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Book Cover
Book
Author Dawson, Mike, 1947-

Title Beginning C++ through game programming / Michael Dawson
Edition Third edition
Published Boston, MA : Course Technology, [2011]
©2011

Copies

Location Call no. Vol. Availability
 MELB  005.133 C++ Daw/Bct 2011  AVAILABLE
Description xxi, 410 pages : illustrations ; 23 cm
Contents Contents note continued: Accessing Global Varibles -- Hiding Global Variables -- Altering Global Variables -- Minimizing the Use of Global Variables -- Using Global Constants -- Using Default Arguments -- Introducing the Give Me a Number Program -- Specifying Default Arguments -- Assigning Default Arguments to Parameters -- Overriding Default Arguments -- Overloading Functions -- Introducing the Triple Program -- Creating Overloaded Functions -- Calling Overloaded Functions -- Inlining Functions -- Introducing the Taking Damage Program -- Specifying Functions for Inlining -- Calling Inlined Functions -- Introducing the Mad Lib Game -- Setting Up the Program -- The main() Function -- The askText() Function -- The askNumber() Function -- The tellStory() Function -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- ch. 6 References: Tic-Tac-Toe -- Using References -- Introducing the Referencing Program -- Creating References -- Accessing Referenced Values --
Contents note continued: Altering Referenced Values -- Passing Referenced to Alter Arguments -- Introducing the Swap Program -- Passing by Value -- Passing by Reference -- Passing References for Efficiency -- Introducing the Inventory Displayer Program -- Understanding the Pitfalls of Reference Passing -- Declaring Parameters as Constant References -- Passing a Constant Reference -- Deciding How to Pass Arguments -- Returning References -- Introducing the Inventory Referencer Program -- Returning a Reference -- Displaying the Value of a Returned Reference -- Assigning a Returned Reference to a Reference -- Assigning a Returned Reference to a Variable -- Altering an Object through a Returned Reference -- Introducing the Tic-Tac-Toe Game -- Planning the Game -- Setting up the Program -- The main() Function -- The instructions() Function -- The askYesNo() Function -- The askNumber() Function -- The humanPiece() Function -- The opponent() Function -- The displayBoard() Function --
Contents note continued: Assigning to a Variable the Value Pointed to by a Returned Pointer -- Altering an Object through a Returned Pointer -- Understanding the Relationship between Pointers and Arrays -- Introducing the Array Passer Program -- Using an Array Name as a Constant Pointer -- Passing and Returning Arrays -- Introducing the Tic-Tac-Toe 2.0 Game -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- ch. 8 Classes: Critter Caretaker -- Defining New Types -- Introducing the Simple Critter Program -- Defining a Class -- Defining Member Functions -- Instantiating Objects -- Accessing Data Members -- Calling Member Functions -- Using Constructors -- Introducing the Constructor Critter Program -- Declaring and Defining a Constructor -- Calling a Constructor Automatically -- Setting Member Access Levels -- Introducing the Private Critter Program -- Specifying Public and Private Access Levels -- Defining Accessor Member Functions --
Contents note continued: Avoiding Memory Leaks -- Working with Data Members and the Heap -- Introducing the Heap Data Member Program -- Declaring Data Members that Point to Values on the Heap -- Declaring and Defining Destructors -- Declaring and Defining Copy Constructors -- Overloading the Assignment Operator -- Introducing the Game Lobby Program -- The Player Class -- The Lobby Class -- The Lobby::AddPlayer() Member Function -- The Lobby::RemovePlayer() Member Function -- The Lobby::Clear() Member Function -- The operator>>() Member Function -- The main() Function -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- ch. 10 Inheritance and Polymorphism: Blackjack -- Introducing Inheritance -- Introducing the Simple Boss Program -- Deriving from a Base Class -- Instantiating Objects from a Derived Class -- Using Inherited Members -- Controlling Access under Inheritance -- Introducing the Simple Boss 2.0 Program --
Contents note continued: Creating string Objects -- Concatenating string Objects -- Using the sizeO Member Function -- Indexing a string Object -- Iterating through string Objects -- Using the findO Member Function -- Using the eraseO Member Function -- Using the emptyO Member Function -- Using Arrays -- Introducing the Hero's Inventory Program -- Creating Arrays -- Indexing Arrays -- Accessing Member Functions of an Array Element -- Being Aware of Array Bounds -- Understanding C-Style Strings -- Using Multidimensional Arrays -- Introducing the Tic-Tac-Toe Board Program -- Creating Multidimensional Arrays -- Indexing Multidimensional Arrays -- Introducing Word Jumble -- Setting Up the Program -- Picking a Word to Jumble -- Jumbling the Word -- Welcoming the Player -- Entering the Game Loop -- Saying Goodbye -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- ch. 4 The Standard Template Library: Hangman -- Introducing the Standard Template Library --
