
The Orthodox Canonical Class Form (OCCF)
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 18: Mixed Language Programming
Introduction
C And C
C And Assembly
C and Java: The Java Native Interface (JNI)
Summary
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 19: Three Design Principles
Introduction
The Preferred Characteristics of an Object-Oriented Architecture
The Liskov Substitution Principle Design by Contract
The Open-Closed Principle
The Dependency Inversion Principle
Summary
Terms and Definitions
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Chapter 20: Using A UML Modeling Tool
Introduction
The Purpose Of A UML Modeling Tool
The Project Specification: Robot Rat
Creating Use Case Diagrams
Pausing to Consider Design Issues
Creating Class Diagrams
Iterating Through the Design Process
Creating Sequence Diagrams
Generating Source Code
Reverse Engineering
Linking Diagram Objects to Diagrams
Generating Web Project Reports
Summary
RobotRat Source Code
Skill Building Exercises
Suggested Projects
Self Test Questions
References
Notes
Appendix A: Project Approach Strategy Checkoff List
Appendix B: ASCII Table
Appendix C: Answers To Self Test Questions
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Chapter 9
Chapter 10
Chapter 11
Chapter 12
Chapter 13
Chapter 14
Chapter 15
Chapter 16
Chapter 17
Chapter 18
Chapter 19
Chapter 20
Index
Index_Numbers
Index_A
Index_B
Index_C
Index_D
Index_E
Index_F
Index_G
Index_H
Index_I
Index_J
Index_K-L
Index_M
Index_N
Index_O
Index_P
Index_Q-R
Index_S
Index_T
Index_U
Index_V
Index_W
List of Figures
List of Tables
List of Examples
Page #339 (List of Tables)
C++ For Artists: The Art, Philosophy, And Science Of Object-Oriented Programming
ISBN: 1932504028
EAN: 2147483647
Year: 2003
Pages: 340
Authors:
Rick Miller
BUY ON AMAZON
Beginners Guide to DarkBASIC Game Programming (Premier Press Game Development)
Introduction to Computer Programming
Basic Commands, Variables, and Data Types
Adding Sound Effects to Your Game
Loading and Saving Information Using Files
Appendix A Answers to the Chapter Quizzes
Absolute Beginner[ap]s Guide to Project Management
Reasons for Estimating Woes
Creating a Schedule
Determining the Project Budget
Why Do This? Its Too Much Work
Identify, Protect, and Track: The Principles of Managing Work Products
Java How to Program (6th Edition) (How to Program (Deitel))
Multidimensional Arrays
Enumerations
JButton
Thread Synchronization
Multithreading with GUI
Information Dashboard Design: The Effective Visual Communication of Data
Displaying Excessive Detail or Precision
Choosing a Deficient Measure
Introducing Meaningless Variety
Misusing or Overusing Color
Tapping into the Power of Visual Perception
Python Standard Library (Nutshell Handbooks) with
The threading Module
The gzip Module
The packmail Module
The _winreg Module
The util Module
Digital Character Animation 3 (No. 3)
Chapter Two. Modeling Characters
Mesh Deformation
Animating Dialogue
Conclusion
Acting and Story
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