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Advanced C++ programming cookbook : become an expert C++ programmer by mastering concepts like templates, concurrency, and type deduction / / Rian Quinn
Advanced C++ programming cookbook : become an expert C++ programmer by mastering concepts like templates, concurrency, and type deduction / / Rian Quinn
Autore Quinn Rian
Edizione [First edition.]
Pubbl/distr/stampa Birmingham, England ; ; Mumbai : , : Packt, , [2020]
Descrizione fisica 1 online resource (443 pages)
Disciplina 005.133
Soggetto topico C (Computer program language)
C++ (Computer program language)
ISBN 1838551840
9781838551841
1838559914
9781838559915
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Getting Started with Library Development -- Chapter 2: Using Exceptions for Error Handling -- Chapter 3: Implementing Move Semantics -- Chapter 4: Using Templates for Generic Programming -- Chapter 5: Concurrency and Synchronization -- Chapter 6: Optimizing Your Code for Performance -- Chapter 7: Debugging and Testing -- Chapter 8: Creating and Implementing Your Own Container -- Chapter 9: Exploring Type Erasure -- Chapter 10: An In-Depth Look at Dynamic Allocation -- Chapter 11: Common Patterns in C++ -- Chapter 12: A Closer Look at Type Deduction -- Chapter 13: Bonus - Using C++20 Features.
Record Nr. UNINA-9910793933703321
Quinn Rian  
Birmingham, England ; ; Mumbai : , : Packt, , [2020]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Advanced C++ programming cookbook : become an expert C++ programmer by mastering concepts like templates, concurrency, and type deduction / / Rian Quinn
Advanced C++ programming cookbook : become an expert C++ programmer by mastering concepts like templates, concurrency, and type deduction / / Rian Quinn
Autore Quinn Rian
Edizione [First edition.]
Pubbl/distr/stampa Birmingham, England ; ; Mumbai : , : Packt, , [2020]
Descrizione fisica 1 online resource (443 pages)
Disciplina 005.133
Soggetto topico C (Computer program language)
C++ (Computer program language)
ISBN 1838551840
9781838551841
1838559914
9781838559915
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Getting Started with Library Development -- Chapter 2: Using Exceptions for Error Handling -- Chapter 3: Implementing Move Semantics -- Chapter 4: Using Templates for Generic Programming -- Chapter 5: Concurrency and Synchronization -- Chapter 6: Optimizing Your Code for Performance -- Chapter 7: Debugging and Testing -- Chapter 8: Creating and Implementing Your Own Container -- Chapter 9: Exploring Type Erasure -- Chapter 10: An In-Depth Look at Dynamic Allocation -- Chapter 11: Common Patterns in C++ -- Chapter 12: A Closer Look at Type Deduction -- Chapter 13: Bonus - Using C++20 Features.
Record Nr. UNINA-9910819919303321
Quinn Rian  
Birmingham, England ; ; Mumbai : , : Packt, , [2020]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Advanced topics in C : core concepts in data structures / / Noel Kalicharan
Advanced topics in C : core concepts in data structures / / Noel Kalicharan
Autore Kalicharan Noel
Edizione [1st ed. 2013.]
