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Readings from Programming with C++ 1st Edition Kyla Mcmullen - eBook PDF instant download

The document provides information about the eBook 'Readings from Programming with C++ 1st Edition' by Kyla McMullen and others, available for download in various formats. It includes a detailed table of contents covering various programming concepts and modules related to C++. Additionally, it contains copyright information and instructions for obtaining permissions for use of the material.

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Programming with

C++ KYLA McMULLEN


Elizabeth matthews
June Jamrich Parsons

Australia • Brazil • Canada • Mexico • Singapore • United Kingdom • United States

Copyright 2022 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part. Due to electronic rights, some third party content may be suppressed from the eBook and/or eChapter(s).
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This is an electronic version of the print textbook. Due to electronic rights restrictions,
some third party content may be suppressed. Editorial review has deemed that any suppressed
content does not materially affect the overall learning experience. The publisher reserves the right
to remove content from this title at any time if subsequent rights restrictions require it. For
valuable information on pricing, previous editions, changes to current editions, and alternate
formats, please visit www.cengage.com/highered to search by ISBN#, author, title, or keyword for
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Important Notice: Media content referenced within the product description or the product
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Readings from Programming with C++ © 2022 Cengage Learning, Inc.
Kyla McMullen, Elizabeth Matthews, WCN: 02-300
June Jamrich Parsons
Unless otherwise noted, all content is © Cengage.
SVP, Higher Education Product Management:
ALL RIGHTS RESERVED. No part of this work covered by the copyright herein
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may be reproduced or distributed in any form or by any means, except as
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Brief Contents

prefacexiii Module 17
Polymorphism 309
Module 1
Computational Thinking 1 Module 18
Templates 319
Module 2
Programming Tools 15 Module 19
Linked List Data Structures 333
Module 3
Literals, Variables, and Constants 35 Module 20
Stacks and Queues 353
Module 4
Numeric Data Types and Expressions 49 Module 21
Trees and Graphs 371
Module 5
Character and String Data Types 63 Module 22
Algorithm Complexity and Big-O Notation 395
Module 6
Decision Control Structures 83 Module 23
Search Algorithms 411
Module 7
Repetition Control Structures 103 Module 24
Sorting Algorithms 427
Module 8
Arrays 125 Module 25
Processor Architecture 455
Module 9
Functions 145 Module 26
Data Representation 469
Module 10
Recursion 165 Module 27
Programming Paradigms 491
Module 11
Exceptions 185 Module 28
User Interfaces 507
Module 12
File Operations 205 Module 29
Software Development Methodologies 525
Module 13
Classes and Objects 231 Module 30
Pseudocode, Flowcharts, and Decision Tables 541
Module 14
Methods 245 Module 31
Unified Modeling Language 557
Module 15
Encapsulation 271
GLOSSARY 569
Module 16 Index 583
Inheritance 291

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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
Table of Contents

prefacexiii Build Tools 22


The Toolset 22
Module 1 Compilers 23
COMPUTATIONAL THINKING 1 Preprocessors and Linkers 24
Virtual Machines 25
Algorithms2 Interpreters 26
Algorithm Basics 2 Debugging Tools 27
Programming Algorithms 2 Programming Errors 27
“Good” Algorithms 3 Syntax Errors 28
Selecting and Creating Algorithms 4 Runtime Errors 29
Decomposition4 Semantic Errors 29
Decomposition Basics 4 Debugging Utilities 30
Structural Decomposition 5 IDEs and SDKs 32
Functional Decomposition 6 Integrated Development Environments 32
Object-Oriented Decomposition 7 Software Development Kits 32
Dependencies and Cohesion 7
Summary 33
Pattern Identification 8
Key Terms  34
Pattern Identification Basics 8
Repetitive Patterns 8
Module 3
Classification Patterns 9
Abstraction9 LITERALS, VARIABLES, AND
Abstraction Basics 9 CONSTANTS35
Classes and Objects 10
Literals36
Black Boxes 11
Numeric Literals 36
Levels of Abstraction 12
Character and String Literals 37
Summary12 Tricky Literals 38
Key Terms  13 Variables and Constants 38
Variables 38
Module 2 Constants 40
PROGRAMMING TOOLS 15 The Memory Connection 41
Assignment Statements 41
Programming Languages 16 Declaring Variables  41
Hello World! 16 Initializing Variables 42
Programming Language Basics 16 Assigning Variables 43
Syntax and Semantics 17
Input and Output 44
Core Elements 19
Your Toolbox 19 Input to a Variable  44
Output from a Variable 46
Coding Tools 20
Program Editors 20 Summary 46
Basic Structure 21 Key Terms  47

Copyright 2022 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part. Due to electronic rights, some third party content may be suppressed from the eBook and/or eChapter(s).
Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
Table of Contents v

Module 4 Module 6
Numeric Data Types and Decision Control
Expressions 49 Structures 83
Primitive Data Types 50 If-Then Control Structures 84
Data Types 50 Control Structures 84
Primitive Data Types 50 Decision Logic 85
Composite Data Types 51 If-Then Structures 85
Numeric Data Types 52 Relational Operators 87
Integer Data Types 52 The Equal Operator 87
Floating-Point Data Types 53 Using Relational Operators 88
Mathematical Expressions 54 Boolean Expressions and Data Types 89
Arithmetic Operators 54 Multiple Conditions 91
Order of Operations 56 If-Then-Else Structures 91
Compound Operators 56 Nested-If Structures 93
Numeric Data Type Conversion 58 Else If Structures 96
Convert Integers and Floating-Point Numbers 58 Fall Through 97
Rounding Quirks 59 Conditional Logical Operators 100
Formatting Output 60 The AND Operator 100
Formatted Output 60 The OR Operator 101
Formatting Parameters 60 Summary 102
Summary 62 Key Terms 102
Key Terms 62

Module 7
Module 5 Repetition Control
CHARACTER AND STRING DATA TYPES 63 Structures 103
Character Data Types 64 Count-Controlled Loops 104
Working with Character Data 64 Loop Basics 104
Character Memory Allocation 65 Control Statements 105
Digits 66 For-Loops 105
Character Output Format 67 User-Controlled Loops 108
Character Manipulation 68
Counters and Accumulators 109
String Data Types 69 Loops That Count 109
Working with String Data 69 Loops That Accumulate 111
Escape Characters 70
String Indexes 71
Nested Loops 112
Loops Within Loops 112
String Functions 72
Inner and Outer Loops 113
String Manipulation 72
String Length 72 Pre-Test Loops 116
Change Case 73 While-Loops 116
Find the Location of a Character 74 Infinite Loops 117
Retrieve a Substring 75 Breaking Out of Loops 118
Concatenation and Typecasting 76 Post-Test Loops 120
Concatenated Output 76 Do-Loops 120
Concatenated Variables 77 Test Conditions and Terminating
Coercion and Typecasting 78 Conditions 123
Summary 80 Summary 124
Key Terms 81 Key Terms 124

