C++ Programming Training Classes in Training/Pittsburgh,

Learn C++ Programming in Training/Pittsburgh and surrounding areas via our hands-on, expert led courses. All of our classes either are offered on an onsite, online or public instructor led basis. Here is a list of our current C++ Programming related training offerings in Training/Pittsburgh: C++ Programming Training

We offer private customized training for groups of 3 or more attendees.

C++ Programming Training Catalog

cost: $ 1190length: 3 day(s)
This three-day course is designed to provide a sound introduction to the .NET Framework for programmers who already know the C++/CLI language and the fundamentals of Windows Forms. It is current to .NET 2.0 and Visual Studio 2005. The course focuses on core portions of the .NET Framework that are common across many application areas. The course is practical, with many examples. The goal is to ...
cost: $ 1890length: 2 day(s)
This 2-day intensive Advanced C++ class is designed to coach the experienced C++ developer on enterprise system C++ coding and design standards. Students will be given a review of Polymorphism, Virtual Functions, Function Pointers and Multiple Inheritance. A solid introduction to Design Patterns follows. Once we have laid the groundwork, the training nicely dovetails into a thorough ...
cost: $ 2090length: 5 day(s)
The comprehensive, five-day course consists of three modules. A preliminary module reviews topics, including inheritance, the ANSI C++ Standard Library, templates. I/O streams, and practical issues of C++ programming, such as reliability, testing, efficiency and interfacing to C. This material is covered as needed depending on the background of the students. The second module covers more advanced ...
cost: $ 2090length: 5 day(s)
Develop the ability to design and write programs in the C++ language, emphasizing object-oriented approaches to designing solutions. ...
cost: $ 2090length: 5 day(s)
This course is a comprehensive hands-on introduction to object oriented programming in C++ for C programmers. Emphasis is placed on the features of C++ that support effective modeling of the problem domain and reuse of code. The course consists of two modules. In the first module object oriented concepts are introduced. The C++ class construct is introduced and its key features elaborated step-by- ...
cost: $ 2590length: 5 day(s)
This course is a comprehensive hands-on introduction to object oriented programming in C++ for non-C programmers. Emphasis is placed on the features of C++ that support effective modeling of the problem domain and reuse of code. The course consists of two modules. The first module introduces the core C features of C++, with simplified input/output through iostreams. The module begins with simple ...
cost: $ 1190length: 3 day(s)
The C++ Standard Template Library is a large part of the C++ Standard Library. STL consists of three major components: data structures, algorithms and iterators. Every data structure you are likely to want is available, including familiar containers such as array, list, deque, stack, queue, set and others. Also available are a plethora of algorithms, such as sort(), search(), merge(), find() and ...
cost: $ 790length: 2 day(s)
This two-day course is designed for the experienced C++ programmer to help you quickly come up to speed on the C++/CLI language. It is current to Visual Studio 2005 and .NET 2.0, which introduces important new features, such as generic types. This course concisely covers the essentials of programming using Microsoft's C++/CLI programming language. The course is practical, with many example ...
cost: $ 690length: 2 day(s)
For those students who have little programming experience. ...
cost: $ 2090length: 5 day(s)
This course teaches advanced programming techniques using the Win32 API and MFC. It is intended for experienced MFC developers who wish to better understand the fundamental architecture of Windows NT/2000 and Windows 95/98 and to utilize advanced programming techniques to create industrial strength applications. Module 1 begins with an overview of the Win32 architecture and the Win32 API. There ...
cost: $ 2090length: 5 day(s)
This course is a very thorough presentation of Windows programming via an object oriented approach using Visual C++ and the Microsoft Foundation Class Library. The course consists of two modules. The first module covers the essential elements of Windows programming via an object oriented approach using Visual C++ and the MFC. The basic structure of Windows programs and the MFC encapsulation is ...
cost: $ 1290length: 2 day(s)
The intent of this class is to provide students with a solid ...
cost: $ 2090length: 5 day(s)
This course takes a comprehensive look at Win32, the native user mode NT programming interface. It is an advanced course intended for programmers implementing sophisticated applications and for doing systems programming. The student should have previous experience with Windows programming, either at the C/SDK level or using C++ and a class library such as MFC. Attendees will get an understanding ...
cost: $ 2090length: 5 day(s)
This intensive course teaches C++ and Windows programming using Visual C++ and the Microsoft Foundation Class Library (MFC). The course consists of two modules. In the first module object oriented concepts are introduced. The Visual C++ development environment is demonstrated. The C++ class construct is introduced and its key features elaborated step-by-step, providing full implementation ...

