The Waite Group s MS DOS bible
Shows how to use the MS-DOS disk operating system, covers files, directories, batch files, and essential commands, and shows how to use the text editor and debug and link commands
MS DOS Bible
Second in the Waite Group's MS-DOS series, it helps intermediate users explore this operating system's capabilities from system start-up to creating, editing and managing files.
The Waite Group s Microsoft macro assembler bible
This book explores all of the new features including improved data types support, enhanced macro capabilities, single-pass operation, and a low-level optimizer. Also, any programmer using BASIC, C, FORTRAN will now be able to move their programs easily into the DOS environment with the excellent tutorial and reference material.
The Waite Group s MS DOS Bible
This new edition pays particular attention to the Lotus/Intel Expanded Memory Specification of 4.0 and includes detailed explanations of all new DOS 4.0 commands and functions. The "Information Jump Table" is enhanced for more complete reference.
The Waite Group s C Programming
The perfect primer for all intermediate and advanced C++ programmers! A completely updated outlook on incorporating object-oriented programming with C++.-- Includes many practical explanations and examples-- Beneficial to both UNIX and DOS programmers-- Advances readers to power programmer status quickly
Writing MS DOS device drivers
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OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB’s latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad. Coverage includes A practical introduction to the essentials of real-time 3D graphics Core OpenGL 3.3 techniques for rendering, transformations, and texturing Writing your own shaders, with examples to get you started Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs Advanced buffer techniques, including full-definition rendering with floating point buffers and textures Fragment operations: controlling the end of the graphics pipeline Advanced shader usage and geometry management A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL Part of the OpenGL Technical Library—The official knowledge resource for OpenGL developers The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
Programming Windows games with Borland C
A unique book that teaches intermediate to advanced level C++ programmers how to use object-oriented programming techniques to write computer games. The book uses Microsoft Windows programming, includes the ObjectWindows class libraries, a comprehensive C function library, and provides a full set of programming tools such as MAKE, TLINK, TLIB, and the Turbo Debugger. Disk includes all the source code files to run all programs in the book.
The Waite Group s C Programming Using Turbo C
Turbo C++ is an excellent platform for learning C. This book provides examples and step-by-step instructions for learning C by using Turbo C++. It also touches on C++ and object-oriented programming. The disk includes code examples from the book, questions and exercises, and other information.
Reimagined for full-screen and touch-optimized apps, Windows 8 provides a platform for reaching new users in new ways. In response, programming legend Charles Petzold is rewriting his classic Programming Windows—one of the most popular programming books of all time—to show developers how to use existing skills and tools to build Windows 8 apps. Programming Windows, Sixth Edition focuses on creating Windows 8 apps accessing the Windows Runtime with XAML and C#. The book also provides C++ code samples. The Sixth Edition is organized in two parts: Part I, “Elementals,” begins with the interrelationship between code and XAML, basic event handling, dynamic layout, controls, templates, asynchronous processing, the application bar, control customization, and collections. You should emerge from Part I ready to create sophisticated page-oriented collection-based user interfaces using the powerful ListView and GridView controls. Part II, “Specialties,” explores topics you might not need for every program but are essential to a well-rounded education in Windows 8. These include multitouch, bitmap graphics, interfacing with share and search facilities, printing, working with the sensors (GPS and orientation), text, obtaining input from the stylus (including handwriting recognition), accessing web services, calling Win32 and DirectX functions, and bringing your application to the Windows 8 app store.