Author: Jinjer L. Simon
Publisher:
ISBN:
Category : Microsoft Visual BASIC.
Languages : en
Pages : 776
Book Description
Accompanying CD-ROM "provides all the source code and program examples for cutting and pasting into your own applications, as well as Microsoft Internet Explorer 3 and Microsoft ActiveX Control Pad"--p. 4 of cover.
The Waite Group's Visual Basic 6 Superbible
Author: David Jung
Publisher: Sams Publishing
ISBN: 9780672314131
Category : Computers
Languages : en
Pages : 1398
Book Description
The Waite Group's Visual Basic 6 SuperBible is the perfect resource for programmers who want comprehensive, up19990519d coverage of the most common Visual Basic concepts and language elements. Concise descriptions detail everything you need to know about each Visual Basic command, component, and control. For quick reference, you can easily look up any function, statement, method, property, or event in the alphabetical jump table in the front of the book. To find out what language features are related to a specific task that you want your program to perform, use the task jump table. Every example, project, and screenshot in the book has been created to reflect a professional coding style that takes advantage of all the new features of Visual Basic 6, making it an ideal source of knowledge for both beginners and experienced programmers. Entries include a description, general syntax, example syntax, purpose, and see alsos. From the very beginning of the process, industry experts have been instrumental in the creation of the outline and selection of covered topics.
Publisher: Sams Publishing
ISBN: 9780672314131
Category : Computers
Languages : en
Pages : 1398
Book Description
The Waite Group's Visual Basic 6 SuperBible is the perfect resource for programmers who want comprehensive, up19990519d coverage of the most common Visual Basic concepts and language elements. Concise descriptions detail everything you need to know about each Visual Basic command, component, and control. For quick reference, you can easily look up any function, statement, method, property, or event in the alphabetical jump table in the front of the book. To find out what language features are related to a specific task that you want your program to perform, use the task jump table. Every example, project, and screenshot in the book has been created to reflect a professional coding style that takes advantage of all the new features of Visual Basic 6, making it an ideal source of knowledge for both beginners and experienced programmers. Entries include a description, general syntax, example syntax, purpose, and see alsos. From the very beginning of the process, industry experts have been instrumental in the creation of the outline and selection of covered topics.
American Book Publishing Record
Author:
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 1110
Book Description
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 1110
Book Description
The Waite Group's Visual Basic 6 Client/server How-to
Author: Noel Jerke
Publisher: Waite Group Press
ISBN: 9781571691545
Category : Computers
Languages : en
Pages : 1044
Book Description
PLEASE PROVIDE COURSE INFORMATION PLEASE PROVIDE
Publisher: Waite Group Press
ISBN: 9781571691545
Category : Computers
Languages : en
Pages : 1044
Book Description
PLEASE PROVIDE COURSE INFORMATION PLEASE PROVIDE
Visual Basic 5 Client/server How-to
Author: Noel Jerke
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 950
Book Description
Covers object-oriented programming in Visual Basic 5, including forms, controls, data types, classes, graphics, and data controls, and also features online exams, an Internet mailing list and an online mentor to answer students' specific Visual Basic 5 questions.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 950
Book Description
Covers object-oriented programming in Visual Basic 5, including forms, controls, data types, classes, graphics, and data controls, and also features online exams, an Internet mailing list and an online mentor to answer students' specific Visual Basic 5 questions.
Access 97 - No Experience Required
Author: Robinson
Publisher:
ISBN: 9788170299288
Category :
Languages : en
Pages : 488
Book Description
Publisher:
ISBN: 9788170299288
Category :
Languages : en
Pages : 488
Book Description
The British National Bibliography
Author: Arthur James Wells
Publisher:
ISBN:
Category : Bibliography, National
Languages : en
Pages : 1896
Book Description
Publisher:
ISBN:
Category : Bibliography, National
Languages : en
Pages : 1896
Book Description
VBScript Superbible
Author: Jinjer L. Simon
Publisher:
ISBN:
Category : Microsoft Visual BASIC.
Languages : en
Pages : 776
Book Description
Accompanying CD-ROM "provides all the source code and program examples for cutting and pasting into your own applications, as well as Microsoft Internet Explorer 3 and Microsoft ActiveX Control Pad"--p. 4 of cover.
Publisher:
ISBN:
Category : Microsoft Visual BASIC.
Languages : en
Pages : 776
Book Description
Accompanying CD-ROM "provides all the source code and program examples for cutting and pasting into your own applications, as well as Microsoft Internet Explorer 3 and Microsoft ActiveX Control Pad"--p. 4 of cover.
Forthcoming Books
Author: Rose Arny
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 1862
Book Description
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 1862
Book Description
OpenGL ES 3.0 Programming Guide
Author: Dan Ginsburg
Publisher: Addison-Wesley Professional
ISBN: 0133440125
Category : Computers
Languages : en
Pages : 570
Book Description
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.
Publisher: Addison-Wesley Professional
ISBN: 0133440125
Category : Computers
Languages : en
Pages : 570
Book Description
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.
Windows Developer's Journal
Author:
Publisher:
ISBN:
Category : Microcomputers
Languages : en
Pages : 518
Book Description
Publisher:
ISBN:
Category : Microcomputers
Languages : en
Pages : 518
Book Description