Pubbl/distr/stampa New York : , : Apress, , 2013
Descrizione fisica 1 online resource (xviii, 292 pages) : illustrations
Disciplina 0006.312
004
005.133
006.3/12
Collana The expert's voice in C Advanced topics in C
Soggetto topico C (Computer program language)
ISBN 1-4302-6401-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Advanced Topics in C""; ""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewer""; ""Preface""; ""Chapter 1: Sorting, Searching, and Merging""; ""1.1 Sorting an Array: Selection Sort""; ""1.1.1 Analysis of Selection Sort""; ""1.2 Sorting an Array: Insertion Sort""; ""1.2.1 Analysis of Insertion Sort""; ""1.3 Inserting an Element in Place""; ""1.4 Sorting an Array of Strings""; ""1.5 Sorting Parallel Arrays""; ""1.6 Binary Search""; ""1.7 Searching an Array of Strings""; ""1.8 Example: Word Frequency Count""; ""1.9 Merging Ordered Lists""
""1.9.1 Implementing the Merge""""Chapter 2: Structures""; ""2.1 Defining Structures""; ""2.2 How to Declare a Structure""; ""2.2.1 typedef""; ""2.3 Working with an Array of Structures""; ""2.4 Searching an Array of Structures""; ""2.5 Sorting an Array of Structures""; ""2.6 How to Read, Search, and Sort a Structure""; ""2.7 Nested Structures""; ""2.8 Working with Fractions""; ""2.8.1 Manipulating Fractions""; ""2.9 A Voting Problem""; ""2.10 Passing Structures to Functions""; ""Chapter 3: Pointers""; ""3.1 Defining Pointers""; ""3.2 Passing Pointers as Arguments""
""3.3 More on Passing an Array as an Argument""""3.4 Character Pointers""; ""3.5 Pointer Arithmetic""; ""3.6 Pointers to Structures""; ""3.7 Pointers to Functions""; ""3.8 Void Pointers""; ""Chapter 4: Linked Lists""; ""4.1 Defining Linked Lists""; ""4.2 Basic Operations on a Linked List""; ""4.2.1 Counting the Nodes in a Linked List""; ""4.2.2 Searching a Linked List""; ""4.2.3 Finding the Last Node in a Linked List""; ""4.3 Dynamic Storage Allocation: malloc, calloc, sizeof, free""; ""4.3.1 malloc""; ""4.3.2 calloc""; ""4.3.3 sizeof""; ""4.3.4 free""
""4.4 Building a Linked List: Adding New Item at the Tail""""4.5 Insertion into a Linked List""; ""4.6 Building a Linked List: Adding a New Item at the Head""; ""4.7 Deletion from a Linked List""; ""4.8 Building a Sorted Linked List""; ""4.9 Example: Palindrome""; ""4.10 Saving a Linked List""; ""4.11 Arrays vs. Linked Lists""; ""4.12 Storing a Linked List Using Arrays""; ""4.13 Merging Two Sorted Linked Lists""; ""4.14 Circular and Two-Way Linked Lists""; ""4.14.1 Circular Lists""; ""4.14.2 Two-Way (Doubly Linked) Lists""; ""Chapter 5: Stacks and Queues""; ""5.1 Abstract Data Types""
""5.2 Stacks""""5.2.1 Implementing a Stack Using an Array""; ""5.2.2 Implementing a Stack Using a Linked List""; ""5.3 Creating a Stack Header File""; ""5.4 A General Stack Type""; ""5.4.1 Example: Convert from Decimal to Binary""; ""5.5 Converting Infix to Postfix""; ""5.5.1 Evaluating a Postfix Expression""; ""5.6 Queues""; ""5.6.1 Implementing a Queue Using an Array""; ""5.6.2 Implementing a Queue Using a Linked List""; ""Chapter 6: Recursion""; ""6.1 Recursive Definition""; ""6.2 Writing Recursive Functions in C""; ""6.3 Converting a Decimal Number to Binary Using Recursion""
""6.4 Printing a Linked List in Reverse Order""
Record Nr. UNINA-9910735400503321
Kalicharan Noel  
New York : , : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Advanced Unity game development : build professional games with Unity, C#, and Visual studio / / Victor G. Brusca
Advanced Unity game development : build professional games with Unity, C#, and Visual studio / / Victor G. Brusca
Autore Brusca Victor G.
Pubbl/distr/stampa New York : , : Apress, , [2022]
Descrizione fisica 1 online resource (363 pages)
Disciplina 794.81526
Soggetto topico Computer games - Programming
Video games - Programming
C (Computer program language)
ISBN 1-4842-7851-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction and Getting Started -- Chapter 2: Game Specifications -- Chapter 3: Base Class -- Chapter 4: Interaction Classes -- Chapter 5: Advanced Interaction Classes -- Chapter 6: Helper Classes -- Chapter 7: Input Classes -- Chapter 8: Menu System Classes -- Chapter 9: Player and Game State Classes Part 1 -- Chapter 10: Player and Game State Classes Part 2 -- Chapter 11: Making it Professional -- Chapter 12: Adding a New Racetrack -- Chapter 13: Conclusion.
