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Windows 2000 32 Bit Programming Api Superbible
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Book Synopsis Windows 2000 32 Bit Programming API Superbible by : Richard J. Simon
Download or read book Windows 2000 32 Bit Programming API Superbible written by Richard J. Simon and published by . This book was released on 1999-10-01 with total page 1600 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Microsoft Windows 2000 API Superbible by : Richard J. Simon
Download or read book Microsoft Windows 2000 API Superbible written by Richard J. Simon and published by Sams Publishing. This book was released on 2000 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Following in the tradition of the Win 95 and Win32 NT SuperBibles, this book is a comprehensive reference for all of the APIs needed by the Windows programmer. It is arranged topically with related functions presented in the same chapter. Using relevant examples that are complete and appropriate to the task at hand, the user will be able to see clearly the most effective usage for each function. The user-friendly organization of the book will save programmers valuable time, and negate the need to sift through vendor supplied documentation with is spotty and disorganized.
Book Synopsis Windows NT Win32 API SuperBible by : Richard J. Simon
Download or read book Windows NT Win32 API SuperBible written by Richard J. Simon and published by Que Publishing. This book was released on 1997 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Windows NT Win32 API SuperBible is the perfect resource for programmers who want comprehensive, updated coverage of all Win32 APIs, as well as detailed information specific to the newest Windows NT functions. This book lets you look up the specific Win32 API call you need, when you need it. Concise descriptions detail what you need to know about every Win32 call, including new NT4 APIs. You'll quickly see how specific functions are used, modified, and integrated into larger applications. APIs are conveniently organized by purpose, so you can quickly find every API function available for a specific task. The chapters cover the crucial programming APIs for menus, scroll bars, clipboard, help files, MDI, GDI, dialog boxes, palettes, color-matching, DLLs, atoms, timers, and much more. Explanations of reusage syntax, parameters, possible pitfalls, and tips from the pros augment each reference entry. Summary projects also show you how to use the APIs in a practical context.
Book Synopsis The British National Bibliography by : Arthur James Wells
Download or read book The British National Bibliography written by Arthur James Wells and published by . This book was released on 2002 with total page 1896 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Software Encyclopedia written by and published by . This book was released on 1986 with total page 2032 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Windows 95 WIN 32 Programming API Bible by : Richard J. Simon
Download or read book Windows 95 WIN 32 Programming API Bible written by Richard J. Simon and published by . This book was released on 1996 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the release of Microsoft's new 32-bit version of Windows--Windows 95--the number of programmers using this interface will increase dramatically. This book shows how to maintain compatibility with Windows NT and explains how Win32 (the base of Windows 95) and other API sets add extended functionality. Simon also tells which APIs are NT specific and which will work on both NT and 95.
Book Synopsis Windows 2000 Systems Programming Black Book by : Al Williams
Download or read book Windows 2000 Systems Programming Black Book written by Al Williams and published by . This book was released on 2000 with total page 644 pages. Available in PDF, EPUB and Kindle. Book excerpt: Programmers are shown little-known areas of Windows NTs to enable them to write more efficient and powerful programs using NT technology. Topics include multitasking and threading, active directory services, Microsoft message queue, overlapped I/O, advanced memory management and more. The CD-ROM features coverage of the Registry, shareware and freeware utilities for programmers, and tips and tricks for writing code.
Download or read book Tomes of Delphi written by John Ayres and published by Wordware Publishing. This book was released on 2002 with total page 780 pages. Available in PDF, EPUB and Kindle. Book excerpt: This new titles is an updated edition of "Tomes of Delphi: Win32 Graphical API", which received rave reviews from the industry. The new edition retains its reference organization and distinctive help file on the CD, as well as including Windows 2000 changes.
Book Synopsis Mastering Windows 2000 Programming with Visual C++ by : Ben Ezzell
Download or read book Mastering Windows 2000 Programming with Visual C++ written by Ben Ezzell and published by . This book was released on 2000 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ezzell puts special focus on new features in Windows 2000 that effect developers, such as API, Active Directory, DirectX 7, and COM+. He also gives special coverage of Microsoft requirements for distributing Windows applications with the Windows 2000 logo. CD contains a valuable collection of sample code and utilities, created by the author, to help programmers solve basic problems.
