Lecture Programming principles and practice using C++ - Chapter 16 introduce graphical user interfaces. In this chapter, you learned to: Perspective (I/O alternatives, GUI, layers of software), GUI example, GUI code (callbacks). Inviting you refer.
This chapter introduce the basic notion of programming and give examples of areas in which software is critical to our civilization. Finally, we’ll present the simplest possible C++ program and outline how it can be made into running code.
Most programming tasks involve manipulating data. In this chapter, we will: Describe how to input and output data, present the notion of a variable for holding data, introduce the central notions of “Type” and “Type Safety”.
When we program, we have to deal with errors. Our most basic aim is correctness, but we must deal with incomplete problem specifications, incomplete programs, and our own errors. Here, we’ll concentrate on a key area: how to deal with unexpected function arguments. We’ll also discuss techniques for finding errors in programs: debugging and testing.
This lecture describe the process of designing a program through the example of a simple “desk calculator.” In this chapter you will learn: Some thoughts on software development, the idea of a calculator, using a grammar, expression evaluation, program organization.
This chapter spends a lot of time of the structure and looks of code; that is, factors that affect comprehension and maintainability. It is a good idea to remind the students that often they are the maintainers (maybe of their own code, a few months after they first wrote it). A useful program is never finished: it will be ported, corrected, extended, etc.
This lecture and the following present some technical details of the language to give a slightly broader view of C++’s basic facilities and to provide a more systematic view of those facilities. This also acts as a review of many of the notions presented so far, such as types, functions, and initialization, and provides an opportunity to explore our tool without adding new programming techniques or concepts.
This chapter is a bit messy and full of details. The aim is to give some programming practice and examples after the conceptual high point in Chapter 14 and before the mindbending control inversion of Chapter 15. Basically, we go through a series of code examples to reinforce what has been shown before and to encourage some students that what they are learning is real.
Chapter 20 present the STL – the containers and algorithms part of the C++ standard library. The STL is an extensible framework dealing with data in a C++ program. First, this chapter present the general ideal, then the fundamental concepts, and finally examples of containers and algorithms.
This is a very brief and very selective history of software as it relates to programming, and especially as it relates to programming languages and C++. The aim is to give a background and a perspective to the ideas presented in this course.
This is the first chapter that’s focused on an application domain, rather than on a programming language features or a programming technique. Please make a big deal of that, because it is. Emphasize how the features and techniques we have learned by now come together to solve real-world problems: strings, iostreams, and maps, in particular.
This lecture provides a brief overview of what distinguishes embedded systems programming from “ordinary programming.” It then touches upon facilities that become prominent or problems when working “close to the hardware” such as free store use, bit manipulation, and coding standards. Remember: not all computers are little grey boxes hiding under desks in offices.
This lecture is an introduction to the design and testing of program units (such as functions and classes) for correctness. We discuss the use of interfaces and the selection of tests to run against them. This chapter emphasize the importance of designing systems to simplify testing and testing from the start. Proving programs correct and performance problems are also briefly considered.
Beginning Mac Programming takes you through concrete, working examples, giving you the core concepts and principles of development in context so you will be ready to build the applications you've been imagining. It introduces you to Objective-C and the Cocoa framework in clear, easy-to-understand lessons, and demonstrates how you can use them together to write for the Mac, as well as the iPhone and iPod.
This book is an introduction to computer programming using C++ as the language for writing programmes, and to solid, fundamental programming principles - including writing structured programmes, looping, data structures and iteration.
The approach of this course will be to take the student through a progression of materials that will allow the student to develop the skills of programming. This textbook covers modular/structured programming fundamentals.
Chapter 4 present the basics of computation. In particular, this chapter discuss expressions, how to iterate over a series of values (“iteration”), and select between two alternative actions (“selection”). This chapter also show how a particular sub-computation can be named and specified separately as a function.
This lecture presents language technicalities, mostly related to user defined types; that is, classes and enumerations. The main contents of this chapter include all of the following: Classes, enumerations, operator overloading. Inviting you refer.
We get data from files, sensors, web connections, etc., which we want to analyze, print, graph, etc. Sometimes, we want to produce such data. In this lecture, we look at C++’s basic mechanisms for reading and writing streams of data. We also discuss an interesting – apparently trivial – problem: how to read an integer.
In this chapter, we concentrate on how to adapt the general iostreams framework presented in Chapter 10 to specific needs and tastes. A number of ways are presented in which we can tailor input and output to our needs. In this chapter, you learned to: Input and output, numeric output, file modes, string streams, line-oriented input.