Ruminations on C++: A Decade of Programming Insight and Experience (Paperback)
Andrew Koenig, Barbara E. Moo
- 出版商: Addison Wesley
- 出版日期: 1996-08-17
- 售價: $1,510
- 貴賓價: 9.5 折 $1,435
- 語言: 英文
- 頁數: 400
- 裝訂: Paperback
- ISBN: 0201423391
- ISBN-13: 9780201423396
-
相關分類:
C++ 程式語言
-
相關翻譯:
C++ 沉思錄 (Ruminations on C++ : A Decade of Programming Insight and Experience) (繁中版)
C++ 沉思錄 (Ruminations on C++: A Decade of Programming Insight and Experience) (簡中版)
買這商品的人也買了...
-
$2,380$2,261 -
$2,450$2,328 -
$1,440C++ Templates: The Complete Guide (Hardcover)
-
$650$514 -
$1,176Computer Organization and Design: The Hardware/Software Interface, 3/e(IE) (美國版ISBN:1558606041)
-
$1,881$1,782 -
$2,375$2,250 -
$980$774 -
$1,080CMMI: Guidelines for Process Integration and Product Improvement, 2/e
-
$650$199 -
$980$774 -
$1,200$1,020 -
$780$616 -
$720$648 -
$580$452 -
$880$695 -
$780$616 -
$180$142 -
$820$648 -
$580$493 -
$890$757 -
$480$408 -
$590$502 -
$750$638 -
$480$379
相關主題
商品描述
Table Of Contents
Preface.Prelude.
First Try.
Doing it without Classes.
Why was it Easier in C++?
A Bigger Example.
Conclusion.
Doing it without Classes.
Why was it Easier in C++?
A Bigger Example.
Conclusion.
I. MOTIVATION.
1. Why I Use C++.
The Problem.
History and Context.
Automatic Software Distribution.
Enter C++.
Recycled Software.
Postscript.
History and Context.
Automatic Software Distribution.
Enter C++.
Recycled Software.
Postscript.
2. Why I Work on C++.
The Success of Small Projects.
Abstraction.
Machines Should Work for People.
Abstraction.
Machines Should Work for People.
3. Living in the Real World.
II. CLASSES aND INHERITANCE.
4. Checklist for Class Authors.5. Surrogate Classes.
The Problem.
The Classical Solution.
Virtual Copy Functions.
Defining a Surrogate Class.
Summary.
The Classical Solution.
Virtual Copy Functions.
Defining a Surrogate Class.
Summary.
6. Handles: Part 1.
The Problem.
A Simple Class.
Attaching a Handle.
Getting at the Object.
Simple Implementation.
Use-Counted Handles.
Copy on Write.
Discussion.
A Simple Class.
Attaching a Handle.
Getting at the Object.
Simple Implementation.
Use-Counted Handles.
Copy on Write.
Discussion.
7. Handles: Part 2.
Review.
Separating the use Count.
Abstraction of use Counts.
Access Functions and Copy on Write.
Discussion.
Separating the use Count.
Abstraction of use Counts.
Access Functions and Copy on Write.
Discussion.
8. An Object-Oriented Program.
The Problem.
An Object-Oriented Solution.
Handle Classes.
Extension 1: New Operations.
Extension 2: New Node Types.
Reflections.
An Object-Oriented Solution.
Handle Classes.
Extension 1: New Operations.
Extension 2: New Node Types.
Reflections.
9. Analysis of a Classroom Exercise: Part 1.
The Problem.
Designing the Interface.
A Few Loose Ends.
Testing the Interface.
Strategy.
Tactics.
Combining Pictures.
Conclusion.
Designing the Interface.
A Few Loose Ends.
Testing the Interface.
Strategy.
Tactics.
Combining Pictures.
Conclusion.
10. Analysis of a Classroom Exercise: Part 2.
Strategy.
Exploiting the Structure.
Conclusion.
Exploiting the Structure.
Conclusion.
11. When not to use Virtual Functions.
The Case For.
