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دانلود کتاب Learning C# programming with Unity 3D

دانلود کتاب آموزش برنامه نویسی سی شارپ با Unity 3D

Learning C# programming with Unity 3D

مشخصات کتاب

Learning C# programming with Unity 3D

ویرایش: Second 
نویسندگان:   
سری:  
ISBN (شابک) : 9781138336810, 1138336823 
ناشر:  
سال نشر: 2020 
تعداد صفحات: 691 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 118 مگابایت 

قیمت کتاب (تومان) : 28,000



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توجه داشته باشید کتاب آموزش برنامه نویسی سی شارپ با Unity 3D نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


توضیحاتی در مورد کتاب آموزش برنامه نویسی سی شارپ با Unity 3D

طراحی شده تا آشنایی کافی با یک زبان برنامه نویسی را فراهم کند تا فوراً سازنده باشد. نحوه شکایت از C# برای ساخت بازی در Unity 3D را پوشش می دهد.


توضیحاتی درمورد کتاب به خارجی

Designed to provide enough familiarity in a programmign language to be immediately productiove. Covers how C# is sued to make a game in Unity 3D.



فهرست مطالب

Cover
Half Title
Title Page
Copyright Page
Table of Contents
1: Introduction: What This Book Is About
	1.1 Why Read a Book: Why This Book May or May Not Be for You
		1.1.1 Do I Need to Know Math?
		1.1.2 Programming as a Form of Expression
		1.1.3 Games as a Stage with Lights
	1.2 Personal Information
	1.3 A Brief History of Computer Programming: How Programming Came to Be
		1.3.1 Mechanical Computers
		1.3.2 Logic
		1.3.3 Computer Science
		1.3.4 The Origin of Software
		1.3.5 Modern Computer Language
		1.3.6 The Future of Computer Languages
	1.4 C#: A Flexible Programming Language
		1.4.1 C# Paradigm
		1.4.2 Unity 3D: A Brief History of Game Engines
		1.4.3 Why Use Unity 3D to Learn?
		1.4.4 How Does Unity 3D Use C#?
			1.4.4.1 How to Tell Unity 3D What to Do
	1.5 What Is Programming?
		1.5.1 What Does C# Look Like?
		1.5.2 Learning to Copy and Paste
		1.5.3 Iteration
	1.6 Compiling: Turning Words into Computer Instruction
	1.7 What We’ve Learned
	1.8 Leveling Up: The Path Ahead
2: Before You Begin
	2.1 What Will Be Covered in This Chapter
	2.2 Unity 3D Installation
		2.2.1 Visual Studio Installation
		2.2.2 Unity Version Numbering
	2.3 Git SCM Installation
		2.3.1 Git-SCM.com Git Software (Optional)
		2.3.2 GitHub.com Sign Up! (Also Optional)
		2.3.3 Git: The Basics
		2.3.4 Your First Repo
		2.3.5 Before Moving On
	2.4 Unity General Overview
		2.4.1 The Main Window
			2.4.1.1 Toolbar
			2.4.1.2 Scene, Game View, and Asset Store
			2.4.1.3 Hierarchy Panel
			2.4.1.4 Inspector Panel
			2.4.1.5 Project and Console Panel
			2.4.1.6 Assets Directory
			2.4.1.7 Project Settings Directory
			2.4.1.8 Packages Directory
		2.4.2 Git Ignore
		2.4.3 What We’ve Learned
	2.5 Sample Code
		2.5.1 Code Fragments
		2.5.2 Are Errors Bad?
			2.5.2.1 Compile-Time and Run-Time Errors
		2.5.3 How to Follow Along
		2.5.4 Comments: A First Look
		2.5.5 What We’ve Learned
	2.6 Working with C#: Game Engines
		2.6.1 Creating and Assigning a New C# File: Now It’s Your Turn
		2.6.2 Naming Your New File
