C++ Programming forthe Absolute Beginner

C++ Programming forthe Absolute Beginner
Second Edition

The book moves from simple text-based programs to more complicated games with
actual graphics. 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. First,
Chapter 1, “Starting the Journey,” through Chapter 6, “Managing Memory,” give
you the basic knowledge you need to program in C++. Because of the sequence of
the topics in these chapters, we suggest going through them in order. For example,
you will probably need to work through Chapter 4, “Structuring Your Code with
Functions,” before turning to Chapter 5, “Designing Software: Object-Oriented
Programming.”

The second section of the book (Chapter 7, “Relating Classes,” through Chapter 10, “Errors
and Exception Handling,”) consists of the advanced C++ topics. You can cover these chapters
in any order and fully comprehend them.
The third section consists of Chapter 11, “Creating the Pirate Adventure.” Here you put together
everything you learned in the earlier chapters and apply it to programming a rocking
pirate game using industry-standard techniques.
The fourth section includes appendixes with extra information that you will find helpful,
beginning with Appendix A, “Answers to Chapter Challenges,” and ending with Appendix E,
“Glossary.”
However you read the book, remember that a big part of learning to program with C++ is
hands-on experience. 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 . . . in your head (though doing so is not guaranteed by the author of this book)!
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).

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