^DOWNLOAD-PDF) Beginning C++ Through Game Programming Fourth Edition Unlimited,PDF EPUB Download
CLOSE TRY ADFREE ; Self publishing ; Discover 13/11/ · Beginning Game Programming 4th Edition Pdf. This completely updated fourth edition of the popular BEGINNING GAME PROGRAMMING will introduce you to the In the new fourth edition of this popular guide to learning C++, you will work with a complete program while learning each new concept and a game program at the end of each chapter. Login to YUMPU News; Login to YUMPU Publishing; Login; Registration Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of ... read more
Page 57 Summary Page 58 Questions and Answers Page 59 Exercises Page 61 Understanding Truth Page 62 Using the if Statement Page 63 Introducing the Score Rater Program Page 64 Testing true and false Page 65 Interpreting a Value as true or false Page 66 Nesting if Statements Page 67 Using the else Clause Page 68 Introducing the Score Rater 2. Page 69 Creating Two Ways to Branch Page 70 Using a Sequence of if Statements with else Clauses Page 71 Introducing the Score Rater 3. Page 72 Creating a Sequence of if Statements with else Clauses Page 73 Using the switch Statement Page 74 Introducing the Menu Chooser Program Page 75 Introducing the Play Again Program Page 77 Looping with a while Loop Page 78 Introducing the Play Again 2.
Page 79 Looping with a do Loop Page 80 Introducing the Finicky Counter Program Page 81 Using the break Statement to Exit a Loop Page 83 Introducing the Designers Network Program Page 84 Using the Logical OR Operator Page 88 Using the Logical NOT Operator Page 89 Understanding Order of Operations Page 90 Introducing the Die Roller Program Page 91 Calling the rand Function Page 92 Seeding the Random Number Generator Page 93 Calculating a Number within a Range Page 94 Understanding the Game Loop Page 95 Introducing Guess My Number Page 96 Setting Up the Game Page 97 Summary Page 99 Questions and Answers Page Exercises Page Using for Loops Page Introducing the Counter Program Page Counting with for Loops Page Using Empty Statements in for Loops Page Nesting for Loops Page Understanding Objects Page Introducing the String Tester Program Page Creating string Objects Page Using the size Member Function Page Iterating through string Objects Page Using the find Member Function Page Using the erase Member Function Page Introducing the Hero's Inventory Program Page Creating Arrays Page Indexing Arrays Page Being Aware of Array Bounds Page Understanding C-Style Strings Page Introducing the Tic-Tac-Toe Board Program Page Indexing Multidimensional Arrays Page Introducing Word Jumble Page Picking a Word to Jumble Page Jumbling the Word Page Entering the Game Loop Page Summary Page Questions and Answers Page Discussion Questions Page Introducing the Standard Template Library Page Using Vectors Page Introducing the Hero's Inventory 2.
Page Declaring a Vector Page Calling Member Functions of an Element Page Using the empty Member Function Page Introducing the Hero's Inventory 3. Page Declaring Iterators Page Looping through a Vector Page Changing the Value of a Vector Element Page Accessing Member Functions of a Vector Element Page Using the erase Vector Member Function Page Introducing the High Scores Program Page Preparing to Use Algorithms Page Using the sort Algorithm Page Examining Vector Growth Page Examining Other STL Containers Page Using Pseudocode Page Using Stepwise Refinement Page Planning the Game Page Setting Up the Program Page Entering the Main Loop Page Getting the Player's Guess Page Creating Functions Page Introducing the Instructions Program Page Declaring Functions Page Calling Functions Page Introducing the Yes or No Program Page Returning a Value Page Accepting Values into Parameters Page Understanding Encapsulation Page Introducing the Scoping Program Page Working with Separate Scopes Page Working with Nested Scopes Page Introducing the Global Reach Program Page Accessing Global Variables Page Altering Global Variables Page Using Global Constants Page Introducing the Give Me a Number Program Page Assigning Default Arguments to Parameters Page Introducing the Triple Program Page Creating Overloaded Functions Page Introducing the Taking Damage Program Page Calling Inlined Functions Page Introducing the Mad Lib Game Page The main Function Page The askNumber Function Page Introducing the Referencing Program Page Creating References Page Altering Referenced Values Page Introducing the Swap Program Page Passing by Value Page Passing by Reference Page Introducing the Inventory Displayer Program Page Understanding the Pitfalls of Reference Passing Page Passing a Constant Reference Page Returning References Page Introducing the