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Opis ebooka: Practical C++ Programming. 2nd Edition
C++ is a powerful, highly flexible, and adaptable programming language that allows software engineers to organize and process information quickly and effectively. But this high-level language is relatively difficult to master, even if you already know the C programming language.The 2nd edition of Practical C++ Programming is a complete introduction to the C++ language for programmers who are learning C++. Reflecting the latest changes to the C++ standard, this 2nd edition takes a useful down-to-earth approach, placing a strong emphasis on how to design clean, elegant code.In short, to-the-point chapters, all aspects of programming are covered including style, software engineering, programming design, object-oriented design, and debugging. It also covers common mistakes and how to find (and avoid) them. End of chapter exercises help you ensure you've mastered the material.Practical C++ Programming thoroughly covers:
- C++ Syntax
- Coding standards and style
- Creation and use of object classes
- Templates
- Debugging and optimization
- Use of the C++ preprocessor
- File input/output
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Szczegóły ebooka
- ISBN Ebooka:
- 978-14-493-6716-9, 9781449367169
- Data wydania ebooka:
- 2002-12-13 Data wydania ebooka często jest dniem wprowadzenia tytułu do sprzedaży i może nie być równoznaczna z datą wydania książki papierowej. Dodatkowe informacje możesz znaleźć w darmowym fragmencie. Jeśli masz wątpliwości skontaktuj się z nami sklep@ebookpoint.pl.
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Spis treści ebooka
- Practical C++ Programming
- A Note Regarding Supplemental Files
- Preface
- Scope of This Handbook
- How This Book Is Organized
- How to Read This Book If You Already Know C
- Font Conventions
- How to Contact Us
- Acknowledgments for the First Edition
- Acknowledgments for the Second Edition
- I. The Basics
- 1. What Is C++?
- 1.1. A Brief History of C++
- 1.2. C++ Organization
- 1.3. How to Learn C++
- 1. What Is C++?
- 2. The Basics of Program Writing
- 2.1. Programs from Conception to Execution
- 2.2. Creating a Real Program
- 2.2.1. Creating a Program Using a Command-Line Compiler
- 2.2.1.1. Step 1: Create a place for your program
- 2.2.1.2. Step 2: Create the program
- 2.2.1.3. Step 3: Run the compiler
- 2.2.1.3.1. Unix CC Compiler (Generic Unix)
- 2.2.1.3.2. Free Software Foundations g++ Compiler
- 2.2.1.3.3. Borlands Turbo C++
- 2.2.1.3.4. Microsoft Visual C++ .NET
- 2.2.1.4. Step 4: Execute the program
- 2.2.1. Creating a Program Using a Command-Line Compiler
- 2.2.2. Creating a Program Using an Integrated Development Environment
- 2.2.2.1. Borland C++
- 2.2.2.2. Microsoft Visual C++
- 2.3. Getting Help in Unix
- 2.4. Getting Help in an IDE
- 2.5. Programming Exercises
- 3. Style
- 3.1. Comments
- 3.2. C++ Code
- 3.3. Naming Style
- 3.4. Coding Religion
- 3.5. Indentation and Code Format
- 3.6. Clarity
- 3.7. Simplicity
- 3.8. Consistency and Organization
- 3.9. Further Reading
- 3.10. Summary
- 4. Basic Declarations and Expressions
- 4.1. Basic Program Structure