Copyright 2022 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part. Due to electronic rights, some third party content may be suppressed from the eBook and/or eChapter(s).
Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
vi Programming with C++

Module 8 Pass by Reference 161


Namespaces 162
Arrays 125
Summary 163
Array Basics 126
Key Terms 163
Magic Rectangles 126
Array Characteristics 127
Array Use Cases 128 Module 10
One-Dimensional Arrays 128 Recursion 165
Initialize Numeric Arrays 128
Key Components of Recursion 165
Initialize String Arrays 130
The Recursive Mindset 165
Array Input and Output 130 Recursion Basics 167
Output an Array Element 130 When to Use Recursion 171
Index Errors 131
Using Recursion to Solve Complex
Traverse an Array 132
Problems 171
Input Array Elements 133
Designing Recursive Structures 171
Array Operations 135 Linear Recursion 174
Change an Array Element 135 Branching Recursion 175
Find an Array Element 135
Managing Memory during Recursion 179
Sum Array Elements 137
Memory Management 179
Two-Dimensional Arrays 137 Stable Recursion 182
Two-Dimensional Array Basics 137
Summary 183
Initialize a Two-Dimensional Array 138
Output a Two-Dimensional Array 139 Key Terms 183
Sum Array Columns and Rows 141
Summary 143 Module 11
Key Terms 144 Exceptions 185
Defining Exceptions 185
Module 9 Errors in Code 185
Functions 145 Exception Types 187

Function Basics 146 Dealing with Exceptions 189


Function Classifications 146 Handling Others’ Exceptions 189
Programmer-Defined Functions 146 Try and Catch Blocks 189
Flow of Execution 147 Using Exceptions 198
Function Advantages 147 Throwing Exceptions 198
Void Functions 148 When to Bail 202
Void Function Basics 148 Summary 203
Function Pseudocode 149
Key Terms 203
Functions with Parameters 150
Function Parameters 150
Module 12
Function Arguments 150
The Handoff 152 File Operations 205
Return Values 153 File Input and Output 206
Return Values 153 The Purpose of Files 206
Return Type 156 Anatomy of a File 210
Function Signature 157 File Usage 212
Scope 157 Processing a File 214
Scope Basics 157 Accessing Files 214
Pass by Value 160 Streaming and Buffering 214

Copyright 2022 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part. Due to electronic rights, some third party content may be suppressed from the eBook and/or eChapter(s).
Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
Table of Contents vii

Reading from a File 216 Method Cascading and Method Chaining 263
Opening a File for Reading 216 Calling Multiple Methods on the Same Object 263
Reading from a File 218 Using Constructors 266
Closing a File 222 Specifying How to Construct an Object 266
Closing Files after Use 222 Constructing an Object from Another Object 268
Trying to Close a File 222 Summary 269
Creating and Writing New Files 222
Key Terms 269
Creating a File 222
Opening a File for Writing 223 Module 15
Writing to and Appending a File 224
Anticipating Exceptions 228 Encapsulation 271
Summary 229 Components of Class Structure 271
Key Terms 230 Data Hiding 271
Designing Objects 273
Self-Reference Scope 276
Module 13 Accessor and Mutator Context 277
Classes and Objects 231 Viewing Data from an Object 277
Classes in Object-Oriented Programming 232 Changing Data in an Object 278
Representing the Real World with Code 232 Using Constructors 280
Using Classes 232 Parameters and Arguments 280
Class Components 233 Default Parameters and Constructor
Using Objects 236 Overloading 281
Creating Objects 236 Encapsulation Enforcement
Objects as Variables 238 with Access Modifiers 283
Object-Oriented Features and Principles 238 Access Modifiers 283
Using Static Elements in a Class 239 Public Variables and Methods 283
Private Variables and Methods 284
Static Member Variables 239
Static Methods 240 Interfaces and Headers 286
Static Classes 241 Interfaces 286
Characteristics of Objects Programming an Interface 287
in Object-Oriented Programs 242 Summary 290
Object Identity 242 Key Terms 290
Object State 242
Object Behavior 243 Module 16
Summary 244 Inheritance 291
Key Terms 244 Using Inheritance 291
Creating Classes from Other Classes 291
Module 14 Family Trees in OOP 292
Methods 245 Levels of Access 295
Necessary Components for Inheritance 296
Using Methods 245
Defining a Parent Class 296
Why Use Methods? 245 Defining a Child Class 297
Anatomy of a Method 251
Creating a Child Class That Inherits
Using Methods 251
from a Parent Class 298
Changing the Default Behavior
Inheritance Syntax 298
of an Object 255 Customizing Behavior 301
Using Objects as Regular Variables 255
Overloading Methods 258 Summary 307
Setting One Object to Equal Another 262 Key Terms 307

Copyright 2022 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part. Due to electronic rights, some third party content may be suppressed from the eBook and/or eChapter(s).
Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
viii Programming with C++

Module 17 The Find Method 346


The Insert Method 347
Polymorphism 309
Summary 350
The Purpose of Polymorphism 309
Key Terms 351
Flexibility While Coding 309
Dynamic Binding Under the Hood 314
Polymorphism Basics 314 Module 20
Classes Within Classes 314 Stacks and Queues 353
Objects as Other Objects 315 Stacks 353
Virtual Functions 316 Stack Basics 353
Anticipating Customization 316 Stack Use Cases 355
Abstract Classes 317 Built-in Stacks 356
Summary 318 Code a Stack 357

Key Terms 318


Queues 362
Queue Basics 362
Module 18 Queue Use Cases 363
Code a Queue 364
Templates 319
Summary 369
Template Basics 319
Key Terms 369
Data Abstraction 319
Template Structure and Use 322
Module 21
Tricky Templating 328
Advanced Templating 328
Trees and Graphs 371
Templated Objects as Arguments 330 Nonlinear Data Structures 371
Templates as a Problem-Solving Linear versus Nonlinear Structures 371
Approach 331 Nonlinear Building Blocks 373
Designing a Template 331 Tree Structures 373
When to Use Templates 331 Tree Basics 373
Summary 331 Tree Properties 376
Trees as Recursive Structures 376
Key Terms 332
Solving Problems Using Trees 379
Module 19 Tree Applications 379
Linked List Data Data Storage in Trees 380
Graph Structures 387
Structures 333
Graph Basics 387
Linked List Structures 334 Directed and Undirected Graphs 388
Data Structure Selection 334 Solving Problems with Graphs 388
Data Structure Implementation 335 Graph Applications 388
Linked List Basics 336 Computing Paths 389
Types of Linked Lists 337
Summary 394
Singly Linked Lists 337
Doubly Linked Lists 338 Key Terms 394
Circular Linked Lists 339
Linked List Characteristics 339 Module 22
Code a Linked List 342 Algorithm Complexity
The Node Class 342 and Big-O Notation 395
The LinkedList Class 343
The Append Method 343 Big-O Notation 396
Linked List Traversal 345 Algorithm Complexity 396

