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ویرایش:
نویسندگان: Richard Wilton
سری:
ISBN (شابک) : 1556151039
ناشر: Microsoft Press
سال نشر: 1987
تعداد صفحات: [548]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 129 Mb
در صورت تبدیل فایل کتاب Programmer's Guide to PC & PS/2 Video Systems به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب راهنمای برنامه نویس برای سیستم های ویدیویی رایانه شخصی و PS/2 نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
یک مرور کلی از سیستمهای نمایش ویدئویی IBM PC و PS/2 شامل اطلاعاتی در مورد تکنیکهای برنامهنویسی ویدئو، با نمونههای کد منبع و روشهای نمایش گرافیکی است.
A detailed overview of the IBM PC and PS/2 video display systems includes information on video programming techniques, with source code samples and graphics display methods.
Cover Contents Acknowledgments Introduction What This Book Is About What You Need to Use This Book Languages Operating System Hardware Manuals Special Offer 1 IBM Video Hardware and Firmware IBM PC and PS/2 Video Hardware IBM Monochrome Display Adapter and Color Graphics Adapter Hercules Graphics Card Hercules Graphics Card Plus IBM Enhanced Graphics Adapter Hercules InColor Card Multi-Color Graphics Array Video Graphics Array Introduction to the ROM BIOS Interface Interrupt 10H Video Display Data Area Accessing the Video BIOS from a High-Level Language 2 Programming the Hardware Functional Components of IBM PC and PS/2 Video Subsystems Monitor Video Buffer Color and Character Display Hardware CRT Controller The Display Refresh Cycle Horizontal Timing Vertical Timing Programming the CRT Controller MDA CGA Hercules Adapters EGA MCGA VGA Basic CRTC Computations Dot Clock Horizontal Timing Vertical Timing The CRT Status Register Video Modes Resolution Colors Video Buffer Organization Hardware Video Mode Control MDA CGA and MCGA HGC HGC+ and InColor Card EGA and VGA Sequencer Graphics Controller Attribute Controller Video BIOS Support Combinations of Video Subsystems MDA Hercules CGA EGA MCGA VGA 3 Alphanumeric Modes Using Alphanumeric Modes BIOS and Operating-System Support Speed Compatibility Representation of Alphanumeric Data Attributes MDA HGC CGA EGA InColor Card MCGA 5 VGA Gray-Scale Summing Border Color CGA EGA and VGA Avoiding CGA Snow Blanking the Display Using the Vertical Blanking Interval Using the Horizontal Blanking Interval Using All the Video Buffer CGA Video Pages EGA, MCGA, and VGA Video Pages Cursor Control Cursor Size on the MDA and CGA Cursor Location on the MDA and CGA MCGA Cursor Control EGA and VGA Cursor Control ROM BIOS Cursor Emulation An Invisible Cursor 4 Graphics Modes Using Graphics Modes Mapping Pixels to the Screen CGA HGC EGA Hercules InColor Card MCGA and VGA Pixel Coordinates Pixel Coordinate Scaling Aspect Ratio Pixel Display Attributes CGA HGC EGA CGA Emulation Modes 16-Color Modes Monochrome Graphics Blinking Border Color Hercules InColor Card MCGA 2-Color Graphics Modes 4-Color Graphics Mode 256-Color Graphics Mode VGA 11 5 Pixel Programming Bit-Plane Programming EGA and VGA Read mode 0 Read mode 1 Write mode 0 Write mode 1 Write mode 2 Write mode 3 Sequencer Map Mask InColor Card Write mode 0-3 Read mode Reading a Pixel’s Value CGA HGC and HGC+ EGA InColor Card MCGA VGA Setting a Pixel’s Value CGA HGC and HGC+ EGA Write mode 0 Write mode 2 InColor Card MCGA VGA Filling the Video Buffer CGA HGC and HGC+ EGA and VGA InColor Card MCGA 6 Lines An Efficient Line-drawing Algorithm Scan-converting a Straight Line Bresenham's Algorithm Optimization Efficient Pixel Addressing Performance Comparisons Special Cases PC and PS/2 Implementations Modular Routines Minimizing Video Buffer Accesses Efficient Address Calculations CGA HGC EGA MCGA VGA InColor Card Line Attributes Clipping Pixel-by-Pixel Clipping A Brute-Force Approach A Better Algorithm 7 Circles and Ellipses Circles and Pixel Scaling An Ellipse-drawing Algorithm Scan-converting an Ellipse An Incremental Algorithm A Typical Implementation Problems and Pitfalls Accuracy Optimization Clipping True Circles 8 Region Fill What Is a Region? Interior and Border Pixels Connectivity Simple