C: How to Program – Dietel & Deitel – 6th Edition


C How to Program, 6e, is ideal for introductory courses in C Programming. Also for courses in Programming for Engineers, Programming for Business, and Programming for Technology. This text provides a valuable reference for programmers and anyone interested in learning the C programming language.

The Deitels’ groundbreaking How to Program series offers unparalleled breadth and depth of object-oriented programming concepts and intermediate-level topics for further study.

Using the Deitels’ signature “Live-Code™ Approach,” this complete, authoritative introduction to C programming offers strong treatment of structured algorithm and program development in ANSI/ISO C with 150 working C programs. Includes rich, 300-page treatment of object-oriented programming in C++ that helps readers interpret the code more effectively.

The extended examples, along with the supporting text, are the best of any of the C texts I’ve seen. Better students can easily skip over unneeded material, but those who are struggling have a wealth of information to help them grasp the material or, at the very least, to help them formulate their questions. Running the code for the supplied examples, especially in debugging mode, in conjunction with reading the text provides students with a laboratory for gaining a thorough understanding of how C works.

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  • Preface
    1 Introduction to Computers, the Internet and the Web
    2 Introduction to C Programming
    3 Structured Program Development in C
    4 C Program Control
    5 C Functions
    6 C Arrays
    7 C Pointers
    8 C Characters and Strings
    9 C Formatted Input/Output
    10 C Structures, Unions, Bit Manipulations and Enumerations
    11 C File Processing
    12 C Data Structures
    13 C Preprocessor
    14 Other C Topics
    15 C++ as a Better C; Introducing Object Technology
    16 Introduction to Classes and Objects
    17 Classes: A Deeper Look, Part 1
    18 Classes: A Deeper Look, Part 2
    19 Operator Overloading
    20 Object-Oriented Programming: Inheritance
    21 Object-Oriented Programming: Polymorphism
    22 Templates
    23 Stream Input/Output
    24 Exception Handling

    A Operator Precedence Charts
    B ASCII Character Set
    C Number Systems
    D Game Programming: Solving Sudoku

  • Citation

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