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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
Table of Contents ix

Asymptotic Analysis 397 Quicksort 438


Asymptotic Notation 398 Defining the Quicksort Algorithm 438
Time Complexity 398 Quicksort Properties 446
Big-O Metrics 398 Merge Sort 447
Constant Time 399 Defining the Merge Sort Algorithm 447
Linear Time 399 Merge Sort Properties 453
Quadratic Time 400
Summary 454
Logarithmic Time 401
Key Terms 454
Space Complexity 403
Memory Space 403 Module 25
Constant Space Complexity 404
Linear Space Complexity 404 Processor Architecture 455
Complexity Calculations 405 Processor Organization 456
Line-by-Line Time Complexity 405 Integrated Circuits 456
Combine and Simplify 406 Moore’s Law 458
A Mystery Algorithm 407 CPUs 458
Low-Level Instruction Sets 459
Summary 409
Microprocessor Instruction Sets 459
Key Terms 409 RISC and CISC 460
Machine Language 460
Module 23 Assembly Language 461

Search Algorithms 411 Microprocessor Operations 462


Processing an Instruction 462
Using Search Algorithms 412 The Instruction Cycle 462
Search Basics 412 High-Level Programming Languages 464
Performing a Linear Search 413 Evolution 464
Looking for a Needle in a Haystack 413 Teaching Languages 465
Evaluating Search Time 416 The C Family 465
Web Programming Languages 466
Performing a Binary Search 416 Characteristics 466
Shrinking the Search Space 416 Advantages and Disadvantages 467
Implementing Binary Search 418
Summary 467
Using Regular Expressions
Key Terms 468
in Search Algorithms 423
Specifying a Search Pattern 423 Module 26
Regular Expression Search Operators 423
Data Representation 469
Summary 426
Bits and Bytes 470
Key Terms 426
Digital Data 470
Bits 471
Module 24 Bytes 472
Sorting Algorithms 427 Binary 474
Binary Numbers 474
Qualities of Sorting Algorithms 428 Binary to Decimal 475
Ordering Items 428 Decimal to Binary 476
Time Complexity in Sorting Algorithms 428 Binary Addition 477
Sorting Properties 430 Negative Numbers 478
Bubble Sort 431 Hexadecimal 480
Defining the Bubble Sort Algorithm 431 Colors 480
Bubble Sort Properties 437 Hexadecimal Numbers 481

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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
x Programming with C++

Binary-Hex-Binary Conversions 481 Speech Synthesis 516


Hex-Decimal Conversion 482 Designing Programs for Voice User Interfaces 517
Information Density 483 Virtual Environment Interfaces 517
ASCII and Unicode 483 Virtual Environments 517
ASCII 483 Virtual Environment Interface Components 518
Extended ASCII 484 Programming the Virtual Interface 519
Unicode 485 Accessibility and Inclusion 520
Memory Allocation 486 Accessibility Guidelines 520
Memory and Storage 486 Inclusive Design 521
Storage Devices 487 Summary 524
Memory 487
Key Terms 524
Summary 489
Key Terms 489
Module 29
Software Development
Module 27
Methodologies 525
Programming Paradigms 491
Software Development 526
Imperative and Declarative Paradigms 492
The Software Development Life Cycle 526
Think Outside the Box 492
Efficiency, Quality, and Security 527
The Procedural Paradigm 493 The Waterfall Model 528
Procedural Basics 493
Structured Analysis and Design 528
Characteristics of Procedural Programs 494
Waterfall Advantages and Disadvantages 529
Procedural Paradigm Applications 496
The Agile Model 530
The Object-Oriented Paradigm 497
Incremental Development 530
Objects, Classes, and Methods 497
Agile Methodologies 530
Characteristics of Object-Oriented Programs 499
Agile Advantages and Disadvantages 531
Object-Oriented Applications 501
Coding Principles 532
Declarative Paradigms 501
Efficient Coding 532
Declarative Basics 501
Modularized Code 533
Characteristics of the Declarative
Clean Coding 534
Paradigm 504
Secure Coding 534
Applications for Declarative Paradigms 504
Success Factors 536
Summary 505 Testing 536
Key Terms 505 Levels of Testing 536
Unit Testing 537
Module 28 Integration Testing 538
System Testing 539
User Interfaces 507 Acceptance Testing 539
User Interface Basics 508 Regression Testing 539
UI and UX 508 Summary 540
UI Components 508
Key Terms 540
Selecting a UI 510
Command-Line User Interfaces 510
Module 30
Command-Line Basics 510
Command-Line Program Design 510 Pseudocode, Flowcharts,
Graphical User Interfaces 512 and Decision Tables 541
GUI Basics 512 Pseudocode 542
GUI Program Design 514
From Algorithms to Pseudocode 542
Voice User Interfaces 515 Pseudocode Basics 544
Voice Interface Basics 515 Pseudocode Guidelines 545
Speech Recognition 515 Writing Pseudocode 547

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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
Table of Contents xi

Flowcharts 548 UML Diagram Parts 558


Flowchart Basics 548 Class Diagram Basics 558
Drawing Flowcharts 548 Use Case Diagram Basics 559
Flowchart Tools 549 Sequence Diagrams 561
Decision Tables 551 Using UML to Structure Programs 562
Decision Table Basics 551 UML Associations 562
List the Conditions 551 Translating UML to Code 564
List All Possible Alternatives 552 Summary 568
Specify Results and Rules 552
Interpret Rules 553 Key Terms 568
Optimize the Rules 554
Check for Completeness and Accuracy 555
GLOSSARY 569
Summary 555
index 583
Key Terms 556

Module 31
Unified Modeling Language 557
Purpose of Unified Modeling
Language (UML) 557
Communicating Ideas to Other Programmers 557

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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
Preface

Welcome to Readings from Programming with C11.


This text includes the stand-alone lessons and read-
C11 Version
ings from MindTap for Programming with C11 and is We recommend downloading the latest version of
intended to be used in conjunction with the MindTap C11 before beginning this text. C1114 was used to
Reader for a complete learning experience. test all C11 code presented in the module figures.