Record Nr. UNINA-9910522980403321
Brusca Victor G.  
New York : , : Apress, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Adventures in Arduino [[electronic resource]]
Adventures in Arduino [[electronic resource]]
Autore Stewart Becky
Pubbl/distr/stampa Hoboken, : Wiley, 2015
Descrizione fisica 1 online resource (323 p.)
Disciplina 629.895
Collana Adventures In ..
Soggetto topico Arduino (Programmable controller)
C (Computer program language)
Programmable controllers
Mechanical Engineering
Engineering & Applied Sciences
Mechanical Engineering - General
Soggetto genere / forma Electronic books.
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Title Page; Copyright Page; Contents; Introduction; What Is an Arduino?; What You Will Learn; Parts You Will Need; Tools You Will Need; Software You Will Need; Other Useful Materials; What I Assume You Already Know; How This Book Is Organised; Conventions; The Companion Website; Reaching Out; Adventure 1: Setting Up Your Arduino; What You Need; Downloading and Installing the Arduino Software on Your Computer; Installing Arduino Software on a Mac; Installing Arduino Software on a Windows PC; Installing Arduino Software on a Linux Machine; Exploring the Arduino IDE
Using Blink to Test That Everything Is Set Up CorrectlyUploading Blink; Troubleshooting Common Problems; Building an LED Circuit; What You Need; Understanding Circuit Schematics; Using a Breadboard; Building Your First Circuit; Further Adventures with Arduino; Adventure 2: Reading from Sensors; What You Need; Adding More LEDs; Printing Messages to the Computer; Reading Data from a Potentiometer; Making Decisions in Code; Building a Status Message Sign; What You Need; Understanding the Circuit; Prototyping on a Breadboard; Writing the Code; Creating your Sign; Creating your Sign
Cutting Holes for the Potentiometer and LEDsAdding the Status Messages and Decorating the Sign; Soldering the Circuit; Inserting the Electronics; Further Adventures with Arduino; Adventure 3: Working with Servos; What You Need; Understanding Different Types of Motors; Controlling a Servo with Arduino; Repeating the Same Thing Over and Over; Digital Input with a Push Button; Building a Combination Safe; What You Need; Understanding the Circuit; Prototyping on a Breadboard; Writing the Code; Making the Safe; Soldering the Wires; Inserting the Electronics; Further Adventures with Arduino
Adventure 4: Using Shift RegistersWhat You Need; Organising Your Code; Using Functions; Using for Loops; Getting More Outputs with Shift Registers; How a Shift Register Works; Clock; Data; Latch; Making the Connections for a Shift Register; Adding LEDs; Writing the Code; Adding More Shift Registers; Building Your Name in Lights; What You Need; Understanding the Circuit; Prototyping on a Breadboard; Writing the Code; Making the Lights; Soldering the Wires; Inserting the Electronics; Further Adventures with Shift Registers; Adventure 5: Playing Sounds; What You Need; Making a List
Making Your Intentions KnownLooping Through an Array; Putting It Into Practice; Making Noise; Wiring the Circuit; Writing the Code; Building an Augmented Wind Chime; What You Need; Understanding the Circuit; Prototyping on a Breadboard; Writing the Code; Making the Wind Chime; Making the Base; Making the Chimes; Attaching the Chimes; Connecting the Electronics; Further Adventures with Sound; Adventure 6: Adding Libraries; What You Need; Analogue Out; Fading an LED; Mixing Light; Wiring the Circuit; Writing the Code; Capacitive Sensing; Adding a Library; Wiring the Circuit; Writing the Code
Building a Crystal Ball
Record Nr. UNINA-9910463610103321
Stewart Becky  
Hoboken, : Wiley, 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Adventures in Arduino [[electronic resource]]
Adventures in Arduino [[electronic resource]]
Autore Stewart Becky
Pubbl/distr/stampa Hoboken, : Wiley, 2015
Descrizione fisica 1 online resource (323 p.)