Book Synopsis OpenGL SuperBible by : Richard S. Wright
Download or read book OpenGL SuperBible written by Richard S. Wright and published by . This book was released on 2000 with total page 750 pages. Available in PDF, EPUB and Kindle. Book excerpt: Functioning both as a tutorial and a reference manual, this hands-on guide provides everything readers need to implement the versions of OpenGL available in 1999/2000.
Book Synopsis Subject Guide to Books in Print by :
Download or read book Subject Guide to Books in Print written by and published by . This book was released on 1996 with total page 2476 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis OpenGL Programming Guide by : Dave Shreiner
Download or read book OpenGL Programming Guide written by Dave Shreiner and published by Addison-Wesley. This book was released on 2013-03-19 with total page 1489 pages. Available in PDF, EPUB and Kindle. Book excerpt: Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance
Book Synopsis OpenGL ES 3.0 Programming Guide by : Dan Ginsburg
Download or read book OpenGL ES 3.0 Programming Guide written by Dan Ginsburg and published by Addison-Wesley Professional. This book was released on 2014-02-28 with total page 570 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL ® ES TM is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL® ESTM 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.
Book Synopsis Linux Command Line and Shell Scripting Bible by : Richard Blum
Download or read book Linux Command Line and Shell Scripting Bible written by Richard Blum and published by John Wiley & Sons. This book was released on 2020-12-08 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advance your understanding of the Linux command line with this invaluable resource Linux Command Line and Shell Scripting Bible, 4th Edition is the newest installment in the indispensable series known to Linux developers all over the world. Packed with concrete strategies and practical tips, the latest edition includes brand-new content covering: Understanding the Shell Writing Simple Script Utilities Producing Database, Web & Email Scripts Creating Fun Little Shell Scripts Written by accomplished Linux professionals Christine Bresnahan and Richard Blum, Linux Command Line and Shell Scripting Bible, 4th Edition teaches readers the fundamentals and advanced topics necessary for a comprehensive understanding of shell scripting in Linux. The book is filled with real-world examples and usable scripts, helping readers navigate the challenging Linux environment with ease and convenience. The book is perfect for anyone who uses Linux at home or in the office and will quickly find a place on every Linux enthusiast’s bookshelf.
Download or read book Learn OpenGL written by Joey de Vries and published by . This book was released on 2020-06-17 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn OpenGL will teach you the basics, the intermediate, and tons of advanced knowledge, using modern (core-profile) OpenGL. The aim of this book is to show you all there is to modern OpenGL in an easy-to-understand fashion, with clear examples and step-by-step instructions, while also providing a useful reference for later studies.
Book Synopsis Foundations of 3D Computer Graphics by : Steven J. Gortler
Download or read book Foundations of 3D Computer Graphics written by Steven J. Gortler and published by MIT Press. This book was released on 2012-07-13 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: An introduction to the basic concepts of 3D computer graphics that offers a careful mathematical exposition within a modern computer graphics application programming interface. Computer graphics technology is an amazing success story. Today, all of our PCs are capable of producing high-quality computer-generated images, mostly in the form of video games and virtual-life environments; every summer blockbuster movie includes jaw-dropping computer generated special effects. This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping. It also touches on advanced topics including color representations, light simulation, dealing with geometric representations, and producing animated computer graphics. The book takes special care to develop an original exposition that is accessible and concise but also offers a clear explanation of the more difficult and subtle mathematical issues. The topics are organized around a modern shader-based version of OpenGL, a widely used computer graphics application programming interface that provides a real-time “rasterization-based” rendering environment. Each chapter concludes with exercises. The book is suitable for a rigorous one-semester introductory course in computer graphics for upper-level undergraduates or as a professional reference. Readers should be moderately competent programmers and have had some experience with linear algebra. After mastering the material presented, they will be on the path to expertise in an exciting and challenging field.
Book Synopsis Real-Time Rendering by : Tomas Akenine-Möller
Download or read book Real-Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009