MindTap Overview MindTap Features


Programming with C 11 presents conceptual, lan- In addition to the readings included within this text,
guage-agnostic narrative with language-specific assets, the MindTap includes the following:
ungraded C11 coding Snippets, language-agnostic test Course Orientation: Custom videos and readings pre-
banks, and additional instructor resources. The goal of pare students for the material and coding experiences
this digital product is to develop content around the they will encounter in their course.
concepts that are essential for understanding Com-
Videos: Animated videos demonstrate new program-
puter Science from a language-agnostic perspective.
ming terms and concepts in an easy-to-understand for-
Learners will gain a foundational understanding of
mat, increasing student confidence and learning.
procedural programming, computer science concepts,
and object-oriented programming. Instructors have Coding Snippets: These short, ungraded coding activities
identified the need for language-agnostic, conceptual are embedded within the MindTap Reader and provide
content that can be paired with hands-on practice in students an opportunity to practice new programming
a specific language. This 31-module text is designed to concepts “in-the-moment.” Additional language-specific
provide that conceptual content paired with language- “bridge content” helps transition the student from con-
specific examples and hands-on learning activities in ceptual understanding to application of C11 code.
C11. Language-specific Examples: Figures within the nar-
rative illustrate the application of general concepts in
C11 code.
Course Objectives:
• Develop a foundational knowledge of
coding principles, vocabulary, and core Instructor & Student Resources
concepts. Additional instructor and student resources for
• Use new foundational knowledge to this product are available online. Instructor assets
learn C11 programming skills. include an Instructor’s Manual, Teaching Online
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About the Authors

Dr. Kyla McMullen is a tenure-track faculty member published research in the areas of procedural genera-
in the University of Florida’s Computer & Information tion, video game enjoyment factors, and freshwater
Sciences & Engineering Department, specializing in algae identification with HCI.
Human-Centered Computing. Her research interests June Jamrich Parsons is an educator, digital book
are in the perception, applications, and development pioneer, and co-author of Texty and McGuffey Award-
of 3D audio technologies. Dr. McMullen has authored winning textbooks. She co-developed the first com-
over 30 manuscripts in this line of research and is the mercially successful multimedia, interactive digital
primary investigator for over 2 million dollars’ worth textbook; one that set the bar for platforms now
of sponsored research projects. being developed by educational publishers. Her
Dr. Elizabeth A. Matthews is an Assistant Professor of career includes extensive classroom teaching, prod-
Computer Science at Washington and Lee University. uct design for eCourseware, textbook authoring for
She has taught computer science since 2013 and has Course Technology and Cengage, Creative Strategist
been an active researcher in human–computer inter- for MediaTechnics Corporation, and Director of Con-
action and human-centered computing. Matthews has tent for Veative Virtual Reality Labs.

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Acknowledgments

The unique approach for this book required a ­seasoned friends who help me to remain sane, remind me of who
team. Our thanks to Maria Garguilo who ushered the I am, and never let me forget whose I am.
manuscripts through every iteration and kept tight Elizabeth Matthews: I want to thank my parents,
rein on the schedule; to Mary E. Convertino who sup- Drs. Geoff and Robin Matthews, for their support and
plied her expertise in learning design; to Lisa R
­ uffolo understanding in my journey. I would also like to thank
for her excellent developmental edit; to Courtney my advisor, Dr. Juan Gilbert, for seeing my dream to
Cozzy who coordinated the project; to Kristin McNary the end. Finally, I would like to thank my cats, Oreo
for her leadership in Cengage’s computing materials; and Laptop, who made sure that writing this book was
to Rajiv Malkan (Lone Star College) for his instruc- interrupted as often as possible.
tional input; to Wade Schofield (Liberty University) June Jamrich Parsons: Computer programming can
for his reviewing expertise; and to John Freitas for his be a truly satisfying experience. The reward when a
meticulous code review. It was a pleasure to be part program runs flawlessly has to bring a smile even
of this professional and talented team. We hope that to the most seasoned programmers. Working with
instructors and students will appreciate our efforts three programming languages for this project at the
to provide this unique approach to computer science same time was certainly challenging but provided
and programming. insights that can help students understand com-
Kyla McMullen: Above all things, I would like to thank putational thinking. I’ve thoroughly enjoyed work-
God for giving me the gifts and talents that were uti- ing with the team to create these versatile learning
lized to write this book. I would like to thank my amaz- resources and would like to dedicate my efforts to
ing husband Ade Kumuyi for always being my rock, my mom, who has been a steadfast cheerleader for
sounding board, and biggest cheerleader. I thank my me throughout my career. To the instructors and stu-
parents, Rita and James McMullen for all of their sacri- dents who use this book, my hope is that you enjoy
fices to raise me. Last but not least, I thank my spirited programming as much as I do.

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MODULE

1
COMPUTATIONAL
THINKING
LEARNING OBJECTIVES:
1.1 ALGORITHMS 1.2.3 Differentiate the concepts of algorithms and
decomposition.
1.1.1 Define the term “algorithm” as a series of steps for
solving a problem or carrying out a task. 1.2.4 Identify examples of structural decomposition.
1.1.2 State that algorithms are the underlying logic for 1.2.5 Identify examples of functional decomposition.
computer programs. 1.2.6 Identify examples of object-oriented decomposition.
1.1.3 Define the term “computer program.” 1.2.7 Provide examples of decomposition in technology
1.1.4 Provide examples of algorithms used in everyday applications.
technology applications. 1.2.8 Explain how dependencies and cohesion relate to
1.1.5 Confirm that there can be more than one algorithm decomposition.
for a task or problem and that some algorithms 1.3 PATTERN IDENTIFICATION
may be more efficient than others.
1.3.1 Define the term “pattern identification” as a technique
1.1.6 Explain why computer scientists are interested in for recognizing similarities or characteristics among
algorithm efficiency. the elements of a task or problem.
1.1.7 List the characteristics of an effective algorithm. 1.3.2 Identify examples of fill-in-the-blank patterns.
1.1.8 Write an algorithm for accomplishing a simple, 1.3.3 Identify examples of repetitive patterns.
everyday technology application.
1.3.4 Identify examples of classification patterns.
1.1.9 Write an alternate algorithm for an everyday
technology task. 1.3.5 Provide examples of pattern identification in the real
world and in technology applications.
1.1.10 Select the more efficient of the two algorithms you
have written. 1.4 ABSTRACTION
1.2 DECOMPOSITION 1.4.1 Define the term “abstraction” as a technique for
generalization and for simplifying levels of complexity.
1.2.1 Define the term “decomposition” as a technique for
dividing a complex problem or solution into smaller 1.4.2 Explain why abstraction is an important computer
parts. science concept.
1.2.2 Explain why decomposition is an important tool for 1.4.3 Provide an example illustrating how abstraction can
computer scientists. help identify variables.

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2 PROGRAMMING WITH C++

1.4.4 Provide examples of technology applications that 1.4.6 Explain how the black box concept is an
have abstracted or hidden details. implementation of abstraction.
1.4.5 Provide an example illustrating the use of a class as 1.4.7 Identify appropriate levels of abstraction.
an abstraction of a set of objects.