Disciplina 629.895
Collana Adventures In ..
Soggetto topico Arduino (Programmable controller)
C (Computer program language)
Programmable controllers
Mechanical Engineering
Engineering & Applied Sciences
Mechanical Engineering - General
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Title Page; Copyright Page; Contents; Introduction; What Is an Arduino?; What You Will Learn; Parts You Will Need; Tools You Will Need; Software You Will Need; Other Useful Materials; What I Assume You Already Know; How This Book Is Organised; Conventions; The Companion Website; Reaching Out; Adventure 1: Setting Up Your Arduino; What You Need; Downloading and Installing the Arduino Software on Your Computer; Installing Arduino Software on a Mac; Installing Arduino Software on a Windows PC; Installing Arduino Software on a Linux Machine; Exploring the Arduino IDE
Using Blink to Test That Everything Is Set Up CorrectlyUploading Blink; Troubleshooting Common Problems; Building an LED Circuit; What You Need; Understanding Circuit Schematics; Using a Breadboard; Building Your First Circuit; Further Adventures with Arduino; Adventure 2: Reading from Sensors; What You Need; Adding More LEDs; Printing Messages to the Computer; Reading Data from a Potentiometer; Making Decisions in Code; Building a Status Message Sign; What You Need; Understanding the Circuit; Prototyping on a Breadboard; Writing the Code; Creating your Sign; Creating your Sign
Cutting Holes for the Potentiometer and LEDsAdding the Status Messages and Decorating the Sign; Soldering the Circuit; Inserting the Electronics; Further Adventures with Arduino; Adventure 3: Working with Servos; What You Need; Understanding Different Types of Motors; Controlling a Servo with Arduino; Repeating the Same Thing Over and Over; Digital Input with a Push Button; Building a Combination Safe; What You Need; Understanding the Circuit; Prototyping on a Breadboard; Writing the Code; Making the Safe; Soldering the Wires; Inserting the Electronics; Further Adventures with Arduino
Adventure 4: Using Shift RegistersWhat You Need; Organising Your Code; Using Functions; Using for Loops; Getting More Outputs with Shift Registers; How a Shift Register Works; Clock; Data; Latch; Making the Connections for a Shift Register; Adding LEDs; Writing the Code; Adding More Shift Registers; Building Your Name in Lights; What You Need; Understanding the Circuit; Prototyping on a Breadboard; Writing the Code; Making the Lights; Soldering the Wires; Inserting the Electronics; Further Adventures with Shift Registers; Adventure 5: Playing Sounds; What You Need; Making a List
Making Your Intentions KnownLooping Through an Array; Putting It Into Practice; Making Noise; Wiring the Circuit; Writing the Code; Building an Augmented Wind Chime; What You Need; Understanding the Circuit; Prototyping on a Breadboard; Writing the Code; Making the Wind Chime; Making the Base; Making the Chimes; Attaching the Chimes; Connecting the Electronics; Further Adventures with Sound; Adventure 6: Adding Libraries; What You Need; Analogue Out; Fading an LED; Mixing Light; Wiring the Circuit; Writing the Code; Capacitive Sensing; Adding a Library; Wiring the Circuit; Writing the Code
Building a Crystal Ball
Record Nr. UNINA-9910788109303321
Stewart Becky  
Hoboken, : Wiley, 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Adventures in Arduino
Adventures in Arduino
Autore Stewart Becky
Edizione [1st ed.]
Pubbl/distr/stampa Hoboken, : Wiley, 2015
Descrizione fisica 1 online resource (323 p.)
Disciplina 629.895
Collana Adventures In ..
