The way to program

Retired

This book is no longer available for sale.

The way to program

Let's think like a D(eveloper)

About the Book

Educating yourself for programming can be very challenging. With good resources that tie everything together it can be breeze to fast track yourself into understanding some very intense topics.

Using reflective learning teaching methodology, the connection between subjects can be created by learners. This book uses this with a fairly strict but malleable structure to take advantage of the style of writing.

About the Author

richard cattermole
Richard Cattermole

Richard is from New Zealand. He recently graduated from Christchurch Polytechnic Institute of Technology with a degree in ICT.In the D community he is known for DOOGLE (GUI toolkit), Cmsed, Dvorm and more recently Devisualization.He has a strange fascination towards CTFE and its many uses. For this reason alone Cmsed, has significant CTFE usage in helping optimise routing and database work.

Table of Contents

  • Author biography
  • How to read this book
    • Theory
    • General learning techniques
  • Problems with the book?
  • Road map
  • 1. Introduction
  • 2. Getting started
    • 2.1 Platform support
    • 2.2 Installing
      • 2.2.1 Windows
        • 2.2.1.1 Installing DMD
        • 2.2.1.2 Installing dub
        • 2.2.1.3 Installing Visual Studio
      • 2.2.2 OSX
        • 2.2.2.1 General installation
        • 2.2.2.2 Unsigned image running
        • 2.2.2.3 Installing dub
      • 2.2.3 Linux
    • 2.3 Being part of an online community
      • 2.3.1 Forums
      • 2.3.2 Mailing lists
      • 2.3.3 Internet Relay Chat
        • 2.3.3.1 Connection details
        • 2.3.3.2 Tutorial
      • 2.3.4 Being a professional
        • 2.3.4.1 Professional Institutes
        • 2.3.4.2 General rules to live by
    • 2.4 Hello world example
  • 3. How code is grouped
  • 4. Variables
    • 4.1 Primitive data types
    • 4.2 Arrays and pointers
  • 5. Statements and flow
    • 5.1 Flow statements
  • 6. The environment
    • 6.1 Standard Input/Output
    • 6.2 Command line arguments
  • 7. Structs and Unions
    • 7.1 Type information
    • 7.2 Structs
    • 7.3 Unions
    • 7.4 Allocation
  • 8. Object Orientated Programming
    • 8.1 Inheritance
    • 8.2 Design patterns
    • 8.3 Pitfalls
  • 9. Pointers to code
  • 10. Meta-programming
    • 10.1 Language Constructs
    • 10.2 Reflection
  • 11. Operator overloads
  • 12. Tool chain
  • 13. Kinds of languages
    • 13.1 Native
    • 13.2 Scripting
      • 13.2.1 Shells
    • 13.3 Web
  • 14. Working in real world projects, what can go wrong?
    • 14.1 Project Methodologies
    • 14.2 Code methodologies
    • 14.3 Project versioning
    • 14.4 Version control
    • 14.5 Working on existing code base
    • 14.6 Social constraints
    • 14.7 Standardization
  • 15. Idioms
    • 15.1 Streams
    • 15.2 Ranges
  • 16. Kinds of projects
    • 16.1 All encompassing
    • 16.2 Utility
    • 16.3 Networking
    • 16.4 Web development
      • 16.4.1 Client side
      • 16.4.2 Server side
    • 16.5 Graphical User Interface (GUI)
    • 16.6 System (OS)
  • 17. Paradigms
  • 18. Exercises
    • 18.1 Cli calculator
    • 18.2 CLI args vs standard IO
    • 18.3 Guess a number
    • 18.4 Ranges
  • Glossary
  • Exercise answers
    • Guess a number
  • ASCII table
  • Traits
  • References

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