1.1 ALGORITHMS
Algorithm Basics (1.1.1, 1.1.4)
A password might not be enough to protect your online accounts. Two-factor authentication adds an extra layer
of protection. A common form of two-factor authentication sends a personal identification number (PIN) to your
cell phone. To log in, you perform the series of steps shown in Figure 1-1.

Connect to the site’s login page.


Enter your user ID.
Enter your password.
Wait for a text message containing a PIN
to arrive on your smartphone.
On the site’s the login page, enter the PIN.

Figure 1-1 Steps for two-factor authentication

The procedure for two-factor authentication is an example of an algorithm. In a general sense, an algorithm
is a series of steps for solving a problem or carrying out a task.
Algorithms exist for everyday tasks and tasks that involve technology. Here are some examples:

• A recipe for baking brownies


• The steps for changing a tire
• The instructions for pairing a smart watch with your phone
• The payment process at an online store
• The procedure for posting a tweet

Programming Algorithms (1.1.2, 1.1.3, 1.1.5)


Algorithms are also an important tool for programmers. A programming algorithm is a set of steps that speci-
fies the underlying logic and structure for the statements in a computer program. You can think of programming
algorithms as the blueprints for computer programs.
A computer program is a set of instructions, written in a programming language such as C++, Python, or
Java, that performs a specific task when executed by a digital device. A computer program is an implementation
of an algorithm.

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Module 1 Computational Thinking 3

Q Programming algorithms tell the computer what to do. Can you tell which of these algorithms
is a programming algorithm?
Algorithm 1: Algorithm 2:
Connect to the website’s login page. Prompt the user to enter a user ID.
Enter your user ID. Prompt the user to enter a password.
Enter your password. Make sure that the user ID and password match.
Wait for a text message containing a PIN to If the user ID and password match:
arrive on your smartphone. Generate a random PIN.
On the website’s login page, enter the PIN. Send the PIN to user’s phone.
Prompt the user to enter the PIN.
If the PIN is correct:
Allow access.

A Algorithm 1 is not a programming algorithm because it outlines instructions for the user.
Algorithm 2 is a programming algorithm because it specifies what the computer is supposed
to do. When you formulate a programming algorithm, the instructions should be for the
computer, not the user.

There can be more than one programming algorithm for solving a problem or performing a task, but some
algorithms are more efficient than others.

Q Here are two algorithms for summing the numbers from 1 to 10. Which algorithm is more
efficient?
Algorithm 1: Algorithm 2:
Add 1 1 2 to get a total. Get the last number in the series (10).
Repeat these steps nine times: Divide 10 by 2 to get a result.
Get the next number. Add 10 1 1 to get a sum.
Add this number to the total. Multiply the result by the sum.

A Both algorithms contain four instructions, but Algorithm 2 is more efficient. You can use it to
amaze your friends by quickly calculating the total in only four steps. Algorithm 1 is also four
lines long, but two of the instructions are repeated nine times. Counting the first step, that’s
19 steps to complete this task!

“Good” Algorithms (1.1.6, 1.1.7)


Computer scientists are interested in designing what they call “good” algorithms. A good algorithm tends
to produce a computer program that operates efficiently, quickly, and reliably. Good algorithms have these
characteristics:
Input: The algorithm applies to a set of specified inputs.
Output: The algorithm produces one or more outputs.
Finite: The algorithm terminates after a finite number of steps.
Precise: Each step of the algorithm is clear and unambiguous.
Effective: The algorithm successfully produces the correct output.

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4 PROGRAMMING WITH C++

When formulating an algorithm, you can easily check to make sure it satisfies all the criteria for a good algo-
rithm. You can see how these criteria apply to an algorithm in Figure 1-2.

Is there input? Yes.

Get the last number in the series (10).


Divide 10 by 2 to get a RESULT. Are the steps precise and
Add 10 + 1 to get a SUM. unambiguous? Yes.
Multiply the RESULT by the SUM to
Does the algorithm terminate? Does the algorithm produce
produce a total.
Yes, after the fourth step. the correct output?
Yes, it is 55.
Is there output? Yes.

Figure 1-2 Is this a good algorithm?

Selecting and Creating Algorithms (1.1.8, 1.1.9, 1.1.10)


Before coding, programmers consider various algorithms that might apply to a problem. You can come up with
an algorithm in three ways:
Use a standard algorithm. Programmers have created effective algorithms for many computing
tasks, such as sorting, searching, manipulating text, encrypting data, and finding the shortest path.
When you are familiar with these standard algorithms, you can easily incorporate them in programs.
Perform the task manually. When you can’t find a standard algorithm, you can formulate an
algorithm by stepping through a process manually, recording those steps, and then analyzing their
effectiveness.
Apply computational thinking techniques. Computational thinking is a set of techniques designed
to formulate problems and their solutions. You can use computational thinking techniques such as
decomposition, pattern identification, and abstraction to devise efficient algorithms. Let’s take a look
at these techniques in more detail.

1.2 DECOMPOSITION
Decomposition Basics (1.2.1)
A mobile banking app contains many components. It has to provide a secure login procedure, allow users to
manage preferences, display account balances, push out alerts, read checks for deposit, and perform other tasks
shown in Figure 1-3.
The algorithm for such an extensive app would be difficult to formulate without dividing it into smaller parts,
a process called decomposition. When devising an algorithm for a complex problem or task, decomposition can
help you deal with smaller, more manageable pieces of the puzzle.

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Module 1 Computational Thinking 5

Fraud alerts

Change user
Secure login
preferences

Account balance Deposits

iStock.com/vector.S
Pay bills Withdrawals

Transfer money

Figure 1-3 A mobile banking app handles many


interacting tasks

Structural Decomposition (1.2.2, 1.2.3, 1.2.4, 1.2.7)


The first step in decomposition is to identify structural units that perform distinct tasks. Figure 1-4 illustrates
how you might divide a mobile banking app into structural units, called modules.

Mobile banking

Passcode/challenge Account Payments and


Secure login
question changes management transfers

Two-factor
Balances Bill pay
authentication

Fingerprint Mobile check


Alerts
sign-in deposits

Direct Money
deposits transfers

Figure 1-4 Structural decomposition diagram

Structural decomposition is a process that identifies a hierarchy of structural units. At the lowest levels
of the hierarchy are modules, indicated in yellow in Figure 1-4, that have a manageable scope for creating
algorithms.

