2020 re-learn C ++ refactor your C ++ knowledge

Chapter 1 C ++ summarized
understand historical overview of C ++ features and C ++ language the role of the C ++ language, know under what situations C ++ is irreplaceable;

Chapter 2 C ++ basic grammar
features hierarchical chapter describes the programming languages, compiled languages; depth learning C ++ common identifiers, keywords, data types, variables, constants, and; IDE Visual Studio installation, use and debugging methods;

oPERATORS aND eXPRESSIONS CHAPTER 3 C ++'s
theory with practical, in-depth explanation C ++ expressions, expression style; respectively, explained the arithmetic operators, relational operators, logical operators, bit operators, assignment operators, and miscellaneous operators and expressions, while explaining the usefulness and norms comments;

Chapter 4 C ++ base container
in this chapter we will C ++ array depth analysis: the traditional array of advantages and disadvantages of using the STL vector and ideas; C ++ string analysis: the comparison of handling strings of C, C ++ strings, Redis strings;

Chapter 5 thoroughly learn C ++ pointer, reference
pointer is focused on C ++: pointer-depth explanation of the concept, various types of pointers, const pointer, array pointer and pointer array; pointer to a pointer Pointer to a function; more advanced topics: how to avoid dangling pointers, pointers use a variety of scenes, and the actual project must avoid the usage and relative good practice; explain the relationship between a reference pointer: use references, know the actual project in good practices; ...

Chapter 6 C ++ syntax foundation
depth explanation of basic statements: assignment, determine the language, circulating language for, while; in-depth explanation of the basic data structures, enumerations, structures and unions; depth explain the ins and outs of functions, recursive functions; Analysis of classes and object-oriented concepts; talk about the use of namespaces.

Chapter 7 C ++ high-level syntax
Depth analysis of C ++ casts: four kinds of explicit conversion of the common way affect the implicit conversion type conversion; in plain layman's language to explain abnormal way, IO, file, thread, template programming, which is difficult with the hard part ;

Chapter 8 C ++ programming ideas
in-depth talk about the Class; in-depth talk about object-oriented model, the idea 23 design patterns and the single most common cases, the observer mode actually used in the project; analyzing C ++ template programming paradigm;

the first Chapter 9 C ++ Advanced programming
in-depth explanation STL thought, careful to explain containers, algorithms, C ++ memory allocation, iterators, and STL programming methods, String, etc., to explain the use of techniques of the Boost libraries;

Chapter 10 C ++ traps and experience
through analyzing C ++ common classics and experience in the interpretation of some of the big cattle, exclude everyone to learn C ++ pit, the laying of a basic line for everyone in the future become a C ++ technology cattle;

Chapter 11 Desktop applications project combat: design project of architecture and standards
begin this chapter we will officially entered combat development project, so in this chapter we first explain the project to determine the architecture of the target products, and provides The coding specification;

Chapter 12 to achieve the project "Mu shadow" generic component modules
In this chapter we will explain in detail the development of the basic class library, general library, such as logging class, exception handling class and resource allocation principles of projects;

13 Chapter realize audio and video development module
in this chapter we want to develop core audio and video modules function to understand the audio and video development based on understanding of the design and use of open Source architecture with ffmpeg;

Chapter 14, to achieve "Mu shadow" player UI module
in this chapter we want to achieve UI part, development of modules such as skin, understand the design architecture and use SDL to achieve double buffering functions such as;

Chapter 15 to achieve "Mu shadow" player other functional modules
In this chapter we will achieve learning resource loading, dynamic loading features such as multi-language, understand basic use of Windows API etc;

Chapter 16 Software Testing and Performance Tuning
In this chapter we will learn the basic ideas and principles of software testing and tuning of the overall project basic testing and bug fixes and performance tuning;

Chapter 17 Lesson summary
summarizes the basics of C ++ applications in a project, the project may pit problems and improvement;

 

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Origin www.cnblogs.com/docword/p/12333926.html