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Problem Solving, Abstraction, & Design Using C++

Problem Solving, Abstraction, & Design Using C++

Frank L. Friedman

848 pages, parution le 10/02/2000 (3eme édition)

Résumé

The authors consistently use the classic five-step problem-solving methodology to teach C++: (1)
State Problem; (2) Analyze Problem; (3) Design Algorithm; (4) Implement; (5) Test/Verify. The
new edition also includes a number of new exercises, case studies, and examples.

This book is fully revised and updated C++ code to conform to ANSI standards, including
coverage of recent C++ developments such as type bool and the Standard Template Library
(STL). Presents an overview of objects, classes, and class libraries in Ch. 2--and carries them
through remaining chapters with a money class example--and flexible coverage allows them to begin
writing classes any time after Ch. 7.

Introductory programmers who need to learn the
C++ programming language.

Features

  • Fully revised and updated C++ code to conform to ANSI standards, including
    coverage of recent C++ developments such as type bool and the Standard
  • Template Library (STL).
  • Presents an overview of objects, classes, and class libraries in Chapter 2—and
    carries them through remaining chapters with a money class example—but doesn't
    have students begin writing classes until Chapter 11.
  • Flexible coverage of writing classes allows professors to use the material anytime
    after Chapter 7.
  • Consistently uses the classic Koffman five-step problem-solving approach:
    (1)
    State Problem
    (2) Analyze Problem
    (3) Design Algorithm
    (4) Implement;
    (5)
    Test/Verify
  • Includes a number of new exercises, case studies, and examples.

Table of contents


1. Introduction to Computers, Problem Solving, and Programming.
2. Overview of C++.
3. Top-Down Design with Functions and Classes.
4. Selection Structures: if and switch Statements.
5. Repetition: while, for, and do-while Statements.
6. Program Design and Functions Revisited.
7. Simple Data Types.
8. Formatting and Files.
9. Arrays and Structures.
10. Introduction to Software Engineering.
11. User-Defined Classes.
12. Modeling Data with Arrays, Structs, and Classes.
13. Recursion.
14. Pointers and Dynamic Data Structures.

Caractéristiques techniques

  PAPIER
Éditeur(s) Addison Wesley
Auteur(s) Frank L. Friedman
Parution 10/02/2000
Édition  3eme édition
Nb. de pages 848
Format 18,7 x 23
Couverture Broché
Poids 1217g
Intérieur 2 couleurs
EAN13 9780201612776

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