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C大学教程(第五版 英文版)

C大学教程(第五版 英文版)

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作 者: (美)戴特尔,(美)戴特尔 著
出版社: 电子工业出版社
丛编项: 国外计算机科学教材系列
标 签: VC++

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ISBN: 9787121106200 出版时间: 2010-05-01 包装: 平装
开本: 16开 页数: 849 字数:  

内容简介

  《C大学教程(第5版)(英文版)》是全球畅销的C语言教程之一。全书系统介绍了4种流行的程序设计方法——面向过程、基于对象、面向对象以及泛型编程,内容全面、生动、易懂,由浅入深地介绍了结构化编程和软件工程的基本概念,从简单的概念到最终完整的语言描述,清晰、准确、透彻、详细地讲解c语言,尤其注重程序设计思想和方法的介绍。在内容方面,《C大学教程(第5版)(英文版)》新增加了介绍C99标准、排序、基于Allegro C函数库的游戏编程以及有关C++面向对象程序设计的章节,并且在附录中增加了Sudoku游戏程序设计的讲解。“活代码”方法是《C大学教程(第5版)(英文版)》的另一特色,它可以促进学生积极地参与到程序设计中来。书中列出的各种程序设计提示,是作者多年教学经验的总结。《C大学教程(第5版)(英文版)》不仅适合于初学者学习,作为高校计算机程序设计教学的教科书,也同样适用于有经验的程序员,作为软件开发人员的专业参考书。

