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C++ Objects Solutions

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Chapter 1 Designing a Program with Pseudocode, p. 19 Designing the Account Balance Program, p. 24 Predicting the Output of Problem 30, p. 24 Solving the Candy Bar Sales Problem, p. 25 Using cout to Display Output, p. 32 Assignment Statements, p. 59 Arithmetic Operators, p. 61 Solving the Restaurant Bill Problem, p. 72 Using cin to Read Input, p. 75 Evaluating Mathematical Expressions, p. 81 Combined Assignment Operators, p. 102 Solving the Stadium Seating Problem, p. 151 Using an if Statement, p. 162 Using an if/else Statement, p. 172 Using an if/else if Statement, p. 175 Solving the Time Calculator Problem, p. 236 The while Loop, p. 249 The for Loop, p. 263 Nested Loops, p. 277 Solving the Ocean Levels Problem, p. 299 Defining and Calling Functions, p. 306 Using Function Arguments, p. 316 Value-Returning Functions, p. 326 Solving the Markup Problem, p. 380 Creating a Class, p. 391 Creating and Using Class Objects, p. 393 Creating and Using Structures, p. 436 Solving the Car Class Problem, p. 480 Accessing Array Elements, p. 487 Passing an Array to a Function, p. 517 Two-Dimensional Arrays, p. 526 Solving the Chips and Salsa Problem, p. 567 Performing a Binary Search, p. 580 Sorting a Set of Data, p. 587 Solving the Lottery Winners Problem, p. 616
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Chapter 2

Chapter 3

Chapter 4

Chapter 5

Chapter 6

Chapter 7

Chapter 8

Chapter 9

Chapter 10 Pointer Variables, p. 621 Dynamically Allocating an Array, p. 645 Solving the Days in Current Month Problem, p. 676


Chapter 11

Operator Overloading, p. 704 Aggregation and Composition, p. 734 Overriding Base Class Functions, p. 755 Solving the Number of Days Worked Problem, p. 768 Converting Strings to Numbers, p. 788 Writing a C-String Handling Function, p. 800 Solving the Backward String Problem, p. 823 Passing File Stream Objects to Functions, p. 845 Rewinding a File, p. 858 Solving the File Encryption Filter Problem, p. 897 Recursive Binary Search, p. 913 QuickSort, p. 915 Solving the Recursive Multiplication Problem, p. 933 Polymorphism, p. 941 Composition Versus Inheritance, p. 952 Solving the Sequence Sum Problem, p. 970 Throwing and Handling Exceptions, p. 975 Writing a Function Template, p. 986 Iterators, p. 1004 Solving the Arithmetic Exceptions Problem, p. 1020 Adding an Element to a Linked List, p. 1031 Removing an Element from a Linked List, p. 1038 Solving the Member Insertion by Position Problem, p. 1069 Storing Objects in an STL Stack, p. 1083 Storing Objects in an STL Queue, p. 1097 Solving the File Reverser Problem, p. 1109 Inserting an Element into a Binary Tree, p. 1118 Removing an Element from a Binary Tree, p. 1122 Solving the Tree Size Problem, p. 1138

Chapter 12

Chapter 13

Chapter 14

Chapter 15

Chapter 16

Chapter 17

Chapter 18

Chapter 19

Seventh Edition

Starting Out with

C++ Early Objects

Tony Gaddis Judy Walters Godfrey Muganda

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Editor-in-Chief: Michael Hirsch Editorial Assistant: Stephanie Sellinger Director of Marketing: Margaret Whaples Marketing Coordinator: Kathryn Ferranti Managing Editor: Jeffrey Holcomb Production Project Manager: Heather McNally Senior Manufacturing Buyer: Carol Melville Media Manufacturing Buyer: Ginny Michaud Art Director: Linda Knowles Cover and Interior Designer: Joyce Cosentino Wells Cover Art: © 2010 Dmitriy Ustyujanin/iStockphoto Media Project Manager: Katelyn Boller Full-Service Project Management: Peggy Kellar, Aptara®, Inc. Composition: Aptara®, Inc. Copyeditor: Evelyn Perricone Credits and acknowledgments borrowed from other sources and reproduced, with permission, in this textbook appear on appropriate page within text. Microsoft® and Windows® are registered trademarks of the Microsoft Corporation in the U.S.A. and other countries. Screen shots and icons reprinted with permission from the Microsoft Corporation. This book is not sponsored or endorsed by or affiliated with the Microsoft Corporation. The programs and applications presented in this book have been included for their instructional value. They have been tested with care, but are not guaranteed for any particular purpose. The publisher does not offer any warranties or representations, nor does it accept any liabilities with respect to the programs or applications. Copyright © 2011, 2008, 2006, 2005. Pearson Education, Inc., publishing as Addison-Wesley, 501 Boylston Street, Suite 900, Boston, Massachusetts 02116. All rights reserved. Manufactured in the United States of America. This publication is protected by Copyright, and permission should be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission(s) to use material from this work, please submit a written request to Pearson Education, Inc., Permissions Department, 501 Boylston Street, Suite 900, Boston, Massachusetts 02116. Many of the designations by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed in initial caps or all caps. Library of Congress Cataloging-in-Publication Data Gaddis, Tony. Starting out with C++ : early objects / Tony Gaddis, Judy Walters, Godfrey Muganda.—Seventh ed. p. cm. Includes bibliographical references and index. ISBN 978-0-13-607774-9 (alk. paper) 1. C++ (Computer program language) I. Walters, Judy. II. Muganda, Godfrey. III. Title. QA76.73.C153G33 2010 005.13'3—dc22 2010004498 10 9 8 7 6 5 4 3 2 1—EB—14 13 12 11 10

ISBN 10: 0-13-607774-9 ISBN 13: 978-0-13-607774-9

Contents at a Glance
Preface xv Introduction to Computers and Programming 1 Introduction to C++ 27 Expressions and Interactivity 75 Making Decisions 157 Looping 243 Functions 305 Introduction to Classes and Objects 387 Arrays 485 Searching, Sorting, and Algorithm Analysis 577 Pointers 619 More About Classes and Object-Oriented Programming 677 More About Characters, Strings, and the string Class 771 Advanced File and I/O Operations 829 Recursion 901 Polymorphism and Virtual Functions 935 Exceptions, Templates, and the Standard Template Library (STL) Linked Lists 1023 Stacks and Queues 1071 Binary Trees 1111 Appendix A: The ASCII Character Set 1141 Appendix B: Operator Precedence and Associativity Index 1147






Contents at a Glance

Student CD

The following appendices are on the accompanying Student CD. Appendix C: A Brief Introduction to Object-Oriented Programming Appendix D: Using UML in Class Design Appendix E: Namespaces Appendix F: Passing Command Line Arguments Appendix G: Header File and Library Function Reference Appendix H: Binary Numbers and Bitwise Operations Appendix I: C++ Casts and Run-Time Type Identification Appendix J: Multi-Source File Programs Appendix K: Multiple and Virtual Inheritance Appendix L: Introduction to the MinGW C++ Compiler and the wxDev-C++ IDE Appendix M: Introduction to Microsoft Visual C++ 2008 Express Edition Appendix N: .NET and Managed C++ Appendix O: Introduction to Flowcharting Appendix P: Answers to Checkpoints Appendix Q: Answers to Odd-Numbered Review Questions