		2.6.3 Using Your New File
		2.6.4 Additional Unity 3D Tools
		2.6.5 Working in a Live Scene
		2.6.6 Saving a Scene
		2.6.7 Opening a Scene
		2.6.8 What We’ve Learned
	2.7 Leveling Up: The Journey Has Just Begun
3: First Steps: Just Getting Started
	3.1 What Will Be Covered in This Chapter
	3.2 Review
		3.2.1 Submitting Changes to Git
	3.3 Let’s Build a Game—Part 1
		3.3.1 Movement Experiments
		3.3.2 Reading Programmer Documentation
	3.4 Tokens
		3.4.1 Writing C#
		3.4.2 Comments a First Look
		3.4.3 Separator Tokens
		3.4.4 Operator Tokens
		3.4.5 Literals
		3.4.6 Transitive and Non-Transitive Operations
		3.4.7 Putting It All Together
		3.4.8 What We’ve Learned
	3.5 Statements and Expressions
		3.5.1 Expressions
		3.5.2 How Unity 3D Executes Your Code
		3.5.3 Thinking in Algorithms
			3.5.3.1 Wash, Rinse, Repeat
		3.5.4 What We’ve Learned
	3.6 Keywords
		3.6.1 The Class Keyword
		3.6.2 What We’ve Learned
	3.7 White Space
		3.7.1 Code Style
		3.7.2 What We’ve Learned
	3.8 Code Blocks
		3.8.1 What We’ve Learned
	3.9 Classes: A First Look
		3.9.1 Objects
		3.9.2 What We’ve Learned
	3.10 Variables
		3.10.1 Identifiers
		3.10.2 Data
		3.10.3 Variable Manipulation
			3.10.3.1 Declaration Placement Examples
		3.10.4 Dynamic Initialization
		3.10.5 What We’ve Learned
	3.11 Variable Names
		3.11.1 Useful Variables in Unity 3D
		3.11.2 Variable Assignment
		3.11.3 Putting It Together: Using the Variables
		3.11.4 What We’ve Learned
	3.12 Types: A First Look
		3.12.1 Value and Reference Types
		3.12.2 What We’ve Learned
	3.13 Strong Typing
		3.13.1 Dynamic Typing
		3.13.2 What We’ve Learned
	3.14 Type Casting, Numbers
		3.14.1 Explicit versus Implicit Casting
			3.14.1.1 A Basic Example
		3.14.2 What We’ve Learned
	3.15 Comments
		3.15.1 Line Numbers
		3.15.2 Code Folding
		3.15.3 Summary Comments
		3.15.4 Navigating in Code
		3.15.5 What We’ve Learned
	3.16 Leveling Up: Moving on to Basics
		3.16.1 Git Revision History
4: Basics: The Building Blocks of Code
	4.1 What Will Be Covered in This Chapter
	4.2 Review
	4.3 Building a Game—Part 1
		4.3.1 Mouse Point
		4.3.2 Move to Point
		4.3.3 What We’ve Learned
	4.4 Class Construction
		4.4.1 Class Declaration
			4.4.1.1 A Basic Example
			4.4.1.2 Value and Reference Types
		4.4.2 Adding Data Fields
		4.4.3 Access Modifiers and the Dot Operator
		4.4.4 Class Scope
		4.4.5 Class Members
		4.4.6 What We’ve Learned
	4.5 Directives
		4.5.1 Libraries
		4.5.2 Ambiguous NameSpaces
		4.5.3 What We’ve Learned
	4.6 Functions
		4.6.1 What Are Functions?
		4.6.2 Unity 3D Entry Points
		4.6.3 Writing a Function
		4.6.4 More on White Space and Tabs
		4.6.5 What We’ve Learned
	4.7 Order of Operation: What Is Calculated and When
		4.7.1 Evaluating Numbers
			4.7.1.1 Math
			4.7.1.2 Operator Evaluation
		4.7.2 What We’ve Learned
	4.8 Scope: A First Look
		4.8.1 Class Scope
		4.8.2 Function Scope
		4.8.3 Blank Scope
		4.8.4 What We’ve Learned
	4.9 This
		4.9.1 A Basic Example
		4.9.2 When This Is Necessary
		4.9.3 What We’ve Learned
	4.10 Building a Game—Part 2
