You Can Do It! - a Beginner's Introduction to Computer Programming +CD

* A world-renowned C++ guru adopts a unique, practical approach that gets readers programming in the first chapter
* Visually appealing programs provide a major departure from the usual mathematical approach
* Tasks provide a key pedagogical vehicle for learning, are intrinsic to the presentation, and can serve as a foundation upon which to build employable skills
* CD-ROM includes a tool set to be used in conjunction with the book

Biography

The Guru

Francis Glassborow

"So, if you have never programmed a computer, or even if you have but the process still seems mysterious and something you do not enjoy then this is the book for you. At least I hope it is, because it was written for you".

Francis Glassborow began his career as a maths teacher and is a world-renowned C++ authority with over 30 years of programming and teaching experience. A life time member of the ACCU (Association of C and C++ Users), the organisation which he chaired for the most of the 1990s, and a member of the BSI panel for standardising C and C++, he is feared and revered in the computing publishing industry for his honesty and expertise.

The Guinea Pig

Roberta Allen

"When Francis asked me to be a C++ student I thought he was rather insane. I am scared of computers and useless at maths. However, I am sure that if I can learn to program with Francis’ help then anyone c an, so perhaps I am a good choice after all".

Roberta Allen has juggled a wide variety of part time jobs to fit in with family commitments including telephone operator, barmaid, playgroup leader and working in a butcher’s shop. She has a first class honours degree in Theology and has most recently worked as Company Director for a plastic injection moulding company.

Table of Contents

How to Use This Book.

Introduction.

1. You Can Program.

2. You Can Loop.

3. You Can Write a Function.

4. You Can Communicate.

5. You Can Create a Type.

6. You Can Use point2d.

7. You Can Have Fun.

8. You Can Write a Menu.

9. You Can Keep Data.

10. Lotteries, Ciphers and Random Choices.

11. Keyboards and Mice.

12. A Pot Pourri Spiced with Bitset.

13. How Many...? In Which Set and Map Lend a Hand.

14. Getting, Storing and Restoring Graphical Items.

15. Animation & Functions as Objects.

16. Turtles and Eating Your Own Tail.

17. You Can Program.

Appendix A: Some Common Errors.

Index.

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