Preface CHAPTER 1 1.1 1.2 1.3 1.4 1.5 1.6 1.7 xv 1

Introduction to Computers and Programming Why Program? 1 Computer Systems: Hardware and Software 2 Programs and Programming Languages 6 What Is a Program Made of? 12 Input, Processing, and Output 16 The Programming Process 17 Tying It All Together: Hi! It’s Me 22

CHAPTER 2 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18

Introduction to C++ 27 The Parts of a C++ Program 27 The cout Object 31 The #include Directive 35 Standard and Prestandard C++ 37 Variables, Constants, and the Assignment Statement 37 Identifiers 41 Integer Data Types 43 The char Data Type 48 The C++ string Class 52 Floating-Point Data Types 54 The bool Data Type 57 Determining the Size of a Data Type 58 More on Variable Assignments and Initialization 59 Scope 60 Arithmetic Operators 61 Comments 64 Focus on Software Engineering: Programming Style 65 Tying It All Together: Smile! 67




CHAPTER 3 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 3.10 3.11 3.12 3.13 3.14 3.15 CHAPTER 4 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 CHAPTER 5 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 5.9 5.10 5.11 5.12 5.13

Expressions and Interactivity 75 The cin Object 75 Mathematical Expressions 81 Implicit Type Conversion 89 Explicit Type Conversion 90 Overflow and Underflow 94 Named Constants 97 Multiple and Combined Assignment 101 Formatting Output 105 Working with Characters and String Objects 115 Using C-Strings 120 More Mathematical Library Functions 126 Introduction to Files 130 Focus on Debugging: Hand Tracing a Program 138 Green Fields Landscaping Case Study—Part 1 140 Tying It All Together: Word Game 142 Making Decisions 157 Relational Operators 157 The if Statement 162 The if/else Statement 172 The if/else if Statement 175 Menu-Driven Programs 181 Nested if Statements 183 Logical Operators 187 Validating User Input 196 More About Variable Definitions and Scope 197 Comparing Characters and Strings 202 The Conditional Operator 206 The switch Statement 210 Enumerated Data Types 219 Testing for File Open Errors 222 Focus on Testing and Debugging: Validating Output Results 223 Green Fields Landscaping Case Study—Part 2 225 Tying It All Together: Fortune Teller 229 Looping 243 The Increment and Decrement Operators 243 Introduction to Loops: The while Loop 249 Using the while Loop for Input Validation 253 Counters 256 The do-while Loop 258 The for Loop 263 Keeping a Running Total 269 Sentinels 271 Using a Loop to Read Data from a File 273 Focus on Software Engineering: Deciding Which Loop to Use 276 Nested Loops 277 Breaking Out of a Loop 279 The continue Statement 281



5.14 5.15 5.16 CHAPTER 6 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 6.10 6.11 6.12 6.13 6.14 6.15 6.16 6.17 6.18 CHAPTER 7 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 7.10 7.11 7.12 7.13 7.14 7.15 7.16 7.17 CHAPTER 8 8.1 8.2 8.3 8.4 8.5

Focus on Testing and Debugging: Creating Good Test Data 284 Central Mountain Credit Union Case Study 287 Tying It All Together: What a Colorful World 291 Functions 305 Modular Programming 305 Defining and Calling Functions 306 Function Prototypes 314 Sending Data into a Function 316 Passing Data by Value 321 The return Statement 325 Returning a Value from a Function 326 Returning a Boolean Value 332 Using Functions in a Menu-Driven Program 334 Local and Global Variables 337 Static Local Variables 344 Default Arguments 347 Using Reference Variables as Parameters 350 Overloading Functions 359 The exit() Function 363 Stubs and Drivers 366 Little Lotto Case Study 368 Tying It All Together: Glowing Jack-o-lantern 373 Introduction to Classes and Objects 387 Abstract Data Types 387 Object-Oriented Programming 389 Introduction to Classes 391 Introduction to Objects 393 Defining Member Functions 395 Constructors 402 Destructors 407 Private Member Functions 410 Passing Objects to Functions 413 Object Composition 420 Focus on Software Engineering: Separating Class Specification, Implementation, and Client Code 424 Input Validation Objects 431 Structures 435 Home Software Company OOP Case Study 449 Introduction to Object-Oriented Analysis and Design 455 Screen Control 464 Tying It All Together: Yoyo Animation 469 Arrays 485 Arrays Hold Multiple Values 485 Accessing Array Elements 487 Inputting and Displaying Array Contents Array Initialization 496 Processing Array Contents 502




8.6 8.7 8.8 8.9 8.10 8.11 8.12 8.13 8.14 CHAPTER 9 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 CHAPTER 10 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 10.9 10.10 10.11 10.12 10.13 10.14 CHAPTER 11 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 11.9 11.10 11.11

Using Parallel Arrays 513 The typedef Statement 516 Arrays as Function Arguments 517 Two-Dimensional Arrays 526 Arrays with Three or More Dimensions 534 Vectors 537 Arrays of Class Objects 549 National Commerce Bank Case Study 559 Tying It All Together: Rock, Paper, Scissors 561 Searching, Sorting, and Algorithm Analysis Introduction to Search Algorithms 577 Searching an Array of Objects 584 Introduction to Sorting Algorithms 587 Sorting an Array of Objects 596 Sorting and Searching Vectors 599 Introduction to Analysis of Algorithms 601 Case Studies 609 Tying It All Together: Secret Messages 610 577

Pointers 619 Pointers and the Address Operator 619 Pointer Variables 621 The Relationship Between Arrays and Pointers 625 Pointer Arithmetic 629 Initializing Pointers 630 Comparing Pointers 632 Pointers as Function Parameters 635 Pointers to Constants and Constant Pointers 639 Focus on Software Engineering: Dynamic Memory Allocation 643 Focus on Software Engineering: Returning Pointers from Functions 648 Pointers to Class Objects and Structures 652 Focus on Software Engineering: Selecting Members of Objects 659 United Cause Relief Agency Case Study 661 Tying It All Together: Pardon Me, Do You Have the Time? 669 More About Classes and Object-Oriented Programming The this Pointer and Constant Member Functions 677 Static Members 681 Friends of Classes 689 Memberwise Assignment 694 Copy Constructors 695 Operator Overloading 704 Type Conversion Operators 728 Convert Constructors 731 Aggregation and Composition 734 Inheritance 740 Protected Members and Class Access 745 677



11.12 11.13 11.14 CHAPTER 12 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 12.9 12.10 CHAPTER 13 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 13.9 13.10 13.11 CHAPTER 14 14.1 14.2 14.3 14.4 14.5 14.6 14.7 14.8 14.9 14.10 CHAPTER 15 15.1 15.2 15.3 15.4 15.5 15.6