		4.10.1 Additional Components
		4.10.2 The Projectile
		4.10.3 The Target
		4.10.4 What We’ve Learned
	4.11 Logic and Operators
		4.11.1 Booleans
		4.11.2 Equality Operators
		4.11.3 Logical Not!
		4.11.4 Greater and Less than Operators
		4.11.5 Logical And and Or Operators
		4.11.6 If and Branching
		4.11.7 What We’ve Learned
	4.12 Loops
		4.12.1 Unary Operators
		4.12.2 While
		4.12.3 For
		4.12.4 Do-While
		4.12.5 Postfix and Prefix Notation
		4.12.6 Using Loops
		4.12.7 Loops within Loops
		4.12.8 Runaway Loops
		4.12.9 Breakpoints: A First Look
		4.12.10 What We’ve Learned
	4.13 ScopeAgain
		4.13.1 Visibility or Accessibility
			4.13.1.1 A Basic Example
		4.13.2 Global Scope
		4.13.3 What We’ve Learned
	4.14 Warnings versus Errors
		4.14.1 Warnings
		4.14.2 Errors
		4.14.3 Understanding the Debugger
		4.14.4 What We’ve Learned
	4.15 Leveling Up: Fundamentals
		4.15.1 Style Guides
5: Fundamentals: Building a Foundation
	5.1 What Will Be Covered in This Chapter
	5.2 Review
		5.2.1 Modular Code
	5.3 Inheritance: A First Look
		5.3.1 Class Members
			5.3.1.1 Inheriting Members
			5.3.1.2 Is-A and Has-A
		5.3.2 Instancing
		5.3.3 Parent Child
		5.3.4 Object
			5.3.4.1 A Type Is Not an Object
		5.3.5 != null
		5.3.6 What We’ve Learned
	5.4 Instancing
		5.4.1 Class Initialization
		5.4.2 New
		5.4.3 Constructors
		5.4.4 What We’ve Learned
	5.5 Static
		5.5.1 A Basic Example
		5.5.2 Static Variables
			5.5.2.1 A Basic Example
		5.5.3 Static Functions
		5.5.4 Putting It All Together
		5.5.5 What We’ve Learned
	5.6 Building A Game—Part 3
		5.6.1 The Player
		5.6.2 The Mover
		5.6.3 The Shooter
		5.6.4 Physics Settings
		5.6.5 What We’ve Learned
	5.7 Jump Statements and Return
		5.7.1 Return
			5.7.1.1 A Basic Example
		5.7.2 Returning Objects
		5.7.3 A Class Is a Type
		5.7.4 Tuples
		5.7.5 Null Is Not Void
		5.7.6 What We’ve Learned
	5.8 Arrays: A First Look
		5.8.1 Fixed-Sized Arrays
			5.8.1.1 A Basic Example
		5.8.2 Foreach
			5.8.2.1 A Basic Example
		5.8.3 Dynamic Initialization
		5.8.4 Using the While Loop with Arrays
			5.8.4.1 Setting Array Values
			5.8.4.2 Getting Array Values
		5.8.5 What We’ve Learned
	5.9 Jump Statements: Break and Continue
		5.9.1 A Basic Example
			5.9.1.1 Continue
		5.9.2 ZombieData
		5.9.3 Foreach Again
		5.9.4 What We’ve Learned
	5.10 Multidimensional Arrays
		5.10.1 Columns and Rows
			5.10.1.1 A Basic Example
		5.10.2 A Puzzle Board
		5.10.3 Camera and Screen Setup
		5.10.4 Checking Range
		5.10.5 What We’ve Learned
	5.11 Array List
		5.11.1 A Basic Example
		5.11.2 ArrayList.Contains()
		5.11.3 Remove
		5.11.4 Sort and Reverse
		5.11.5 What We’ve Learned
	5.12 Strings
		5.12.1 Declaring a String
			5.12.1.1 A Basic Example
		5.12.2 Escape Sequences
		5.12.3 Verbatim Strings: @
		5.12.4 What We’ve Learned
	5.13 Combining What We’ve Learned
		5.13.1 Timers
		5.13.2 What We’ve Learned
	5.14 Leveling Up: On to the Cool
6: Intermediate: The Tricks of the Trade
	6.1 What Will Be Covered in This Chapter
	6.2 Review
		6.2.1 Class Members
			6.2.1.1 A Basic Example
