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Windows Graphics Programming: Win32 GDI and DirectDraw (Hewlett-Packard Professional Books) Hardcover – December 22, 2000

3.8 out of 5 stars 16 customer reviews

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The Truthful Art: Data, Charts, and Maps for Communication by Alberto Cairo
"The Truthful Art" by Alberto Cairo
In The Truthful Art, Cairo transforms elementary principles of data and scientific reasoning into tools that you can use in daily life to interpret data sets and extract stories from them. Learn more | See author page

Editorial Reviews

From the Back Cover

The world's most complete guide to Windows graphics programming!

  • Win32 GDI and DirectDraw: Accurate, under the hood, and in depth
  • Beyond the API: Internals, restrictions, performance, and real-life problems
  • Complete: Pixel, lines, curves, filled area, bitmap, image processing, fonts, text, metafile, printing, and more
  • Up to date: Windows 2000 and Windows 98 graphics enhancements
  • CD-ROM: Exclusive and professional quality generic C++ classes, reusable functions, demonstration programs, kernel mode drivers, GDI exploration tools, and more!

Hewlett-Packard Professional Books

To deliver high-performance Windows applications, you need an in-depth understanding of the Win32 GDI and DirectDraw—but until now, it's been virtually impossible to discover what's going on "behind" Microsoft's API calls. This book rips away the veil, giving experienced Windows programmers all the information and techniques they need to maximize performance, efficiency, and reliability! You'll discover how to make the most of Microsoft's Windows graphics APIs—including the important new graphics capabilities built into Windows 2000. Coverage includes:

  • Uncovering the Windows system architecture and graphics system internal data structure
  • Building graphics API "spies" that show what's going on "under the hood"
  • Detecting GDI resource leaks and other powerful troubleshooting techniques
  • Expert techniques for working with the Win32 GDI and DirectDraw APIs
  • Device context, coordinate space and transformation, pixels, lines, curves, and area fills
  • Bitmaps, image processing, fonts, text, enhanced metafiles, printing, and more

Windows Graphics Programming delivers extensive code, practical techniques, and unprecedented insight—plus an exclusive CD-ROM containing original system-level tools, kernel mode drivers, sample code, and generic C++ classes for Windows graphics programming without MFC. If you want to build Windows graphics applications that deliver breakthrough performance and reliability, you'll find this book indispensable.

About the Author

FENG YUAN is a Software Design Engineer for Hewlett Packard in Vancouver, WA. He holds a Ph.D. in Software Engineering from Nanjing University. For the past four years, he has specialized in creating drivers for HP DeskJet printers—giving him a burning motivation and a unique opportunity to understand Windows graphics programming inside and out.

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Product Details

  • Series: Hewlett-Packard Professional Books
  • Hardcover: 1280 pages
  • Publisher: Prentice Hall PTR (December 22, 2000)
  • Language: English
  • ISBN-10: 0130869856
  • ISBN-13: 978-0130869852
  • Product Dimensions: 7.4 x 2.5 x 9.6 inches
  • Shipping Weight: 5 pounds
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (16 customer reviews)
  • Amazon Best Sellers Rank: #1,349,277 in Books (See Top 100 in Books)