Constructors, Destructors, and Inheritance 750 Overriding Base Class Functions 755 Tying It All Together: Putting Data on the World Wide Web 757 More About Characters, Strings, and the string Class C-Strings 771 Library Functions for Working with C-Strings 776 Conversions Between Numbers and Strings 787 Character Testing 793 Character Case Conversion 797 Writing Your Own C-String Handling Functions 800 More About the C++ string Class 805 Creating Your Own String Class 810 Advanced Software Enterprises Case Study 817 Tying It All Together: Program Execution Environments 819 771

Advanced File and I/O Operations 829 Files 829 Output Formatting 838 Passing File Stream Objects to Functions 845 More Detailed Error Testing 847 Member Functions for Reading and Writing Files 849 Binary Files 862 Creating Records with Structures 866 Random-Access Files 871 Opening a File for Both Input and Output 878 Online Friendship Connections Case Study 883 Tying It All Together: File Merging and Color-Coded HTML 888 Recursion 901 Introduction to Recursion 901 The Recursive Factorial Function 908 The Recursive gcd Function 910 Solving Recursively Defined Problems 911 A Recursive Binary Search Function 913 Focus on Problem Solving and Program Design: The QuickSort Algorithm 915 The Towers of Hanoi 919 Focus on Problem Solving: Exhaustive and Enumeration Algorithms 922 Focus on Software Engineering: Recursion Versus Iteration 926 Tying It All Together: Infix and Prefix Expressions 927 Polymorphism and Virtual Functions 935 Type Compatibility in Inheritance Hierarchies 935 Polymorphism and Virtual Member Functions 941 Abstract Base Classes and Pure Virtual Functions 946 Focus on Object-Oriented Programming: Composition Versus Inheritance 952 Secure Encryption Systems, Inc., Case Study 957 Tying It All Together: Let’s Move It 961



CHAPTER 16 16.1 16.2 16.3 16.4 16.5 16.6 CHAPTER 17 17.1 17.2 17.3 17.4 17.5 17.6 17.7 17.8 CHAPTER 18 18.1 18.2 18.3 18.4 18.5 18.6 18.7 18.8 CHAPTER 19 19.1 19.2 19.3 19.4

Exceptions, Templates, and the Standard Template Library (STL) Exceptions 973 Function Templates 985 Class Templates 993 Class Templates and Inheritance 999 Introduction to the Standard Template Library 1002 Tying It All Together: Word Transformers Game 1015 Linked Lists 1023 Introduction to the Linked List ADT 1023 Linked List Operations 1029 A Linked List Template 1041 Recursive Linked List Operations 1045 Variations of the Linked List 1054 The STL list Container 1054 Reliable Software Systems, Inc., Case Study 1056 Tying It All Together: More on Graphics and Animation 1060 Stacks and Queues 1071 Introduction to the Stack ADT 1071 Dynamic Stacks 1079 The STL Stack Container 1082 Introduction to the Queue ADT 1084 Dynamic Queues 1092 The STL deque and queue Containers 1096 Focus on Problem Solving and Program Design: Eliminating Recursion 1098 Tying It All Together: Converting Postfix Expressions to Infix 1103 Binary Trees 1111 Definition and Applications of Binary Trees 1111 Binary Search Tree Operations 1115 Template Considerations for Binary Search Trees 1131 Tying It All Together: Genealogy Trees 1131 Appendix A: The ASCII Character Set 1141 Appendix B: Operator Precedence and Associativity Index 1147





Student CD

The following appendices are on the accompanying Student CD. Appendix C: A Brief Introduction to Object-Oriented Programming Appendix D: Using UML in Class Design Appendix E: Namespaces Appendix F: Passing Command Line Arguments Appendix G: Header File and Library Function Reference Appendix H: Binary Numbers and Bitwise Operations Appendix I: C++ Casts and Run-Time Type Identification Appendix J: Multi-Source File Programs Appendix K: Multiple and Virtual Inheritance Appendix L: Introduction to the MinGW C++ Compiler and the wxDev-C++ IDE Appendix M: Introduction to Microsoft Visual C++ 2008 Express Edition Appendix N: .NET and Managed C++ Appendix O: Introduction to Flowcharting Appendix P: Answers to Checkpoints Appendix Q: Answers to Odd-Numbered Review Questions

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Welcome to Starting Out with C++: Early Objects, 7th Edition. This book is intended for use in a two-term or three-term C++ programming sequence, or an accelerated one-term course. Students new to programming, as well those with prior course work in other languages, will find this text beneficial. The fundamentals of programming are covered for the novice, while the details, pitfalls, and nuances of the C++ language are explored in-depth for both the beginner and more experienced student. The book is written with clear, easy-to-understand language and it covers all the necessary topics for an introductory programming course. This text is rich in example programs that are concise, practical, and real world oriented, ensuring that the student not only learns how to implement the features and constructs of C++, but why and when to use them.

What’s New in the Seventh Edition
This book’s pedagogy, organization, and clear writing style remain the same as in the previous edition. However, many improvements have been made to make it even more student-friendly and to keep it state of the art for introductory programming using the C++ programming language. • Updated Material Material has been updated throughout the book to reflect changes in technology, operating systems, and software development environments, as well as to improve clarity and incorporate best practices in object-oriented programming. • New Material New material has been added on a number of topics including embedding operating system calls in program code, using object composition and aggregation, and creating text-based graphics. • Completely Revised Chapter 7 Chapter 7, Introduction to Classes and Objects, has been reorganized and almost entirely rewritten to start right in with classes and objects, instead of introducing structures first.




• Greater Focus on Object-Oriented Programming Many examples throughout the text have been rewritten to incorporate appropriate use of classes and objects. • Reusability Material has been added illustrating how to create general classes that can be appropriately reused in multiple applications. • Improved Diagrams Many diagrams have been improved and new diagrams added to better illustrate important concepts. • Online VideoNotes An extensive set of online videos have been developed to accompany this text. Throughout the book, VideoNotes icons alert the student to videos covering specific topics they are studying. Additionally, one Programming Challenge at the end of each chapter now has an accompanying video explaining how to develop the problem’s solution. The videos are available at • New Tying It All Together Sections A new Tying It All Together section has been added at the end of every chapter that shows the student how to do something clever and fun with the material covered in that chapter. • New Programming Challenges New Programming Challenges have been added to every chapter, including a number of Challenges that ask students to develop object-oriented solutions and to create solutions that reuse, modify, and build on previously written code. • New Compiler and IDE Bundled with the Book The MinGW C++ Compiler and wxDev-C++ Software Development Environment now come bundled, for free, with the book. • New Appendices An Appendix has been added on using the MinGW C++ Compiler and wxDev-C++ IDE that accompany the book. Additional new appendices cover the Microsoft Visual C++ 2008 Express Edition IDE and Multiple and Virtual Inheritance.

Organization of the Text
This text teaches C++ in a step-by-step fashion. Each chapter covers a major set of topics and builds knowledge as the student progresses through the book. Although the chapters can be easily taught in their existing sequence, flexibility is provided. The following dependency diagram (Figure P-1) suggests possible sequences of instruction. Chapter 1 covers fundamental hardware, software, and programming concepts. The instructor may choose to skip this chapter if the class has already mastered those topics. Chapters 2 through 6 cover basic C++ syntax, data types, expressions, selection structures, repetition structures, and functions. Each of these chapters builds on the previous chapter and should be covered in the order presented.