			6.2.1.2 Thinking Like a Programmer
		6.2.2 Return
			6.2.2.1 A Basic Example
		6.2.3 Arguments aka “Args” (Not Related to Pirates)
			6.2.3.1 The Basic Example
			6.2.3.2 Multiple Args
			6.2.3.3 Using Args
		6.2.4 Assignment Operators
			6.2.4.1 A Basic Example
		6.2.5 What We’ve Learned
	6.3 Building a Game—Part 4
		6.3.1 ChaseCamera
		6.3.2 Tile Floor Generator
		6.3.3 What We’ve Learned
	6.4 Class Constructors
		6.4.1 A Basic Example
		6.4.2 What We’ve Learned
	6.5 Arrays Revisited
		6.5.1 Using Arrays in Unity 3D
			6.5.1.1 Starting with 0
			6.5.1.2 Mathf
			6.5.1.3 Time
		6.5.2 Instancing with AddComponent();
		6.5.3 Type Casting Unity 3D Objects
		6.5.4 What We’ve Learned
	6.6 Enums
		6.6.1 Using Enums
		6.6.2 Combining What We’ve Learned
		6.6.3 What We’ve Learned
	6.7 Switch
		6.7.1 A Basic Example
		6.7.2 Default
		6.7.3 More On Cases
		6.7.4 Fall Through
		6.7.5 goto Case
		6.7.6 Finite State Machine
		6.7.7 What We’ve Learned
	6.8 Structs
		6.8.1 Building a Struct
		6.8.2 Struct versus Class
		6.8.3 Without Structs
		6.8.4 Handling Structs
		6.8.5 Accessing Structs
		6.8.6 Global Access
		6.8.7 What We’ve Learned
	6.9 Class Data
		6.9.1 Character Base Class
		6.9.2 Const
		6.9.3 Readonly
		6.9.4 What We’ve Learned
	6.10 Namespaces
		6.10.1 A Basic Example
		6.10.2 Directives in Namespaces
		6.10.3 Ambiguous References
		6.10.4 Alias Directives
		6.10.5 What We’ve Learned
	6.11 Functions Again
		6.11.1 Parameter Lists
		6.11.2 Side Effects
		6.11.3 Multiple Arguments
		6.11.4 Useful Parameters
			6.11.4.1 The Rule of Three
		6.11.5 Foreach versus For
		6.11.6 What We’ve Learned
	6.12 Unity 3D Execution Order
		6.12.1 A Basic Example
		6.12.2 Component Execution Order
		6.12.3 What We’ve Learned
	6.13 Inheritance Again
		6.13.1 Function Overrides
			6.13.1.1 A Basic Example
		6.13.2 Class Inheritance
			6.13.2.1 Sharing Common Attributes
		6.13.3 Object
		6.13.4 What We’ve Learned
	6.14 Type Casting Again
		6.14.1 () versus “as”
		6.14.2 User-Defined Type Conversion
		6.14.3 Implicit versus Explicit Type Conversion
		6.14.4 What We’ve Learned
	6.15 Working with Vectors
		6.15.1 Vectors Are Objects
		6.15.2 Stepping through MonsterGenerator
		6.15.3 Gizmos
			6.15.3.1 A Basic Example
			6.15.3.2 DrawRay
		6.15.4 Using Gizmos
		6.15.5 What We’ve Learned
	6.16 goto Labels
		6.16.1 Skipping Down
		6.16.2 Zombie State Machine
		6.16.3 This as a Reference to Yourself
		6.16.4 Just for Zombies
		6.16.5 What We’ve Learned
	6.17 More on Arrays
		6.17.1 Length and Count
			6.17.1.1 A Basic Example
		6.17.2 Foreach: A Reminder
		6.17.3 Discovery
		6.17.4 Putting It Together
			6.17.4.1 Breakpoint, Observing Inheritance
		6.17.5 What We’ve Learned
	6.18 Out Parameter
		6.18.1 A Basic Example
		6.18.2 Simple Sort (Bubble Sort)
		6.18.3 Simple Sort Proof
		6.18.4 What We’ve Learned
	6.19 Ref Parameter
		6.19.1 A Basic Example
		6.19.2 Code Portability Side Effects
		6.19.3 What We’ve Learned
	6.20 Type Casting Numbers
		6.20.1 Number Types
		6.20.2 Integers
			6.20.2.1 Signed Numbers