Soggetto topico Arduino (Programmable controller)
C (Computer program language)
Programmable controllers
Mechanical Engineering
Engineering & Applied Sciences
Mechanical Engineering - General
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Title Page; Copyright Page; Contents; Introduction; What Is an Arduino?; What You Will Learn; Parts You Will Need; Tools You Will Need; Software You Will Need; Other Useful Materials; What I Assume You Already Know; How This Book Is Organised; Conventions; The Companion Website; Reaching Out; Adventure 1: Setting Up Your Arduino; What You Need; Downloading and Installing the Arduino Software on Your Computer; Installing Arduino Software on a Mac; Installing Arduino Software on a Windows PC; Installing Arduino Software on a Linux Machine; Exploring the Arduino IDE
Using Blink to Test That Everything Is Set Up CorrectlyUploading Blink; Troubleshooting Common Problems; Building an LED Circuit; What You Need; Understanding Circuit Schematics; Using a Breadboard; Building Your First Circuit; Further Adventures with Arduino; Adventure 2: Reading from Sensors; What You Need; Adding More LEDs; Printing Messages to the Computer; Reading Data from a Potentiometer; Making Decisions in Code; Building a Status Message Sign; What You Need; Understanding the Circuit; Prototyping on a Breadboard; Writing the Code; Creating your Sign; Creating your Sign
Cutting Holes for the Potentiometer and LEDsAdding the Status Messages and Decorating the Sign; Soldering the Circuit; Inserting the Electronics; Further Adventures with Arduino; Adventure 3: Working with Servos; What You Need; Understanding Different Types of Motors; Controlling a Servo with Arduino; Repeating the Same Thing Over and Over; Digital Input with a Push Button; Building a Combination Safe; What You Need; Understanding the Circuit; Prototyping on a Breadboard; Writing the Code; Making the Safe; Soldering the Wires; Inserting the Electronics; Further Adventures with Arduino
Adventure 4: Using Shift RegistersWhat You Need; Organising Your Code; Using Functions; Using for Loops; Getting More Outputs with Shift Registers; How a Shift Register Works; Clock; Data; Latch; Making the Connections for a Shift Register; Adding LEDs; Writing the Code; Adding More Shift Registers; Building Your Name in Lights; What You Need; Understanding the Circuit; Prototyping on a Breadboard; Writing the Code; Making the Lights; Soldering the Wires; Inserting the Electronics; Further Adventures with Shift Registers; Adventure 5: Playing Sounds; What You Need; Making a List
Making Your Intentions KnownLooping Through an Array; Putting It Into Practice; Making Noise; Wiring the Circuit; Writing the Code; Building an Augmented Wind Chime; What You Need; Understanding the Circuit; Prototyping on a Breadboard; Writing the Code; Making the Wind Chime; Making the Base; Making the Chimes; Attaching the Chimes; Connecting the Electronics; Further Adventures with Sound; Adventure 6: Adding Libraries; What You Need; Analogue Out; Fading an LED; Mixing Light; Wiring the Circuit; Writing the Code; Capacitive Sensing; Adding a Library; Wiring the Circuit; Writing the Code
Building a Crystal Ball
Record Nr. UNINA-9910818321103321
Stewart Becky  
Hoboken, : Wiley, 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Algorithms in C / Robert Sedgewick
Algorithms in C / Robert Sedgewick
Autore Sedgewick, Robert
Pubbl/distr/stampa Reading, Mass. : Addison-Wesley, c1990
Descrizione fisica xii, 657 p. : ill. ; 25 cm
Disciplina 005.133
Collana Addison-Wesley series in computer science
Soggetto topico C (Computer program language)
Algorithms
ISBN 0201514257
Classificazione AMS 68N05
CR D.3.3
LC QA76.73.C15S43
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISALENTO-991000669459707536
Sedgewick, Robert  
Reading, Mass. : Addison-Wesley, c1990
Materiale a stampa
Lo trovi qui: Univ. del Salento
Opac: Controlla la disponibilità qui
Annotated C# standard [[electronic resource] /] / Jon Jagger, Nigel Perry, Peter Sestoft
Annotated C# standard [[electronic resource] /] / Jon Jagger, Nigel Perry, Peter Sestoft
Autore Jagger Jon <1966->
Pubbl/distr/stampa Amsterdam ; ; Boston, : Elsevier/Morgan Kaufmann Publishers, c2007
Descrizione fisica 1 online resource (858 p.)
