Inside DirectXTake command of DirectX programming features with direct-from-the-source guidance. Written and thoroughly reviewed by members of the DirectX team, this title contains a wealth of previously unpublished information. The CD-ROM contains source code examples and the DirectX Software Development Kit (SDK). |
From inside the book
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Page 353
Bradley Bargen, Peter Donnelly. Shared Data Areas DirectPlay allows you to associate special data areas with players and groups . These data areas can be local to the DirectPlay object that created them , or remote . Remote data areas ...
Bradley Bargen, Peter Donnelly. Shared Data Areas DirectPlay allows you to associate special data areas with players and groups . These data areas can be local to the DirectPlay object that created them , or remote . Remote data areas ...
Page 357
... data is that time - sensitive and dynamic , you should seriously consider using messages rather than shared data areas . For example , imagine that our Chatter ... Data Area Integrity The data areas ( and all of 357 TWENTY : Message Handling.
... data is that time - sensitive and dynamic , you should seriously consider using messages rather than shared data areas . For example , imagine that our Chatter ... Data Area Integrity The data areas ( and all of 357 TWENTY : Message Handling.
Page 358
Bradley Bargen, Peter Donnelly. Data Area Integrity The data areas ( and all of DirectPlay , for that matter ) are thread - safe . If , for example , two threads in your application attempt to access a data area simul- taneously , one is ...
Bradley Bargen, Peter Donnelly. Data Area Integrity The data areas ( and all of DirectPlay , for that matter ) are thread - safe . If , for example , two threads in your application attempt to access a data area simul- taneously , one is ...
Common terms and phrases
actually allows application associated axis back buffer blit buffer button callback Chapter communication connection contains continued create default defined Description destination developers device DirectDraw DirectInput DirectPlay DirectSound DirectX display display memory display mode driver dwFlags DWORD effect enumeration event example FAILED Figure flags flipping force format frame function GUID handle hardware HRESULT hWnd identifier initialized input installed interface it's joystick keep keyboard lobby lock look LPVOID means memory method mode mouse move NULL object operation overlay palette Parameter passed performance pixel play player pointer position possible receive retrieve sample program selected service provider session shown simple single sound Space specified structure surface Table things Windows
References to this book
Clinical Assessment, Computerized Methods, and Instrumentation F.J. Maarse,L.J.M. Mulder,A.N. Brand,A.E. Akkerman No preview available - 2003 |