作者简介

暂缺《C大学教程(第五版 英文版)》作者简介

图书目录

Chapter 1 Introduction to Computers, the Internet and the Web 1
1.1 Introduction 2
1.2 What Is a Computer? 3
1.3 Computer Organization 3
1.4 Early Operating Systems 4
1.5 Personal, Distributed and Client /Server Computing 4
1.6 Machine Languages, Assembly Languages and High-Level Languages 5
1.7 Fortran, COBOL, Pascal and Ada 6
1.8 History of C 6
1.9 C Standard Library 7
1.10 C++ 8
1.11 Java 8
1.12 BASIC, Visual Basic, Visual C++, Visual C# and .NET 9
1.13 Key Software Trend: Object Technology 9
1.14 Typical C Program Development Environment 10
1.15 Hardware Trends 12
1.16 History of the Internet 12
1.17 History of the World Wide Web 13
1.18 Notes About C and This Book 13
1.19 Web Resources 14
Chapter 2 Introduction to C Programming 25
2.1 Introduction 25
2.2 A Simple C Program: Printing a Line of Text 26
2.3 Another Simple C Program: Adding Two Integers 29
2.4 Memory Concepts 32
2.5 Arithmetic in C 33
2.6 Decision Making: Equality and Relational Operators 35
Chapter 3 Structured Program Development in C 48
3.1 Introduction 48
3.2 Algorithms 49
3.3 Pseudocode 49
3.4 Control Structures 50
3.5 The if Selection Statement 51
3.6 The if...else Selection Statement 52
3.7 The while Repetition Statement 55
3.8 Formulating Algorithms Case Study 1: Counter-Controlled Repetition 56
3.9 Formulating Algorithms with Top-Down, Stepwise Refinement Case Study 2: Sentinel-Controlled Repetition 57
3.10 Formulating Algorithms with Top-Down, Stepwise Refinement Case Study 3: Nested Control Structures 62
3.11 Assignment Operators 65
3.12 Increment and Decrement Operators 65
Chapter 4 C Program Control 82
4.1 Introduction 83
4.2 Repetition Essentials 83
4.3 Counter-Controlled Repetition 83
4.4 for Repetition Statement 85
4.5 for Statement: Notes and Observations 86
4.6 Examples Using the for Statement 87
4.7 switch Multiple-Selection Statement 90
4.8 do...while Repetition Statement 94
4.9 break and continue Statements 95
4.10 Logical Operators 97
4.11 Confusing Equality (==) and Assignment (=) Operators 99
4.12 Structured Programming Summary 100
Chapter 5 C Functions 115
5.1 Introduction 116
5.2 Program Modules in C 116
5.3 Math Library Functions 117
5.4 Functions 118
5.5 Function Definitions 118
5.6 Function Prototypes 121
5.7 Function Call Stack and Activation Records 123
5.8 Headers 123
5.9 Calling Functions: Call-by-Value and Call-by-Reference 124
5.10 Random Number Generation 124
5.11 Example: A Game of Chance 128
5.12 Storage Classes 131
5.13 Scope Rules 132
5.14 Recursion 135
5.15 Example Using Recursion: Fibonacci Series 137
5.16 Recursion vs. Iteration 140
Chapter 6 C Arrays 156
6.1 Introduction 156
6.2 Arrays 157
6.3 Defining Arrays 158
6.4 Array Examples 158
6.5 Passing Arrays to Functions 168
6.6 Sorting Arrays 171
6.7 Case Study: Computing Mean, Median and Mode Using Arrays 173
6.8 Searching Arrays 176
6.9 Multiple-Subscripted Arrays 180
Chapter 7 C Pointers 200
7.1 Introduction 200
7.2 Pointer Variable Definitions and Initialization 201
7.3 Pointer Operators 201
7.4 Passing Arguments to Functions by Reference 203
7.5 Using the const Qualifier with Pointers 206
7.6 Bubble Sort Using Call-by-Reference 210
7.7 sizeof Operator 213
7.8 Pointer Expressions and Pointer Arithmetic 214
7.9 Relationship between Pointers and Arrays 216
7.10 Arrays of Pointers 219
7.11 Case Study: Card Shuffiing and Dealing Simulation 220
7.12 Pointers to Functions 224
Chapter 8 C Characters and Strings 243
8.1 Introduction 244
8.2 Fundamentals of Strings and Characters 244
8.3 Character-Handling Library 245
8.4 String-Conversion Functions 249
8.5 Standard Input/Output Library Functions 252
8.6 String-Manipulation Functions of the String- Handling Library 255
8.7 Comparison Functions of the String-Handling Library 257
8.8 Search Functions of the String-Handling Library 258
8.9 Memory Functions of the String-Handling Library 262
8.10 Other Functions of the String-Handling Library 265
Chapter 9 C Formatted Input/Output 277
9.1 Introduction 277
9.2 Streams 278
