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C++ Programming for
the Absolute Beginner,
Second Edition
Mark Lee
Australia • Brazil • Japan • Korea • Mexico • Singapore • Spain • United Kingdom • United States
C++ Programming for the Absolute © 2009 Course Technology, a part of Cengage Learning.
Beginner, Second Edition: Mark Lee
ALL RIGHTS RESERVED. No part of this work covered by the copyright
Publisher and General Manager, Course herein may be reproduced, transmitted, stored, or used in any form or by
Technology PTR: Stacy L. Hiquet any means graphic, electronic, or mechanical, including but not limited to
photocopying, recording, scanning, digitizing, taping, Web distribution,
Associate Director of Marketing:
information networks, or information storage and retrieval systems, except
Sarah Panella
as permitted under Section 107 or 108 of the 1976 United States Copyright
Manager of Editorial Services: Act, without the prior written permission of the publisher.
Heather Talbot
Marketing Manager: Mark Hughes For product information and technology assistance, contact us at
Cengage Learning Customer & Sales Support, 1-800-354-9706
Acquisitions Editor: Mitzi Koontz
For permission to use material from this text or product, submit all
Project Editor: Jenny Davidson requests online at cengage.com/permissions Further permissions
questions can be emailed to [email protected]
Technical Reviewer: Keith Davenport
Scott Greig
Director of Programming BioWare Corp.
ACKNOWLEDGMENTS
T is considerable, and this book is no exception. As only one cog in the vast
machine of effort involved, it is difficult for me to fully appreciate all of
the hands that have touched this edition. However, without the ambition and drive
of my original co-author, Dirk Henkemans, this book would have remained an
unrequited dream. His drive and perseverance taught me that seemingly impos-
sible things, like writing a book, were not only possible, but readily attainable.
I thank Course Technology PTR for making this book possible and Mitzi Koontz,
my acquisitions editor, for all of her efforts.
I am deeply indebted to Keith Davenport, the technical editor, whose careful eye
ensured all of the code in this book works as it should.
Jenny Davidson, the project and copy editor, was an exceptional resource through-
out the project and her careful editing improved this work by orders of magnitude.
I extend a special thank you to everyone else who played a role in preparing this
book for publication, including Value Chain International, layout; Sara Gullion,
proofreader; and Sharon Shock, indexer. All of you played a big role in making this
book what it is.
We give praise to Scott Greig, the lead programmer at BioWare Corp. and the
author of this book’s foreword. Scott, you are our idol. Without you, who could we
aspire to be?
I am deeply thankful for the scrutinizing eye of Jen Janzen whose talent for editing
is unrivaled. Every line she touches is improved by orders of magnitude.
Finally, I’d like to give thanks to my parents, for putting up with and supporting
me all of these years.
ABOUT THE AUTHOR
Integer Wrapping................................................................................................................. 33
The Increment Operator.................................................................................................... 34
The Floating-Point Types.................................................................................................... 35
Using the sizeof() Operator................................................................................................ 36
The Data Type Game........................................................................................................... 36
Making Life Easier with typedef...................................................................................... 37
Using Constants................................................................................................................... 38
The Circle Game................................................................................................................... 39
Understanding the Syntax................................................................................................ 39
Creating the Weapon Store Game................................................................................... 41
Summary................................................................................................................................ 43
THE END.
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