Visual C# How to Program (6th Edition) (Deitel Series)

ISBN-13: 9780134601540

ISBN-10: 0134601548

Author: Paul Deitel, Harvey Deitel

Edition: 6

Publication date:
2016
Publisher:
Pearson
Format:
Paperback 1056 pages
Category:
Computers
Rating:
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Summary

Acknowledged author Paul Deitel wrote Visual C# How to Program (6th Edition) (Deitel Series) comprising 1056 pages back in 2016. Textbook and etextbook are published under ISBN 0134601548 and 9780134601540. Since then Visual C# How to Program (6th Edition) (Deitel Series) textbook received total rating of 3.5 stars and was available to sell back to BooksRun online for the top buyback price of $67.06 or rent at the marketplace.


Description

For all basic-to-intermediate level courses in Visual C# programming.

An informative, engaging, challenging and entertaining introduction to Visual C#

Created by world-renowned programming instructors Paul and Harvey Deitel, Visual C# How to Program, Sixth Edition introduces students to the world of desktop, mobile and web app development with Microsoft’s® Visual C#® programming language. Students will use .NET platform and the Visual Studio® Integrated Development Environment to write, test, and debug applications and run them on a wide variety of Windows® devices.

At the heart of the book is the Deitel signature live-code approach—rather than using code snippets, the authors present concepts in the context of complete working programs followed by sample executions. Students begin by getting comfortable with the Visual Studio Community edition IDE and basic C# syntax. Next, they build their skills one step at a time, mastering control structures, classes, objects, methods, variables, arrays, and the core techniques of object-oriented programming. With this strong foundation in place, the authors introduce more sophisticated techniques, including searching, sorting, data structures, generics, and collections. Additional practice is provided through a broad range of example programs and exercises selected from computer science, business, education, social issues, personal utilities, sports, mathematics, puzzles, simulation, game playing, graphics, multimedia and many other areas.