The Case Against.
Destructors are Special.
Summary.
The Case Against.
Destructors are Special.
Summary.
III. TEMPLATES.
12. Designing a Container Class.
What Does it Contain?
What Does Copying the Container Mean?
How Do You Get at Container Elements?
How Do You Distinguish Reading from Writing?
How Do You Handle Container Growth?
What Operations Does the Container Provide?
What Do You Assume about the Container Element Type?
Containers and Inheritance.
Designing an Arraylike Class.
What Does Copying the Container Mean?
How Do You Get at Container Elements?
How Do You Distinguish Reading from Writing?
How Do You Handle Container Growth?
What Operations Does the Container Provide?
What Do You Assume about the Container Element Type?
Containers and Inheritance.
Designing an Arraylike Class.
13. Accessing Container Elements.
Imitating a Pointer.
Getting at the Data.
Remaining Problems.
Pointer to Const Array.
Useful Additions.
Getting at the Data.
Remaining Problems.
Pointer to Const Array.
Useful Additions.
14. Iterators.
Completing the Pointer Class.
What is an Iterator?
Deleting an Element.
Deleting the Container.
Other Design Considerations.
Discussion.
What is an Iterator?
Deleting an Element.
Deleting the Container.
Other Design Considerations.
Discussion.
15. Sequences.
The State of the Art.
A Radical Old Idea.
Well, Maybe a Few Extras.
Example of Use.
Maybe a Few More.
Food for Thought.
A Radical Old Idea.
Well, Maybe a Few Extras.
Example of Use.
Maybe a Few More.
Food for Thought.
16. Templates as Interfaces.
The Problem.
The First Example.
Separating the Iteration.
Iterating Over Arbitrary Types.
Adding Other Types.
Abstracting the Storage Technique.
The Proof of the Pudding.
Summary.
The First Example.
Separating the Iteration.
Iterating Over Arbitrary Types.
Adding Other Types.
Abstracting the Storage Technique.
The Proof of the Pudding.
Summary.
17. Templates and Generic Algorithms.
A Specific Example.
Generalizing the Element Type.
Postponing the Count.
Address Independence.
Searching a Nonarray.
Discussion.
Generalizing the Element Type.
Postponing the Count.
Address Independence.
Searching a Nonarray.
Discussion.
18. Generic Iterators.
A Different Algorithm.
Categories of Requirements.
Input Iterators.
Output Iterators.
Forward Iterators.
Bidirectional Iterators.
Random-Access Iterators.
Inheritance?
Performance.
Summary.
Categories of Requirements.
Input Iterators.
Output Iterators.
Forward Iterators.
Bidirectional Iterators.
Random-Access Iterators.
Inheritance?
Performance.
Summary.
19. Using Generic Iterators.
Iterator Types.
Virtual Sequences.
An Output-Stream Iterator.
An Input-Stream Iterator.
Discussion.
Virtual Sequences.
An Output-Stream Iterator.
An Input-Stream Iterator.
Discussion.
20. Iterator Adaptors.
An Example.
Directional Asymmetry.
Consistency and Asymmetry.
Automatic Reversal.
Discussion.
Directional Asymmetry.
Consistency and Asymmetry.
Automatic Reversal.
Discussion.
21. Function Objects.
An Example.
Function Pointers.
Function Objects.
Function-Object Templates.
Hiding Intermediate Types.
One Type Covers Many.
Implementation.
Discussion.
Function Pointers.
Function Objects.
Function-Object Templates.
Hiding Intermediate Types.
One Type Covers Many.
Implementation.
Discussion.
22. Function Adaptors.
Why Function Objects?
Function Objects For Built-In Operators.
Binders.
A Closer Look.
Interface Inheritance.
Using These Classes.
Discussion.
Function Objects For Built-In Operators.
Binders.
A Closer Look.
Interface Inheritance.
Using These Classes.
Discussion.
IV. LIBRARIES.
23. Libraries in Everyday Use.
The Problem.
