This tutorial covers many topics in VGA programming in the C programming language. Tutorial assumes that the programmers have a comprehensive understanding of C and should also have a familiarity with DOS and BIOS function calls and interrupts. Knowledge of trigonometry and geometry would also be helpful.
A union in C programming is a user defined data type which may hold members of different sizes and type. Union uses a single memory location to hold more than one variables. However, only one of its members can be accessed at a time and all other members will contain garbage values. A structure is a convenient tool for handling a group of logically related data items. Structure help to organize complex data is a more meaningful way. It is powerful concept that we may after need to use in our program Design.
C language provides a standard and minimal set of basic data types. Sometimes these are called primitive data types. More complex data structures can be built up from these basic data types. Data types specify how we enter data into our C programs and what type of data we use for different operations. C has some predefined set of data types to handle various kinds of data that we can use in our program.
This document is a result of a committee formed at Indian Hill to establish a common set of coding standards and recommendations for the Indian Hill community. The scope of this work is the coding style, not the functional organization of programs. The standards in this document are not specific to ESS programming only.
Everyone knows that memory management is a difficult and dangerous chore in C++. This series of three articles will show you that the conventional wisdom is not true. When approached correctly, C++’s seemingly archaic memory-management scheme actually provides an opportunity to create spectacular programs – programs that would not be possible with more modern languages that handle memory automatically.
Over here I’ll shove in some basics, like coordinate systems, world and object coordinate systems, etc. For now I’ll assume you’re at least a little familiar with 3D programming. Blah blah blah, differences between immediate and retained mode, etc etc.