Chapter 7 introduces object-oriented programming. It can be covered any time after Chapter 6, but before Chapter 11. Instructors who prefer to introduce arrays before classes can cover Chapter 8 before Chapter 7. In this case it is only necessary to postpone section 8.12 (Arrays of Class Objects) until Chapter 7 has been covered. As Figure P-1 illustrates, in the second half of the book Chapters 11, 12, 13, and 14 can be covered in any order. Chapters 11, 15, and 16, however, should be done in sequence. Instructors who wish to introduce data structures at an earlier point in the course, without having first covered advanced C++ and OOP features, can cover Chapter 17 (Linked Lists), followed by Chapters 18 and 19 (Stacks & Queues and Binary Trees), any time after Chapter 14 (Recursion). In this case it is necessary to simply omit the sections in Chapters 17–19 that deal with templates and the Standard Template Library. Figure P-1
Chapter 1 Introduction

Chapters 2–6 Basic Language Elements

Chapter 7 OOP Introduction

Chapter 8 Arrays

Chapter 9 Searching, Sorting, and Algorithm Analysis

Chapter 10 Pointers

Chapter 11 More OOP

Chapter 12 Advanced Strings

Chapter 13 Advanced Files and I/O

Chapter 14 Recursion

Chapter 15 Adv. OOP

Chapter 17 Linked Lists

Chapter 16 Exceptions, Templates, and STL

Chapter 18 Stacks and Queues

Chapter 19 Binary Trees



Brief Overview of Each Chapter
Chapter 1: Introduction to Computers and Programming This chapter provides an introduction to the field of computer science and covers the fundamentals of hardware, software, operating systems, programming, problem solving, and software engineering. The components of programs, such as key words, variables, operators, and punctuation are covered. The tools of the trade, such as hierarchy charts and pseudocode, are also presented. The new Tying It All Together section shows students how to use the cout statement to create a personalized output message. Two new Programming Challenges help students see how the same basic input, processing, and output structure can be used to create multiple programs. Chapter 2: Introduction to C++ This chapter gets the student started in C++ by introducing the basic parts of a C++ program, data types, variable definitions, assignment statements, constants, comments, program output, and simple arithmetic operations. The C++ string class is presented and string objects are used from this point on in the book as the primary method of handling strings. Programming style conventions are introduced and good programming style is modeled here, as it is throughout the text. An optional section explains the difference between ANSI standard and prestandard C++ programs. The new Tying It All Together section lets the student play with simple textbased graphics. Chapter 3: Expressions and Interactivity In this chapter the student learns to write programs that input and handle numeric, character, and string data. The use of arithmetic operators and the creation of mathematical expressions are covered, with emphasis on operator precedence. Debugging is introduced, with a section on hand tracing a program. Sections are also included on using random numbers, on reading and writing sequential files, on simple output formatting, on data type conversion and type casting, and on using library functions that work with numbers. For those who wish to cover them, there is also a section on C-strings. The new Tying It All Together section shows students how to create a simple interactive word game. Chapter 4: Making Decisions Here the student learns about relational expressions and how to control the flow of a program with the if, if/else, and if/else if statements. Logical operators, the conditional operator, and the switch statement are also covered. Applications of these constructs, such as menu-driven programs, are illustrated. This chapter also continues the theme of debugging with a section on validating output results. The new Tying It All Together section uses random numbers and branching statements to create a fortune telling game. Chapter 5: Looping This chapter covers C++’s repetitive control mechanisms. The while loop, do-while loop, and for loop are taught, along with a variety of methods to control them. These include using counters, user input, end sentinels, and end-of-file testing. Applications utilizing loops, such as keeping a running total and performing data validation, are covered. The emphasis on testing and debugging continues, with a section on creating good test data. The new Tying It All Together section introduces students to Windows commands to create colorful output and uses a loop to create a multi-colored display.



Chapter 6: Functions In this chapter the student learns how and why to modularize programs, using both void and value-returning functions. Parameter passing is covered, with emphasis on when arguments should be passed by value versus when they need to be passed by reference. Scope of variables is covered and sections are provided on local versus global variables and on static local variables. Overloaded functions are also introduced and demonstrated. The new Tying It All Together section includes a modular, menu-driven program that emphasizes the versatility of functions, illustrating how their behavior can be controlled by the arguments sent to them. Chapter 7: Introduction to Classes and Objects In this chapter the text begins to focus on the object-oriented paradigm. Students learn how to define classes and to create and use objects. Careful attention is paid to illustrating which functions belong in a class versus which functions belong in a client program that uses the class. Good object-oriented practices are discussed and modeled, such as protecting member data through carefully constructed accessor and mutator functions and hiding class implementation details from client programs. Once students are comfortable working with classes and objects, the chapter provides a brief introduction to the topic of object-oriented analysis and design. The chapter also introduces structures and uses them in this chapter’s Tying It All Together section, where students learn to use screen control techniques to create an animation that simulates the motion of a yoyo. Chapter 8: Arrays In this chapter the student learns to create and work with single and multidimensional arrays. Many examples of array processing are provided, including functions to compute the sum, average, highest and lowest values in an array. Students also learn to create tables using two-dimensional arrays, and to analyze the array data by row or by column. Programming techniques using parallel arrays are also demonstrated, and the student is shown how to use a data file as an input source to populate an array. STL vectors are introduced and compared to arrays. Sections on arrays of objects and structures are located at the end of the chapter, so they can be covered now or saved for later if the instructor wishes to cover this chapter before Chapter 7. The new Tying It All Together section uses arrays to create a game of Rock, Paper, Scissors between a human player and the computer. Chapter 9: Searching, Sorting, and Algorithm Analysis Here the student learns the basics of searching for information stored in arrays and of sorting arrays, including arrays of objects. The chapter covers the Linear Search, Binary Search, Bubble Sort, and Selection Sort algorithms, and has an optional section on sorting and searching STL vectors. A brief introduction to algorithm analysis is included and students are shown how to determine which of two algorithms is more efficient. The new Tying It All Together section uses both a table lookup and a searching algorithm to encode and decode secret messages. Chapter 10: Pointers This chapter explains how to use pointers. The topics include pointer arithmetic, initialization of pointers, comparison of pointers, pointers and arrays, pointers and functions, dynamic memory allocation, and more. The new Tying It All Together section demonstrates the use of pointers to access library data structures and functions that return calendar and wall clock time.