Fills with Horizontal Lines Three Region Fill Algorithms Simple Recursive Fill Line-Adjacency Fill Border Fill Comparing the Algorithms 9 Graphics Text Character Definition Tables Video BIOS Support Default CGA Characters Default EGA, VGA, and MCGA Characters Creating a Character Definition Table Software Character Generators Video BIOS Support Pixel Handling Designing a Software Character Generator Horizontal Alignment Variable Character Sizes Clipping Character Orientation Cooperating with the Video BIOS More Power, More Complexity Implementing a Software Character Generator CGA HGC and HCG+ MCGA EGA and VGA InColor Card 10 Alphanumeric Character Sets Character Definition Tables Alphanumeric Character Definitions in ROM 200-Line Modes 350-Line Modes 400-Line Modes Alphanumeric Character Definitions in RAM EGA and VGA HGC+ InColor Card MCGA Updating Character Generator RAM EGA and VGA HGC+ InColor Card MCGA Using RAM-based Character Sets ASCII Character Sets EGA, VGA, and MCGA HGC+ and InColor Card Extended Character Sets EGA y VGA MCGA HGC+ and InColor Card Compatibility Problems with Extended Character Codes Changing the Displayed Character Matrix EGA VGA MCGA HGC+ and InColor Card Programming Examples Graphics Windows in Alphanumeric Modes HGC+ and InColor Card EGA and VGA MCGA 11 Bit Blocks and Animation Bit Block Move CGA and MCGA EGA and VGA HGC InColor Card Bitwise Pixel Operations XOR NOT AND OR Bit Block Tiling Animation XOR Animation Outlining Rubberbanding Bit Block Moves Problems with XOR Animation Overlapping Bit Block Moves A Graphics-Mode Cursor XOR Bit Block Move 12 Some Advanced Video Programming Techniques A Vertical Interrupt Handler EGA and VGA MCGA Panning on the EGA and VGA Positioning the Screen Window Panning Resizing the Video Buffer Bit-Plane Layering EGA and VGA Split Screen The Light Pen Interface Light Pen Position Light Pen Switch Determining Hercules Video Modes 13 Graphics Subroutines in High-Level Languages Linking Graphics Subroutines Subroutine Calls Microsoft C Microsoft FORTRAN Turbo Pascal BASIC Interrupts to a Memory-Resident Driver Inline Code Global Data Areas Layered Graphics Interfaces Direct Hardware Programming Extended BIOS Interface High-Level Interface Appendix A: Video BIOS Summary Hardware Supported by ROM Video BIOS MDA and CGA EGA MCGA VGA VGA Adapter Interrupt 10H Video BIOS Data Areas Video Display Data Area Save Areas Video Parameter Table Parameter Save Area Alphanumeric Character Set Override Graphics Character Set Override Display Combination Code Table User Palette Profile Table Video BIOS Save Area Programming Interrupt IDH Vector IBM PC and PS/2 Video BIOS Functions (INT 10H Interface) Function 0: Select Video Mode Function 1: Set Alphanumeric Cursor Size Function 2: Set Cursor Location Function 3: Return Cursor Status Function 4: Return Light Pen Position Function 5: Select Video Pages Function 6: Scroll Up Function 7: Scroll Down Function 8: Return Character Code and Attribute at Cursor Function 9: Write Character and Attribute at Cursor Function 0AH: Write Character(s) at Cursor Position Function 0BH: Set Overscan Color, Select 4-Color Palette Function 0CH: Store Pixel Value Function 0DH: Return Pixel Value Function 0EH: Display Character in Teletype Mode Function 0FH: Return Current Status Function 10H: Set Palette Registers, Set Intensity/Blink Attribute Function 11H: Character Generator Interface Function 12H: Video Subsystem Configuration (Alternate select) Function 13H: Display Character String Function 14H: (PC Convertible only) Function 15H: (PC Convertible only) Function 16H: (Reserved) Function 17H: (Reserved) Function 18H: (Reserved) Function 19H: (Reserved) Function 1AH: Video Display Combination Function 1BH: Video BIOS Functionality/State Information Function 1CH: Save or Restore Video State Appendix B: Printing the Screen Alphanumeric Modes EGA, MCGA, VGA Block Graphics Characters Graphics Modes Graphics Writings a Screen Dump Routines RAM-Based Alphanumeric Character Definitions Appendix C: Identifying Video Subsystems CGA and Clones Other Video Adapters PS/2s Glossary Index