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F. G. FILMS, LTD.
Monsoon.
F-ZS PRODUCTIONS.
SEE Fryman-ZS Productions.
FACET PRODUCTIONS, LTD.
Detective.
FACTORY MANAGEMENT & MAINTENANCE.
No One Maestro.
FAIRBAIRN, GEORGE DONALD.
Hours To Live.
FAIRBANKS (DOUGLAS) & CO.
SEE Dougfair Corp.
FAIRBANKS (JERRY) INC.
Magic Wheel.
Song of Mid-America.
FAIRBANKS (JERRY) PRODUCTIONS.
They Seek Adventure.
FAIRCHILD-MARTIN PRODUCTIONS.
Thoroughbreds.
FAIRLIE, GERARD.
Calling Bulldog Drummond.
FAIRMAN, PAUL.
Invasion of the Saucer Men.
FAIRMAN, PAUL W.
Target Earth.
FALK, NORBERT.
Congress Dances.
FALKNER, J. MEADE.
Moonfleet.
FALLET, RENE.
Fanfan the Tulip.
FALSTAFF BREWING CO.
Big Man.
Case Winner.
Champ.
Cup for the Queen.
It’s a Hit.
Light and Lively.
FAME PICTURES, INC.
Naked Street.
Top Gun.
FAMILY CIRCLE, INC.
New Faces ... New Places.
FAMILY FILMS, INC.
As We Forgive.
Barrier.
Before Abraham Was, I Am.
Betrayal in Gethsemane.
Birth of John the Baptist.
Birth of the Savior.
Boy and His Prayer.
Childhood of Jesus.
Choose Ye This Day.
Crucifixion.
First Disciples.
First Step.
Forsaking All Others.
Forward with Christ.
Guiding Star.
I Am the Resurrection.
In His Name.
Jesus and the Fisherman.
Jesus and the Lepers.
Jesus at Nazareth and Capernaum.
Jesus Before the High Priest.
Jesus Heals the Man Born Blind.
Jesus, Lord of the Sabbath.
Jesus Teaches Forgiveness.
Last Journey to Jerusalem.
Light the Church Houses.
Lord Is Risen.
Lord’s Ascension.
Love Thy Neighbor.
Message of John the Baptist.
Ministry of John the Baptist.
Nicodemus.
No Other Gods.
On the Right Side.
Return to Faith.
Rich Fool.
Road Back.
Rolling Stones.
Speak No Evil.
Stranger at Our Door.
Talents.
They Too, Need Christ.
Thirty Pieces of Silver.
Thy Sins Are Forgiven.
Together We Build.
Transfiguration.
Trial Before Pilate.
Unto Thyself Be True.
Upper Room.
Vocational Choice.
Walking with God.
Woman at the Well.
Yesterday, Today, and Forever.
FAMOUS CARTOONS, INC.
Bike Race.
Challenge.
Dancing Bird.
Dorje and the Dragon.
Four Friends.
Gold Tooth.
House in the Forest.
Little Red Rooster.
Lost in the Woods.
Magic Feather.
Prince and the Raven.
Rufus and the Rabbit.
S.O.S. North Pole.
Scruffy.
Silly Goose.
Spunky, the Snowman.
Toyland Tournament.
Ugly Duckling.
Witches Broom.
Wonderful Walking Stick.
FANCK, ARNOLD.
S.O.S. Iceberg.
FANSTEEL METALLURGICAL CORP.
Fansteel, an Industry That Serves Industries.
FANTASY FEATURES, INC.
Bobo the Hobo and His Traveling Troupe.
FANTE, JOHN.
Full of Life.
FANWILL PRODUCTIONS, INC.
Confidence Girl.
FARKAS, NICHOLAS.
One God—The Ways We Worship.
FARMERS INSURANCE GROUP.
Open Door.
FARROS, HARRY A.
Beauty and the Beast.
Daughters of Eve.
Girl Gang.
Girlesk Show.
Harlem Queens.
Hold Everything.
Lady Godiva.
Lure for Love.
Maiden and the Monster.
Naughty but Nice.
Nude Ditties.
Oriental Vanities.
Rasputin and the Princess.
Shapely Sirens.
Strip Strip Hurrah.
Take Em Off.
Uncover Girl.
Undress Parade.
FAULKNER, WILLIAM.
Long, Hot Summer.
Sound and the Fury.
Tarnished Angels.
FAUST, FREDERICK.
Destry.
My Outlaw Brother.
Singing Guns.
FAUST, JOHNNY, pseud.
SEE Faustman, John C.
FAUSTMAN, JOHN C.
Pole Rigamarole, and Mice in the Ice Cream.
FAWN PRODUCTIONS, INC.
Jimmy Durante Show.
FAY, MARY HELEN.
Girl Next Door.
FAY, WILLIAM.
Champ for a Day.
Guy Who Came Back.
FAYGO BEVERAGE CO.
Faygo Uptown Buffet.
Faygo Uptown Soda.
Faygo Uptown Teen Party.
Uptown Carton.
FEDDERSON, DON.
Do You Trust Your Wife.
FEDDERSON (DON) PRODUCTIONS.
Do You Trust Your Wife.
Millionaire.
FEDERAL BUREAU OF INVESTIGATION.
SEE U. S. Federal Bureau of Investigation.
FEDERAL CIVIL DEFENSE ADMINISTRATION.
SEE U. S. Federal Civil Defense Administration.
FEDERAL PRODUCTIONS, INC.
Crossroads.
FEDERAL RESERVE BANK OF RICHMOND.
You and Your Money.
FEDERAL TELEFILMS, INC.
Adventures of the Falcon.
Crossroads.
Mr. and Mrs. North.
FEDERAL TELEFILMS, INC.
SEE Federal Productions, Inc.
FEDERATED FILMS, INC.
Mated.
FEDERATION OF MUTUAL FIRE INSURANCE COMPANIES.
Too Young to Burn.
FEED INSTITUTE, INC.
Open Door to Greater Hog Profits.
FEINER, RUTH.
Woman’s Angle.
FEINSTEIN, LEONARD.
Labyrinth.
FELDMAN (CHAS. K.) GROUP PRODUCTION.
Glass Menagerie.
FELDMAN (CHARLES K.) GROUP PRODUCTIONS.
Seven Year Itch.
Streetcar Named Desire.
FELIX THE CAT PRODUCTIONS, INC.
Felix and Hallowe’en Night.
Felix Goes to China.
Felix Hits the Deck.
Felix in Outer Space.
Felix Meets Calamity Jane.
Felix’ Non Stop Fright.
Felix’ Pay Day.
Felix Plays Romeow.
Felix Seeks Dreamland.
Felix Strikes Oil.
