This book covers the Windows graphics system from the surface of Win32 APIs to the rock bottom of display and printer drivers with a special focus on the Win32 GDI and the DirectDraw portion of DirectX. Focusing on Windows NT 4 and Windows 2000 platforms, it covers things like the Windows graphics system architecture; GDI and DirectDraw data structures; drawing devices; GDI objects; pixels, lines and curves; filled areas and bitmaps; logical fonts and text formatting; metafiles; printing and spooling; DirectDraw interfaces; GDI debugging tools; the EMF decompiler; image rendering; and 3D effects.
"synopsis" may belong to another edition of this title.
The world's most complete guide to Windows graphics programming!
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:
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.
To deliver high-performance Windows applications, developers 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 the information and techniques they need to maximize performance, efficiency, and reliability -- and to make the best use of Windows graphics APIs and the important new graphics features provided in Windows 2000. Readers will gain a clear, concrete understanding of how GDI and DirectDraw are implemented internally; their limitations, resource requirements, and performance impact; and keys to implementing features and troubleshooting problems. This book is filled with high quality, original, system-level tools, kernal mode drivers, sample programs, and generic C++ classes for Windows programming without MFC. Readers can find out how to build API spys and hooks, detect GDI resource leaks, build image processing software, and more.
Part 1 goes behind the scenes to uncover the Windows system architecture and graphics system internal data structure, and provides techniques for spying on the components of the graphics system. Part 2 provides detailed coverage of the Win32 GDI and Direct Draw API, based on the solid foundation built in Part 1. It covers device context, coordinate space and transformation, pixels, lines, and curves, area fills, various types of bitmaps, image processing, fonts, text, enhanced metafiles, and printing."About this title" may belong to another edition of this title.
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