Contents note continued: Defining Constant Member Functions -- Using Static Data Members and Member Functions -- Introducing the Static Critter Program -- Declaring and Initializing Static Data Members -- Accessing Static Data Members -- Declaring and Defining Static Member Functions -- Calling Static Member Functions -- Introducing the Critter Caretaker Game -- Planning the Game -- Planning the Pseudocode -- The Critter Class -- The main() Function -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- ch. 9 Advanced Classes and Dynamic Memory: Game Lobby -- Using Aggregation -- Introducing the Critter Farm Program -- Using Object Data Members -- Using Container Data Members -- Using Friend Functions and Operator Overloading -- Introducing the Friend Critter Program -- Creating Friend Functions -- Overloading Operators -- Dynamically Allocating Memory -- Introducing the Heap Program -- Using the new Operator -- Using the delete Operator --
Contents note continued: Examining Other STL Containers -- Planning Your Programs -- Using Pseudocode -- Using Stepwise Refinement -- Introducing Hangman -- Planning the Game -- Setting up the Program -- Initializing Variables and Constants -- Entering the Main Loop -- Getting the Player's Guess -- Ending the Game -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- ch. 5 Functions: Mad Lib -- Creating Functions -- Introducing the Instructions Program -- Declaring Functions -- Defining Functions -- Calling Functions -- Understanding Abstraction -- Using Parameters and Return Values -- Introducing the Yes or No Program -- Returning a Value -- Accepting Values into Parameters -- Understanding Encapsulation -- Understanding Software Reuse -- Working with Scopes -- Introducing the Scoping Program -- Working with Separate Scopes -- Working with Nested Scopes -- Using Global Variables -- Introducing the Global Reach Program -- Declaring Global Variables --
Contents note continued: Introducing the Game Stats Program -- Understanding Fundamental Types -- Understanding Type Modifiers -- Declaring Variables -- Naming Variables -- Assigning Values to Variables -- Initializing Variables -- Displaying Variable Values -- Getting User Input -- Defining New Names for Types -- Understanding Which Types to Use -- Performing Arithmetic Operations with Variables -- Introducing the Game Stats 2.0 Program -- Altering the Value of a Variable -- Using Combined Assignment Operators -- Using Increment and Decrement Operators -- Dealing with Integer Wrap Around -- Working with Constants -- Introducing the Game Stats 3.0 Program -- Using Constants -- Using Enumerations -- Introducing Lost Fortune -- Setting Up the Program -- Getting Information from the Player -- Telling the Story -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- ch. 2 Truth, Branching, and the Game Loop: Guess My Number -- Understanding Truth --
Contents note continued: The Game Class -- The main() Function -- Overloading the operator >>() Function -- Summary -- Questions and Answers -- Discussion Questions -- Exercises
Contents note continued: The winner() Function -- The isLegal() Function -- The humanMove() Function -- The computerMove() Function -- The announceWinner() Function -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- 7.Pointers: Tic-Tac-Toe 2.0 -- Understanding Pointer Basics -- Introducing the Pointing Program -- Declaring Pointers -- Initalizing Pointers -- Assigning Addresses to Pointers -- Dereferencing Pointers -- Reassigning Pointers -- Using Pointers to Objects -- Understanding Pointers and Constants -- Using a Constant Pointer -- Using a Pointer to a Constant -- Using a Constant Pointer to a Constant -- Summarizing Constants and Pointers -- Passing Pointers -- Introducing the Swap Pointer Version Program -- Passing by Value -- Passing a Constant Pointer -- Returning Pointers -- Introducing the Inventory Pointer Program -- Returning a Pointer -- Using a Returned Pointer to Display a Value -- Assigning a Returned Pointer to a Pointer --
