The Microsoft(R) Guide for Assembly Language and C Programmers
By Ray Duncan
PROGRAMMING FOR MS-DOS
Genealogy of MS-DOS
MS-DOS in Operation
Structure of MS-DOS Application Programs
MS-DOS Programming Tools
Keyboard and Mouse Input
Video Display
Printer and Serial Port
File Management
Volumes and Directories
Disk Internals
Memory Management
The EXEC Function
Interrupt Handlers
Installable Device Drivers
Filters
Compatibility and Portability
MS-DOS FUNCTIONS REFERENCE
IBM ROM BIOS AND MOUSE FUNCTIONS REFERENCE
LOTUS/INTEL/MICROSOFT EMS FUNCTIONS REFERENCE
Watermarking schemes evaluation
Abstract鈥擠igital watermarking has been presented as a solution to copy protection of multimedia objects and dozens of schemes and algorithms have been proposed. Two main problems seriously darken the future of this technology though.
Firstly, the large number of attacks and weaknesses which appear as fast as new algorithms are proposed, emphasizes the limits of this technology and in particu-lar the fact that it may not match users expectations.
Secondly, the requirements, Tools and methodologies to assess the current technologies are almost non-existent. The lack of benchmarking of current algorithms is bla-tant. This confuses rights holders as well as software and hardware manufacturers and prevents them from using the solution appropriate to their needs. Indeed basing long-lived protection schemes on badly tested watermarking technology does not make sense.
Do you as a programmer for their own software to be illegal to crack the use of distress, this is a hot issue programmers abroad, I believe you made reference to this source will be a number of anti-cracking Tools.
In C Algorithms for Real-Time DSP, author Paul M. Embree presents a complete guide to digital signal processing techniques in the C programming language. This book is structured in such a way that it will be most useful to the engineer who is familiar with DSP and the C language, but who is not necessarily an expert in both. All of the example programs in this book have been tested using standard C compilers in the UNIX and MS-DOS programming environments. In addition, the examples have been compiled using the real-time programing Tools of specific real-time embedded DSP microprocessors (Analog Devices ADSP-21020 and ADSP-21062 Texas Instruments TMS320C30 and TMS320C40 and AT&T DSP32C) and then tested with real-time hardware using real-world signals.
Game programmers, check out the only book on data structures written especially for you! Described in layman s terms, this book will explain all of the essential data structures that are used in video game programming. It will also go over some of the more advanced and specialized data structures, too. Data Structures for Game Programmers is written in C++, and any special skills required to understand the book will be explained within it. The CD will include source code of the book, compiled demo s of the source, graphical demo code, plus Tools such as Visual C++ 5, SDL, STLPort, Paint Shop Pro, and an SDL Primer by Ernest Pazera.
In the last decade the processing of polygonal meshes has
emerged as an active and very productive research area. This
can basically be attributed to two developments:
Modern geometry acquisition devices, like laser scanners
and MRT, easily produce raw polygonal meshes of
ever growing complexity
Downstream applications like analysis Tools (medical
imaging), computer aided manufacturing, or numerical
simulations all require high quality polygonal meshes
as input.
The need to bridge the gap between raw triangle soup data
and high-quality polygon meshes has driven the research on
ecient data structures and algorithms that directly operate
on polygonal meshes rather than on a (most often not
feasible) intermediate CAD representation.
This book has been written to support a practically oriented course in programming language
translation for senior undergraduates in Computer Science. More specifically, it is aimed at students
who are probably quite competent in the art of imperative programming (for example, in C++,
Pascal, or Modula-2), but whose mathematics may be a little weak students who require only a
solid introduction to the subject, so as to provide them with insight into areas of language design
and implementation, rather than a deluge of theory which they will probably never use again
students who will enjoy fairly extensive case studies of translators for the sorts of languages with
which they are most familiar students who need to be made aware of compiler writing Tools, and to
come to appreciate and know how to use them. It will hopefully also appeal to a certain class of
hobbyist who wishes to know more about how translators work.
A user-space device driver can do many of the things that kernel drivers can t, such as perform a long-running computation, block while waiting for an event, or read files from the file system. Unlike kernel drivers, a user-space device driver can use other device drivers--that is, access the network, talk to a serial port, get interactive input from the user, pop up GUI windows, or read from disks. User-space drivers implemented using FUSD can be much easier to debug it is impossible for them to crash the machine, are easily traceable using Tools such as gdb, and can be killed and restarted without rebooting even if they become corrupted. FUSD drivers don t have to be in C--Perl, Python, or any other language that knows how to read from and write to a file descriptor can work with FUSD. User-space drivers can be swapped out, whereas kernel drivers lock physical memory.