9.3 Formatting Output with printf 278
9.4 Printing Integers 278
9.5 Printing Floating-Point Numbers 279
9.6 Printing Strings and Characters 281
9.7 Other Conversion Specifiers 281
9.8 Printing with Field Widths and Precision 282
9.9 Using Flags in the printf Format Control String 284
9.10 Printing Literals and Escape Sequences 286
9.11 Reading Formatted Input with scanf 287
Chapter 10 C Structures, Unions, Bit Manipulations and Enumerations 298
10.1 Introduction 298
10.2 Structure Definitions 299
10.3 Initializing Structures 301
10.4 Accessing Members of Structures 301
10.5 Using Structures with Functions 302
10.6 typedef 302
10.7 Example: High-Performance Card Shuffling and Dealing Simulation 303
10.8 Unions 305
10.9 Bitwise Operators 307
10.10 Bit Fields 313
10.11 Enumeration Constants 315
Chapter 11 C File Processing 325
11.1 Introduction 325
11.2 Data Hierarchy 326
11.3 Files and Streams 327
11.4 Creating a Sequential-Access File 327
11.5 Reading Data from a Sequential-Access File 331
11.6 Random-Access Files 335
11.7 Creating a Random-Access File 335
11.8 Writing Data Randomly to a Random-Access File 337
11.9 Reading Data from a Random-Access File 339
11.10 Case Study: Transaction-Processing Program 340
Chapter 12 C Data Structures 353
12.1 Introduction 353
12.2 Self-Referential Structures 354
12.3 Dynamic Memory Allocation 355
12.4 Linked Lists 355
12.5 Stacks 362
12.6 Queues 366
12.7 Trees 370
Chapter 13 C Preprocessor 394
13.1 Introduction 394
13.2 #include Preprocessor Directive 395
13.3 #define Preprocessor Directive: Symbolic Constants 395
13.4 #define Preprocessor Directive: Macros 395
13.5 Conditional Compilation 397
13.6 #error and #pragma Preprocessor Directives 398
13.7 # and ## Operators 398
13.8 Line Numbers 398
13.9 Predefined Symbolic Constants 399
13.10 Assertions 399
Chapter 14 Other C Topics 403
14.1 Introduction 403
14.2 Redirecting Input/Output on Linux/UNIX and Windows Systems 404
14.3 Variable-Length Argument Lists 404
14.4 Using Command-Line Arguments 406
14.5 Notes on Compiling Multiple-Source-File Programs 407
14.6 Program Termination with exit and atexit 408
14.7 volatile Type Qualifier 409
14.8 Suffixes for Integer and Floating-Point Constants 409
14.9 More on Files 410
14.10 Signal Handling 411
14.11 Dynamic Memory Allocation: Functions calloc and realloc 413
14.12 Unconditional Branching with goto 413
Chapter 15 Game Programming with the Allegro C Library 419
15.1 Introduction 420
15.2 Installing Allegro 420
15.3 A Simple Allegro Program 420
15.4 Simple Graphics: Importing Bitmaps and Blitting 421
15.5 Animation with Double Buffering 424
15.6 Importing and Playing Sounds 429
15.7 Keyboard Input 432
15.8 Fonts and Displaying Text 436
15.9 Implementing the Game of Pong 439
15.10 Timers in Allegro 444
15.11 The Grabber and Allegro Datafiles 447
15.12 Other Allegro Capabilities 453
15.13 Allegro Internet and Web Resources 454
Chapter 16 Sorting: A Deeper Look 460
16.1 Introduction 460
16.2 Big O Notation 461
16.3 Selection Sort 461
16.4 Insertion Sort 464
16.5 Merge Sort 466
Chapter 17 Introduction to C99 474
17.1 Introduction 475
17.2 Support for C99 475
17.3 New C99 Headers 476
17.4 // Comments 476
17.5 Mixing Declarations and Executable Code 476
17.6 Declaring a Variable in a for Statement Header 477
17.7 Designated Initializers and Compound Literals 478
17.8 Type bool 480
17.9 Implicit int in Function Declarations 481
17.10 Complex Numbers 482
17.11 Variable-Length Arrays 483
17.12 Other C99 Features 484
17.13 Internet and Web Resources 486
Chapter 18 C++ as a Better C; Introducing Object Technology 490
18.1 Introduction 491
18.2 C++ 491
18.3 A Simple Program: Adding Two Integers 491
18.4 C++ Standard Library 493
18.5 Header Files 494
18.6 Inline Functions 495
18.7 References and Reference Parameters 496
18.8 Empty Parameter Lists 500
18.9 Default Arguments 500
18.10 Unary Scope Resolution Operator 501
18.11 Function Overloading 502
18.12 Function Templates 505
18.13 Introduction to Object Technology and the UML 507
18.14 Wrap-Up 510