Inventory Referencer Program Page Returning a Reference Page Displaying the Value of a Returned Reference Page Altering an Object through a Returned Reference Page The askYesNo Function Page The humanPiece Function Page The displayBoard Function Page The winner Function Page The isLegal Function Page The computerMove Function Page Understanding Pointer Basics Page Introducing the Pointing Program Page Declaring Pointers Page Assigning Addresses to Pointers Page Dereferencing Pointers Page Reassigning Pointers Page Using Pointers to Objects Page Using a Constant Pointer Page Using a Pointer to a Constant Page Using a Constant Pointer to a Constant Page Introducing the Swap Pointer Version Program Page Passing a Constant Pointer Page Returning Pointers Page Introducing the Inventory Pointer Program Page Returning a Pointer Page Using a Returned Pointer to Display a Value Page Assigning to a Variable the Value Pointed to by a Returned Pointer Page Altering an Object through a Returned Pointer Page Introducing the Array Passer Program Page Using an Array Name as a Constant Pointer Page Passing and Returning Arrays Page Defining New Types Page Introducing the Simple Critter Program Page Defining a Class Page Defining Member Functions Page Accessing Data Members Page Using Constructors Page Introducing the Constructor Critter Program Page Declaring and Defining a Constructor Page Calling a Constructor Automatically Page Introducing the Private Critter Program Page Specifying Public and Private Access Levels Page Defining Accessor Member Functions Page Defining Constant Member Functions Page Using Static Data Members and Member Functions Page Introducing the Static Critter Program Page Accessing Static Data Members Page Calling Static Member Functions Page Introducing the Critter Caretaker Game Page Planning the Pseudocode Page The Critter Class Page Using Aggregation Page Introducing the Critter Farm Program Page Using Object Data Members Page Using Container Data Members Page Introducing the Friend Critter Program Page Overloading Operators Page Dynamically Allocating Memory Page Introducing the Heap Program Page Using the new Operator Page Using the delete Operator Page Avoiding Memory Leaks Page Introducing the Heap Data Member Program Page Declaring Data Members that Point to Values on the Heap Page Declaring and Defining Destructors Page Declaring and Defining Copy Constructors Page Overloading the Assignment Operator Page Introducing the Game Lobby Program Page The Player Class Page The Lobby Class Page The Lobby::AddPlayer Member Function Page The Lobby::Clear Member Function Page The operator The main Function Page Introducing Inheritance Page Introducing the Simple Boss Program Page Deriving from a Base Class Page Instantiating Objects from a Derived Class Page Controlling Access under Inheritance Page Introducing the Simple Boss 2.
Page Using Access Modifiers with Class Members Page Calling and Overriding Base Class Member Functions Page Introducing the Overriding Boss Program Page Calling Base Class Constructors Page Overriding Virtual Base Class Member Functions Page Calling Base Class Member Functions Page Using Overloaded Assignment Operators and Copy Constructors in Derived Classes Page Introducing the Polymorphic Bad Guy Program Page Using Base Class Pointers to Derived Class Objects Page Defining Virtual Destructors Page Introducing the Abstract Creature Program Page Declaring Pure Virtual Functions Page Deriving a Class from an Abstract Class Page Designing the Classes Page Planning the Game Logic Page The Card Class Page The Hand Class Page The GenericPlayer Class Page The House Class Page The Deck Class Page The Game Class Page Overloading the operator Summary Page Appendix B: Operator Precedence Page Appendix C: Keywords Page Appendix D: ASCII Chart Page Appendix E: Escape Sequences Page A Page C Page E Page H Page I Page N Page P Page R Page S Page V Page Y Page This document was uploaded by our user.
The uploader already confirmed that they had the permission to publish it. Report DMCA. Written for the beginning game developer or programmer, the book assumes no previous programming experience and each new skill and concept is taught using simple language and step-by-step instructions. Featuring twenty five percent new material, this third edition covers all the latest technology and advances. United Kingdom. Hiquet Associate Director of Marketing: Sarah Panella Manager of Editorial Services: Heather Talbot Marketing Manager: Jordan Castellani Senior Acquisitions Editor: Emi Smith Project Editor: Jenny Davidson Technical Reviewer: Maneesh Sethi Interior Layout Tech: MPS Limited, a Macmillan Company © Course Technology, a part of Cengage Learning.