- 4.2. Simple Expressions
- 4.3. The std::cout Output Object
- 4.4. Variables and Storage
- 4.5. Variable Declarations
- 4.6. Integers
- 4.7. Assignment Statements
- 4.8. Floating-Point Numbers
- 4.9. Floating-Point Divide Versus Integer Divide
- 4.10. Characters
- 4.11. Wide Characters
- 4.12. Boolean Type
- 4.13. Programming Exercises
- 4.14. Answers to Chapter Questions
- 5. Arrays, Qualifiers, and Reading Numbers
- 5.1. Arrays
- 5.2. Strings
- 5.2.1. Wide Strings
- 5.3. Reading Data
- 5.4. Initializing Variables
- 5.4.1. Bounds Errors
- 5.5. Multidimensional Arrays
- 5.6. C-Style Strings
- 5.6.1. Safety and C Strings
- 5.6.2. Reading C-Style Strings
- 5.6.3. Converting Between C-Style and C++ Strings
- 5.6.4. The Differences Between C++ and C-Style Strings
- 5.7. Types of Integers
- 5.7.1. Summary of Integer Types
- 5.8. Types of Floats
- 5.9. Constant and Reference Declarations
- 5.10. Qualifiers
- 5.10.1. Special
- 5.10.2. Constant
- 5.10.3. Storage Class
- 5.10.4. Size
- 5.10.5. Sign
- 5.10.6. Type
- 5.11. Hexadecimal and Octal Constants
- 5.12. Operators for Performing Shortcuts
- 5.13. Side Effects
- 5.14. Programming Exercises
- 5.15. Answers to Chapter Questions
- 6. Decision and Control Statements
- 6.1. if Statement
- 6.2. else Statement
- 6.3. How Not to Use std::strcmp
- 6.4. Looping Statements
- 6.5. while Statement
- 6.6. break Statement
- 6.7. continue Statement
- 6.8. The Assignment Anywhere Side Effect
- 6.9. Programming Exercises
- 6.10. Answers to Chapter Questions
- 7. The Programming Process
- 7.1. Setting Up Your Work Area
- 7.2. The Specification
- 7.3. Code Design
- 7.4. The Prototype
- 7.5. The Makefile
- 7.6. Testing
- 7.7. Debugging
- 7.8. Maintenance
- 7.9. Revisions
- 7.10. Electronic Archaeology
- 7.11. Mark Up the Program
- 7.12. Use the Debugger
- 7.13. Use the Text Editor as a Browser
- 7.14. Add Comments
- 7.15. Programming Exercises
- II. Simple Programming
- 8. More Control Statements
- 8.1. for Statement
- 8.2. switch Statement
- 8.3. switch, break, and continue
- 8.4. Programming Exercises
- 8.5. Answers to Chapter Questions
- 8. More Control Statements
- 9. Variable Scope and Functions
- 9.1. Scope and Storage Class
- 9.1.1. The for Scope
- 9.1. Scope and Storage Class
- 9.2. Namespaces
- 9.2.1. Namespace std
- 9.2.2. Global Namespace
- 9.2.3. File-Specific Namespace
- 9.2.4. Nested Namespaces
- 9.2.5. The using Statement
- 9.2.5.1. The problem with the using statement
- 9.3. Functions
- 9.3.1. Returning void
- 9.3.2. Namespaces and Functions
- 9.3.3. const Parameters and Return Values
- 9.3.4. Reference Parameters and Return Values
- 9.3.5. Dangling References
- 9.3.6. Array Parameters
- 9.3.7. Function Overloading
- 9.3.8. Default Arguments
- 9.3.9. Unused Parameters
- 9.3.10. Inline Functions
- 9.4. Summary of Parameter Types
- 9.5. Recursion
- 9.6. Structured Programming Basics
- 9.7. Real-World Programming
- 9.8. Programming Exercises
- 9.9. Answers to Chapter Questions
- 10. The C++ Preprocessor
- 10.1. #define Statement
- 10.1.1. #define Versus const
- 10.1. #define Statement
- 10.2. Conditional Compilation
- 10.3. #include Files
- 10.4. Parameterized Macros
