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Jdon-Framework

  • This the third edition of the Writing Device Drivers articles. The first article helped to simply ge

    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(biāo)簽: the articles Drivers edition

    上傳時(shí)間: 2014-01-16

    上傳用戶:ommshaggar

  • DESIGN PATTERNS JAVA COMPANION Design patterns began to be recognized more formally in the early 1

    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(biāo)簽: recognized COMPANION PATTERNS patterns

    上傳時(shí)間: 2016-02-27

    上傳用戶:大三三

  • 本書分為四大篇。第一篇提出學(xué)習(xí)MFC程序設(shè)計(jì)之前的必要基礎(chǔ)

    本書分為四大篇。第一篇提出學(xué)習(xí)MFC程序設(shè)計(jì)之前的必要基礎(chǔ),包括Widnows程序的基本觀念以及C++的高階議題。“學(xué)前基礎(chǔ)”是相當(dāng)主觀的認(rèn)定,不過(guò),甚于我個(gè)人的學(xué)習(xí)經(jīng)驗(yàn)以及教學(xué)經(jīng)驗(yàn),我的挑選應(yīng)該頗具說(shuō)服力。第二篇介紹Visual C++整合環(huán)境開發(fā)工具。本篇只不過(guò)是提綱挈領(lǐng)而已,并不企圖取代 Visual C++使用手冊(cè)。然而對(duì)于軟件使用的老手,此篇或已足以讓您掌握Visual C++整合環(huán)境。工具的使用雖然談不上學(xué)問(wèn),但在視覺化軟件開發(fā)過(guò)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(chǎn)生出來(lái)的程序碼。當(dāng)然,AppWizard會(huì)根據(jù)你的選項(xiàng)做出不同的程序碼,我所據(jù)以解說(shuō)的,是大眾化選項(xiàng)下的產(chǎn)品。 第四篇以微軟公司附于Visual C++光碟片上的一個(gè)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(shù)。這些技術(shù)正是其他書籍最缺乏的部分。此篇之最后數(shù)章則脫離Scribble程序,另成一格。 本書內(nèi)含光盤一片,書中所有原始碼與可執(zhí)行文件盡在其中。

    標(biāo)簽: MFC 程序設(shè)計(jì)

    上傳時(shí)間: 2016-03-03

    上傳用戶:Ants

  • 手機(jī)與服務(wù)器通過(guò)SyncML進(jìn)行同步的客戶端框架以及API

    手機(jī)與服務(wù)器通過(guò)SyncML進(jìn)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(fā)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.

    標(biāo)簽: SyncML API 手機(jī) 同步的

    上傳時(shí)間: 2014-01-16

    上傳用戶:xinyuzhiqiwuwu

  • 利用SyncML開發(fā)客戶端程序的中間件

    利用SyncML開發(fā)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.

    標(biāo)簽: SyncML 程序

    上傳時(shí)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(chǔ)上方便學(xué)生和游戲愛好者開發(fā)同時(shí)基于MicroSoft Windows和XBo

    XNA Game Studio Express是建立在Microsoft Visual C# Express 2005的基礎(chǔ)上方便學(xué)生和游戲愛好者開發(fā)同時(shí)基于MicroSoft Windows和XBox 360的游戲的一組工具集。XNA Game Studio Express同時(shí)包含了XNA FrameWork,這是一組建立在.NET 2.0的基礎(chǔ)上面向游戲開發(fā)的一組托管庫(kù)。這個(gè)文檔收錄了包含技術(shù)概述,學(xué)習(xí)資料,以及和XNA Game Studio Express相關(guān)的資料。

    標(biāo)簽: Express Microsoft MicroSoft Windows

    上傳時(shí)間: 2013-12-19

    上傳用戶:rishian

  • This sample demonstrates features of the Encoding class, including a fallback mechanism, new to the

    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(biāo)簽: demonstrates including mechanism the

    上傳時(shí)間: 2016-03-30

    上傳用戶:zhouli

  • Wiley出版

    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(biāo)簽: Wiley

    上傳時(shí)間: 2013-12-23

    上傳用戶:zgu489

  • JHotDraw是一個(gè)二維的GUI框架

    JHotDraw是一個(gè)二維的GUI框架,主要用于支持用Java開發(fā)的圖形編輯器。JHotDraw基于兩大重要的技術(shù):面向?qū)ο笤O(shè)計(jì)模式(Design Pattern)和應(yīng)用框架(Application Framework),提高了JHotDraw的可復(fù)用性和可擴(kuò)展性。研究JHotDraw,可以很好的學(xué)習(xí)設(shè)計(jì)模式和應(yīng)用框架的應(yīng)用

    標(biāo)簽: JHotDraw GUI 二維

    上傳時(shí)間: 2016-04-09

    上傳用戶:陽(yáng)光少年2016

  • ET++ is a portable and homogenous object-oriented class library integrating user interface building

    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(shè)計(jì)模式一書引用的主要參考例程,一個(gè)跨平臺(tái)的應(yīng)用框架,基于C++實(shí)現(xiàn),是學(xué)習(xí)面向?qū)ο蟮慕?jīng)典源碼.

    標(biāo)簽: object-oriented integrating homogenous interface

    上傳時(shí)間: 2016-04-15

    上傳用戶:tedo811

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