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  • © 2015

C++ Recipes

A Problem-Solution Approach

Apress

Authors:

  • C++ Recipes: A Problem-Solution Approach is a handy code cookbook reference guide that cover the latest C++ 14 as well as some of the code templates available in the latest Standard Template Library (STL).

  • In this handy reference, you'll find numbers, strings, dates, times, classes, exceptions, streams, flows, pointers and more.

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Table of contents (14 chapters)

  1. Front Matter

    Pages i-xxv
  2. Chapter 1: Beginning C++

    • Bruce Sutherland
    Pages 1-16
  3. Chapter 2: Modern C++

    • Bruce Sutherland
    Pages 17-58
  4. Chapter 3: Working with Text

    • Bruce Sutherland
    Pages 59-79
  5. Chapter 4: Working with Numbers

    • Bruce Sutherland
    Pages 81-101
  6. Chapter 5: Classes

    • Bruce Sutherland
    Pages 103-131
  7. Chapter 6: Inheritance

    • Bruce Sutherland
    Pages 133-150
  8. Chapter 7: The STL Containers

    • Bruce Sutherland
    Pages 151-176
  9. Chapter 8: The STL Algorithms

    • Bruce Sutherland
    Pages 177-194
  10. Chapter 9: Templates

    • Bruce Sutherland
    Pages 195-211
  11. Chapter 10: Memory

    • Bruce Sutherland
    Pages 213-258
  12. Chapter 11: Concurrency

    • Bruce Sutherland
    Pages 259-307
  13. Chapter 12: Networking

    • Bruce Sutherland
    Pages 309-359
  14. Chapter 13: Scripting

    • Bruce Sutherland
    Pages 361-397
  15. Chapter 14: 3D Graphics Programming

    • Bruce Sutherland
    Pages 399-450
  16. Back Matter

    Pages 451-457

About this book

C++ Recipes: A Problem-Solution Approach is a handy code cookbook reference guide that cover the latest C++ 14 as well as some of the code templates available in the latest Standard Template Library (STL).

In this handy reference, you'll find numbers, strings, dates, times, classes, exceptions, streams, flows, pointers and more. Also, you'll see various code samples, templates for C++ algorithms, parallel processing, multithreading and numerical processes. These have many applications including game development, big data analytics, financial engineering and analysis, enterprise applications and more. A wealth of STL templates on function objects, adapters, allocators, and extensions are also available.

This is a "must have", contemporary reference for your technical library.

About the author

Bruce Sutherland is a video game programmer hailing from Dundee, Scotland. He graduated with a Bsc (Hons) Computer Games Technology from the University of Abertay, Dundee in Scotland, graduating in 2005. After graduating he began his first job in the games industry at 4J Studios where he worked on Star Trek: Encounters (PS2), The Elder Scrolls IV: Oblivion (PS3), Star Trek: Conquest (PS2, Wii), Ducati Moto (NDS) and AMF Pinbusters! (NDS). In July 2008 he moved from Dundee to Melbourne Australia where he joined Visceral Studios and was a software engineer on Dead Space (Xbox 360, PS3, PC), The Godfather II (Xbox 360, PS3, PC) and Dead Space 3 (Xbox 360, PS3, PC). He developed an interest in developing for Android in his spare time and writes tutorials on his blog at http://brucesutherland.blogspot.com.

Bibliographic Information

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Other ways to access