Chapter 1: Getting started.- Chapter 2: Images and sound.- Chapter 3: Numbers.- Chapter 4: Mouse, and if.- Chapter 5: Loops and text input.- Chapter 6: Algorithms and the development process.- Chapter 7: Functions.- Chapter 8: Functions, continued.- Chapter 9: Using the debugger.- Chapter 10: Arrays, spans and enum.- Chapter 11: Animation with structs and sprites.- Chapter 12: Building your own arcade game: input, collisions, and putting it all together.- Chapter 13: Standard I/O and file operations.- Chapter 14: Character arrays and dynamic memory.- Chapter 15: Classes.- Chapter 16: Classes, continued.- Chapter 17: Strings, and operators.- Chapter 18: String views, exceptions, move semantics, and O notation.- Chapter 19: Templates, including vector).- Chapter 20: Inheritance.- Chapter 21: Virtual functions and multiple inheritance.- Chapter 22: Linked lists.- Chapter 23: The Standard Template Library (STL) and functional-style programming.- Chapter 24: Functional-Style Programming, continued.- Chapter 25: Esoterica (recommended).- Chapter 26: Esoterica (recommended), continued.- Chapter 27: Esoterica (not so recommended).- Chapter 28: Building bigger projects.- Chapter 29: C.- Chapter 30: Moving on with SDL. Appendices A-G.