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Chapter 1: An Approach To The Art Of Programming
Table 1-1: Header File Contents
Table 1-2: What Not To Put In A Header File
Table 1-3: Good vs. Bad Variable Names
Table 1-4: Good vs. Bad Constant Naming
Table 1-5: Function Naming
Chapter 3: Project Walkthrough—An Extended Example
Table 3-1: Project Approach Strategy
Table 3-2: Development Cycle
Table 3-3: Project Specification
Table 3-4: Robot Rat Nouns and Verbs
Table 3-5: Language Feature Study Checkoff List For Robot Rat Project
Table 3-6: First Iteration Feature Set
Table 3-7: Second Iteration Feature Set
Table 3-8: Third Iteration Feature Set
Table 3-9: Fourth Iteration Design Consideration and Design Decisions
Table 3-10: Design Considerations and Decisions: Fifth Iteration
Table 3-11: Things To Double-Check Before Handing In Project
Chapter 4: Computers, Programs, & Algorithms
Table 4-1: Trigraph Replacement
Table 4-2: Escape Sequences
Table 4-3: CodeWarrior Structure Alignment
Chapter 5: Simple Programs
Table Table: C++ Keyword List
Table 5-1: Fundamental Types and their Value Ranges
Table 5-2: Simple Escape Sequences
Table 5-3: Expression Forms
Table 5-4: C++ Operators, Precedence, and Associativity
Table 5-5: Multiplicative Operators
Table 5-6: Additive Operators
Table 5-7: Shift Operators
Table 5-8: Relational Operators
Table 5-9: Equality Operators
Table 5-10: Assignment Operators
Table 5-11: Possible Hungarian Notation Prefixes
Chapter 6: Controlling The Flow Of Program Execution
Table 6-1: Control Statement Usage Guide
Chapter 7: Pointers and References
Table 7-1: Pointers VS. References
Chapter 9: Functions
Table 9-1: Characteristics of Well-Written Functions
Chapter 10: Toward Problem Abstraction—Creating New Data Types
Table 10-1: Differences Between Structures and Classes
Table 10-2: Object-Oriented Terminology
Chapter 14: Ad Hoc Polymorphism—Operator Overloading
Table 14.1: Overloadable Operators
Chapter 15: Static Polymorphism—Templates
Table 15-1: STL Containers
Table 15-2: STL Container Adapters
Table 15-3: STL Algorithm Function Templates
Chapter 16: Dynamic Polymorphism—Object-Oriented Programming
Table 16-1: Language Features That Support Object-Oriented Programming
Table 16-2: Language Features vs. Inheritance Behavior
Chapter 17: Well-Behaved Objects—The Orthodox Canonical Class Form
Table 17-1: Object Usage Contexts
Chapter 19: Three Design Principles
Table 19-1: Terms and Definitions Related to the LSP
Chapter 20: Using A UML Modeling Tool
Table 20-1: Robot Rat Project Design Considerations
Table 20-2: Robot Rat Application Package Names and Their Purpose
Table 20-3: Robot Rat Project Classes
Appendix A: Project Approach Strategy Checkoff List
Table Appendix A-1: Project Approach Strategy Checkoff List
Appendix B: ASCII Table
Table Appendix B-1: ASCII Table
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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
Project Management JumpStart
Developing Project Management Skills
Planning and Acquiring Resources
Budgeting 101
Executing the Project
Appendix A Answers to Review Questions
VBScript Programmers Reference
Regular Expressions
Remote Scripting
Server-Side Web Scripting
Appendix A VBScript Functions and Keywords
Appendix F The Scripting Runtime Library Object Reference
Building Web Applications with UML (2nd Edition)
Modeling Secure Systems
Summary
Activities
Master Template Pattern
Sample Screen Shots
Pocket Guide to the National Electrical Code(R), 2005 Edition (8th Edition)
Article 336 Power and Control Tray Cable Type TC
Article 390 Underfloor Raceways
Article 503 Class III Locations
Article 645 Information Technology Equipment
Example No. D2(c) Optional Calculation for One-Family Dwelling with Heat Pump(Single-Phase, 240/120-Volt Service) (See 220.82)
Quantitative Methods in Project Management
Introduction to Probability and Statistics for Projects
Organizing and Estimating the Work
Risk-Adjusted Financial Management
Quantitative Time Management
Special Topics in Quantitative Management
Java All-In-One Desk Reference For Dummies
Java Programming Basics
Working with Variables and Data Types
Making Your Own Classes
Using Subclasses and Inheritance
Using Abstract Classes and Interfaces
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