Chapter 11: More about Classes and Object-Oriented Programming This chapter continues the study of classes and object-oriented programming. It covers object aggregation and composition, as well as inheritance, and illustrates the difference between is-a and has-a relations. Constant member functions, static members, friends, memberwise assignment, copy constructors, object type conversion operators, convert constructors, and a newly rewritten section on operator overloading are also included. The new Tying It All Together section brings together the concepts of inheritance and convert constructors to build a program that formats the contents of an array to form an HTML table for display on a Web site. Chapter 12: More about Characters, Strings, and the string Class This chapter covers standard library functions for working with characters and C-strings, covering topics such as passing C-strings to functions and using the C++ sstream classes to convert between numeric and string forms of numbers. Additional material about the C++ string class and its member functions and operators is presented and a new, improved program illustrates how to write your own string class. The new Tying It All Together section shows students how to access string-based program environments to obtain information about the computer and the network on which the program is running. Chapter 13: Advanced File and I/O Operations This chapter covers sequential access, random access, text, and binary files. Various modes for opening files are discussed, as well as the many methods for reading and writing file contents. Advanced output formatting is also covered. The new Tying It All Together program applies many of the techniques covered in the chapter to merge two text files into an HTML document for display on the Web, with different colors used to illustrate which file each piece of data came from. Chapter 14: Recursion In this chapter recursion is defined and demonstrated. A visual trace of recursive calls is provided, and recursive applications are discussed. Many recursive algorithms are presented, including recursive functions for computing factorials, finding a greatest common denominator (GCD), performing a binary search, sorting QuickSort, and solving the famous Towers of Hanoi problem. For students who need more challenge, there is a section on exhaustive and enumeration algorithms. The new Tying It All Together section uses recursion to evaluate prefix expressions. Chapter 15: Polymorphism and Virtual Functions The study of classes and object-oriented programming continues in this chapter with the introduction of more advanced concepts such as polymorphism and virtual functions. Information is also presented on abstract base classes, pure virtual functions, type compatibility within an inheritance hierarchy, and virtual inheritance. The material on multiple inheritance previously in the chapter has been rewritten and moved to an appendix. The new Tying It All Together section illustrates the use of inheritance and polymorphism to display and animate graphical images.



Chapter 16: Exceptions, Templates, and the Standard Template Library (STL) Here the student learns to develop enhanced error trapping techniques using exceptions. Discussion then turns to function and class templates as a method for writing generic code. Finally, the student is introduced to the containers, iterators, and algorithms offered by the Standard Template Library (STL). The new Tying It All Together section uses various containers in the Standard Template Library to create an educational children’s game. Chapter 17: Linked Lists This chapter introduces concepts and techniques needed to work with lists. A linked list ADT is developed and the student is taught to code operations such as creating a linked list, appending a node, traversing the list, searching for a node, inserting a node, deleting a node, and destroying a list. A linked list class template is also demonstrated. The new Tying It All Together section brings together many of the most important concepts of OOP by using objects, inheritance, and polymorphism to animate a collection of images. Chapter 18: Stacks and Queues In this chapter the student learns to create and use static and dynamic stacks and queues. The operations of stacks and queues are defined, and templates for each ADT are demonstrated. The static array-based stack uses exception-handling to handle stack overflow and underflow, providing a realistic and natural example of defining, throwing, and catching exceptions. The new Tying It All Together section discusses strategies for evaluating postfix expressions and for converting them to infix. Chapter 19: Binary Trees This chapter covers the binary tree ADT and demonstrates many binary tree operations. The student learns to traverse a tree, insert an element, delete an element, replace an element, test for an element, and destroy a tree. The new Tying It All Together section introduces a tree structure versatile enough to create genealogy trees. Appendices Appendix A: The ASCII Character Set A list of the ASCII and extended ASCII characters and their codes. Appendix B: Operator Precedence and Associativity A list of the C++ operators with their precedence and associativity. The following appendices are on the accompanying student CD Appendix C: A Brief Introduction to Object-Oriented Programming An introduction to the concepts and terminology of object-oriented programming. Appendix D: Using UML in Class Design A brief introduction to the Unified Modeling Language (UML) class diagrams with examples of their use. Appendix E: Namespaces An explanation of namespaces and their purpose, with examples provided on how to define a namespace and access its members.



Appendix F: Passing Command Line Arguments An introduction to writing C++ programs that accept command-line arguments. This appendix will be useful to students working in a command-line environment, such as UNIX or Linux. Appendix G: Header File and Library Function Reference A reference for the C++ library functions and header files used in the book. Appendix H: Binary Numbers and Bitwise Operations A guide to the binary number system and the C++ bitwise operators, as well as a tutorial on the internal storage of integers. Appendix I: C++ Casts and Run-Time Type Identification An introduction to the different ways of doing type casting in C++ and to run-time type identification. Appendix J: Multi-Source File Programs A tutorial on how to create, compile, and link programs with multiple source files. Includes the use of function header files, class specification files, and class implementation files. Appendix K: Multiple and Virtual Inheritance A self-contained discussion of the C++ concepts of multiple and virtual inheritance for anyone already familiar with single inheritance. Appendix L: Introduction to the MinGW C++ Compiler and the wxDev-C++ IDE A tutorial on how to start a wxDev-C++ project, compile and run a program, save source files, and more. Appendix M: Introduction to Microsoft Visual C++ 2008 Express Edition A tutorial on how to start a project using Microsoft Visual C++ 2008, compile and run a program, save source files, and more. Appendix N: .NET and Managed C++ managed C++. A short introduction to Microsoft .NET and

Appendix O: Introduction to Flowcharting A tutorial that introduces flowcharting and its symbols. Includes handling sequence, selection, case, repetition, and calls to other modules. Sample flowcharts for several of the book’s example programs are presented. Appendix P: Answers to Checkpoints A tool students can use to assess their understanding by comparing their answers to the Checkpoint exercises found throughout the book. The answers to all Checkpoint exercises are included. Appendix Q: Answers to Odd-Numbered Review Questions Another tool students can use to gauge their understanding and progress.



Features of the Text
Concept Statements Example Programs Each major section of the text starts with a concept statement. This statement summarizes the key idea of the section. The text has over 350 complete example programs, each designed to highlight the topic currently being studied. In most cases, these are practical, real-world examples. Source code for these programs is provided so that students can run the programs themselves. After each example program there is a sample of its screen output. This immediately shows the student how the program should function. This special section, found at the end of every chapter, shows the student how to do something clever and fun with the material covered in that chapter. A series of online videos, developed specifically for this book, are available for viewing at gaddis/. VideoNotes icons appear throughout the text, alerting the student to videos about specific topics. Checkpoints are questions placed throughout each chapter as a selftest study aid. Answers for all Checkpoint questions are provided on the student CD so students can check how well they have learned a new topic. Notes appear at appropriate places throughout the text. They are short explanations of interesting or often misunderstood points relevant to the topic at hand. Warnings caution the student about certain C++ features, programming techniques, or practices that can lead to malfunctioning programs or lost data. Case studies that simulate real-world applications appear in many chapters throughout the text, with complete code provided for each one. Additional case studies are provided on the student CD. These case studies are designed to highlight the major topics of the chapter in which they appear. Each chapter presents a thorough and diverse set of review questions, such as fill-in-the-blank and short answer, that check the student’s mastery of the basic material presented in the chapter. These are followed by exercises requiring problem solving and analysis, such as the Algorithm Workbench, Predict the Output, and Find the Errors sections. Each chapter ends with a Soft Skills exercise that focuses on communication and group process skills. Answers to the odd numbered review questions and review exercises are provided on the student CD.

Program Output

Tying It All Together





Case Studies

Review Questions and Exercises

Programming Challenges Each chapter offers a pool of programming exercises designed to solidify the student’s knowledge of the topics currently being studied. In most cases the assignments present real-world problems to be solved. When applicable, these exercises include input validation rules.



