To explain why your book doesn't tell you anything about graphic programming is because your learning the C standard library. Programming languages are just compiled functions that break down into machine code. The compiler see the C code and converts it into machine code (binary) the binary code and be read one level up at Assembly code. Binary code is considered lowest level, then assembly, then you can consider C being the next. C and C++ are essentially the same. But C++ has a more extensive library but practically the same rules.
Learning C or C++ alone won't teach you how to send video commands to your video card. You need to learn an another library. I had the same misunderstanding when I first tried to learn programming. But soon found out that its not because C/C++ doesn't do graphics programming, its because you need a library linked to your code and use the functions in the library which compile to video commands, such as setting pixels onto your screen. Library's make it where you don't have to write a stack of functions to do everything you want to do with the graphics.
Some graphics libraries include, as Game a gogo stated, "OpenGL, DirectX, SDL, SFML, and ALLEGRO." If you want to learn to put graphics on the screen you have to learn to use one of these.
SFML (Simple Fast Media Library) is a great start if you want to learn graphics programming.
SDL (Simple DirectMedia Layer) is another good one for beginners but first you would have to learn WIN32 API programming. If you are working with windows. Otherwise you have to know how to use the programming for your OS to open a window, same for the rest below.
After you understand the basics of graphics programming or feel you rather start with the most powerful set available then you can choose between, DirectX (windows) or OpenGL (cross platform).
I personally only like OpenGL, its free, its open source, and its fast. The PS3 uses OpenGL. Of course they modified it for their needs.
I would say that learning C from a book that promises learning a programming language in 21 or 30 or any days won't teach you properly and from personal experience with those types of books, often what they teach you is wrong or outdated.
For a good book on learning C/C++ pick up a Primer. Its everything you need to know about the C/C++ Standard libraries. Its a very thick book and should be used as a reference manual.
As I was saying, learning graphics programming is more then learning to display graphics, you also have to know how to access your OS layer to open and handle a window.
Visual C++ doesn't actually teach you that stuff as so much as it does it for you. Visual C++ uses built in functions that are different from the standard libraries of C/C++ to build forms and applications quickly. My friend programs with Visual C++ only using the drag and drop methods and when I show him source code written in C he has no idea what it is. Even though C and C++ are practically the same language.
Visual C++ programmers often don't understand REAL C++ programming unless they work directly with the source. I use Visual C++ and its a great program, but if you want to learn how to actually write code then you should try learning actual C/C++ code. Learn the functions of the libraries your using by dissecting them. Open up the .lib files and headers and explore them until you understand them.
Get the Red Book. (Open GL API)
The Red BookGet a Primer. (The Reference Manual)
C++ PrimerLearn your OS. (look up documentation online)