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  • © 2020

C++20 Recipes

A Problem-Solution Approach

Apress
  • The first code-rich developer cookbook reference on C++20 and earlier releases

  • Includes C++20 features such as modules, concepts, spaceship operators, and smart pointers

  • Covers 3D graphics programming useful for games development

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eBook USD 54.99
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  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 69.99
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  • Dispatched in 3 to 5 business days
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Table of contents (14 chapters)

  1. Front Matter

    Pages i-xxvii
  2. Beginning C++

    • J. Burton Browning, Bruce Sutherland
    Pages 1-24
  3. Modern C++

    • J. Burton Browning, Bruce Sutherland
    Pages 25-80
  4. Working with Text

    • J. Burton Browning, Bruce Sutherland
    Pages 81-113
  5. Working with Numbers

    • J. Burton Browning, Bruce Sutherland
    Pages 115-145
  6. Classes

    • J. Burton Browning, Bruce Sutherland
    Pages 147-187
  7. Inheritance

    • J. Burton Browning, Bruce Sutherland
    Pages 189-213
  8. The STL Containers

    • J. Burton Browning, Bruce Sutherland
    Pages 215-249
  9. The STL Algorithms

    • J. Burton Browning, Bruce Sutherland
    Pages 251-276
  10. Templates

    • J. Burton Browning, Bruce Sutherland
    Pages 277-300
  11. Memory

    • J. Burton Browning, Bruce Sutherland
    Pages 301-363
  12. Concurrency

    • J. Burton Browning, Bruce Sutherland
    Pages 365-428
  13. Networking

    • J. Burton Browning, Bruce Sutherland
    Pages 429-495
  14. Scripting

    • J. Burton Browning, Bruce Sutherland
    Pages 497-546
  15. 3D Graphics Programming

    • J. Burton Browning, Bruce Sutherland
    Pages 547-619
  16. Back Matter

    Pages 621-630

About this book

Discover the newest major features of C++20, including modules, concepts, spaceship operators, and smart pointers. This book is a handy code cookbook reference guide that covers the C++ core language standard as well as some of the code templates available in standard template library (STL).

In C++20 Recipes: A Problem-Solution Approach, you'll find numbers, strings, dates, times, classes, exceptions, streams, flows, pointers, and more. Also, you'll see various code samples, templates for C++ algorithms, parallel processing, multithreading, and numerical processes. It also includes 3D graphics programming code. A wealth of STL templates on function objects, adapters, allocators, and extensions are also available.

This is a must-have, contemporary reference for your technical library to help with just about any project that involves the C++ programming language.  

What You Will Learn

  • See what's new in C++20
  • Write modules
  • Work with text, numbers, and classes
  • Use the containers and algorithms available in the standard library
  • Work with templates, memory, concurrency, networking, scripting, and more
  • Code for 3D graphics

Who This Book Is For  

Programmers with at least some prior experience with C++.  

 


Authors and Affiliations

  • Bolivia, USA

    J. Burton Browning

  • Carnegie, Australia

    Bruce Sutherland

About the authors

Dr. J. Burton Browning earned his doctorate from North Carolina State University. He has conducted research in areas including: distance learning, programming, and instructional technology. As a life-long learner and someone who has interests in topics such as: programming, photography, robotics, car restoration, wood working, hunting, reading, fishing, and archery, he is never at a loss for something to do. The art and joy of serving as a professor suits his inquisitive nature. Dr. Browning’s previous publications include works on cross-functional learning teams (CFLT), The Utopian School (teacher-led school model), computer programming (several languages), open-source software, healthcare statistics and data mining, CNC plasma cutter operation, educational technology, biography, mobile learning, online teaching, and more.



Bruce Sutherland is a video game programmer hailing from Dundee, Scotland. He graduated with a Bsc (Hons) Computer Games Technology from the University of Abertay, Dundee in Scotland, graduating in 2005. After graduating he began his first job in the games industry at 4J Studios where he worked on Star Trek: Encounters (PS2), The Elder Scrolls IV: Oblivion (PS3), Star Trek: Conquest (PS2, Wii), Ducati Moto (NDS) and AMF Pinbusters! (NDS). In July 2008 he moved from Dundee to Melbourne Australia where he joined Visceral Studios and was a software engineer on Dead Space (Xbox 360, PS3, PC), The Godfather II (Xbox 360, PS3, PC) and Dead Space 3 (Xbox 360, PS3, PC). He developed an interest in developing for Android in his spare time and writes tutorials on his blog.

Bibliographic Information

Buy it now

Buying options

eBook USD 54.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 69.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access