		6.20.3 Floating Point
		6.20.4 What We’ve Learned
	6.21 Types and Operators
		6.21.1 GetType()
		6.21.2 More Type Casting
		6.21.3 Type Aliasing
		6.21.4 Boxing and Unboxing
	6.22 Operator Overloading
		6.22.1 A Basic Example
		6.22.2 Overloading*
		6.22.3 Overloading < and >
		6.22.4 What We’ve Learned
	6.23 Controlling Inheritance
		6.23.1 Sealed
			6.23.1.1 A Basic Example
		6.23.2 Extension Functions
		6.23.3 Abstract
			6.23.3.1 A Basic Example
		6.23.4 Abstract: Abstract
		6.23.5 Putting This to Use
		6.23.6 What We’ve Learned
	6.24 Building A Game—Part 5
		6.24.1 Generating Rooms
		6.24.2 What We’ve Learned
	6.25 Leveling Up
7: Advanced
	7.1 What Will Be Covered in This Chapter
	7.2 Review
		7.2.1 Moving Forward
	7.3 Visual Studio
		7.3.1 The Debugger
		7.3.2 Mono History
	7.4 Function Overloading
		7.4.1 A Closer Look at Functions
			7.4.1.1 A Basic Example
		7.4.2 Function Signature
		7.4.3 Different Signatures
		7.4.4 Putting It Together
		7.4.5 Not Quite Recursion
		7.4.6 DrawWords
		7.4.7 What We’ve Learned
	7.5 Accessors (or Properties)
		7.5.1 Value
			7.5.1.1 A Basic Example
		7.5.2 Set Event
		7.5.3 Read-Only Accessor
		7.5.4 Simplification
		7.5.5 What We’ve Learned
	7.6 Base Classes: Another Look
		7.6.1 Generalization—Base Classes
		7.6.2 Specialization
		7.6.3 Base
		7.6.4 Partial
		7.6.5 Protected, Private, and Public
		7.6.6 What We’ve Learned
	7.7 Optional Parameters
		7.7.1 Using Optionals
			7.7.1.1 A Basic Example
		7.7.2 Optional Arguments
		7.7.3 Named Parameters
			7.7.3.1 A Basic Example
		7.7.4 Combining What We’ve Learned
		7.7.5 What We’ve Learned
	7.8 Delegate Functions
		7.8.1 Delegates
			7.8.1.1 A Basic Example
		7.8.2 Delegate Signatures
		7.8.3 Stacking Delegates
		7.8.4 Using Delegates
		7.8.5 Updating Delegates
		7.8.6 What We’ve Learned
	7.9 Interface
		7.9.1 Early Planning
			7.9.1.1 A Basic Example
			7.9.1.2 Using Accessors
		7.9.2 Multiple Interfaces
		7.9.3 IComparer
		7.9.4 Using IComparer
		7.9.5 What We’ve Learned
	7.10 Class Constructors Revisited
		7.10.1 A Basic Example
		7.10.2 When to Create a New Class
		7.10.3 What We’ve Learned
	7.11 Preprocessor Directives
		7.11.1 A Basic Example
		7.11.2 UNITY_EDITOR
		7.11.3 Mobile Development
		7.11.4 Warning
		7.11.5 Organizing
		7.11.6 What We’ve Learned
	7.12 Try Catch Finally
		7.12.1 A Basic Example
		7.12.2 Exception Messages
		7.12.3 Custom Exceptions
		7.12.4 Finally
		7.12.5 Try-Catch and Finally in Use
		7.12.6 What We’ve Learned
	7.13 IEnumerator
		7.13.1 Enumeration
			7.13.1.1 A Basic Example
			7.13.1.2 What Doesn’t Work
		7.13.2 Implementing IEnumerator
		7.13.3 What We’ve Learned
	7.14 Generics
		7.14.1 Generic Functions
			7.14.1.1 A Basic Example
			7.14.1.2 Why T?
		7.14.2 Making Use of Generic Functions
		7.14.3 Generic Types
		7.14.4 Var
		7.14.5 Multiple Generic Values
		7.14.6 Anonymous Objects
		7.14.7 What We’ve Learned
	7.15 Events
		7.15.1 A Basic Example
		7.15.2 A Proper Event
		7.15.3 EventArgs
		7.15.4 Generic EventArgs
		7.15.5 What We’ve Learned