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I remember the day like it was yesterday. Pac Man had finally arrived on the Atari 2600.  It was a clear and sunny day, but it was slightly brisk. My dad drove us down to the video store about three miles from our Michigan house. If I remember correctly, the price for the game was $24.99.  It was quite expensive for the day, probably equaling a $70 game in today’s market, but it was mine. There *was* no question about it. If you purchase a game, it’s your game… right?

You couldn’t be more wrong.  With all the licensing agreements in games today, you only purchase the right to play it. You don’t actually “own” the game. 

Today, game designers want total control over the money that comes in for a game. They add in clauses that keep the game from being resold, rented, borrowed, copied, etc. All of the content in the game, including the items you find that are specifically for you, are owned by the software developer. Why, you ask, do they do this? It’s all about the money.

This need for greed started years ago, when people started modifying current games on the market. One of the first games like this was Doom. There were so many third part mods made, but because of licensing agreement, none of these versions were available for resale. The end user, or you, had to purchase Doom before they could even install the mod.  None of these “modders” were allowed to make any money off their creation.

Attempting to create an intelligent entry about Linux for such a wide ranging audience is a bit like trying to compare a presentation on quantum mechanics for physicists while being readable by somebody with a junior high school education.

If you are a *NIX expert, then I suggest you keep on reading so you know how to explain this world to mere mortals.

I called it *nix for a reason. It represents a family of thinking. It is not unlike the difference between the language C and C++. Are there differences between the two? Certainly. And it is not like the difference between COBOL and C.

Years ago when I ran my own vo-tech school I would teach the students there are only two things in life. MS and *NIX. A friend of mine, a genius developer in her own right was aghast.

The original article was posted by Michael Veksler on Quora

A very well known fact is that code is written once, but it is read many times. This means that a good developer, in any language, writes understandable code. Writing understandable code is not always easy, and takes practice. The difficult part, is that you read what you have just written and it makes perfect sense to you, but a year later you curse the idiot who wrote that code, without realizing it was you.

The best way to learn how to write readable code, is to collaborate with others. Other people will spot badly written code, faster than the author. There are plenty of open source projects, which you can start working on and learn from more experienced programmers.

Readability is a tricky thing, and involves several aspects:

  1. Never surprise the reader of your code, even if it will be you a year from now. For example, don’t call a function max() when sometimes it returns the minimum().
  2. Be consistent, and use the same conventions throughout your code. Not only the same naming conventions, and the same indentation, but also the same semantics. If, for example, most of your functions return a negative value for failure and a positive for success, then avoid writing functions that return false on failure.
  3. Write short functions, so that they fit your screen. I hate strict rules, since there are always exceptions, but from my experience you can almost always write functions short enough to fit your screen. Throughout my carrier I had only a few cases when writing short function was either impossible, or resulted in much worse code.
  4. Use descriptive names, unless this is one of those standard names, such as i or it in a loop. Don’t make the name too long, on one hand, but don’t make it cryptic on the other.
  5. Define function names by what they do, not by what they are used for or how they are implemented. If you name functions by what they do, then code will be much more readable, and much more reusable.
  6. Avoid global state as much as you can. Global variables, and sometimes attributes in an object, are difficult to reason about. It is difficult to understand why such global state changes, when it does, and requires a lot of debugging.
  7. As Donald Knuth wrote in one of his papers: “Early optimization is the root of all evil”. Meaning, write for readability first, optimize later.
  8. The opposite of the previous rule: if you have an alternative which has similar readability, but lower complexity, use it. Also, if you have a polynomial alternative to your exponential algorithm (when N > 10), you should use that.

Use standard library whenever it makes your code shorter; don’t implement everything yourself. External libraries are more problematic, and are both good and bad. With external libraries, such as boost, you can save a lot of work. You should really learn boost, with the added benefit that the c++ standard gets more and more form boost. The negative with boost is that it changes over time, and code that works today may break tomorrow. Also, if you try to combine a third-party library, which uses a specific version of boost, it may break with your current version of boost. This does not happen often, but it may.

