How we did it:
For any feedback, any questions, any notes or just for chat - feel free to follow us on social networks
Comprehensive, complete coverage is given of Windows programming fundamentals. Fully revised for Windows 98, this edition covers the basics, special techniques, the kernel and the printer, data exchange and links, and real applications developed in the text.
The world's most complete guide to Windows graphics programming! Win32 GDI and DirectDraw: Accurate, under the hood, and in depth Beyond the API: Internals, restrictions, performance, and real-life problems Complete: Pixel, lines, curves, filled area, bitmap, image processing, fonts, text, metafile, printing, and more Up to date: Windows 2000 and Windows 98 graphics enhancements CD-ROM: Exclusive and professional quality generic C++ classes, reusable functions, demonstration programs, kernel mode drivers, GDI exploration tools, and more! Hewlett-Packard Professional Books To deliver high-performance Windows applications, you need an in-depth understanding of the Win32 GDI and DirectDraw--but until now, it's been virtually impossible to discover what's going on "behind" Microsoft's API calls. This book rips away the veil, giving experienced Windows programmers all the information and techniques they need to maximize performance, efficiency, and reliability! You'll discover how to make the most of Microsoft's Windows graphics APIs--including the important new graphics capabilities built into Windows 2000. Coverage includes: Uncovering the Windows system architecture and graphics system internal data structure Building graphics API "spies" that show what's going on "under the hood" Detecting GDI resource leaks and other powerful troubleshooting techniques Expert techniques for working with the Win32 GDI and DirectDraw APIs Device context, coordinate space and transformation, pixels, lines, curves, and area fills Bitmaps, image processing, fonts, text, enhanced metafiles, printing, and more "Windows Graphics Programming" delivers extensive code, practical techniques, and unprecedented insight--plus an exclusive CD-ROM containing original system-level tools, kernel mode drivers, sample code, and generic C++ classes for Windows graphics programming without MFC. If you want to build Windows graphics applications that deliver breakthrough performance and reliability, you'll find this book indispensable.
Robert W. Sebesta
Concepts of Programming Languages is ideal for undergraduate students in Computer Science and Computer Programming courses. It is an ideal reference encapsulating the history and future of programming languages. Now in its Ninth Edition, Concepts of Programming Languages introduces students to the main constructs of contemporary programming languages and provides the tools needed to critically evaluate existing and future programming languages. Readers gain a solid foundation for understanding the fundamental concepts of programming languages through the author's presentation of design issues for various language constructs, the examination of the design choices for these constructs in some of the most common languages, and critical comparison of the design alternatives. In addition, Sebesta strives to prepare the reader for the study of compiler design by providing an in-depth discussion of programming language structures, presenting a formal method of describing syntax, and introducing approaches to lexical and syntactic analysis.
Alexandre Santos Lobao, Ellen Hatton
Written in easy-to-understand language, this book is a must-read if you'd like to create out-of-the-ordinary, yet simple games. Authors Alexandre Lobao and Ellen Hatton demonstrate the ease of producing multimedia games with Managed DirectX 9.0 and programming the games with Visual Basic .NET on the Everett version of Microsoft's Visual Studio. The authors emphasize simplicity, but still explore important concepts of Managed DirectX 9.0, such as Direct3D, DirectSound, DirectMusic (using the COM interface), DirectInput (including force-feedback joysticks), DirectShow, and DirectPlay. Additional chapters discuss game programming technologies: Speech API for generating character voices, GDI+ for simple games, and multithreading. A bonus chapter even shows you how to port a simple game to a Pocket PC. The book includes two chapters' worth of sample games. The first presents a game with simple features; the second extends that game and presents additional concepts. A library of game programming helper classes is also created, step by step, in both chapters.
David Anthony Watt, Deryck F. Brown
This book provides a gently paced introduction to techniques for implementing programming languages by means of compilers and interpreters, using the object-oriented programming language Java. The book aims to exemplify good software engineering principles at the same time as explaining the specific techniques needed to build compilers and interpreters.