OpenGL SuperBible


Book Description

OpenGL ® SuperBible, Fourth Edition , begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems. Coverage includes · An entirely new chapter on OpenGL ES programming for handhelds · Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux · Up-to-the-minute coverage of OpenGL on Windows Vista · New material on floating-point color buffers and off-screen rendering · In-depth introductions to 3D modeling and object composition · Expert techniques for utilizing OpenGL’s programmable shading language · Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more · A fully updated API reference, and an all-new section of full-color images You’ll rely on this book constantly—whether you’re learning OpenGL for the first time, deepening your graphics programming expertise, upgrading from older versions of OpenGL, or porting applications from other environments. Now 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.




Operating Systems: Principles And Design


Book Description

Examines the workings of an operating system, which is essentially a concurrent programme, and strikes a fine balance between theory and practice. It provides the programme design illustration and guidance along with new concepts, nd ptrsents an in-depth analysis of the fundamental concepts of an OS as an interrupt driven programme whose basic constituents are the processes giving rise to a concurrent programme.







Clinical Assessment, Computerized Methods, and Instrumentation


Book Description

A study of clinical assessment, computerized methods and instrumentation in psychology, containing 18 contributions from the workshop, "Computers in Psychology", held in September 1999 at the University of Utrecht.;The first section of the work contains contributions concerning clinical assessment. Aspects such as short-term memory, spatial memory, counselling skills and play therapy are described, as well as computer-assisted observational analysis using eye blinks. In the second section, a series of computer programs supporting decision-making in psychotherapy and diagnostics, in clinical and other settings, is described. The last section deals with real-time aspects of computers and computer-controlled experimental set-ups.







Microsoft Windows 2000 API Superbible


Book Description

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.




Microsoft Office Access 2007 VBA


Book Description

Microsoft Office Access 2007 VBA builds on the skills you’ve already developed in creating database applications and helps you take them to the next level–using Visual Basic for Applications (VBA) to accomplish things you once performed manually. To facilitate this lofty goal, Access includes the VBA programming language. Even if you’ve never programmed, this book will help you learn how to leverage the power of VBA to make your work with Access more efficient than ever before. Microsoft Office Access 2007 VBA is for professionals who use Microsoft Access frequently in their daily work. You have serious work to get done and you can’t spend all day reading a computer book. This book teaches you the essential skills you need to automate your databases as quickly as possible. Although written for Access 2007, the techniques and concepts covered will work in most versions of Microsoft Access. Highlights of This Book Include • Navigating within the Visual Basic Editor • Using variables, constants, and data types • Employing built-in functions • Creating procedures • Understanding object-and event-driven coding • Working with arrays • Understanding scope • Working with forms • Using selection controls • Creating reports • Exploring menus, navigation, and ribbons • Using object models • Working with data • Defining database schema • Using the Windows API • Working with XML files • Exploring Access SQL




Windows NT Win32 API SuperBible


Book Description

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.




Simulation and Event Modeling for Game Developers


Book Description

Simulation games are unique. They have action, combat, management, and strategy. By definition a simulation is an imitation. So, computer simulation games are games that imitate a real-life situation. Another way to think about it is that simulation games attempt to recreate a past event. But games don't always stick to that definition, sometimes they attempt to create a situation that we may someday be faced with. Event modeling is the fundamental activity of examining a real-world event to determine precisely those aspects of the event that can be made the primary objectives of a software development effort. Such modeling is essential to the success of any game development effort, especially if it focuses on simulation. The reason for this is that no simulation program can hope to simulate every aspect of a real-world event. The simulation must be limited in some way, and a technique is at hand, through event modeling, to determine which aspects of the event will render the simulation project effective.