Solution Manual for C How to Program, 7/E 7th Edition Paul Deitel, Harvey Deitel

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Product Details:

  • ISBN-10 ‏ : ‎ 9332555311
  • ISBN-13 ‏ : ‎ 978-9332555310
  • Author: Deitel
  • Late Objects Version: C++ How to Program, 7/e is ideal for Introduction to Programming (CS1) and other more intermediate courses covering programming in C++. Also appropriate as a supplement for upper-level courses where the instructor uses a book as a reference for the C++ language. This best-selling comprehensive text is aimed at readers with little or no programming experience. It teaches programming by presenting the concepts in the context of full working programs and takes a late objects approach. The authors emphasize achieving program clarity through structured and object-oriented programming, software reuse and component-oriented software construction. The Seventh Edition encourages students to connect computers to the community, using the Internet to solve problems and make a difference in our world. All content has been carefully fine-tuned in response to a team of distinguished academic and industry reviewers. The Late Objects Version delays coverage of class development until Chapter 9, presenting control statements, functions, arrays and pointers in a non-object-oriented, procedural programming context.

Table Of Contents:

A Comprehensive Solution Manual for C How to Program, 7/E By Paul Deitel Harvey Deitel

1 Introduction to Computers, the Internet and The Web
2 Introduction to C Programming
3 Structured Program Development in C
4 C Program Control
5 C Functions
6 C Arrays
7 C Pointers
8 C Characters and Strings
9 C Formatted Input/Output
10 C Structures, Unions, Bit Manipulations and Enumerations
11 C File Processing
12 C Data Structures
13 C Preprocessor
14 Other C Topics
15 Game Programming with the Allegro C Library
16 Sorting: A Deeper Look
17 Introduction to C99
18 C++ as a Better C; Introducing Object Technology
19 Introduction to Classes and Objects
20 Classes: A Deeper Look, Part 1
21 Classes: A Deeper Look, Part 2
22 Operator Overloading
23 Object-Oriented Programming: Inheritance
24 Object-Oriented Programming: Polymorphism
25 Templates
26 Stream Input/Output
27 Exception Handling
A Internet and Web Resources
B Operator Precedence Charts
C ASCII Character Set
D Number Systems
E Game Programming: Solving Sudoku

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