- 10.4.1. The # Operator
- 10.4.2. Parameterized Macros Versus Inline Functions
- 10.5. Advanced Features
- 10.6. Summary
- 10.7. Programming Exercises
- 10.8. Answers to Chapter Questions
- 11. Bit Operations
- 11.1. Bit Operators
- 11.2. The AND Operator (&)
- 11.3. Bitwise OR (|)
- 11.4. The Bitwise Exclusive OR (^)
- 11.5. The Ones Complement Operator (NOT) (~)
- 11.6. The Left and Right Shift Operators (<<, >>)
- 11.6.1. Right Shift Details
- 11.7. Setting, Clearing, and Testing Bits
- 11.8. Bitmapped Graphics
- 11.9. Programming Exercises
- 11.10. Answers to Chapter Questions
- III. Advanced Types and Classes
- 12. Advanced Types
- 12.1. Structures
- 12.2. Unions
- 12.3. typedef
- 12.4. enum Type
- 12.5. Bit Members or Packed Structures
- 12.6. Arrays of Structures
- 12.7. Programming Exercises
- 12.8. Answers to Chapter Questions
- 12. Advanced Types
- 13. Simple Classes
- 13.1. Stacks
- 13.1.1. Designing a Stack
- 13.1. Stacks
- 13.2. Improved Stack
- 13.3. Using a Class
- 13.4. Introduction to Constructors and Destructors
- 13.4.1. Destructors
- 13.4.2. Parameterized Constructors
- 13.4.3. Parameterized Destructors
- 13.4.4. Copy Constructor
- 13.5. Automatically Generated Member Functions
- 13.5.1. Automatically Generated and Used Functions
- 13.5.2. Explicit Constructors
- 13.6. Shortcuts
- 13.7. Style
- 13.8. Structures Versus Classes
- 13.9. Programming Exercises
- 14. More on Classes
- 14.1. Friends
- 14.1.1. Friend Functions
- 14.1.2. Friend Classes
- 14.1. Friends
- 14.2. Constant Functions
- 14.3. Constant Members
- 14.4. Static Member Variables
- 14.5. Static Member Functions
- 14.6. The Meaning of static
- 14.7. Programming Exercises
- 15. Simple Pointers
- 15.1. const Pointers
- 15.2. Pointers and Printing
- 15.3. Pointers and Arrays
- 15.3.1. Splitting a C-Style String
- 15.4. The reinterpret_cast
- 15.5. Pointers and Structures
- 15.6. Command-Line Arguments
- 15.7. Programming Exercises
- 15.8. Answers to Chapter Questions
- IV. Advanced Programming Concepts
- 16. File Input/Output
- 16.1. C++ File I/O
- 16.1.1. Reading C-Style Strings
- 16.1.2. Output Files
- 16.1. C++ File I/O
- 16.2. Conversion Routines
- 16.3. Binary and ASCII Files
- 16.4. The End-of-Line Puzzle
- 16.5. Binary I/O
- 16.6. Buffering Problems
- 16.7. Unbuffered I/O
- 16.8. Designing File Formats
- 16.9. C-Style I/O Routines
- 16.10. C-Style Conversion Routines
- 16.10.1. The std::printf Family of Output Functions
- 16.10.2. The std::scanf Family of Input Functions
- 16. File Input/Output
- 16.11. C-Style Binary I/O
- 16.12. C- Versus C++- Style I/O
- 16.12.1. Simplicity
- 16.12.2. Reliability
- 16.12.3. Speed
- 16.12.4. Which Should You Use?
- 16.13. Programming Exercises
- 16.14. Answers to Chapter Questions
- 17. Debugging and Optimization
- 17.1. Code Reviews
- 17.1.1. Planning the Review
- 17.1.2. The Review Meeting
- 17.1.3. Why People Dont Do Code Reviews
- 17.1.4. Metrics
- 17.1. Code Reviews
- 17.2. Serial Debugging
- 17.2.1. Divide and Conquer
- 17.2.2. The Confessional Method of Debugging
- 17.2.3. Debug-Only Code
- 17.2.4. Debug Command-Line Switch
- 17.3. Going Through the Output
- 17.4. Interactive Debuggers