FELSEN, HENRY GREGOR.
Once Upon a Horse.
FELTNER, C. E., JR.
Down Your Way.
FENJOHN UNDERWATER PHOTO & EQUIPMENT CO.
Blue Holes of Andros.
FENNADA-FILMI OY.
Assault.
Noita Palaa Elämään.
Scarlet Week.
Witch.
FERBER, EDNA.
Giant.
Show Boat.
So Big.
FERGUSON (HARRY), INC.
Steel Fingers and Green Thumbs.
FERNANDEZ, EMILIO.
Maria Candelaria.
FERNANDEZ CHAMORRO, E.
Corazon en el Ruedo.
FERRELL (A. T.) & CO.
Why Clipper Cleaners.
FERRIN, FRANK.
Smilin’ Ed’s Gang.
FERRIN (FRANK) CO.
Smilin’ Ed’s Gang.
FERRY-MORSE SEED CO.
Background for Beauty.
Bountiful Heritage.
FESSIER, MICHAEL.
Boy from Oklahoma.
Woman They Almost Lynched.
World Dances.
FESTIVAL PRODUCTIONS, INC.
Don Giovanni.
Salzburg.
FEUERMAN, SOL S.
This Little Pig Went to Market.
FIDELITY PICTURES, INC.
Groom Wore Spurs.
Rancho Notorious.
Woman on the Run.
FIDELITY-VOGUE PICTURES, INC.
San Francisco Story.
FIELD, KEN.
Mr. and Mrs. North.
FIELD, RACHEL LYMAN.
Time Out of Mind.
FIELD & STREAM.
Big Three.
Bimini Tuna.
Duel in the Deep.
Louisiana Mallards.
Old Bronzeback.
Outwitting the Mighty Blue.
Record Tarpon.
Sedgewick, the Crow Killer.
Starlea Surprise.
Texas Pintails.
Tobey and the Bird Dogs.
Winged Drumbeats.
FIELD & STREAM MAGAZINE.
Shotgun Handling.
FIELD & STREAM PUB. CO.
SEE Field & Stream.
FIELD ENTERPRISES EDUCATIONAL CORP.
It Works.
Your Treasure Chest.
FIELD TRIP FILMS.
Building a Telescope.
Constellations.
FIELDING PRODUCTIONS, INC.
Trooper Hook.
FIELDS, DOROTHY.
Annie Get Your Gun.
FIELDS, HERBERT.
Annie Get Your Gun.
Hit the Deck.
FIELDS, JAMES T.
American Wit and Humor.
FIELDS, JOSEPH.
Gentlemen Prefer Blondes.
My Sister Eileen.
Tunnel of Love.
FIELDS, SIDNEY.
Abbott and Costello Meet Dr. Jekyll and Mr. Hyde.
FIELDS PRODUCTIONS, INC.
Tunnel of Love.
FIESER, LOUIS F.
Techniques of Organic Chemistry.
FIFTH AVENUE SCHOOL, BAY SHORE PUBLIC SCHOOL
SYSTEM.
SEE Bay Shore, N. Y. Fifth Avenue School.
FIGARO, INC.
Barefoot Contessa.
I Want To Live.
Quiet American.
FILER, TOM.
Space Children.
FILM ARCHIVES.
Closed Vision.
Idiot.
Manolete.
FILM ARTS PRODUCTIONS, INC.
Boat in the Family.
Lifting Shadows.
FILM CLASSICS, INC.
Congolaise.
Cry Murder.
Flying Saucer.
Four Days Leave.
Frustration.
Good Time Girl.
Guilty Bystander.
Rapture.
Vicious Years.
Wind Is My Lover.
FILM CLASSICS, INC.
SEE Eagle Lion Classics, Inc.
FILM COMMERCIALS, INC.
Bill Ding.
Bill Ding Color.
Little Plumber.
Speedy.
FILM COSTELLAZIONE PRODUCTIONS.
Rocket from Calabuch.
FILM GRAPHICS, INC.
Mining for Nickel.
Refining Copper from the Sudbury Nickel Ores.
Rodeny.
FILM GROUP, INC.
Monsoon.
FILM LOCATIONS, LTD.
Decameron Nights.
Fire over Africa.
Footsteps in the Fog.
Spain a Dark Web.
Wicked as They Come.
FILM ORIGINALS.
Agricultural Aviation.
Air Taxi U.S.A.
Airplanes Make Markets.
Airport America.
American Sawmill.
Aviation and the States.
Flight Decision.
Flying Businessman.
Lost Hunter.
Montana and the Sky.
One-Eighty Degree Turn Procedure.
Physical Rehabilitation.
Potlatch Story.
Saw Timber.
FILM PRODUCERS GUILD, LTD.
Growing Girls.
FILM PRODUCTIONS INTERNATIONAL.
Face of the Future.
Indian Awakes.
Mark of the Hawk.
Stranger.
This High Calling.
Village of Hope.
FILM PUBLISHERS, INC.
Writing the Paragraph.
FILM RENTERS, INC.
Cabinet of Dr. Caligari.
Last Laugh.
FILM STRIP-OF-THE-MONTH CLUBS, INC.
Let’s Learn About Seeds.
FILM UNION.
Golgotha.
FILM VENTURERS.
Daughter of Doctor Jekyll.
FILMADORA CHAPULTEPEC, S.A.
Abandonado.
Al Son del Mambo.
Ciudad Perdida.
Derecho de Nacer.
Desalmado.
Deseada.
Fronterizo.
Gran Campeon.
Luchador Fenomeno.
Manos de Seda.
No Me Quieras Tanto.
Nosotras las Sirvientas.
Plebeyo.
Por Que Ya No Me Quieres.
Rayito de Luna.
Se Solicitan Modelos.
Serenata en Acapulco.
Sucedio en Acapulco.
FILMADORA INTERNACIONAL, S.A.
Tio de Mi Vida.
Tres Hombres en Mi Vida.
FILMADORA MEXICANA, S.A.
As Negro.
Dios Nos Manda Vivir.
Magdalena.
Secreto Profesional.
FILMAKERS.
Hard, Fast, and Beautiful.
Never Fear.
On the Loose.
FILMAKERS, INC.
Beware, My Lovely.
Hitch-Hiker.
FILMAKERS PRODUCTIONS, INC.
Bigamist.
Mad at the World.
Private Hell 36.
FILMAKERS RELEASING ORGANIZATION.
Crashout.
Egypt by Three.
FILMASTER PRODUCTIONS, INC.
Gunsmoke.
Have Gun - Will Travel.
Playhouse 90.
FILMAUFBAU, G.M.B.H.
Confessions of Felix Krull.
FILMCRAFT TRADING CORP.
Underworld Story.
FILMCREST PRODUCTIONS, INC.
Slightly Scarlet.
FILMEX, S.A.
Casa Chica.
De Tequila su Mezcal.
Lluvia Roja.
FILMS DE AMERICA, S.A.
Casa Colorada.
Mujer del Otro.
FILMS FOR CHILDREN, INC.
Briar Rose.
Enchanted River.
Legend of the Thirsting Stones.