Understanding the Problem—Part 1.
Implementation—Part 1.
Understanding the Problem—Part 2.
Implementation—Part 2.
Discussion.
Understanding the Problem—Part 1.
Implementation—Part 1.
Understanding the Problem—Part 2.
Implementation—Part 2.
Discussion.
24. An Object Lesson in Library-Interface Design.
Complications.
Improving the Interface.
Taking Stock.
Writing the Code.
Conclusion.
Improving the Interface.
Taking Stock.
Writing the Code.
Conclusion.
25. Library Design is Language Design.
Character Strings.
Memory Exhaustion.
Copying.
Hiding the Implementation.
Default Constructor.
Other Operations.
Substrings.
Conclusion.
Memory Exhaustion.
Copying.
Hiding the Implementation.
Default Constructor.
Other Operations.
Substrings.
Conclusion.
26. Language Design is Library Design.
Abstract Data Types.
Libraries and Abstract Data Types.
Memory Allocation.
Memberwise Assignment and Initialization.
Exception Handling.
Summary.
Libraries and Abstract Data Types.
Memory Allocation.
Memberwise Assignment and Initialization.
Exception Handling.
Summary.
V. TECHNIQUE.
27. Classes that Keep Track of Themselves.
Design of a Trace Class.
Creating Dead Code.
Generating Audit Trails for Objects.
Verifying Container Behavior.
Summary.
Creating Dead Code.
Generating Audit Trails for Objects.
Verifying Container Behavior.
Summary.
28. Allocating Objects in Clusters.
The Problem.
Designing the Solution.
Implementation.
Enter Inheritance.
Summary.
Designing the Solution.
Implementation.
Enter Inheritance.
Summary.
29. Applicators, Manipulators, and Function Objects.
The Problem.
A Solution.
A Different Solution.
Multiple Arguments.
An Example.
Abbreviations.
Musings.
Historical Notes, References, and Acknowledgments.
A Solution.
A Different Solution.
Multiple Arguments.
An Example.
Abbreviations.
Musings.
Historical Notes, References, and Acknowledgments.
30. Decoupling Application Libraries from Input-Output.
The Problem.
Solution 1: Trickery and Brute Force.
Solution 2: Abstract Output.
Solution 3: Trickery without Brute Force.
Remarks.
Solution 1: Trickery and Brute Force.
Solution 2: Abstract Output.
Solution 3: Trickery without Brute Force.
Remarks.
VI. WRAPUP.
31. Simplicity through Complexity.
The World is Complicated.
Complexity Becomes Hidden.
Computers are no Different.
Computers Solve Real Problems.
Class Libraries and Language Semantics.
Making Things Easy is Hard.
Abstraction and Interface.
Conservation of Complexity.
Complexity Becomes Hidden.
Computers are no Different.
Computers Solve Real Problems.
Class Libraries and Language Semantics.
Making Things Easy is Hard.
Abstraction and Interface.
Conservation of Complexity.
32. What Do You Do After You Say Hello World?
Find the Local Experts.
Pick a Tool Kit and Become Comfortable with it.
Some Parts of C are Essential.
But Others are not.
Set Yourself a Series of Problems.
Conclusion.
Pick a Tool Kit and Become Comfortable with it.
Some Parts of C are Essential.
But Others are not.
Set Yourself a Series of Problems.
Conclusion.
Index. 0201423391T04062001
商品描述(中文翻譯)
目錄
前言
序言
第一部分:動機
1. 為什麼我使用C++
2. 為什麼我從事C++的工作
3. 生活在現實世界中
第二部分:類別和繼承
4. 類別作者的檢查清單
5. 代理類別
6. 句柄:第一部分
7. 句柄:第二部分
8. 面向對象的程式設計
9. 一個課堂練習的分析:第一部分
10. 一個課堂練習的分析:第二部分
11. 何時不使用虛擬函式
第三部分:範本
12. 設計容器類別
13. 存取容器元素
14. 迭代器
15. 序列
16. 範本作為介面