This the third edition of the Writing Device Drivers articles. The first article helped to simply get you acquainted with device drivers and a simple framework for developing a device driver for NT. The second tutorial attempted to show to use IOCTLs and display what the memory layout of Windows NT is. In this edition, we will go into the idea of contexts and pools. The driver we write today will also be a little more interesting as it will allow two user mode applications to communicate with each other in a simple manner. We will call this the “poor man’s pipes” implementation.
標簽: the articles Drivers edition
上傳時間: 2014-01-16
上傳用戶:ommshaggar
DESIGN PATTERNS JAVA COMPANION Design patterns began to be recognized more formally in the early 1990s by Helm (1990) and Erich Gamma (1992), who described patterns incorporated in the GUI application framework, ET++. The culmination of these discussions and a number of technical meetings was the publication of the parent book in this series, Design Patterns -- Elements of Reusable Software, by Gamma, Helm, Johnson and Vlissides.(1995). This book, commonly referred to as the Gang of Four or “GoF” book, has had a powerful impact on those seeking to understand how to use design patterns and has become an all-time best seller. We will refer to this groundbreaking book as Design Patterns, throughout this book and The Design Patterns Smalltalk Companion (Alpert, Brown and Woolf, 1998) as the Smalltalk Companion.
標簽: recognized COMPANION PATTERNS patterns
上傳時間: 2016-02-27
上傳用戶:大三三
本書分為四大篇。第一篇提出學習MFC程序設計之前的必要基礎,包括Widnows程序的基本觀念以及C++的高階議題。“學前基礎”是相當主觀的認定,不過,甚于我個人的學習經驗以及教學經驗,我的挑選應該頗具說服力。第二篇介紹Visual C++整合環境開發工具。本篇只不過是提綱挈領而已,并不企圖取代 Visual C++使用手冊。然而對于軟件使用的老手,此篇或已足以讓您掌握Visual C++整合環境。工具的使用雖然談不上學問,但在視覺化軟件開發過程中扮演極重角色,切莫小覷它。 第三篇介紹application framework的觀念,以及MFC骨干程序,所謂骨干程序,是指Visual C++的工具AppWizard所產生出來的程序碼。當然,AppWizard會根據你的選項做出不同的程序碼,我所據以解說的,是大眾化選項下的產品。 第四篇以微軟公司附于Visual C++光碟片上的一個范例程序Scribble為主軸,一步一步加上新的功能。并在其間深入介紹Runtime Type Information(RTTI)、Dynamic Creation、Persistence(Serialization)、Message Mapping、Command Routing等核心技術。這些技術正是其他書籍最缺乏的部分。此篇之最后數章則脫離Scribble程序,另成一格。 本書內含光盤一片,書中所有原始碼與可執行文件盡在其中。
上傳時間: 2016-03-03
上傳用戶:Ants
手機與服務器通過SyncML進行同步的客戶端框架以及API,用戶可以基于此框架快速開發j2me版本的syncML客戶端。 The Funambol SyncML API allows application developers to embed SyncML capabilities in a J2ME application, thus giving it the access to a powerful data synchronization framework to keep the application data in sync with other devices.
上傳時間: 2014-01-16
上傳用戶:xinyuzhiqiwuwu
利用SyncML開發客戶端程序的中間件,J2ME版本。 This library is a collection of basic utilities for: object serialization and persistence on the RMS, Logging and string manipulation. This document describes the Funambol JavaME Common API library, which purpose is giving support and providing basic functionalities to all the other components developed for the J2ME platform. These functionalities are: a persistent data storage framework, a logging framework, a framework to read different streams of byte, a thread monitoring system and a set of classes useful for data encoding and string manipulation. This library may grow in future, as new functions will be seen as common to different J2ME components.
上傳時間: 2016-03-05
上傳用戶:kr770906
XNA Game Studio Express是建立在Microsoft Visual C# Express 2005的基礎上方便學生和游戲愛好者開發同時基于MicroSoft Windows和XBox 360的游戲的一組工具集。XNA Game Studio Express同時包含了XNA FrameWork,這是一組建立在.NET 2.0的基礎上面向游戲開發的一組托管庫。這個文檔收錄了包含技術概述,學習資料,以及和XNA Game Studio Express相關的資料。
標簽: Express Microsoft MicroSoft Windows
上傳時間: 2013-12-19
上傳用戶:rishian
This sample demonstrates features of the Encoding class, including a fallback mechanism, new to the .NET Framework version 2.0, that allows you to specify its behavior when it encounters problems during the encoding or decoding process.
標簽: demonstrates including mechanism the
上傳時間: 2016-03-30
上傳用戶:zhouli
Wiley出版,共20章,大小為12M 1.Introduction to the Series 60 Platform 2.Overview of the Series 60 Platform 3.Design Patterns for Application Development 4.Software Development on the Series 60 Platform 5.Platform Architecture 6.User-centered Design for Series 60 Applications 7.Testing Software 8.Application Framework 9.Standard Panes and Application Windows 10.Lists and List Types 11.Other User Interface Components 12.View Architecture 13.Audio 14.Customizing the Series 60 Platform 15.Communications Architecture 16.Communications Application Programming Interface 17.Messaging 18.Connectivity 19.Programming in Java for Smartphones 20.Midlet User Interface Framework
標簽: Wiley
上傳時間: 2013-12-23
上傳用戶:zgu489
JHotDraw是一個二維的GUI框架,主要用于支持用Java開發的圖形編輯器。JHotDraw基于兩大重要的技術:面向對象設計模式(Design Pattern)和應用框架(Application Framework),提高了JHotDraw的可復用性和可擴展性。研究JHotDraw,可以很好的學習設計模式和應用框架的應用
上傳時間: 2016-04-09
上傳用戶:陽光少年2016
ET++ is a portable and homogenous object-oriented class library integrating user interface building blocks, basic data structures, and high level application framework components. ET++ eases the building of highly interactive applications with consistent user interfaces following the direct manipulation principle. The ET++ class library is implemented in C++ and can be used on several operating systems and window system platforms. Since its initial conception the class library has been continuously redesigned and improved. It started with an architecture which was close to MacApp. During several iterations a new and unique architecture evolved. A byproduct of the ET++ project is a set of tools, which were designed to support the exploration of ET++ applications at run-time. 設計模式一書引用的主要參考例程,一個跨平臺的應用框架,基于C++實現,是學習面向對象的經典源碼.
標簽: object-oriented integrating homogenous interface
上傳時間: 2016-04-15
上傳用戶:tedo811