|
|
Look it up in Petzold remains the decisive last word in answering questions about Windows development. And in PROGRAMMING WINDOWS, FIFTH EDITION, the esteemed Windows Pioneer Award winner revises his classic text with authoritative coverage of the latest versions of the Windows operating system once again drilling down to the essential API heart of Win32 programming. Topics include: The basics input, output, dialog boxes An introduction to Unicode Graphics drawing, text and fonts, bitmaps and metafiles The kernel and the printer Sound and music Dynamic-link libraries Multitasking and multithreading The Multiple-Document Interface Programming for the Internet and intranets Packed as always with definitive examples, this newest Petzold delivers the ultimate sourcebook and tutorial for Windows programmers at all levels working with Microsoft(r) Windows 95, Windows 98, or Microsoft Windows NT(r). No aspiring or experienced developer can afford to be without it. An electronic version of this book is available on the companion CD.
| ISBN | 157231995X | | Pages | 1480 | | ISBN13 | 9781572319950 (What's this?) | | Volumes | 1 | | Publisher | Microsoft Press,U.S. | | Weight (grammes) | 2427 | | Imprint | Microsoft Press,U.S. | | Published in | Redmond | | Format | Multimedia Item | | Series title | Microsoft Programming Series | | Publication date | 11 Aug 1998 | | Previous ISBN | 9781556156762 | | Non-book description | paperback, CD-ROM | | Height (mm) | 248 | | Library of Congress | QA76.76.O6 | | Width (mm) | 197 | | DEWEY | 005.4469 | | Spine width (mm) | 70 | | DEWEY edition | DC21 | | Academic level | General |
|
| |
Contents Author s Note xxiii Section I The Basics Chapter 1 Getting Started 3 The Windows Environment 4 A History of Windows 4 Aspects of Windows 6 Dynamic Linking 8 Windows Programming Options 9 APIs and Memory Models 9 Language Options 10 The Programming Environment 11 API Documentation 12 Your First Windows Program 13 A Character-Mode Model 13 The Windows Equivalent 14 The Header Files 15 Program Entry Point 15 The MessageBox Function 16 Compile, Link, and Run 18 Chapter 2 An Introduction to Unicode 19 A Brief History of Character Sets 20 American Standards 20 The World Beyond 21 Extending ASCII 22 Double-Byte Character Sets 24 Unicode to the Rescue 25 Wide Characters and C 26 The char Data Type 26 Wider Characters 27 Wide-Character Library Functions 28 Maintaining a Single Source 29 Wide Characters and Windows 31 Windows Header File Types 31 The Windows Function Calls 33 Windows String Functions 34 Using printf in Windows 34 A Formatting Message Box 37 Internationalization and This Book 38 Chapter 3 Windows and Messages 41 A Window of One s Own 41 An Architectural Overview 42 The HELLOWIN Program 44 Thinking Globally 47 Registering the Window Class 51 Creating the Window 57 Displaying the Window 59 The Message Loop 60 The Window Procedure 62 Processing the Messages 62 Playing a Sound File 63 The WM_PAINT Message 64 The WM_DESTROY Message 66 The Windows Programming Hurdles 66 Don t Call Me, I ll Call You 66 Queued and Nonqueued Messages 68 Get In and Out Fast 70 Chapter 4 An Exercise in Text Output 71 Painting and Repainting 72 The WM_PAINT Message 72 Valid and Invalid Rectangles 74 An Introduction to GDI 74 The Device Context 75 Getting a Device Context Handle: Method One 75 The Paint Information Structure 77 Getting a Device Context Handle: Method Two 79 TextOut: The Details 80 The System Font 82 The Size of a Character 82 Text Metrics: The Details 83 Formatting Text 85 Putting It All Together 86 The SYSMETS1.C Window Procedure 94 Not Enough Room 95 The Size of the Client Area 95 Scroll Bars 97 Scroll Bar Range and Position 99 Scroll Bar Messages 100 Scrolling SYSMETS 102 Structuring Your Program for Painting 107 Building a Better Scroll 108 The Scroll Bar Information Functions 108 How Low Can You Scroll? 110 The New SYSMETS 111 But I Don t Like to Use the Mouse 118 Chapter 5 Basic Drawing 121 The Structure of GDI 121 The GDI Philosophy 121 The GDI Function Calls 123 The GDI Primitives 124 Other Stuff 125 The Device Context 126 Getting a Device Context Handle 126 Getting Device Context Information 128 The DEVCAPS1 Program 129 The Size of the Device 133 Finding Out About Color 138 The Device Context Attributes 140 Saving Device Contexts 142 Drawing Dots and Lines 143 Setting Pixels 143 Straight Lines 144 The Bounding Box Functions 149 Bezier Splines 156 Using Stock Pens 161 Creating, Selecting, and Deleting Pens 162 Filling in the Gaps 165 Drawing Modes 166 Drawing Filled Areas 168 The Polygon Function and the Polygon-Filling Mode 169 Brushing the Interior 174 The GDI Mapping Mode 176 Device Coordinates and Logical Coordinates 177 The Device Coordinate Systems 178 The Viewport and the Window 179 Working with MM_TEXT 181 The Metric Mapping Modes 183 The "Roll Your Own" Mapping Modes 187 The WHATSIZE Program 192 Rectangles, Regions, and Clipping 196 Working with Rectangles 196 Random Rectangles 198 Creating and Painting Regions 202 Clipping with Rectangles and Regions 204 The CLOVER Program 205 Chapter 6 The Keyboard 211 Keyboard Basics 211 Ignoring the Keyboard 212 Who s Got the Focus? 212 Queues and Synchronization 213 Keystrokes and Characters 214 Keystroke Messages 214 System and Nonsystem Keystrokes 215 Virtual Key Codes 216 The lParam Information 219 Shift States 2
|
|
|
|
|