First Sentence:
In Chapter 1, we will learn about event-driven programming and how it differs from conventional programming, the basic structure of a Windows program, how to add buttons and menus, how to add functionality to buttons, what resources are and how to use them, and finally, how to use common controls in dialog boxes.
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Key Phrases - Statistically Improbable Phrases (SIPs):
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default button height, respawn time, cur obj, cur obi, rgb variable, max inclusions, idx variable, respawn wait, texture filename, game socket, max entities, memset function, tex layer, three edit controls, model view matrix, xyz array, max triangles, obj variable, main source file, select rgb, temp array, cur light, fog mode, long obj, button width
Key Phrases - Capitalized Phrases (CAPs):
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Creating the Game Engine, Create Window, Global Instance, Create Floor, Create Ceiling, Cannot Register Class, Insert Sound, Place Start, Adding Game-Related Functionality, Creating the Low-Level Map Code, Get Fragged, Insert Vertex, Release Error, Creating Map Objects, Creating the Mop Editor, Basic Game Setup, Keyword Index, Popup Menu Items, Defining the Map Format
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