Group Projects

There are several group programming projects throughout the text, intended to be constructed by a team of students. One student might build the program’s user interface, while another student writes the mathematical code, and another designs and implements a class the program uses. This process is similar to the way many professional programs are written and encourages team work within the classroom. For easy access, a quick reference guide to the C++ language is printed on the inside front and back covers.

C++ Quick Reference Guide

Student CD This CD includes: • • • • • • • • MinGW C++ Compiler wxDev-C++ IDE Answers to all Checkpoint questions (Appendix P) Answers to all odd-numbered Review Questions and Exercises (Appendix Q) Complete source code for every program included in the book Additional case studies, complete with source code Serendipity Booksellers ongoing software development project A full set of appendices (including several tutorials) that accompany the book

If a CD did not come with your book or you can’t locate your CD, you can access most of these items at Other CDs Upon Request Professors should contact their campus Pearson Education/ Addison-Wesley representative for the specific ISBN to order this book packaged with Microsoft Visual C++. MyCodeMate—Your Own T.A. Just a Click Away Addison-Wesley’s MyCodeMate is a book-specific Web resource that provides tutorial help and evaluation of student programs. Example programs throughout the book and selected Programming Challenges from every chapter have been integrated into MyCodeMate. Using this tool, a student is able to write and compile programs from any computer with Internet access and receive guidance and feedback on how to proceed and on how to address compiler error messages. Instructors can track each student’s progress on Programming Challenges from the text or can develop projects of their own. A complimentary subscription to MyCodeMate is offered when the access code is ordered in a package with a new copy of this text. Subscriptions can also be purchased online. For more information visit, or contact your campus Pearson Education/Addison-Wesley representative. Instructor Resources The following supplements are available to qualified instructors only. • Answers to all Review Questions in the text • Solutions for all Programming Challenges in the text • PowerPoint presentation slides for every chapter



• A computerized test bank • A collection of lab materials • Source code files Visit the Pearson Education Instructor Resource Center ( irc) or send an email to for information on how to access them. Textbook Web Site A Web site for the Starting Out with C++ series of books is located at the following URL: Get This Book the Way You Want It!
This book is part of the Pearson Custom Computer Science Library. Use our online PubSelect system to select just the chapters you need from this, and other, Pearson Education CS textbooks. You can edit the sequence to exactly match your course organization and teaching approach. Visit for details.

Which Gaddis C++ Book Is Right for You?
The Starting Out with C++ Series includes three books, one of which is sure to fit your course: • Starting Out with C++: Control Structures through Objects; • Starting Out with C++: Early Objects; • Starting Out with C++: Brief Version. The following chart will help you determine which book is right for your course.
FROM CONTROL STRUCTURES THROUGH OBJECTS BRIEF VERSION LATE INTRODUCTION OF OBJECTS Classes are introduced in Chapter 13 of the standard text and Chapter 11 of the brief text, after control structures, functions, arrays, and pointers. Advanced OOP topics, such as inheritance and polymorphism, are covered in the following two chapters. USE OF C-STRINGS Null-terminated C-strings are used throughout, with the C++ string class covered briefly. INTRODUCTION OF DATA STRUCTURES AND RECURSION Linked lists, stacks and queues, and binary trees are introduced in the final chapters of the standard text. Recursion is covered after stacks and queues, but before binary trees. These topics are not covered in the brief text, though it does have appendices dealing with linked lists and recursion. EARLY OBJECTS

EARLIER INTRODUCTION OF OBJECTS Classes are introduced in Chapter 7, after control structures and functions, but before arrays and pointers. Their use is then integrated into the remainder of the text. Advanced OOP topics, such as inheritance and polymorphism, are covered in Chapters 11 and 15. USE OF string OBJECTS Standard library string class objects are used throughout, with C-strings covered briefly. INTRODUCTION OF DATA STRUCTURES AND RECURSION Linked lists, stacks and queues, and binary trees are introduced in the final chapters of the text, after the chapter on recursion.



There have been many helping hands in the development and publication of this text. We would like to thank the following faculty reviewers for their helpful suggestions and expertise. Reviewers of the Seventh Edition or Its Previous Versions
Ahmad Abuhejleh University of Wisconsin, River Falls David Akins El Camino College Steve Allan Utah State University Ijaz A. Awan Savannah State University John Bierbauer North Central College Don Biggerstaff Fayetteville Technical Community College Paul Bladek Spokane Falls Community College Chuck Boehm Dean Foods, Inc. Bill Brown Pikes Peak Community College Richard Cacace Pensacola Junior College Randy Campbell Morningside College Stephen P. Carl Wright State University Wayne Caruolo Red Rocks Community College Thomas Cheatham Middle Tennessee State University James Chegwidden Tarrant County College John Cigas Rockhurst University John Cross Indiana University of Pennsylvania Joseph DeLibero Arizona State University Dennis Fairclough Utah Valley State College Larry Farrer Guilford Technical Community College Richard Flint North Central College Sheila Foster California State University Long Beach David E. Fox American River College Cindy Fry Baylor University Peter Gacs Boston University Cristi Gale Sterling College James Gifford University of Wisconsin, Stevens Point Leon Gleiberman Touro College Simon Gray Ashland University—Ohio Margaret E. Guertin Tufts University Jamshid Haghighi Guilford Technical Community College Ranette H. Halverson Midwestern State University, Wichita Falls, TX Dennis Heckman Portland Community College Ric Heishman Northern Virginia Community College Patricia Hines Brookdale Community College Mike Holland Northern Virginia Community College Lister Wayne Horn Pensacola Junior College Richard Hull Lenoir-Rhyne College Norman Jacobson University of California, Irvine Eric Jiang San Diego State University



David Kaeli Northeastern University Chris Kardaras North Central College Eugene Katzen Montgomery College—Rockville Willard Keeling Blue Ridge Community College A. J. Krygeris Houston Community College Ray Larson Inver Hills Community College Stephen Leach Florida State University Parkay Louie Houston Community College Zhu-qu Lu University of Maine, Presque Isle Tucjer Maney George Mason University Bill Martin Central Piedmont Community College Debbie Mathews J. Sargeant Reynolds Ron McCarty Penn State Erie, The Behrend College Robert McDonald East Stroudsburg University James McGuffee Austin Community College M. Dee Medley Augusta State University Cathi Chambley-Miller Aiken Technical College Sandeep Mitra SUNY Brockport Frank Paiano Southwestern Community College Theresa Park Texas State Technical College Mark Parker Shoreline Community College Robert Plantz Sonoma State University Tino Posillico SUNY Farmingdale M. Padmaja Rao Francis Marion University

