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.
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.
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.
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.
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。
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.
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
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.