Disciplina 005.13/3
Altri autori (Persone) PerryNigel
SestoftPeter
Soggetto topico C (Computer program language)
Soggetto genere / forma Electronic books.
ISBN 1-281-76379-9
9786611763794
0-08-055053-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; C# Annotated Standard; Copyright Page; Dedications; Contents; Foreword to the Annotated Standard; Preface to the Annotated Standard; Acknowledgments; About The Authors; Errata To The International Standard; The C# International Standard and Foreword; Introduction; CLI not required; Chapter 1: Scope; Chapter 2: Conformance; Interpreters; Chapter 3: Normative references; Chapter 4: Definitions; Application vs. program; Assembly vs. class files; Accessing class libraries; Programs, assemblies, applications and class libraries; Chapter 5: Notational conventions
Chapter 6: Acronyms and abbreviationsASCII Rules!; The C# name; Chapter 7: General description; Where to look for requirements on unsafe constructs; Chapter 8: Language overview; Annotation free zone; 8.1 Getting started; 8.2 Types; 8.2.1 Predefined types; 8.2.2 Conversions; 8.2.3 Array types; 8.2.4 Type system unification; 8.3 Variables and parameters; 8.4 Automatic memory management; 8.5 Expressions; 8.6 Statements; 8.7 Classes; 8.7.1 Constants; 8.7.2 Fields; 8.7.3 Methods; 8.7.4 Properties; 8.7.5 Events; 8.7.6 Operators; 8.7.7 Indexers; 8.7.8 Instance constructors; 8.7.9 Finalizers
8.7.10 Static constructors8.7.11 Inheritance; 8.7.12 Static classes; 8.7.13 Partial type declarations; 8.8 Structs; 8.9 Interfaces; 8.10 Delegates; 8.11 Enums; 8.12 Namespaces and assemblies; 8.13 Versioning; 8.14 Extern aliases; 8.15 Attributes; 8.16 Generics; 8.16.1 Why generics?; 8.16.2 Creating and consuming generics; 8.16.3 Multiple type parameters; 8.16.4 Constraints; 8.16.5 Generic methods; 8.17 Anonymous methods; 8.18 Iterators; 8.19 Nullable types; Chapter 9: Lexical structure; 9.1 Programs; Much ado about nothing; 9.2 Grammars; 9.2.1 Lexical grammar; 9.2.2 Syntactic grammar
9.2.3 Grammar ambiguitiesRationale: the "following token" set; Similar cast expression ambiguity; F(G>7); 9.3 Lexical analysis; 9.3.1 Line terminators; 9.3.2 Comments; 9.3.3 White space; 9.4 Tokens; 9.4.1 Unicode escape sequences; No escapes in verbatim strings; No escapes in comments; 9.4.2 Identifiers; Identifier normalization; The humble underscore; Keyword escape mechanism; Code generation; 9.4.3 Keywords; Language evolution; 9.4.4 Literals; 9.4.4.1 Boolean literals; Boolean arguments considered harmful?; 9.4.4.2 Integer literals; Historical note; Boundary differences
9.4.4.3 Real literalsWhat is 1.D?; Money or deciMal?; 9.4.4.4 Character literals; No octal character escapes; 9.4.4.5 String literals; Platform independent newlines; Historical note; Happy birthday, Joel; Overspecification...; Hexadecimal escape character pitfalls; 9.4.4.6 The null literal; 9.4.5 Operators and punctuators; >>== tokenization oddity; Tokenization anecdote; 9.5 Pre-processing directives; To pre-process, or not pre-process?; Why no delimited comments in #directives?; Why no macros?; 9.5.1 Conditional compilation symbols; Conditional symbol oddity
No program-wide pre-processing symbols
Record Nr. UNINA-9910451695003321
Jagger Jon <1966->  
Amsterdam ; ; Boston, : Elsevier/Morgan Kaufmann Publishers, c2007
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Annotated C# standard [[electronic resource] /] / Jon Jagger, Nigel Perry, Peter Sestoft
Annotated C# standard [[electronic resource] /] / Jon Jagger, Nigel Perry, Peter Sestoft
Autore Jagger Jon <1966->
Pubbl/distr/stampa Amsterdam ; ; Boston, : Elsevier/Morgan Kaufmann Publishers, c2007
Descrizione fisica 1 online resource (858 p.)