Timothy Reeves San Juan College Ronald Robison Arkansas Tech University Caroline St. Clair North Central College Dolly Samson Weber State University Kate Sanders Rhode Island College Lalchand Shimpi Saint Augustine’s College Sung Shin South Dakota State University Garth Sorenson Snow College Daniel Spiegel Kutztown University Ray Springston University of Texas at Arlington Kirk Stephens Southwestern Community College Cherie Stevens South Florida Community College Hong Sung University of Central Oklahoma Mark Swanson Red Wing Technical College Martha Tillman College of San Mateo Delores Tull Itawamba Community College Rober Tureman Paul D. Camp Community College Jane Turk LaSalle University Sylvia Unwin Bellevue Community College Stewart Venit California State University, Los Angeles Doug White University of Northern Colorado Chris Wild Old Dominion University Catherine Wyman DeVry Institute of Technology, Phoenix Sherali Zeadally University of the District of Columbia

xxviii Preface

The authors would like to thank their students at Haywood Community College and North Central College for inspiring them to write student-friendly books. They would also like to thank their families for their tremendous support throughout this project, as well as North Central College for providing Prof. Walters and Muganda with the sabbatical term during which they worked on this book. An especially big thanks goes to our terrific editorial, production, and marketing team at Addison-Wesley. In particular we want to thank our editor Michael Hirsch and our production project manager Heather McNally, who have been instrumental in guiding the production of this book. We also want to thank our project manager, Peggy Kellar, who helped everything run smoothly, and our meticulous and knowledgable copyeditor, Evelyn Perricone, who dedicated many hours to making this book the best book it could be. You are great people to work with!

About the Authors
Tony Gaddis is the principal author of the Starting Out With . . . series of textbooks. He is a highly acclaimed instructor with twenty years of experience teaching computer science courses at Haywood Community College. Tony was previously selected as the North Carolina Community College “Teacher of the Year” and has received the Teaching Excellence award from the National Institute for Staff and Organizational Development. The Starting Out With . . . series includes introductory books covering C++, Java™, Microsoft® Visual Basic®, Microsoft® C#, and Alice, all published by Addison-Wesley. Judy Walters is an Associate Professor of Computer Science at North Central College in Naperville, Illinois. In addition to her many computer science courses, she also teaches two film-related courses she developed for the college’s interdisciplinary freshman seminar program. She recently returned from her second semester teaching in Costa Rica, where she hopes to retire some day. Godfrey Muganda is an Associate Professor of Computer Science at North Central College. He teaches a wide variety of courses at both the undergraduate and graduate levels, including courses in Algorithms, Computer Organization, Web Applications, and Web Services. His primary research interests are in the area of Fuzzy Sets and Systems.



Introduction to Computers and Programming

1.1 1.2 1.3 Why Program? Computer Systems: Hardware and Software Programs and Programming Languages 1.4 1.5 1.6 1.7 What Is a Program Made of? Input, Processing, and Output The Programming Process Tying It All Together: Hi! It’s Me


Why Program?
CONCEPT: Computers can do many different jobs because they are programmable. Every profession has tools that make its job easier to do. Carpenters use hammers, saws, and measuring tapes. Mechanics use wrenches, screwdrivers, and ratchets. Electronics technicians use probes, scopes, and meters. Some tools are unique and can be categorized as belonging to a single profession. For example, surgeons have certain tools that are designed specifically for surgical operations. Those tools probably aren’t used by anyone other than surgeons. There are some tools, however, that are used in several professions. Screwdrivers, for instance, are used by mechanics, carpenters, and many others. The computer is a tool that is used by so many professions, it cannot be easily categorized. It can perform so many different jobs that it is perhaps the most versatile tool ever made. For the accountant, computers balance books, analyze profits and losses, and prepare tax reports. For the factory worker, computers control manufacturing machines and track production. For the mechanic, computers analyze the various systems in an automobile and pinpoint hard-to-find problems. What makes the computer so useful? Quite simply, the computer can do such a wide variety of tasks because it can be programmed. It is a machine specifically designed to follow instructions.


Chapter 1

Introduction to Computers and Programming

Because of the computer’s programmability, it doesn’t belong to any single profession. Computers are designed to do whatever job their programs, or software, tell them to do. Computer programmers do a very important job. They create software that transforms computers into the specialized tools of many trades. Without programmers, the users of computers would have no software, and without software, computers would not be able to do anything. Computer programming is both an art and a science. It is an art because every aspect of a program should be designed with care and judgment. Listed below are a few of the things that must be designed for any real-world computer program: • • • • • • The logical flow of the instructions The mathematical procedures The appearance of the screens The way information is presented to the user The program’s “user-friendliness” Manuals and other forms of written documentation

There is also a scientific, or engineering side to programming. Because programs rarely work right the first time they are written, a lot of experimentation, correction, and redesigning is required. This demands patience and persistence of the programmer. Writing software demands discipline as well. Programmers must learn special languages like C++ because computers do not understand English or other human languages. Languages such as C++ have strict rules that must be carefully followed. Both the artistic and scientific nature of programming makes writing computer software like designing a car. Both cars and programs should be functional, efficient, powerful, easy to use, and pleasing to look at.


Computer Systems: Hardware and Software
CONCEPT: All computer systems consist of similar hardware devices and software components. This section provides an overview of standard computer hardware and software organization.

Hardware refers to the physical components that a computer is made of. A computer, as we generally think of it, is not an individual device, but a system of devices. Like the instruments in a symphony orchestra, each device plays its own part. A typical computer system consists of the following major components: 1. 2. 3. 4. 5. The central processing unit (CPU) Main memory (random-access memory, or RAM) Secondary storage devices Input devices Output devices

Computer Systems: Hardware and Software


The organization of a computer system is depicted in Figure 1-1. Figure 1-1

Central Processing Unit

Output Devices

Input Devices

Main Memory (RAM)
Secondary Storage Devices

The CPU At the heart of a computer is its central processing unit, or CPU. The CPU’s job is to fetch instructions, follow the instructions, and produce some result. Internally, the central processing unit consists of two parts: the control unit and the arithmetic and logic unit (ALU). The control unit coordinates all of the computer’s operations. It is responsible for determining where to get the next instruction and regulating the other major components of the computer with control signals. The arithmetic and logic unit, as its name suggests, is designed to perform mathematical operations. The organization of the CPU is shown in Figure 1-2. Figure 1-2
Central processing unit (CPU) Arithmetic and logic unit (ALU)

Instruction input

Result output

Control unit


Chapter 1

Introduction to Computers and Programming

A program is a sequence of instructions stored in the computer’s memory. When a computer is running a program, the CPU is engaged in a process known formally as the fetch/ decode/execute cycle. The steps in the fetch/decode/execute cycle are as follows: Fetch Decode Execute The CPU’s control unit fetches, from main memory, the next instruction in the sequence of program instructions. The instruction is encoded in the form of a number. The control unit decodes the instruction and generates an electronic signal. The signal is routed to the appropriate component of the computer (such as the ALU, a disk drive, or some other device). The signal causes the component to perform an operation.