- 17.4.1. Basic Debugging Commands
- 17.4.2. Debugging a Simple Program
- 17.5. Debugging a Binary Search
- 17.5.1. The First Bug, a Segmentation Fault
- 17.5.2. The Unintended Infinite Loop
- 17.6. Interactive Debugging Tips and Tricks
- 17.7. Runtime Errors
- 17.8. Optimization
- 17.8.1. Profiling
- 17.8.2. Analyzing and Optimizing code
- 17.8.3. Register Declarations
- 17.8.3.1. Loop ordering
- 17.8.3.2. The power of powers of 2
- 17.8.3.3. Making use of pointers
- 17.8.4. Using the System Library
- 17.9. How to Optimize
- 17.10. Case Study: Inline Functions Versus Normal Functions
- 17.11. Case Study: Optimizing a Color-Rendering Algorithm
- 17.12. Programming Exercises
- 17.13. Answers to Chapter Questions
- 18. Operator Overloading
- 18.1. Creating a Simple Fixed-Point Class
- 18.1.1. Fixed Point Basics
- 18.1.2. Creating the fixed_pt Class
- 18.1. Creating a Simple Fixed-Point Class
- 18.2. Operator Functions
- 18.2.1. Binary Arithmetic Operators
- 18.2.2. Relational Operators
- 18.2.3. Unary Operators
- 18.2.4. Shortcut Operators
- 18.2.5. Increment and Decrement Operators
- 18.2.6. Logical Operators
- 18.2.7. I/O Operators
- 18.2.8. Index Operator [ ]
- 18.2.9. new and delete
- 18.2.10. Exotic Operators
- 18.3. Operator Member Functions
- 18.3.1. Casting
- 18.4. Warts
- 18.5. Full Definition of the Fixed-Point Class
- 18.6. Programming Exercises
- 18.7. Answers to Chapter Questions
- 19. Floating Point
- 19.1. Floating-Point Format
- 19.2. Floating Addition/Subtraction
- 19.3. Multiplication and Division
- 19.4. Overflow and Underflow
- 19.5. Roundoff Error
- 19.6. Accuracy
- 19.7. Minimizing Roundoff Error
- 19.8. Determining Accuracy
- 19.9. Precision and Speed
- 19.10. Power Series
- 19.11. Programming Exercises
- 20. Advanced Pointers
- 20.1. Pointers, Structures, and Classes
- 20.2. delete Operator
- 20.3. Linked Lists
- 20.4. Ordered Linked Lists
- 20.5. Doubly Linked Lists
- 20.6. Trees
- 20.7. Printing a Tree
- 20.8. The Rest of the Program
- 20.9. Data Structures for a Chess Program
- 20.10. Programming Exercises
- 20.11. Answers to Chapter Questions
- 21. Advanced Classes
- 21.1. Derived Classes
- 21.2. Virtual Functions
- 21.3. Virtual Classes
- 21.4. Function Hiding in Derived Classes
- 21.5. Constructors and Destructors in Derived Classes
- 21.6. The dynamic_cast Operator
- 21.7. Summary
- 21.8. Programming Exercises
- 21.9. Answers to Chapter Questions
- V. Other Language Features
- 22. Exceptions
- 22.1. Adding Exceptions to the Stack Class
- 22.1.1. Creating an Exception
- 22.1.2. Using a Try Block for Normal Execution
- 22.1.3. Throwing an Exception
- 22.1.4. Exceptions and Destructors
- 22.1. Adding Exceptions to the Stack Class
- 22.2. Exceptions Versus assert
- 22.3. Programming Exercises
- 22. Exceptions
- 23. Modular Programming
- 23.1. Modules
- 23.2. Public and Private
- 23.3. The extern Storage Class
- 23.4. Headers
- 23.5. The Body of the Module
- 23.6. A Program to Use Infinite Arrays
- 23.7. The Makefile for Multiple Files
- 23.8. Using the Infinite Array
- 23.9. Dividing a Task into Modules
- 23.10. Module Design Guidelines
- 23.11. Programming Exercises
- 24. Templates
- 24.1. What Is a Template?