Contents note continued: Understanding When to Use break and continue -- Using Logical Operators -- Introducting the Designers Network Program -- Using the Logical and Operator -- Using the Logical Or Operator -- Using the Logical Not Operator -- Understanding Order of Operations -- Generating Random Numbers -- Introducing the Die Roller Program -- Calling the randO Function -- Seeding the Random Number Generator -- Calculating a Number within a Range -- Understanding the Game Loop -- Introducing Guess My Number -- Applying the Game Loop -- Setting Up the Game -- Creating the Game Loop -- Wrapping Up the Game -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- ch. 3 For Loops, Strings, and Arrays: Word Jumble -- Using for Loops -- Introducing the Counter Program -- Counting with for Loops -- Using Empty Statements in for Loops -- Nesting for Loops -- Understanding Objects -- Using String Objects -- Introducing the String Tester Program --
Contents note continued: Using Access Modifiers with Class Members -- Using Access Modifiers when Deriving Classes -- Calling and Overriding Base Class Member Functions -- Introducing the Overriding Boss Program -- Calling Base Class Constructors -- Declaring Virtual Base Class Member Functions -- Overriding Virtual base Class Member Functions -- Calling Base Class Member Functions -- Using Overloaded Assignment Operators and Copy Constructors in Derived Classes -- Introducing Polymorphism -- Introducing the Polymorphic Bad Guy Program -- Using Base Class Pointers to Derived Class Objects -- Defining Virtual Destructors -- Using Abstract Classes -- Introducing the Abstract Creature Program -- Declaring Pure Virtual Functions -- Deriving a Class from an Abstract Class -- Introducing the Blackjack Game -- Designing the Classes -- Planning the Game Logic -- The Card Class -- The Hand Class -- The GenericPlayer Class -- The Player Class -- The House Class -- The Deck Class --
Contents note continued: Using Vectors -- Introducing the Hero's Inventory 2.0 Program -- Preparing to Use Vectors -- Declaring a Vector -- Using the push_backO Member Function -- Using the sizeO Member Function -- Indexing Vectors -- Calling Member Functions of an Element -- Using the pop-backO Member Function -- Using the clearO Member Function -- Using the emptyO Member Function -- Using Iterators -- Introducing the Hero's Inventory 3.0 Program -- Declaring Iterators -- Looping through a Vector -- Changing the Value of a Vector Element -- Accessing Member Functions of a Vector Element -- Using the insertO Vector Member Function -- Using the eraseO Vector Member Function -- Using Algorithms -- Introducing the High Scores Program -- Preparing to Use Algorithms -- Using the findO Algorithm -- Using the random_shuffleO Algorithm -- Using the sortO Algorithm -- Understanding Vector Performance -- Examining Vector Growth -- Examining Element Insertion and Deletion --
Contents note continued: Using the if Statement -- Introducing the Score Rater Program -- Testing true and false -- Interpreting a Value as true or false -- Using Relational Operators -- Nesting if Statements -- Using the else Clause -- Introducing the Score Rater 2.0 Program -- Creating Two Ways to Branch -- Using a Sequence of if Statements with else Clauses -- Introducing the Score Rater 3.0 Program -- Creating a Sequence of if Statements with else Clauses -- Using the switch Statement -- Introducing the Menu Chooser Program -- Creating Multiple Ways to Branch -- Using while Loops -- Introducing the Play Again Program -- Looping with a while Loop -- Using do Loops -- Introducing the Play Again 2.0 Program -- Looping with a do Loop -- Using break and continue Statements -- Introducing the Finicky Counter Program -- Creating a while (true) Loop -- Using the break Statement to Exit a Loop -- Using the continue Statement to Jump Back to the Top of a Loop --
Machine generated contents note: ch. 1 Types, Variables, and Standard I/O: Lost Fortune -- Introducing C++ -- Using C++ for Games -- Creating an Executable File -- Dealing with Errors -- Understanding the ISO Standard -- Writing Your First C++ Program -- Introducing the Game Over Program -- Commenting Code -- Using Whitespace -- Including Other Files -- Defining the mainO Function -- Displaying Text through the Standard Output -- Terminating Statements -- Returning a Value from mainO -- Working with the std Namespace -- Introducing the Game Over 2.0 Program -- Employing a using Directive -- Introducing the Game Over 3.0 Program -- Employing using Declarations -- Understanding When to Employ using -- Using Arithmetic Operators -- Introducing the Expensive Calculator Program -- Adding, Subtracting, and Multiplying -- Understanding Integer and Floating Point Division -- Using the Modulus Operator -- Understanding order of Operations -- Declaring and Initializing Variables --
Summary Describes the basics of computer game programming with C++, covering such topics as variables, loops, arrays, references, pointers, and polymorphism
Notes Includes index
Description based on print version record
Subject C++ (Computer program language)
Computer games -- Programming.
LC no. 2010928011
ISBN 1435457420
9781435457423