These steps are repeated as long as there are instructions to perform. Main Memory Commonly known as random-access memory, or RAM, the computer’s main memory is a device that holds information. Specifically, RAM holds the sequences of instructions in the programs that are running and the data those programs are using. Memory is divided into sections, or cells, that each hold an equal amount of data. Each cell typically contains eight “switches” that may be either on or off. A switch that is in the on position usually represents the number 1, while a switch in the off position usually represents the number 0. The computer stores data by setting the switches in a memory cell to a pattern that represents a piece of information. Each of these switches is known as a bit, which stands for binary digit. Each cell, which is a collection of eight bits, is known as a byte. Bytes are grouped together to make words. On most computers a word contains four bytes. Each word is assigned a unique number known as an address. The addresses are ordered from lowest to highest. A word is identified by its address in much the same way a post office box is identified by an address. Figure 1-3 shows a group of memory words with their addresses. In the illustration, sample data is stored in memory. The number 149 is stored in the word with the address 16, and the number 72 is stored at address 23. Figure 1-3
0 10 20 1 11 21 2 12 22 3 13 23 4 14 24 5 15 25 6 16 26 7 17 27 8 18 28 9 19 29



RAM is usually a volatile type of memory, used only for temporary storage. When the computer is turned off, the contents of RAM are erased. Secondary Storage Secondary storage is a type of memory that can hold data for long periods of time—even when there is no power to the computer. Frequently used programs are stored in secondary memory and loaded into main memory as needed. Important information, such as

Computer Systems: Hardware and Software


word processing documents, payroll data, and inventory figures, is saved to secondary storage as well. The most common type of secondary storage device is the disk drive. A disk drive stores data by magnetically encoding it onto a circular disk. Most computers have a disk drive mounted inside their case. External disk drives, which connect to one of the computer’s communication ports, are also available. External disk drives can be used to create backup copies of important data or to move data to another computer. In addition to external disk drives, many types of devices have been created for copying data and for moving it to other computers. For many years floppy disk drives were popular. A floppy disk drive records data onto a small, flexible (“floppy”) disk, which can be removed from the drive. The use of floppy disk drives has declined dramatically in recent years, in favor of superior devices such as USB flash drives. USB flash drives are small devices that plug into the computer’s USB (universal serial bus) port and appear to the system as a disk drive. These drives, which use flash memory to store data, are inexpensive, reliable, and small enough to be carried in your pocket. Optical devices such as the CD (compact disc) and the DVD (digital versatile disc) are also popular for data storage. Data is not recorded magnetically on an optical disc, but rather is encoded as a series of pits on the disc surface. CD and DVD drives use a laser to detect the pits and thus read the encoded data. Optical discs hold large amounts of data, and because recordable CD and DVD drives are now commonplace, they are good media for creating backup copies of data. Input Devices Input is any information the computer collects from the outside world. The device that collects the information and sends it to the computer is called an input device. Common input devices are the keyboard, mouse, scanner, digital camera, and microphone. Disk drives, CD/DVD drives, and USB flash drives can also be considered input devices because programs and information are retrieved from them and loaded into the computer’s memory. Output Devices Output is any information the computer sends to the outside world. It might be a sales report, a list of names, or a graphic image. The information is sent to an output device, which formats and presents it. Common output devices are computer screens, printers, and speakers. Output sent to a computer screen is sometimes called soft copy, while output sent to a printer is called hard copy. Disk drives, USB flash drives, and CD/DVD recorders can also be considered output devices because the CPU sends information to them so it can be saved.

As previously mentioned, software refers to the programs that run on a computer. There are two general categories of software: operating systems and application software. An operating system is a set of programs that manages the computer’s hardware devices and controls their processes. Operating systems fall into one of the following categories. Single tasking A single tasking operating system is capable of running only one program at a time. The computer devotes all its hardware resources and CPU time to each program as it executes. MS-DOS is an example of a single tasking operating system.


Chapter 1

Introduction to Computers and Programming


A multitasking operating system is capable of running multiple programs at once. Through a technique called time sharing, the system divides the allocation of hardware resources and the attention of the CPU among all the executing programs. UNIX, Windows XP, and Windows Vista are multitasking operating systems.

In addition, operating systems fall into one of the following categories, which describe the number of users they can accommodate. Single user This type of system allows only one user to operate the computer at a time. MS-DOS and older versions of Windows are single user operating systems. Multiuser systems allow several users to run programs and operate the computer at once. Most variations of the UNIX operating system are multiuser systems.


Application software refers to programs that make the computer useful to the user. These programs solve specific problems or perform general operations that satisfy the needs of the user. Word processing, spreadsheet, and database programs are all examples of application software. Checkpoint 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Why is the computer used by so many different people, in so many different professions? List the five major hardware components of a computer system. Internally, the CPU consists of what two units? Describe the steps in the fetch/decode/execute cycle. What is a memory address? Explain why computers have both main memory and secondary storage. What are the two general categories of software? What is the difference between a single tasking system and a multitasking system? What is the difference between a single user system and a multiuser system?


Programs and Programming Languages
CONCEPT: A program is a set of instructions a computer follows in order to perform a task. A programming language is a special language used to write computer programs.

What Is a Program?
Computers are designed to follow instructions. A computer program is a set of instructions that tells the computer how to solve a problem or perform a task. For example, suppose we want the computer to calculate someone’s gross pay. Here is a list of things the computer might do: 1. Display a message on the screen asking “How many hours did you work?”

Programs and Programming Languages


2. Wait for the user to enter the number of hours worked. Once the user enters a number, store it in memory. 3. Display a message on the screen asking “How much do you get paid per hour?” 4. Wait for the user to enter an hourly pay rate. Once the user enters a number, store it in memory. 5. Multiply the number of hours by the amount paid per hour, and store the result in memory. 6. Display a message on the screen that tells the amount of money earned. The message must include the result of the calculation performed in step 5. Collectively, these instructions are called an algorithm. An algorithm is a set of welldefined steps for performing a task or solving a problem. Notice these steps are sequentially ordered. Step 1 should be performed before step 2, and so forth. It is important that these instructions be performed in their proper sequence. Although a person might easily understand the instructions in the pay-calculating algorithm, it is not ready to be executed on a computer. A computer’s CPU can only process instructions that are written in machine language. A machine language program consists of a sequence of binary numbers (numbers consisting of only 1s and 0s) which the CPU interprets as commands. Here is an example of what a machine language instruction might look like:

As you can imagine, the process of encoding an algorithm in machine language is very tedious and difficult. In addition, each different type of CPU has its own machine language. If you wrote a machine language program for computer A and then wanted to run it on a computer B that has a different type of CPU, you would have to rewrite the program in computer B’s machine language. Programming languages, which use words instead of numbers, were invented to ease the task of programming. A program can be written in a programming language such as C++, which is much easier to understand than machine language. Programmers save their programs in text files, and then use special software to convert their programs to machine language. Program 1-1 shows how the pay-calculating algorithm might be written in C++. NOTE: The line numbers shown in Program 1-1 are not part of the program. This book shows line numbers in all program listings to help point out specific parts of the program. Program 1-1
1 2 3 4 5 6 7 8 // This program calculates the user's pay. #include using namespace std; int main() { double hours, rate, pay; (program continues)


Chapter 1

Introduction to Computers and Programming

Program 1-1
9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 }


// Get the number of hours worked. cout > hours; // Get the hourly pay rate. cout > rate; // Calculate the pay. pay = hours * rate; // Display the pay. cout > delivered; }

(Y/N): ";

(program continues)


Chapter 4

Making Decisions

Program 4-30
41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 }


// Calculate costs if (height < 3) treeCost = PRICE_1; else if(height power; bigNum = num; while (count++ < power); bigNum *= num; cout

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