Disciplina 005.13/3
Altri autori (Persone) PerryNigel
SestoftPeter
Soggetto topico C (Computer program language)
ISBN 1-281-76379-9
9786611763794
0-08-055053-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; C# Annotated Standard; Copyright Page; Dedications; Contents; Foreword to the Annotated Standard; Preface to the Annotated Standard; Acknowledgments; About The Authors; Errata To The International Standard; The C# International Standard and Foreword; Introduction; CLI not required; Chapter 1: Scope; Chapter 2: Conformance; Interpreters; Chapter 3: Normative references; Chapter 4: Definitions; Application vs. program; Assembly vs. class files; Accessing class libraries; Programs, assemblies, applications and class libraries; Chapter 5: Notational conventions
Chapter 6: Acronyms and abbreviationsASCII Rules!; The C# name; Chapter 7: General description; Where to look for requirements on unsafe constructs; Chapter 8: Language overview; Annotation free zone; 8.1 Getting started; 8.2 Types; 8.2.1 Predefined types; 8.2.2 Conversions; 8.2.3 Array types; 8.2.4 Type system unification; 8.3 Variables and parameters; 8.4 Automatic memory management; 8.5 Expressions; 8.6 Statements; 8.7 Classes; 8.7.1 Constants; 8.7.2 Fields; 8.7.3 Methods; 8.7.4 Properties; 8.7.5 Events; 8.7.6 Operators; 8.7.7 Indexers; 8.7.8 Instance constructors; 8.7.9 Finalizers
8.7.10 Static constructors8.7.11 Inheritance; 8.7.12 Static classes; 8.7.13 Partial type declarations; 8.8 Structs; 8.9 Interfaces; 8.10 Delegates; 8.11 Enums; 8.12 Namespaces and assemblies; 8.13 Versioning; 8.14 Extern aliases; 8.15 Attributes; 8.16 Generics; 8.16.1 Why generics?; 8.16.2 Creating and consuming generics; 8.16.3 Multiple type parameters; 8.16.4 Constraints; 8.16.5 Generic methods; 8.17 Anonymous methods; 8.18 Iterators; 8.19 Nullable types; Chapter 9: Lexical structure; 9.1 Programs; Much ado about nothing; 9.2 Grammars; 9.2.1 Lexical grammar; 9.2.2 Syntactic grammar
9.2.3 Grammar ambiguitiesRationale: the "following token" set; Similar cast expression ambiguity; F(G>7); 9.3 Lexical analysis; 9.3.1 Line terminators; 9.3.2 Comments; 9.3.3 White space; 9.4 Tokens; 9.4.1 Unicode escape sequences; No escapes in verbatim strings; No escapes in comments; 9.4.2 Identifiers; Identifier normalization; The humble underscore; Keyword escape mechanism; Code generation; 9.4.3 Keywords; Language evolution; 9.4.4 Literals; 9.4.4.1 Boolean literals; Boolean arguments considered harmful?; 9.4.4.2 Integer literals; Historical note; Boundary differences
9.4.4.3 Real literalsWhat is 1.D?; Money or deciMal?; 9.4.4.4 Character literals; No octal character escapes; 9.4.4.5 String literals; Platform independent newlines; Historical note; Happy birthday, Joel; Overspecification...; Hexadecimal escape character pitfalls; 9.4.4.6 The null literal; 9.4.5 Operators and punctuators; >>== tokenization oddity; Tokenization anecdote; 9.5 Pre-processing directives; To pre-process, or not pre-process?; Why no delimited comments in #directives?; Why no macros?; 9.5.1 Conditional compilation symbols; Conditional symbol oddity
No program-wide pre-processing symbols
Record Nr. UNINA-9910781802603321
Jagger Jon <1966->  
Amsterdam ; ; Boston, : Elsevier/Morgan Kaufmann Publishers, c2007
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui