- Program for the first time in C++ in a fun, quick and easy manner
- Discover the SDL graphics and gaming library
- Work with SSDL, the Simple SDLwrapper library
- Use the most common C++ compilers: Visual Studio, and g++ (with Unix or MinGW)
- Practice "anti-bugging" for easy fixes to common problems
- Work with the debugger
- Acquire examples-driven concepts and ideas
- Build a C++-based arcade game application
- Apply built-in Standard Template Library (STL) functions and classes for easy and efficient programming
- Dip your toe in C, C++'s ancestor, still extensively used in industry
- Use new C++11/14/17 features including lambda functions, constexpr, and smart pointers
Autorentext
Zusammenfassung
- Program for the first time in C++ in a fun, quick and easy manner
- Discover the SDL graphics and gaming library
- Work with SSDL, the Simple SDLwrapper library
- Use the most common C++ compilers: Visual Studio, and g++ (with Unix or MinGW)
- Practice anti-bugging for easy fixes to common problems
- Work with the debugger
- Acquire examples-driven concepts and ideas
- Build a C++-based arcade game application
- Apply built-in Standard Template Library (STL) functions and classes for easy and efficient programming
- Dip your toe in C, C++'s ancestor, still extensively used in industry
- Use new C++11/14/17 features including lambda functions, constexpr, and smart pointers
Inhalt
The text is around 120,000 words long. Most chapters take one week each to cover in a standard (3- or 4-hour) college class. It covers two semesters, with a few extra chapters at the end for those wanting to go further.
Chapter 1-13 are for semester one, covering variables, constants, types including enumeration types, control structures, functions, standard I/O, programming style, algorithm development, and the debugger. The climax of the sequence is Chapter 12, Building Your Own Arcade Game. As it stands now, all but Chapter 13 use a graphics library for whiz-bang.
Chapter 14-23 are for the second semester, covering character arrays, pointers and dynamic memory, classes, inheritance, templates including the Standard Template Library, exceptions, virtual functions, and elementary data structures (strings, stacks, queues, vectors, and lists). The climax of this sequence is the construction of linked lists. Only Chapter 21 uses graphics -- the rest use standard console I/O, which is essential before going on to subsequent classes in the major.
Chapters 24-29 are optional extras: namespaces, construction of libraries, history of C++, bit twiddling, sstream, shared_ptr, the C language, and other topics.
Appendices cover setting up the graphics library on your machine, escape sequences, keywords, standard libraries, g++ debugger commands, and graphics-library functions.
Introduction. 1-1
1 Getting started. 1-9
1.1 A simple program.. 1-9
1.2 Creating an SSDL project 1-12
1.3 Shapes, and the functions that draw them.. 1-27
1.4 consts and colors. 1-35
1.5 Text 1-37
First week.
Prominent examples from this chapter: a drawing of a bug's head; a neatly printed poem.
2 Images and sound. 2-43
2.1 Images, and changing window characteristics. 2-43
2.2 Multiple images together 2-48
2.3 Sound. 2-51
Second week.
Example: a slide show (Your yard gnome's travel pics).
3 Math: types, operations, consts, and math functions. 3-55
3.1 Variables, constants, enums as constants. 3-55
3.2 Math operators. 3-57
3.3 Mathematical functions. 3-61
Third week.
Examples: diver on a diving board; a 5-pointed star.
4 Mouse, and if. 4-674.1 Mouse functions, and variables associated. 4-674.2 if.. 4-69
4.3 &nb…