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Customer Reviews

Top Customer Reviews

Format: Hardcover
This book, the most detailed on GDI written in the last few years, is a phenomenal repository of low-level detail regarding the GDI subsystem. It also has excellent chapters on many aspects of GDI, complementing the official documentation. However, it is poorly edited, with awkward syntax, wrong English usage, and often-confusing organization of material. It is also not clear what is gained by discussing GDI and DirectX together, when they seem to be distinct in APIs, Windows dlls, and conceptual underpinnings.
The first half of the book attempts to look 'under the hood'. Here is presented a curious and confusing mixture of GDI details, advanced spying tools and techniques, and accounts of spelunking experiences. None of this seems ordered in a logical manner - Pietrek, for example, saves the spelunking experiences to a chapter of its own, at the end of his book. Chapters have easy-to-follow analysis on the documented user-mode level, freely interspersed with unfamiliar and difficult discussions of the mostly undocumented Kernel-mode level. With no clear separation between the elementary and advanced material, it swings sharply from the pedantically clear, to the obscure unexplained. For example, after the excellent details of how to locate the GDI handle table, it merely tells you what the DC structure is, without telling you how it was deciphered. While we are given full details of API tracing in the conventional manner (a la Richter), with source code, we are only given the briefest abstract discussion of a new, unconventional API spying. In the latter case, there is a cursory mention that it is explored in unidentified 'quite a few magazine articles'.
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Format: Hardcover Verified Purchase
Given Feng's history with writing printing drivers for HP it is pretty clear that the information in this book covers his experience with GDI internals. The code examples are all in C++ and the sample code and utilities would add nicely to a programmers sandbox. The book covers the basics of GDI and graphics programming and then delves into more advanced image processing (affine transformations, alpha blending, mask blitting, filtering, etc.) There is even more stuff here, but I don't have enough room to type it in. This is definitely a book to have if you are writing shrink wrapped UI intensive applications.
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Format: Hardcover
This book has been a life saver. Packed full of great content not only about Graphics Programming, but some good style comments and hints. I found tons of great information on parsing NT spool files and printer driver development. The sample applications are worth the price of the book alone. The EMF viewer tool (with source code) which allows you to read emf and NT spl files, was a great help in understanding the format of the otherwise un-documented by Microsoft format. In addition, I found an inconsistency in the way the spl files were handled in NT vs. 2000 and emailed the author. To my surprise, he sent me updated source code within a couple of days! I would highly recommend this book for developers on all levels. The text is cleary stated and thourgh enough to cover even some of the smallest details.
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Format: Hardcover
This book is the best of the kind.

With 1000+ pages, this book is a very broad and deep interview of windows graphics system. This book is for advanced developers. It does not teach you hand by hand how to draw a text, how to draw a window..., instead, this book is for the person who want to know how Microsoft implemented the Win32 graphics system. This book includes many windows internals and undocumented stuff.

I want to say thanks and show respect to the author 'Feng Yuan', for his kindness to publish the knowledge.

Keep in mind this book was published in 2001, I whish there will be a 2nd version, which include the new changes in Windows XP, and include details of the OpenGL's connection with GRE. And about the new Longhorn graphics engine.
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Format: Hardcover Verified Purchase
I can't speak to the strengths and weaknesses of the entire book as cited by other reviewers, but it's clear that text rendering was the author's primary motivation to explore the depths of GDI. Chapters 14 ("Fonts") and 15 ("Text") deserve to be expanded into a volume of their own. If you're a developer seeking a thorough understanding of the way Windows deals with text, from the low-level details of the TrueType font file format to the undocumented quirks of the higher-level GDI APIs, you simply can't do any better than Yuan's book.
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Format: Hardcover
I've been looking for a book with this kind of practical information and depth for a long time. Unlike many books or references for Windows GDI, this one offers practical wisdom and useful examples. Mr. Yuan does a good job describing the background and architecture of Windows graphics systems. Buy this book if the MS docs leave you wanting, or you want to learn the how and why behind the APIs. I'm an experienced Windows programmer since the early days, and I find this book very valuable.
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Format: Hardcover Verified Purchase
The book covers all aspects of GDI. The aspect I liked most is that it explains API function calls from a developer's perspective, highlighting bugs, discrepances or misunderstandings present in Microsoft GDI documentation. At the beginning it covers the internals of windows explaining how components are interconnected and showing the tools used to understand it.
I liked the coverage of Bitmaps (loading and saving to disk, filtering and alpha blending), the detailed explanation of routines we take for granted (like simple lines, regions or fonts)...
All the examples consist of a series of C++ reusable classes wrapping functionality
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