ALL RIGHTS RESERVED. No part of this work covered by the copyright herein may be reproduced, transmitted, stored, or used in any form or by any means graphic, electronic, or mechanical, including but not limited to photocopying, recording, scanning, digitizing, taping, Web distribution, information networks, or information storage and retrieval systems, except as permitted under Section or of the United States Copyright Act, without the prior written permission of the publisher. C Library of Congress Control Number: ISBN ISBN eISBN Course Technology, a part of Cengage Learning 20 Channel Center Street Boston, MA USA Cengage Learning is a leading provider of customized learning solutions with office locations around the globe, including Singapore, the United Kingdom, Australia, Mexico, Brazil, and Japan. Locate your local office at: international. For your lifelong learning solutions, visit courseptr.
com Visit our corporate website at cengage. com Printed in the United States of America 1 2 3 4 5 6 7 12 11 10 Download from Wow! eBook To my sweet, tough cookie—for all of the help, support, understanding and distractions you offered. I look forward to rediscovering the world with you, Monkey. Yes, you see only one name on book covers including this one , but it takes a team of dedicated people to pull off the final product. Authors could not do it alone; I certainly could not have done it alone. So I want to thank all those who helped make this book a reality. Thanks to Jenny Davidson for her dual role as Project Editor and Copy Editor. Jenny kept me on schedule and my commas in place. Thanks to Maneesh Sethi, my Technical Reviewer, who made sure my programs worked the way I said they did. Thanks to Michael Beady, my Proofreader. His work makes this book look good—literally. I also want to thank Emi Smith, my Senior Acquisitions Editor, for all of her encouragement.
Finally, I want to thank all of the game programmers who created the games I played while growing up. They inspired me to work in the industry and create games of my own. I hope I can inspire a few readers to do the same. About the Author Michael Dawson is a game programming author and instructor who teaches students the art and science of writing their own games. Mike has developed and taught game programming courses for UCLA Extension, The Digital Media Academy, and The Los Angeles Film School. In addition, his books have been required reading in colleges and universities around the country.
In the game, the player directs the digitized images of Dawson, who must stop an extraterrestrial invasion before an implanted alien embryo is born from his head. In real life, Mike is the author of Beginning Cþþ Through Game Programming, Python Programming for the Absolute Beginner, Cþþ Projects: Programming with Text-Based Games, and Guide to Programming with Python. Visit his website at www. com to learn more or to get support for any of his books. Contents Introduction. Using Cþþ for Games. Creating an Executable File. Dealing with Errors. Understanding the ISO Standard. Writing Your First Cþþ Program. Introducing the Game Over Program. Commenting Code. Using Whitespace. Including Other Files. Defining the main Function. Displaying Text through the Standard Output Terminating Statements. Returning a Value from main.
Working with the std Namespace. Introducing the Game Over 2. Employing a using Directive. Introducing the Game Over 3. Employing using Declarations. Understanding When to Employ using. vi xviii. 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. Build Chatbot Interactions: Responsive, Pci Dss: An Integrated Bioinformatics And Biomedical Engineering Programming With bit Arm Genre Animals Architecture Art Biography Business Cinema Cookbooks Culture Design Drawing Economics Encyclopedia and Dictionary Family and Friendship Fitness Gambling Games Hardware Healthcare History Hobbies Information Technologies Languages Martial Arts Medicine Military Music Novels Other Personality Photo Poetry Politics and Sociology Programming Relationships Religion Science Astronomy Biology Chemistry Cryptography Engineering and Technology Mathematics Philosophy Physics Psychology Security Sexuality Software Sport Travel Web Development.
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Toc: Contents Page 7 Introduction Page 24 Creating an Executable File Page 25 Dealing with Errors Page 27 Introducing the Game Over Program Page 28 Including Other Files Page 30 Displaying Text through the Standard Output Page 31 Terminating Statements Page 32 Introducing the Game Over 2. Page 33 Introducing the Game Over 3. Page 34 Understanding When to Employ using Page 35 Introducing the Expensive Calculator Program Page 36 Understanding Integer and Floating Point Division Page 37 Understanding Order of Operations Page 38 Introducing the Game Stats Program Page 39 Understanding Type Modifiers Page 41 Declaring Variables Page 42 Naming Variables Page 43 Assigning Values to Variables Page 44 Displaying Variable Values Page 45 Defining New Names for Types Page 46 Introducing the Game Stats 2.
