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150110s2014 inua ob 001 0 eng d |
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|a 932247937
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|a 9781118858066
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|a 9781118858134
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|a 9781118858134
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|a 005.13/3
|2 22
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|a UAMI
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|a Gregoire, Marc.
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|a Professional C++, third edition /
|c Marc Gregoire ; technical editor, Peter Van Weert.
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|a 3rd ed.
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260 |
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|a Indianapolis, Ind. :
|b Wrox,
|c ©2014.
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300 |
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|a 1 online resource
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
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|a Title from title screen.
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|a From game programming to major commercial software applications, C++ is the language of choice. It is also one of the most difficult programming languages to master. This third edition, substantially revised and revamped, shows experienced developers how to master the latest release of C++. More advanced language features and programming techniques are presented. Discover how to navigate the significant changes to the core language features and syntax, and extensions to the C++ Standard Library and its templates. This practical guide details many poorly understood elements of C++ and highlights pitfalls to avoid. Coverage includes: best practices for programming style, testing, and debugging; working code that readers can plug into their own apps; in-depth case studies with working code; and tips, tricks, and workarounds with an emphasis on good programming style. --
|c Edited summary from book.
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|a Includes bibliographical references and index.
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|a Professional C++; Copyright; Contents; Introduction; Who This Book Is For; What This Book Covers; How This Book Is Structured; What You Need to Use This Book; Microsoft Visual C++; GCC; Conventions; Source Code; Errata; P2P. Wrox.Com; Part I: Introduction to Professional C++; Chapter 1: A Crash Course in C++ and the STL; The Basics of C++; The Obligatory Hello, World; Namespaces; Variables; Literals; Operators; Types; Conditionals; Arrays; Loops; Functions; Type Inference Part 1; Those Are the Basics; Diving Deeper into C++; Pointers and Dynamic Memory; References; Strings in C++; Exceptions.
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|a The Many Uses of constType Inference Part 2; C++ as an Object-Oriented Language; Defining a Class; The Standard Library; std::vector; Your First Useful C++ Program; An Employee Records System; The Employee Class; The Database Class; The User Interface; Evaluating the Program; Summary; Chapter 2: Working with Strings; Dynamic Strings; C-Style Strings; String Literals; The C++ string Class; Raw String Literals; Nonstandard Strings; Summary; Chapter 3: Coding with Style; The Importance of Looking Good; Thinking Ahead; Elements of Good Style; Documenting Your Code; Reasons to Write Comments.
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|a Commenting StylesComments in This Book; Decomposition; Decomposition through Refactoring; Decomposition by Design; Decomposition in This Book; Naming; Choosing a Good Name; Naming Conventions; Using Language Features with Style; Use Constants; Use References Instead of Pointers; Use Custom Exceptions; Formatting; The Curly Brace Alignment Debate; Coming to Blows over Spaces and Parentheses; Spaces and Tabs; Stylistic Challenges; Summary; Part II: Professional C++ Software Design; Chapter 4: Designing Professional C++ Programs; What Is Programming Design?; The Importance of Programming Design.
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|a Designing for C++Two Rules for C++ Design; Abstraction; Reuse; Reusing Code; A Note on Terminology; Deciding Whether or Not to Reuse Code; Strategies for Reusing Code; Bundling Third-Party Applications; Open-Source Libraries; The C++ Standard Library; Designing with Patterns and Techniques; Designing a Chess Program; Requirements; Design Steps; Summary; Chapter 5: Designing with Objects; Am I Thinking Procedurally?; The Object-Oriented Philosophy; Classes; Components; Properties; Behaviors; Bringing It All Together; Living in a World of Objects; Overobjectification; Overly General Objects.
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|a Object RelationshipsThe Has-A Relationship; The Is-A Relationship (Inheritance); The Fine Line between Has-A and Is-A; The Not-A Relationship; Hierarchies; Multiple Inheritance; Mixin Classes; Abstraction; Interface versus Implementation; Deciding on an Exposed Interface; Designing a Successful Abstraction; Summary; Chapter 6: Designing for Reuse; The Reuse Philosophy; How to Design Reusable Code; Use Abstraction; Structure Your Code for Optimal Reuse; Design Usable Interfaces; Reconciling Generality and Ease of Use; Summary; Part III: Coding the Professional Way.
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542 |
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|f Copyright © Wrox
|g 2014
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
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0 |
|a C++ (Computer program language)
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650 |
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6 |
|a C++ (Langage de programmation)
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650 |
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7 |
|a COMPUTERS
|x Programming Languages
|x C#
|2 bisacsh
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650 |
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7 |
|a COMPUTERS
|x Programming Languages
|x C♯
|2 bisacsh
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650 |
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7 |
|a C++ (Computer program language)
|2 fast
|0 (OCoLC)fst00843286
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700 |
1 |
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|a Van Weert, Peter.
|4 edt
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776 |
0 |
8 |
|i Print version:
|a Gregoire, Marc (Software engineer).
|t Professional C++.
|b Third edition.
|d Indianapolis, IN : Wrox, a Wiley brand, [2014]
|z 1118858050
|w (OCoLC)890508448
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856 |
4 |
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|u https://learning.oreilly.com/library/view/~/9781118858134/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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