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Learn C++ by Example (Frances Buontempo)(Z-Library)

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C++
Language English

Covers versions 11 to 23

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Size 2.5 MB
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【One-Line Pitch】 A hands-on re-entry guide for programmers who once knew C++ and feel left behind by the C++11–23 era: nine small, playful projects (games, simulations, a slot machine) rebuild your fluency one modern feature at a time. Best for returning C++ developers and intermediate programmers who learn by building rather than by reference lookup. 【Book Arc】 - **Opening (~0%–10%)**: Front matter, foreword, and contents set expectations — the book is project-driven, not a language reference, and explicitly targets people overwhelmed by post-C++11 changes. The chapter map previews nine self-contained builds. - **Early (~10%–32%)**: The author's preface and "About this book" explain the teaching philosophy: small projects, iterate on code, compile and play. Chapter 1 argues why C++ still matters and frames the "bootstrap your knowledge" approach; setup and code-repository guidance appear here. - **Middle (~32%–55%)**: Chapters 2–5 move from containers, iterators, and ranges (Pascal's triangle) through input handling with `std::optional`/`std::function`, `std::chrono` countdowns, and class-based card games with scoped enums, `std::array`, three-way comparison, and `std::variant`. - **Late (~55%–85%)**: Chapters 6–8 escalate: inheritance and special member functions with smart pointers and type traits (blob race), `std::map`/`std::multimap` with structured bindings and file input (answer smash), then `std::unordered_map`, `std::hash`, and a coroutine-based "mind reader." - **Ending (~85%–100%)**: Chapter 9 closes with parameter packs, fold expressions, `std::visit`, and `std::views::zip` in a slot-machine project, plus an appendix of further resources — ending on practice suggestions rather than a summary. 【Book Arc note】The excerpts confirm this progression but do not include chapter 1's full text or the appendix contents; percentages are approximate. 【Key Takeaways】 - **Projects are the teaching unit** (Early): each chapter is a self-contained game or toy, so concepts arrive attached to something you can run and modify — the stated reason is retention, not coverage. - **The target reader is a returner, not a beginner** (Early): the author explicitly addresses people who "used to know C++" and are overwhelmed by new features; prior familiarity with `std::vector`, `std::string`, and `std::cin`/`cout` is assumed. - **Modern features are introduced incrementally** (Middle): ranges, lambdas, `std::format`, `std::optional`, `std::variant`, concepts, and coroutines each get a concrete use case rather than a definition-first treatment. - **Iteration is the method** (Early): the foreword stresses that each section shows the "journey of development," revising code as new concepts arrive — the point is watching code evolve, not memorizing final listings. - **Containers anchor the curriculum** (Middle/Late): `std::vector`, `std::array`, `std::map`, `std::multimap`, and `std::unordered_map` recur, with structured bindings and `std::pair`/`std::tuple` making them pleasant to query. - **Object lifetime and ownership get real treatment** (Late): special member functions, the rule of zero, type traits, and smart pointers appear in the blob-race chapter, connecting modern C++ to its memory-management reputation. - **Coroutines are demystified through a game** (Late): the mind-reader example builds a `promise_type` and `Task` type step by step — the book's most advanced material, placed late for good reason. - **Compiler support is acknowledged as uneven** (Early): `std::format` and similar features are flagged where toolchains lag, with fallback comments in the source — a practical honesty rare in language books. 【Reading Tips】 - **Read chapter 1, then set up your compiler before chapter 2** — the author says the games start there, and the code repository (BootstrapCpp) is the intended companion. - **Type the code and run it; don't just read listings.** The foreword and preface both push "learning by doing," and the incremental revisions only make sense if you follow along. - **Chapters can be read out of order but build on each other** — if you're rusty on classes, do chapters 5–6 in sequence; if you want the newest features, jump to 8–9 but expect to backtrack. - **Skim the front matter and appendix; deep-read chapters 2, 6, and 8** if you want the broadest feature coverage (ranges, ownership, coroutines) in the least time. - **Treat compiler warnings and unsupported-feature notes as part of the lesson** — they're where the book quietly teaches portability judgment. 【Coverage Limits】 This guide is based on stratified excerpts covering front matter, the preface, chapter map, and chapter 1 framing; the detailed content of chapters 2–9 is known only through the table of contents and chapter summaries, so specific code examples and exercises are not described here.

Passage locations

Excerpt 1
acid-free paper, and we exert our best efforts to that end. Recognizing also our responsibility to conserve the resources of our planet, Manning books are pr...
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Excerpt 2
vice on the tradeoffs we all have to make when writing code. There are tests that explore the edge cases and how to handle them, and even examples of how to...
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Excerpt 3
you decide to read this book, do stop and try out some code. Then play the games you created, or play with the projects. Keep your brain in gear, ask questio...
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Excerpt 4
ced and developed by a company or an individual. C++ is not. Originally invented by Bjarne Stroustrup, Working Group 21 (WG21) of the International Organizat...
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