Page 47 Using Combined Assignment Operators Page 49 Using Increment and Decrement Operators Page 50 Dealing with Integer Wrap Around Page 51 Introducing the Game Stats 3. Page 52 Using Enumerations Page 54 Setting Up the Program Page 55 Getting Information from the Player Page 56 Telling the Story Page 57 Summary Page 58 Questions and Answers Page 59 Exercises Page 61 Understanding Truth Page 62 Using the if Statement Page 63 Introducing the Score Rater Program Page 64 Testing true and false Page 65 Interpreting a Value as true or false Page 66 Nesting if Statements Page 67 Using the else Clause Page 68 Introducing the Score Rater 2.
Page 69 Creating Two Ways to Branch Page 70 Using a Sequence of if Statements with else Clauses Page 71 Introducing the Score Rater 3. Page 72 Creating a Sequence of if Statements with else Clauses Page 73 Using the switch Statement Page 74 Introducing the Menu Chooser Program Page 75 Introducing the Play Again Program Page 77 Looping with a while Loop Page 78 Introducing the Play Again 2. Page 79 Looping with a do Loop Page 80 Introducing the Finicky Counter Program Page 81 Using the break Statement to Exit a Loop Page 83 Introducing the Designers Network Program Page 84 Using the Logical OR Operator Page 88 Using the Logical NOT Operator Page 89 Understanding Order of Operations Page 90 Introducing the Die Roller Program Page 91 Calling the rand Function Page 92 Seeding the Random Number Generator Page 93 Calculating a Number within a Range Page 94 Understanding the Game Loop Page 95 Introducing Guess My Number Page 96 Setting Up the Game Page 97 Summary Page 99 Questions and Answers Page Exercises Page Using for Loops Page Introducing the Counter Program Page Counting with for Loops Page Using Empty Statements in for Loops Page Nesting for Loops Page Understanding Objects Page Introducing the String Tester Program Page Creating string Objects Page Using the size Member Function Page Iterating through string Objects Page Using the find Member Function Page Using the erase Member Function Page Introducing the Hero's Inventory Program Page Creating Arrays Page Indexing Arrays Page Being Aware of Array Bounds Page Understanding C-Style Strings Page Introducing the Tic-Tac-Toe Board Program Page Indexing Multidimensional Arrays Page Introducing Word Jumble Page Picking a Word to Jumble Page Jumbling the Word Page Entering the Game Loop Page Summary Page Questions and Answers Page Discussion Questions Page Introducing the Standard Template Library Page Using Vectors Page Introducing the Hero's Inventory 2.
Page Declaring a Vector Page Calling Member Functions of an Element Page Using the empty Member Function
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You can publish your own PDF file online for free in a few minutes! Beginning C++ Through Game Programming, Third Edition Beginning C++ Through Game Programming, Third E-Book Overview BEGINNING C++ THROUGH GAME PROGRAMMING, THIRD EDITION approaches learning C++ from the unique and fun perspective of games. Written for the Home. Beginning C++ Game Programming. Author: Michael Dawson. downloads Views 5MB Size Report. This content was uploaded by our users and we assume good CLOSE TRY ADFREE ; Self publishing ; Discover In the new fourth edition of this popular guide to learning C++, you will work with a complete program while learning each new concept and a game program at the end of each chapter. 13/11/ · Beginning Game Programming 4th Edition Pdf. This completely updated fourth edition of the popular BEGINNING GAME PROGRAMMING will introduce you to the ... read more
Creating a Sequence of if Statements with else Clauses Using the switch Statement. Defining the main Function. Page Passing a Constant Reference Returning References. Cookie policy. Using Whitespace. Looping with a do Loop.
Interpreting a Value as true or false. Accessing Data Members. Questions and Answers. Delete template? Thanks to Maneesh Sethi, my Technical Reviewer, who made sure my programs worked the way I said they did.
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