.2.3 compilation
2.4 linking
2.5 programming environments
chapter 3 objects, types, and values
3.1 input
3.2 variables
3.3 input and type
3.4 operations and operators
3.5 assignment and initialization
3.6 composite assignment operators
3.7 names
3.8 types and objects
3.9 type safety
chapter 4 computation
4.1 computation
4.2 objectives and tools
4.3 expressions
4.4 statements
4.5 functions
4.6 vector
4.7 language features
chapter 5 errors
5.1 introduction
5.2 sources of errors
5.3 compile-time errors
5.4 link-time errors
5.5 run-time errors
5.6 exceptions
5.7 logic errors
5.8 estimation
5.9 debugging
5.10 pre-and post-conditions
5.11 testing
chapter 6 writing a program
6.1 a problem
6.2 thinking about the problem
6.3 back to the calculator!
6.4 grammars
6.5 turning a grammar into code
6.6 trying the first version
6.7 trying the second version
6.8 token streams
6.9 program structure
chapter 7 completing a program
7.1 introduction
7.2 input and output
7.3 error handling
7.4 negative numbers
7.5 remainder: %
7.6 gleaning up the code
7.7 recovering from errors
7.8 variables
chapter 8 technicalities: functions, etc.
8.1 technicalities
8.2 declarauons and defmitions
8.3 header files
8.4 scope 264
8.5 function call and return
8.6 order of evaluation
8.7 namespaces
chapter 9 technicalities: classes, etc.
9.1 user-defined types
9.2 glasses and members
9.3 interface and implementation
9.4 evolving a class
9.5 enumerations
9.6 operator overloading
9.7 class interfaces
9.8 the date class
part ii input and output
chapter 10 input and output streams
10.1 input and output
10.2 the i/o stream model
10.3 fries
10.4 opening a file
10.5 reading and writing a file
10.6 i/o error handling
10.7 reading a single value
10.8 user-defined output operators
10.9 user-defined input operators
10.10 a standard input loop
10.11 reading a structured file
chapter 11 customizing input and output
11.1 regularity and irregularity
11.2 output formatting
11.3 file opening and positioning
11.4 string streams
11.5 line-oriented input
11.6 character classification
11.7 using nonstandard separators
11.8 and there is so much more 4
chapter 12 a display model
12.1 why graphics?
12.2 a display model
12.3 a first example
12.4 using a gui library
12.5 coordinates
12.6 shapes
12.7 using shape primitives
12.8 getting this to run
chapter 13 graphics classes
13.1 overview of graphics classes
13.2 point and line
13.3 lines
13.4 color*
13.5 line_style
13.6 open_polyline
13.7 closed polyline
13.8 polygon
13.9 rectangle
13.10 managing unnamed objects
13.11 text
13.12 circle
13.13 ellipse
13.14 marked polyline
13.15 marks
13.16 mark
13.17 images
chapter 14 graphics class design
14.1 design principles
14.2 shape
14.3 base and derived dasses
14.4 benefits of object-oriented programming
chapter 15 graphing functions and data
15.1 introduction
15.2 graphing simple functions
15.3 function
15.4 axis
15.5 approximation
15.6 graphing data
chapter 16 graphical user interfaces ..
16.1 user interface alternatives
16.2 the "next" button
16.3 a simple window
16.4 button and other widgets
16.5 an example
16.6 control inversion
16.7 adding a menu
16.8 debugging gui code
part iii data and algorithms
chapter 17 vector and free store
17.1 introduction
17.2 vector basin
17.3 memory, addresses, and pointers
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