C++ programming for the absolute beginner pdf free download






















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If you are an absolute beginner at programming, we suggest that you go through the chapters in their natural order. On the other hand, if you already have some experience in programming, you might want to gloss over the first six chapters, which cover the basics, and jump ahead to more advanced topics. The book is conceptually, though not physically, organized into four sections. Because of the sequence of the topics in these chapters, we suggest going through them in order.

You can cover these chapters in any order and fully comprehend them. The more you program, the better you will become at problem-solving an important skill in programming, as you will discover and detecting errors in your code. Who knows, if you program enough, you might even be able to calculate pi to a million digits. Throughout the chapters, you will find small bits of code that illustrate concepts we present. At the end of each chapter, you will find a complete game that demonstrates the key ideas in the chapter, a summary of the chapter, and a set of challenges that tests your newfound knowledge.

We hope that you will try the games and challenges because they will really help you develop the feeling of programming. The solutions to the challenges are in Appendix A. However, we strongly encourage you to try the challenges before looking at the solutions even if you need help.

They are all fairly short, so you can type them into your compiler which is, again, a good way to gain experience. Alert you to pitfalls to avoid.

Tips that will make programming easier and more efficient. We designed this chapter so that you can get your feet wet without having to delve into the deeper complexities of programming. The chapter begins with a discussion on computers. The chapter continues with the basics on creating a program. Then you get to play with some text and numbers. With our help, and your ingenuity, you will soon be creating your own simple programs.

Here and now, your adventure begins! Some are very easy to identify: the keyboard, mouse, or the monitor. Others are internal and hidden to the novice user. These include the CPU central processing unit and the memory. The CPU is the brain of the computer. It is the circuit-drenched core from which all decisions are made. If your computer one day decided to go all zombie on you and you needed to know where to stab, this would be the part to aim for.

And thus, the foul beast would return to the underworld from whence it came! The next most important component is the memory. Often called RAM random-access memory , this is where the data and instructions are stored.

Data and instructions? Well, data can refer to many things. Keyboard input, file contents, web server requests, any piece of information that is used by the computer. Instructions are a special kind of data. Add these two numbers, move this data here, jump to this instruction next. These are examples of CPU instructions. The main operation of the computer is executing these instructions. Fetch the next instruction.

Execute it. Over and over again. Except this all happens very fast. Special languages, called programming languages, have been developed that allow ideas to be expressed much more easily.

It is up to an intermediate program, called a compiler, to translate ideas written in a programming language into a series of simple instructions that the computer can understand. HIN T You may wonder why you cannot just tell the computer what to do. Even so, well-written code can be almost as easy to read as English. And, just like English, grammar and punctuation is not all there is to it. In order to write good code, one must express his ideas succinctly and elegantly.

This is an art that programmers continually refine. Professional programmers who have been working in the field for years are still working to improve their coding abilities. But, enough talk. Though you may be overwhelmed at first with the odd symbols and cryptic terms, it will all become clear in time. So ready your torch and let us delve into this dark cavern!

But do not lose hope! By the end of the chapter, this code will seem perfectly natural. So, studious reader, the first thing you should do is compile and run this code to see exactly what it does.

The running program is shown in Figure This function has no arguments and a void return value. All the code in this program is contained within this one function, and that code can be split into three parts: initialization, the main loop, and cleanup. The initialization is the longest of the three sections.

These two lines of code set the maximum frame rate. With a graphical computer game, it is important to control the rate at which things happen, because on modern computers things can become way too fast if they simply run as fast as possible.

The frame rate here is set to This means that the image on the screen will be updated 60 times every second at most. By default, a Dark GDK program will respond to the escape key by immediately quitting. Just like you use srand to seed the standard library random generator, you used dbRandomize to seed the Dark GDK random number generator.

Using dbTimer as a seed value is just like using time. Now we get to the exciting part! The call to dbLoadImage reads the background from an image file to get it ready to be displayed.

This function takes two arguments: the filename of the image, and an id number that you assign. You must remember this number so that you can refer to the loaded image in later code. A sprite in Dark GDK is a two-dimensional image that can be displayed on the screen. When we create a sprite, we give it an id and a position. The position refers to the top-left corner of the image and, since this is a background for the whole screen, is set to the top-left corner of the screen, or 0,0.

The image id is used as the fourth parameter to refer to the previously loaded image file. Using the dbSetImageColorKey function, you can make a certain color be displayed as transparent onscreen. This can be a convenient way to convert a square image file into, say, an asteroid shaped image onscreen.

The last step is to create the 28 asteroid sprites at random locations. These sprites are different from the background in that they are animated. Take a look at Figure As you can see, all the different frames of animation are stored in the same file.

You must provide the number of animation frames per row and the number of columns. Even though the sprite is created with this function call, we must still call dbSprite to give this sprite a position. All of the code included in this loop is executed once per frame. The first thing done in the main loop is to loop through all of the asteroid sprites and move them down.

This is accomplished with the dbMoveSprite function. Also, the dbPlaySprite function is used to automatically cycle through all of the animation frames at a rate of 60 frames per second. When a particular asteroid sprite has gone past the bottom of the screen, its position is reset to a new random location. Every frame, dbEscapeKey is used to check if the escape key has been pressed. If it has, we break out of the main loop, effectively ending the program.

Finally, dbSync is called to update the screen with all the changes performed previously in the main loop. When the program ends, either by the user pressing the escape key or the window being closed, we enter the cleanup phase. Here, the resources for all of the sprites are freed with a simple call to dbDeleteSprite.

The chapter continues with the basics on creating a program. Then you get to play with some text and numbers. With our help, and your ingenuity, you will soon be creating your own simple programs.

Here and now, your adventure begins! Some are very easy to identify: the keyboard, mouse, or the monitor. Others are internal and hidden to the novice user. These include the CPU central processing unit and the memory. The CPU is the brain of the computer. It is the circuit-drenched core from which all decisions are made. If your computer one day decided to go all zombie on you and you needed to know where to stab, this would be the part to aim for.

And thus, the foul beast would return to the underworld from whence it came! The next most important component is the memory. Often called RAM random-access memory , this is where the data and instructions are stored.

Data and instructions? Well, data can refer to many things. Keyboard input, file contents, web server requests, any piece of information that is used by the computer. Instructions are a special kind of data. Add these two numbers, move this data here, jump to this instruction next. These are examples of CPU instructions. The main operation of the computer is executing these instructions. Fetch the next instruction. Execute it. Over and over again. Except this all happens very fast.

Special languages, called programming languages, have been developed that allow ideas to be expressed much more easily. It is up to an intermediate program, called a compiler, to translate ideas written in a programming language into a series of simple instructions that the computer can understand.

HIN T You may wonder why you cannot just tell the computer what to do. Even so, well-written code can be almost as easy to read as English. And, just like English, grammar and punctuation is not all there is to it.

In order to write good code, one must express his ideas succinctly and elegantly. This is an art that programmers continually refine. Professional programmers who have been working in the field for years are still working to improve their coding abilities. But, enough talk.



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