- 24.2. Templates: The Hard Way
- 24.3. Templates: The C++ Way
- 24.4. Function Specialization
- 24.5. Class Templates
- 24.6. Class Specialization
- 24.7. Implementation Details
- 24.7.1. Real-World Templates
- 24.7.2. When to Generate Code
- 24.7.3. Writing Portable Templates
- 24.8. Advanced Features
- 24.8.1. Default Parameters
- 24.8.2. Partial Specialization
- 24.9. Summary
- 24.10. Programming Exercises
- 25. Standard Template Library
- 25.1. STL Basics
- 25.1.1. Containers
- 25.1.2. Iterators
- 25.1.3. Algorithms
- 25.1. STL Basics
- 25.2. Class ListA Set of Students
- 25.2.1. Iterating Through a Set
- 25.2.2. Using std::foreach to Write Out the Set
- 25.2.3. Multisets
- 25.3. Creating a Waiting List with the STL List
- 25.4. Storing Grades in a STL Map
- 25.5. Putting It All Together
- 25.6. Practical Considerations When Using the STL
- 25.6.1. Getting the Types Right
- 25.6.2. Error Messages
- 25.7. Getting More Information
- 25.8. Exercises
- 26. Program Design
- 26.1. Design Goals
- 26.2. Design Factors
- 26.3. Design Principles
- 26.4. Coding
- 26.4.1. Procedure Design
- 26.4.1.1. Procedure interface
- 26.4.1.2. Global variables
- 26.4.1.3. Information hiding
- 26.4.1.4. Coding details
- 26.4.1. Procedure Design
- 26.4.2. Modules and Structured Programming
- 26.4.2.1. Interconnections
- 26.4.3. Real-Life Module Organization
- 26.4.4. Module Summary
- 26.5. Objects
- 26.5.1. Interfaces and C++ Classes
- 26.6. Real-World Design Techniques
- 26.6.1. The Linked List Problem
- 26.6.2. Callbacks
- 26.6.3. Decoupling the Interface and Implementation
- 26.7. Conclusion
- 27. Putting It All Together
- 27.1. Requirements
- 27.2. Code Design
- 27.2.1. Token Module
- 27.2.2. Character-Type Module
- 27.2.3. Statistics Class
- 27.3. Coding
- 27.4. Functional Description
- 27.4.1. char_type Class
- 27.4.2. input_file Class
- 27.4.3. token Class
- 27.4.4. stat Class
- 27.4.5. line_counter Class
- 27.4.6. brace_counter Class
- 27.4.7. paren_counter Class
- 27.4.8. comment_counter Class
- 27.4.9. do_file Procedure
- 27.5. Testing
- 27.6. Revisions
- 27.7. A Final Warning
- 27.8. Program Files
- 27.9. Programming Exercises
- 28. From C to C++
- 28.1. K&R-Style Functions
- 28.1.1. Prototypes
- 28.1. K&R-Style Functions
- 28.2. struct
- 28.3. malloc and free
- 28.3.1. The C malloc function
- 28.3.2. The C free function
- 28.4. Turning Structures into Classes
- 28.5. setjmp and longjmp
- 28.6. Mixing C and C++ Code
- 28.7. Summary
- 28.8. Programming Exercise
- 29. C++s Dustier Corners
- 29.1. do/while
- 29.2. goto
- 29.3. The ?: Construct
- 29.4. The Comma Operator
- 29.5. Overloading the ( ) Operator
- 29.6. Pointers to Members
- 29.7. The asm Statement
- 29.8. The mutable Qualifier
- 29.9. Run Time Type Identification
- 29.10. Trigraphs
- 29.11. Answers to Chapter Questions
- 30. Programming Adages
- 30.1. General
- 30.2. Design
- 30.3. Declarations
- 30.4. switch Statement
- 30.5. Preprocessor
- 30.6. Style
- 30.7. Compiling
- 30.8. The Ten Commandments for C++ Programmers
- 30.9. Final Note
- 30.10. Answers to Chapter Questions
- VI. Appendixes
- A. ASCII Table
- B. Ranges
- C. Operator Precedence Rules
- C.1. Standard Rules
- C.2. Practical Subset of the Operator Precedence Rules
- D. Computing Sine Using a Power Series
- E. Resources
- E.1. Compilers
- E.2. Standard Template Library
- E.3. Standards
- E.4. Programming Tools
- Index
- About the Author
- Colophon
- Copyright
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JavaScript gives web developers great power to create rich interactive browser experiences, and much of that power is provided by the browser itself. Modern web APIs enable web-based applications to come to life like never before, supporting actions that once required browser plug-ins. Some are s...(186.15 zł najniższa cena z 30 dni)
186.15 zł
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How will software development and operations have to change to meet the sustainability and green needs of the planet? And what does that imply for development organizations? In this eye-opening book, sustainable software advocates Anne Currie, Sarah Hsu, and Sara Bergman provide a unique overview...(160.65 zł najniższa cena z 30 dni)
169.14 zł
199.00 zł(-15%) -
OpenTelemetry is a revolution in observability data. Instead of running multiple uncoordinated pipelines, OpenTelemetry provides users with a single integrated stream of data, providing multiple sources of high-quality telemetry data: tracing, metrics, logs, RUM, eBPF, and more. This practical gu...(143.65 zł najniższa cena z 30 dni)
