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《C++游戏编程》
C++游戏编程
编号: PT233329
作者:(美)Noel Llopis
译者:李鹏 贾传俊
开本:
ISBN:730209048
出版社:清华大学出版社
出版日期:2004-09-01
装帧:
书夫曼编号:474552
原价: 38
普通会员:35.53  一星会员:34.46
二星会员:33.75  三星会员:33.04

内容简介

本书从游戏开发的角度出发,把C++应用到游戏软件领域。介绍一些C++的实战经验,用常规的C++技术解决游戏开发者经常遇到的问题。重点讲述已经在实际的项目中应用的技术,而不是大段地罗列代码。
  本书是游戏开发经典丛书系列之一,适合游戏开发人员、业余游戏软件开发爱好者和有关游戏软件开发培训班使用,也可以作为大专院校相关专业的参考书。                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 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目录

目      录  第1部分  初识C    威力                                      第1章  继承                                      1.1  类                                      1.2  继承                                      1.3  多态和虚函数                                      1.4  是否使用继承                                      1.5  使用或者避免使用继承的时机                                      1.6  继承的实现(高级话题)                                      1.7  性能分析(高级话题)                                      1.8  替代方案(高级话题)                                      1.9  程序架构和继承(高级话题)                                      1.10  结论                                      1.11  阅读建议                                      第2章  多重继承                                      2.1  使用多重继承                                      2.2  多重继承的问题                                      2.3  多态                                      2.4  什么时候使用,  什么时候避免多重继承                                      2.5  多重继承的实现(高级话题)                                      2.6  性能分析(高级话题)                                      2.7  结论                                      2.8  阅读建议                                      第3章  常量及引用                                      3.1  常量                                      3.2  引用                                      3.3  强制转换                                      3.4  结论                                      3.5  阅读建议                                      第4章  模板                                      4.1  寻找通用代码                                      4.2  模板                                      4.3  使用模板的不足之处                                      4.4  使用模板的时机                                      4.5  模板专门化(高级话题)                                      4.6  结论                                      4.7  阅读建议                                      第5章  异常处理                                      5.1  错误的处理                                      5.2  异常的使用                                      5.3  异常的保护代码                                      5.4  异常的开销分析                                      5.5  异常的使用时机                                      5.6  结论                                      5.7  阅读建议                                      第2部分  性能和内存                                      第6章  性能                                      6.1  性能和优化                                      6.2  函数类型                                      6.3  函数内联                                      6.4  函数开销更多的方面                                      6.5  避免复制                                      6.6  构造函数和析构函数                                      6.7  数据缓存与内存对齐(高级话题)                                      6.8  结论                                      6.9  阅读建议                                      第7章  内存分配                                      7.1  栈                                      7.2  堆                                      7.3  静态分配                                      7.4  动态分配                                      7.5  定制内存管理                                      7.6  内存池                                      7.7  万一出现紧急情况(内存耗尽)                                      7.8  结论                                      7.9  阅读建议                                      第8章  标准模板库——容器                                      8.1  STL概述                                      8.2  用还是不用STL                                      8.3  序列式容器                                      8.4  关联式容器                                      8.5  容器适配器                                      8.6  结论                                      8.7  阅读建议                                      第9章  STL算法及高级主题                                      9.1  算符(函数对象)                                      9.2  算法                                      9.3  字符串                                      9.4  分配算符(高级话题)                                      9.5  当STL不满足要求时(高级话题)                                      9.6  结论                                      9.7  阅读建议                                      第3部分  专门技术                                      第10章  抽象接口                                      10.1  抽象接口                                      10.2  通用C    实现                                      10.3  作为绝缘层的抽象接口                                      10.4  作为类特征的抽象接口                                      10.5  其他方面                                      10.6  结论                                      10.7  阅读建议                                      第11章  插件                                      11.1  对插件的需要                                      11.2  插件结构                                      11.3  插件的组装                                      11.4  插件的应用                                      11.5  结论                                      11.6  阅读建议                                      第12章  运行期类型信息                                      12.1  不使用RTTI进行工作                                      12.2  使用RTTI                                      12.3  标准C++RTTI                                      12.4  自定义RTTI系统                                      12.5  结论                                      12.6  阅读建议                                      第13章  对象的创建与管理                                      13.1  对象的创建                                      13.2  对象工厂                                      13.3  共享对象                                      13.4  结论                                      13.5  阅读建议                                      第14章  对象的序列化                                      14.1  游戏实体序列化概述                                      14.2  游戏实体序列化的实现                                      14.3  组装起来                                      14.4  结论                                      14.5  阅读建议                                      第15章  处理大型项目                                      15.1  逻辑结构与物理结构                                      15.2  类和文件                                      15.3  头文件                                      15.4  库                                      15.5  配置                                      15.6  结论                                      15.7  阅读建议                                      第16章  防止游戏崩溃                                      16.1  使用断言                                      16.2  刷新机器状态                                      16.3  处理“坏”数据                                      16.4  结论                                      16.5  阅读建议                      &nb