Chapter 19 Introduction to Classes and Objects 516
19.1 Introduction 517
19.2 Classes, Objects, Member Functions and Data Members 517
19.3 Overview of the Chapter Examples 518
19.4 Defining a Class with a Member Function 518
19.5 Defining a Member Function with a Parameter 521
19.6 Data Members, set Functions and get Functions 523
19.7 Initializing Objects with Constructors 528
19.8 Placing a Class in a Separate File for Reusability 531
19.9 Separating Interface from Implementation 534
19.10 Validating Data with set Functions 538
19.11 Wrap-Up 542
Chapter 20 Classes: A Deeper Look, Part 1 548
20.1 Introduction 549
20.2 Time Class Case Study 549
20.3 Class Scope and Accessing Class Members 554
20.4 Separating Interface from Implementation 555
20.5 Access Functions and Utility Functions 556
20.6 Time Class Case Study: Constructors with Default Arguments 558
20.7 Destructors 562
20.8 When Constructors and Destructors Are Called 562
20.9 Time Class Case Study: A Subtle Trap—Returning a Reference to a private Data Member 565
20.10 Default Memberwise Assignment 567
20.11 Software Reusability 568
20.12 Wrap-Up 569
Chapter 21 Classes: A Deeper Look, Part 2 574
21.1 Introduction 575
21.2 const (Constant) Objects and const Member Functions 575
21.3 Composition: Objects as Members of Classes 582
21.4 friend Functions and friend Classes 587
21.5 Using the this Pointer 589
21.6 Dynamic Memory Management with Operators new and delete 593
21.7 static Class Members 594
21.8 Data Abstraction and Information Hiding 599
21.8.1 Example: Array Abstract Data Type 600
21.8.2 Example: String Abstract Data Type 600
21.8.3 Example: Queue Abstract Data Type 600
21.9 Container Classes and Iterators 601
21.10 Proxy Classes 601
21.11 Wrap-Up 603
Chapter 22 Operator Overloading 609
22.1 Introduction 610
22.2 Fundamentals of Operator Overloading 610
22.3 Restrictions on Operator Overloading 611
22.4 Operator Functions as Class Members vs. Global Functions 612
22.5 Overloading Stream Insertion and Stream Extraction Operators 613
22.6 Overloading Unary Operators 616
22.7 Overloading Binary Operators 616
22.8 Case Study: Array Class 617
22.9 Converting between Types 625
22.10 Overloading ++ and 行 626
22.11 explicit Constructors 627
22.12 Wrap-Up 630
Chapter 23 Object-Oriented Programming: Inheritance 639
23.1 Introduction 640
23.2 Base Classes and Derived Classes 641
23.3 protected Members 642
23.4 Relationship between Base Classes and Derived Classes 643
23.4.1 Creating and Using a CommissionEmployee Class 643
23.4.2 Creating a BasePlusCommissionEmployee Class Without Using Inheritance 647
23.4.3 Creating a CommissionEmployeeasePlusCommissionEmployee Inheritance Hierarchy 651
23.4.4 CommissionEmployeeasePlusCommissionEmployee Inheritance Hierarchy Using protected Data 654
23.4.5 CommissionEmployeeasePlusCommissionEmployee Inheritance Hierarchy Using private Data 659
23.5 Constructors and Destructors in Derived Classes 665
23.6 public, protected and private Inheritance 670
23.7 Software Engineering with Inheritance 671
23.8 Wrap-Up 672
Chapter 24 Object-Oriented Programming: Polymorphism 677
24.1 Introduction 678
24.2 Polymorphism Examples 679
24.3 Relationships Among Objects in an Inheritance Hierarchy 680
24.3.1 Invoking Base-Class Functions from Derived-Class Objects 680
24.3.2 Aiming Derived-Class Pointers at Base-Class Objects 685
24.3.3 Derived-Class Member-Function Calls via Base-Class Pointers 686
24.3.4 Virtual Functions 688
24.3.5 Summary of the Allowed Assignments Between Base-Class and Derived-Class Objects and Pointers 692
24.4 Type Fields and switch Statements 692
24.5 Abstract Classes and Pure virtual Functions 693
24.6 Case Study: Payroll System Using Polymorphism 695
24.6.1 Creating Abstract Base Class Employee 695
24.6.2 Creating Concrete Derived Class SalariedEmployee 698
24.6.3 Creating Concrete Derived Class HourlyEmployee 699
24.6.4 Creating Concrete Derived Class CommissionEmployee 701
24.6.5 Creating Indirect Concrete Derived Class BasePlusCommissionEmployee 702