152.15 zł
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What will you learn from this book?If you're a software developer looking for a quick on-ramp to software architecture, this handy guide is a great place to start. From the authors of Fundamentals of Software Architecture, Head First Software Architecture teaches you how to think architecturally ...(245.65 zł najniższa cena z 30 dni)
245.65 zł
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If you use Linux in your day-to-day work, then Linux Pocket Guide is the perfect on-the-job reference. This thoroughly updated 20th anniversary edition explains more than 200 Linux commands, including new commands for file handling, package management, version control, file format conversions, an...(92.65 zł najniższa cena z 30 dni)
101.15 zł
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Interested in developing embedded systems? Since they don't tolerate inefficiency, these systems require a disciplined approach to programming. This easy-to-read guide helps you cultivate good development practices based on classic software design patterns and new patterns unique to embedded prog...(152.15 zł najniższa cena z 30 dni)
160.65 zł
189.00 zł(-15%) -
Gain the valuable skills and techniques you need to accelerate the delivery of machine learning solutions. With this practical guide, data scientists, ML engineers, and their leaders will learn how to bridge the gap between data science and Lean product delivery in a practical and simple way. Dav...(245.65 zł najniższa cena z 30 dni)
245.65 zł
289.00 zł(-15%) -
This practical book provides a detailed explanation of the zero trust security model. Zero trust is a security paradigm shift that eliminates the concept of traditional perimeter-based security and requires you to "always assume breach" and "never trust but always verify." The updated edition off...(203.15 zł najniższa cena z 30 dni)
211.65 zł
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Decentralized finance (DeFi) is a rapidly growing field in fintech, having grown from $700 million to $100 billion over the past three years alone. But the lack of reliable information makes this area both risky and murky. In this practical book, experienced securities attorney Alexandra Damsker ...(203.15 zł najniższa cena z 30 dni)
211.65 zł
249.00 zł(-15%) -
Whether you're a startup founder trying to disrupt an industry or an entrepreneur trying to provoke change from within, your biggest challenge is creating a product people actually want. Lean Analytics steers you in the right direction.This book shows you how to validate your initial idea, find t...(126.65 zł najniższa cena z 30 dni)
126.65 zł
149.00 zł(-15%)
Dzieki opcji "Druk na żądanie" do sprzedaży wracają tytuły Grupy Helion, które cieszyły sie dużym zainteresowaniem, a których nakład został wyprzedany.
Dla naszych Czytelników wydrukowaliśmy dodatkową pulę egzemplarzy w technice druku cyfrowego.
Co powinieneś wiedzieć o usłudze "Druk na żądanie":
- usługa obejmuje tylko widoczną poniżej listę tytułów, którą na bieżąco aktualizujemy;
- cena książki może być wyższa od początkowej ceny detalicznej, co jest spowodowane kosztami druku cyfrowego (wyższymi niż koszty tradycyjnego druku offsetowego). Obowiązująca cena jest zawsze podawana na stronie WWW książki;
- zawartość książki wraz z dodatkami (płyta CD, DVD) odpowiada jej pierwotnemu wydaniu i jest w pełni komplementarna;
- usługa nie obejmuje książek w kolorze.
Masz pytanie o konkretny tytuł? Napisz do nas: sklep[at]helion.pl.
Książka, którą chcesz zamówić pochodzi z końcówki nakładu. Oznacza to, że mogą się pojawić drobne defekty (otarcia, rysy, zagięcia).
Co powinieneś wiedzieć o usłudze "Końcówka nakładu":
- usługa obejmuje tylko książki oznaczone tagiem "Końcówka nakładu";
- wady o których mowa powyżej nie podlegają reklamacji;
Masz pytanie o konkretny tytuł? Napisz do nas: sklep[at]helion.pl.
Książka drukowana
Oceny i opinie klientów: Practical C++ Programming. 2nd Edition Steve Oualline (0) Weryfikacja opinii następuję na podstawie historii zamówień na koncie Użytkownika umieszczającego opinię. Użytkownik mógł otrzymać punkty za opublikowanie opinii uprawniające do uzyskania rabatu w ramach Programu Punktowego.