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Product Details »ù±¾ÐÅÏ¢ ISBN-13 ÊéºÅ 9781316601853 Author ×÷Õß Mukherjee, Subhodip Publisher ³ö°æÉç Cambridge University Press Publication Date ³ö°æÈÕÆÚ 20160430 Product Dimensions ÉÌÆ·³ß´ç 0 x 0 x 0 cm
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¡¾Ô¤¶©¡¿Hands-On Functional Programming with C++ 9781789807332 ÃÀ¹ú¿â·¿·¢»õ£¬Í¨³£¸¶¿îºó3-5Öܵ½»õ£¡
Product Details »ù±¾ÐÅÏ¢ ISBN-13 ÊéºÅ 9781789807332 Author ×÷Õß Alexandru Bolboaca Format °æ±¾ ƽװ-½º¶© Pages Number Ò³Êý 358Ò³ Publisher ³ö°æÉç Packt Publishing Publication Date ³ö°æÈÕÆÚ 2019-06-28 Language ÓïÖÖ Ó¢Óï Book Contents ÄÚÈݼò½é This book is for C++ developers who want to learn functional programming but have little to no knowledge of the paradigm. Although no prior knowledge of functional programming is necessary, basic C++ programming experience will help you understand key concepts covered in the book.
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°´ÐèÓ¡Ë¢Computer Fundamentals and C Programming Ô¤¶©£¬Ô¤¼ÆÏµ¥ºó2-3ÖÜ×óÓÒ·¢»õ£¡
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º£ÍâÖ±¶©Systems Programming with C# and .NET: Building robust sy
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¡¾ÖÐÉÌÔ°æ¡¿Basic Computation and Programming with C
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º£ÍâÖ±¶©Computer Programming using C Language ÓÃCÓïÑÔ±àд¼ÆËã»ú³ÌÐò
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º£ÍâÖ±¶©Introduction to Game Programming in C++ C++ÖеÄÓÎÏ·±à³Ì½éÉÜ
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º£ÍâÖ±¶©Multi-Paradigm Programming Using C »ùÓÚC µÄ¶à·¶Ê½³ÌÐòÉè¼Æ
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Product Details »ù±¾ÐÅÏ¢ ISBN-13 ÊéºÅ 9781032334776 Author ×÷Õß Bai Format °æ±¾ ¾«×° Pages Number Ò³Êý 642Ò³ Publisher ³ö°æÉç Auerbach Publications Publication Date ³ö°æÈÕÆÚ 2023-10-13 Language ÓïÖÖ ÆäËü£¨º¬¶àÓ
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¡¾Ô¤ÊÛ °´ÐèÓ¡Ë¢¡¿Computer Fundamentals and C Programming
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Product Details »ù±¾ÐÅÏ¢ ISBN-13 ÊéºÅ 9783662592519 Author ×÷Õß Wouter van Toll Format °æ±¾ ¾«×° Pages Number Ò³Êý 490Ò³ Publisher ³ö°æÉç Springer Berlin Heidelberg Publication Date ³ö°æÈÕÆÚ 2019-09-14 Language ÓïÖÖ Ó¢Óï Book Contents ÄÚÈݼò½é Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games ¨C and without requiring any previous programming experience.Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games s
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