24.6.6 Demonstrating Polymorphic Processing 704
24.7 (Optional) Polymorphism, Virtual Functions and Dynamic Binding 襏nder the Hood?707
24.8 Case Study: Payroll System Using Polymorphism and Runtime Type Information with Downcasting, dynamic_cast, typeid and type_info 710
24.9 Virtual Destructors 712
24.10 Wrap-Up 713
Chapter 25 Templates 718
25.1 Introduction 718
25.2 Function Templates 719
25.3 Overloading Function Templates 721
25.4 Class Templates 722
25.5 Nontype Parameters and Default Types for Class Templates 726
25.6 Notes on Templates and Inheritance 727
25.7 Notes on Templates and Friends 728
25.8 Notes on Templates and static Members 728
25.9 Wrap-Up 729
Chapter 26 Stream Input/Output 733
26.1 Introduction 734
26.2 Streams 734
26.2.1 Classic Streams vs. Standard Streams 735
26.2.2 iostream Library Header Files 735
26.2.3 Stream Input/Output Classes and Objects 735
26.3 Stream Output 737
26.3.1 Output of char * Variables 737
26.3.2 Character Output Using Member Function put 738
26.4 Stream Input 738
26.4.1 get and getline Member Functions 739
26.4.2 istream Member Functions peek, putback and ignore 741
26.4.3 Type-Safe I/O 741
26.5 Unformatted I/O Using read, write and gcount 741
26.6 Introduction to Stream Manipulators 742
26.6.1 Integral Stream Base: dec, oct, hex and setbase 742
26.6.2 Floating-Point Precision (precision, setprecision) 743
26.6.3 FieldWidth (width, setw) 744
26.6.4 User-Defined Output Stream Manipulators 745
26.7 Stream Format States and Stream Manipulators 746
26.7.1 Trailing Zeros and Decimal Points (showpoint) 746
26.7.2 Justification (left, right and internal) 747
26.7.3 Padding (fill, setfill) 748
26.7.4 Integral Stream Base (dec, oct, hex, showbase) 749
26.7.5 Floating-Point Numbers; Scientific and Fixed Notation (scientific, fixed) 750
26.7.6 Uppercase/Lowercase Control (uppercase) 751
26.7.7 Specifying Boolean Format (boolalpha) 751
26.7.8 Setting and Resetting the Format State via Member Function flags 752
26.8 Stream Error States 753
26.9 Tying an Output Stream to an Input Stream 754
26.10 Wrap-Up 755
Chapter 27 Exception Handling 764
27.1 Introduction 765
27.2 Exception-Handling Overview 765
27.3 Example: Handling an Attempt to Divide by Zero 766
27.4 When to Use Exception Handling 770
27.5 Rethrowing an Exception 771
27.6 Exception Specifications 772
27.7 Processing Unexpected Exceptions 773
27.8 Stack Unwinding 773
27.9 Constructors, Destructors and Exception Handling 774
27.10 Exceptions and Inheritance 775
27.11 Processing new Failures 775
27.12 Class auto_ptr and Dynamic Memory Allocation 778
27.13 Standard Library Exception Hierarchy 780
27.14 Other Error-Handling Techniques 781
27.15 Wrap-Up 782
Appendix A Internet and Web Resources 788
A.1 Free C/C++ Compilers and Development Tools 788
A.2 C Resource Sites 789
A.3 C99 789
A.4 C Projects, Freeware and Shareware 790
A.5 C Source Code 790
A.6 C Articles and Whitepapers 791
A.7 C Tutorials and Webcasts 791
A.8 GNOME and GLib 792
A.9 SWIG 793
A.10 Objective-C 793
A.11 C Sample Chapters and eBooks 794
A.12 C Wikis 794
A.13 C FAQs 794
A.14 C Newsgroups 795
A.15 C Blogs 795
A.16 C Downloads from Download.com 795
A.17 C Game Programming 795
A.18 Allegro Game Programming Resources 796
A.19 Jobs for C Programmers 797
A.20 Deitel C Training 798
Appendix B Operator Precedence Charts 799
Appendix C ASCII Character Set 801
Appdndix D Number Systems 802
D.1 Introduction 802
D.2 Abbreviating Binary Numbers as Octal and Hexadecimal Numbers 804
D.3 Converting Octal and Hexadecimal Numbers to Binary Numbers 805
D.4 Converting from Binary, Octal or Hexadecimal to Decimal 805
D.5 Converting from Decimal to Binary, Octal or Hexadecimal 806
D.6 Negative Binary Numbers: Two誷 Complement Notation 807
Appendix E Game Programming: Solving Sudoku 812
E.1 Introduction 812
E.2 Deitel Sudoku Resource Center 812
E.3 Solution Strategies 813
E.4 Programming Sudoku Puzzle Solvers 816
E.5 Generating New Sudoku Puzzles 816
E.6 Conclusion 818
Index 819

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