	7.16 Extension Functions
		7.16.1 Extensions
		7.16.2 A Basic Example
		7.16.3 Overloading with Extensions
		7.16.4 Magic Mirror
		7.16.5 What We’ve Learned
	7.17 Destructors
		7.17.1 A Basic Example
		7.17.2 Clearing Events or Delegates
		7.17.3 OnDestroy
		7.17.4 The Ugly Truth
		7.17.5 What We’ve Learned
	7.18 Concurrency or Co-Routines
		7.18.1 Yield
			7.18.1.1 A Basic Example
		7.18.2 Setting Up Timers
		7.18.3 Arrays of Delegates
		7.18.4 Stopping a Co-Routine
		7.18.5 What We’ve Learned
	7.19 Dictionary, Stacks, and Queues
		7.19.1 A Basic Example
		7.19.2 ContainsKey
		7.19.3 Stacks
			7.19.3.1 A Basic Example
		7.19.4 Movement Stack
		7.19.5 Queues
		7.19.6 What We’ve Learned
	7.20 Lambda Expressions
		7.20.1 Anonymous Expressions
			7.20.1.1 A Basic Example—Action Func and Expression
		7.20.2 Lambda Expressions
		7.20.3 A Queue of Lambdas
		7.20.4 What We’ve Learned
	7.21 Leveling Up
8: Extended
	8.1 What We’ll Be Covering in This Chapter
	8.2 Review
	8.3 Readability
		8.3.1 ?: Notation
		8.3.2 If
		8.3.3 Smell
			8.3.3.1 Comments
			8.3.3.2 One Responsibility Rule
			8.3.3.3 Duplicated Code
			8.3.3.4 Naming
		8.3.4 What We’ve Learned
	8.4 Git Revisited
		8.4.1 Git Branch and Merge
		8.4.2 Merge Conflicts
		8.4.3 What We’ve Learned
	8.5 Recursion
		8.5.1 A Basic Example
		8.5.2 Understanding Recursion
		8.5.3 In Practice
		8.5.4 What We’ve Learned
	8.6 LINQ
		8.6.1 Lambdas and Arrays
			8.6.1.1 A Basic Example
		8.6.2 Var
		8.6.3 LINQ From
		8.6.4 Strange Behaviors in LINQ
		8.6.5 LINQ on Lists
		8.6.6 Monsters Linq
		8.6.7 What We’ve Learned
	8.7 Reflection
		8.7.1 A Basic Example
		8.7.2 Reflection MethodInfo
		8.7.3 What We’ve Learned
	8.8 Dynamic
		8.8.1 ExpandoObject
		8.8.2 Expando Reader
		8.8.3 What We’ve Learned
	8.9 Bitwise Operators
		8.9.1 Big Endian and Little Endian
		8.9.2 Signed or Unsigned
		8.9.3 Bitwise Or |
		8.9.4 Enums and Numbers
		8.9.5 Bitwise And &
		8.9.6 Bitwise Exclusive Or ^ (xor)
		8.9.7 Setting Bitwise Flags
		8.9.8 Bitwise Shortcuts | = and ^ =
		8.9.9 Bits in Numbers
		8.9.10 Bit Shifting >> and <<
		8.9.11 What We’ve Learned
	8.10 Attributes
		8.10.1 A Basic Example
		8.10.2 Custom Attributes
		8.10.3 Custom Attributes for Default Values
		8.10.4 Multiple Attributes
		8.10.5 Putting Attributes to Work
		8.10.6 Attribute Flags
		8.10.7 What We’ve Learned
	8.11 Bitwise Math
		8.11.1 Two’s Complement Unary Operator ~
		8.11.2 Bitwise Addition and Subtraction
		8.11.3 Bitwise Multiplication
		8.11.4 Bitwise Tricks
		8.11.5 What We’ve Learned
	8.12 Architectures and Organization
		8.12.1 Planning Structure: Namespaces and Directories
		8.12.2 Divide and Conquer
		8.12.3 Refactoring
		8.12.4 What We’ve Learned
	8.13 Design Patterns
		8.13.1 Creational Design Patterns
			8.13.1.1 Singleton Pattern
		8.13.2 Structural Design Patterns
		8.13.3 Behavioral Design Patterns
		8.13.4 What We’ve Learned
	8.14 Continuing on Your Own
9: Stuff We Couldn’t Cover
	9.1 The Extern Keyword
10: Good Luck
Index




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