Don’t blindly use C++ standard library without understanding what it does - learn it. You look at std::vector::push_back() documentation at it tells you that its complexity is O(1), amortized. What does that mean? How does it work? What are benefits and what are the costs? Same with std::map, and with std::unordered_map. Knowing the difference between these two maps, you’d know when to use each one of them.

Never call new or delete directly, use std::make_unique and [cost c++]std::make_shared[/code] instead. Try to implement usique_ptr, shared_ptr, weak_ptr yourself, in order to understand what they actually do. People do dumb things with these types, since they don’t understand what these pointers are.

Every time you look at a new class or function, in boost or in std, ask yourself “why is it done this way and not another?”. It will help you understand trade-offs in software development, and will help you use the right tool for your job. Don’t be afraid to peek into the source of boost and the std, and try to understand how it works. It will not be easy, at first, but you will learn a lot.

Know what complexity is, and how to calculate it. Avoid exponential and cubic complexity, unless you know your N is very low, and will always stay low.

Learn data-structures and algorithms, and know them. Many people think that it is simply a wasted time, since all data-structures are implemented in standard libraries, but this is not as simple as that. By understanding data-structures, you’d find it easier to pick the right library. Also, believe it or now, after 25 years since I learned data-structures, I still use this knowledge. Half a year ago I had to implemented a hash table, since I needed fast serialization capability which the available libraries did not provide. Now I am writing some sort of interval-btree, since using std::map, for the same purpose, turned up to be very very slow, and the performance bottleneck of my code.

Notice that you can’t just find interval-btree on Wikipedia, or stack-overflow. The closest thing you can find is Interval tree, but it has some performance drawbacks. So how can you implement an interval-btree, unless you know what a btree is and what an interval-tree is? I strongly suggest, again, that you learn and remember data-structures.

These are the most important things, which will make you a better programmer. The other things will follow.

Social marketing firm Buddy Media is being bought out by Salesforce.com in a $689 million stock and cash deal. The transaction will close Oct. 31 (the end of the third fiscal quarter).

Among its 1,000 customer, Buddy Media includes the companies ofFord, Hewlett-Packard and Mattel. Thanks to its capabilities of sending targeted marketing content through YouTube, LinkedIn and Facebook, Salesforce.com will build on the monitoring technology in social media through its recent Radian6 purchase.

According to Salesforce.com CEO Marc Benioff, the Marketing Cloud leadership will enable the company to take advantage of the massive opportunity within the next five years.

The purchase is arriving on the heels of rival Oracle’s buyout of Virtue, who is the competitor to Buddy Media.

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A successful career as a software developer or other IT professional requires a solid understanding of software development processes, design patterns, enterprise application architectures, web services, security, networking and much more. The progression from novice to expert can be a daunting endeavor; this is especially true when traversing the learning curve without expert guidance. A common experience is that too much time and money is wasted on a career plan or application due to misinformation.

The Hartmann Software Group understands these issues and addresses them and others during any training engagement. Although no IT educational institution can guarantee career or application development success, HSG can get you closer to your goals at a far faster rate than self paced learning and, arguably, than the competition. Here are the reasons why we are so successful at teaching:

  • Learn from the experts.
    1. We have provided software development and other IT related training to many major corporations since 2002.
    2. Our educators have years of consulting and training experience; moreover, we require each trainer to have cross-discipline expertise i.e. be Java and .NET experts so that you get a broad understanding of how industry wide experts work and think.
  • Discover tips and tricks about C++ Programming programming
  • Get your questions answered by easy to follow, organized C++ Programming experts
  • Get up to speed with vital C++ Programming programming tools
  • Save on travel expenses by learning right from your desk or home office. Enroll in an online instructor led class. Nearly all of our classes are offered in this way.
  • Prepare to hit the ground running for a new job or a new position
  • See the big picture and have the instructor fill in the gaps
  • We teach with sophisticated learning tools and provide excellent supporting course material
  • Books and course material are provided in advance
  • Get a book of your choice from the HSG Store as a gift from us when you register for a class
  • Gain a lot of practical skills in a short amount of time
  • We teach what we know…software
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