tailieunhanh - Lecture Programming principles and practice using C++: Chapter 13 - Bjarne Stroustrup

Chapter 12 demonstrated how to create simple windows and display basic shapes: rectangle, circle, triangle, and ellipse. It showed how to manipulate such shapes: change colors and line style, add text, etc. Chapter 13 shows how these shapes and operations are implemented, and shows a few more examples. In Chapter 12, we were basically tool users; here we become tool builders. | Chapter 13 Graphics classes Bjarne Stroustrup Abstract Chapter 12 demonstrated how to create simple windows and display basic shapes: rectangle, circle, triangle, and ellipse. It showed how to manipulate such shapes: change colors and line style, add text, etc. Chapter 13 shows how these shapes and operations are implemented, and shows a few more examples. In Chapter 12, we were basically tool users; here we become tool builders. Stroustrup/Programming Overview Graphing Model Code organization Interface classes Point Line Lines Grid Open Polylines Closed Polylines Color Text Unnamed objects Stroustrup/Programming Display model Objects (such as graphs) are “attached to” (“placed in”) a window. The “display engine” invokes display commands (such as “draw line from x to y”) for the objects in a window Objects such as Rectangle add vectors of lines to the window to draw Open_polyline Rectangle “window” Display Engine attach() attach() draw() . | Chapter 13 Graphics classes Bjarne Stroustrup Abstract Chapter 12 demonstrated how to create simple windows and display basic shapes: rectangle, circle, triangle, and ellipse. It showed how to manipulate such shapes: change colors and line style, add text, etc. Chapter 13 shows how these shapes and operations are implemented, and shows a few more examples. In Chapter 12, we were basically tool users; here we become tool builders. Stroustrup/Programming Overview Graphing Model Code organization Interface classes Point Line Lines Grid Open Polylines Closed Polylines Color Text Unnamed objects Stroustrup/Programming Display model Objects (such as graphs) are “attached to” (“placed in”) a window. The “display engine” invokes display commands (such as “draw line from x to y”) for the objects in a window Objects such as Rectangle add vectors of lines to the window to draw Open_polyline Rectangle “window” Display Engine attach() attach() draw() draw() draw() Stroustrup/Programming Code organization // Graphing interface: struct Shape { }; // window interface: class Window { }; FLTK headers Graph code Window code FLTK code : : : #include "" #include "" int main() { } : : struct Point { }; // GUI interface: struct In_box { }; GUI code : : : Stroustrup/Programming Source files Header File that contains interface information (declarations) #include in user and implementer .cpp (“code file” / “implementation file”) File that contains code implementing interfaces defined in headers and/or uses such interfaces #includes headers Read the header And later the implementation file Don’t read the header or the implementation file Naturally, some of you will take a peek Beware: heavy use of yet unexplained C++ features Stroustrup/Programming Design note The ideal of program design is to represent .

crossorigin="anonymous">
Đã phát hiện trình chặn quảng cáo AdBlock
Trang web này phụ thuộc vào doanh thu từ số lần hiển thị quảng cáo để tồn tại. Vui lòng tắt trình chặn quảng cáo của bạn hoặc tạm dừng tính năng chặn quảng cáo cho trang web này.