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C++ How to Program 9th Edition by Paul Deitel and Harvey Deitel | PDF Free Download.
Earlier coverage of Standard Library containers, iterators, and algorithms, enhanced with C++11 capabilities. We moved the treatment of Standard Library containers, iterators and algorithms from Chapter 22 in the previous edition to Chapters 15 and 16 and enhanced it with additional C++11 features.
The vast majority of your data structure needs can be fulfilled by reusing these Standard Library capabilities. We’ll show you how to build your own custom data structures in Chapter 19.
Online Chapter 24, C++11: Additional Topics. In this chapter, we present additional C++11 topics. The new C++11 standard has been available since 2011, but not all C++ compilers have fully implemented the features.
If all three of our key compilers already implemented a particular C++11 feature at the time we wrote this book, we generally integrated a discussion of that feature into the text with a live-code example.
If any of these compilers had not implemented that feature, we included a bold italic heading followed by a brief discussion of the feature. Many of those discussions are expanded in online Chapter 24 as the features are implemented.
This chapter includes discussions of regular expressions, shared_ptr, and weak_ptr smart pointers, move semantics and more.
Random Number generation, simulation, and game playing. To help make programs more secure, we’ve added a treatment of C++11’s new non-deterministic random-number generation capabilities.
Early-objects approach. The book introduces the basic concepts and terminology of object technology in Chapter 1. You’ll develop your first customized classes and objects in Chapter 3.
Presenting objects and classes early gets you “thinking about objects” immediately and mastering these concepts more thoroughly.
C++ Standard Library string. C++ offers two types of strings—string class objects (which we begin using in Chapter 3) and C strings.
We’ve replaced most occurrences of C strings with instances of C++ class string to make programs more robust and eliminate many of the security problems of C strings.
We continue to discuss C strings later in the book to prepare you for working with the legacy code that you’ll encounter in the industry. In a new development, you should favor string objects.
C++ Standard Library array. Our primary treatment of arrays now uses the Standard Library’s array class template instead of built-in, C-style, pointer-based arrays.
We still cover built-in arrays because they remain useful in C++ and so that you’ll be able to read legacy code. C++ offers three types of arrays—arrays and vectors (which we start using in Chapter 7) and C-style, pointer-based arrays which we discuss in Chapter 8.
As appropriate, we use the class template array instead of C arrays throughout the book. In a new development, you should favor class template array objects.
Crafting valuable classes. A key goal of this book is to prepare you to build valuable classes. In the Chapter 10 case study, you’ll build your own custom Array class, then in Chapter 18 exercises, you’ll convert it to a class template.
You’ll truly appreciate the class concept. Chapter 10 begins with a test-drive of class template string so you can see an elegant use of operator overloading before you implement your own customized class with overloaded operators.
Case studies in object-oriented programming. We provide case studies that span multiple sections and chapters and cover the software development lifecycle. These include the GradeBook class in Chapters 3–7, the Time class in Chapter 9 and the Employee class in Chapters 11–12.
Chapter 12 contains a detailed diagram and explanation of how C++ can implement polymorphism, virtual functions and dynamic binding “under the hood.”
Optional case study: Using the UML to develop an object-oriented design and C++ implementation of an ATM. The UML™ (Unified Modeling Language™) is the industry-standard graphical language for modeling object-oriented systems.
We introduce UML in the early chapters. Online Chapters 25 and 26 include an optional case study on an object-oriented design using the UML. We design and implement the software for a simple automated teller machine (ATM).
We analyze a typical requirements document that specifies the system to be built. We determine the classes needed to implement that system, the attributes the classes need to have, the behaviors the classes need to exhibit and we specify how the classes must interact with one another to meet the system requirements.
From the design, we produce a complete C++ implementation. Students often report that the case study helps them “tie it all together” and truly understand object-orientation.
Exception handling. We integrate basic exception handling early in the book. Instructors can easily pull more detailed material forward from Chapter 17, Exception Handling: A Deeper Look.
Custom template-based data structures. We provide a rich multi-chapter treatment of data structures—see the Data Structures module in the chapter dependency chart (Fig. 6).
Three programming paradigms. We discuss structured programming, object-oriented programming, and generic programming.
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