Three Wishers.
FILMS FOR PUBLIC SERVICE.
3 Case Histories.
FILMS FOR TELEVISION OF HOLLYWOOD, INC.
Combat Sergeant.
FILMS INC.
Nothing But Air.
Water in the Air.
We Make a Fire.
What Is Soil.
FILMS INTERNATIONAL OF AMERICA.
Jungle of Chang.
FILMS INTERNATIONAL OF AMERICA, INC.
Walls of Malapaga.
FILMS MARCEL PAGNOL.
Jofroi.
FILMS MUNDIALES, S.A.
SEE Clasa Films Mundiales, S.A.
FILMSONOR.
Affairs of Messalina.
Fanfan the Tulip.
FILMSONOR, S.A.
Parisienne.
Sins of the Borgias.
FILWITE PRODUCTIONS, INC.
Man Who Knew Too Much.
FINE CHEMICALS DIVISION, AMERICAN CYANAMID CO.
SEE American Cyanamid Co. Fine Chemicals Division.
FINKLEHOFFE, FRED FRANKLIN.
About Face.
FINNEY, BEN.
Battle Stations.
FINNEY, JACK.
Five Against the House.
House of Numbers.
Invasion of the Body Snatchers.
FIRE-FIGHTING FILMS.
Care and Maintenance of Fire Hose.
Hold That Line—With Dirt.
FIRESTONE PLANTATIONS CO.
Changing Liberia.
FIRESTONE TIRE & RUBBER CO.
Fun Without Fuss.
Miracle of Rubber.
Montana Show.
FIRST ANTHOLOGY, INC.
Alcoa-Goodyear Theatre.
FIRST NATIONAL CITY BANK OF NEW YORK.
Big Change in World Markets.
FIRST NATIONAL PICTURES, INC.
SEE Warner Bros. First National Pictures.
FISCHER, ELGIE L. & J. LOWRY FISCHER, OWNERS, ELJO
PRODUCTIONS.
SEE Eljo Productions.
FISCHER, J. LOWRY & ELGIE L. FISCHER, OWNERS, ELJO
PRODUCTIONS.
SEE Eljo Productions.
FISCHER, CLAY.
Santa Fe Passage.
Tall Men.
FISHER, HAMMOND EDWARD.
Joe Palooka in Humphrey Takes a Chance.
FISHER, LOUISE BANG.
Flower Arrangements of Williamsburg.
FISHER, RUTH PAGE.
Beauty and the Beast.
Revenge.
FISHER, STEPHEN GOULD.
Susan Slept Here.
Vicki.
FISHER BODY DIVISION, GENERAL MOTORS CORP.
SEE General Motors Corp. Fisher Body Division.
FITCH, CLYDE.
Beau Brummell.
FITTS, MARGARET.
King and Four Queens.
FITZGERALD, F. SCOTT.
Last Time I Saw Paris.
FITZ-SIMONS, FOSTER.
Bright Leaf.
FIVE STAR PRODUCTIONS.
Magic Bunny.
S.O.S. Company Spot Advertisements.
FIVE STAR PRODUCTIONS, INC.
Magic Bunny.
Mountain Bar Television Commercial.
FLACK, MARJORIE.
Story About Ping.
FLAGG BROS. SHOES.
New Flagg Shoes.
Rock and Roll.
FLAVIN, MARTIN.
Convicted.
FLEISCHMAN, A. A.
Spy in the Sky.
FLEISCHMAN, ALBERT S.
Blood Alley.
FLEMING, JOAN.
RX-Murder.
FLETCHER, HARRY LUTF VERNE.
Double Confession.
FLICK, JOHN J.
Mechanism of Accommodation.
FLORA PRODUCTIONS.
Vera Cruz.
FLOREZ, INC.
It’s a Wonderful Day.
Styling of the Stars.
This Shall Be the Finest.
FLORMAN, ARTHUR.
Door Prize.
FLORY FILMS, INC.
Your Career in Aviation.
FLUHARTY, VERNON L.
Decision at Sundown.
FLYING A PICTURES.
Border Justice.
Ghost Mountain.
Sante Fe Raiders.
FLYING A PICTURES, INC.
Annie Oakley.
Bad Medicine.
Bandidos.
Bandits of Boulder Bluff.
Bandits of Panamint.
Baron of Broken Bow.
Bell of San Gabriel.
Black Rider.
Blackwater Valley Feud.
Blazeaway.
Breakup.
Bullets and Bows.
Chivaree.
Claim Jumpin’ Jennie.
Cold Decked.
Crooked Fork.
Cynthy’s Dream Dress.
Dead Man’s Shoe.
Death Valley Days.
Death Valley Kid.
Devil’s Brand.
Diablo Pass.
Doodle Bug.
Double Barrelled Vengeance.
Double Switch.
Doublecross Valley.
Dry Gulch at Devil’s Elbow.
False Trail.
Fight at Peaceful Mesa.
Flying Arrow.
Frame for Trouble.
Frontier Guard.
Galloping Hoofs.
Gene Autry Series.
Ghost of Poco Loco.
Ghost Town Raiders.
Gold Dust Charlie.
Golden Peso.
Grand Fleece.
Gray Dude.
Gunpoint.
Gunpowder Range.
Gunslinger in Paradise.
Gypsy Wagon.
Harsh Reckoning.
Hawk.
Head for Texas.
Heir to the Lazy L.
Hidden Gold.
Hold Up.
Horse Sense.
Hot Lead.
Hot Lead and Old Lace.
How Death Valley Got Its Name.
Indian Sign.
Johnny Jackaroo.
Kid Comes West.
Killer Horse.
Killer’s Trail.
Lady with the Blue Umbrella.
Last of the Pony Express.
Lawless Press.
Little Bullfrog Nugget.
Lost Chance.
Lost Pegleg Mine.
Marked for Death.
Melody Mesa.
Moonlight Witness.
Narrow Escape.
Old Prospector.
Outlaw Escape.
Outlaw of Blue Mesa.
Outlaw Stage.
Pack Rat.
Poisoned Waterhole.
Posse.
Prize Winner.
Raiders.
Range Rider.
Ransom Cross.
Return of Maverick Dan.
Revenge Trail.
Right of Way.
Rival Hash Houses.
Rock River Feud.
Ruthless Renegade.
Scorched Earth.
Secret Lode.
Self Made Man.
Sharpshooter.
Sheriff Is a Lady.
Sheriff of Santa Rosa.
Silver Arrow.
Silver Dollars.
Sixgun Party.
Six Gun Romeo.
Six Shooters Sweepstakes.
State to Rainbow’s End.
Star Toter.
Steel Ribbon.
Swamper Ike.
T.N.T.
Ten Thousand Reward.
Thunder Out West.
Trail of the Witch.
Trouble at Silver Creek.
Twisted Trails.
Warning! Danger.
Western Fugitive.

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