Pocket PC game programming using the Windows CE Game AP1

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Bibliographische Detailangaben
1. Verfasser: Harbour, Jonathan S. (VerfasserIn)
Format: Buch
Sprache:English
Veröffentlicht: Roseville, Calif. Prima Tech 2001
Schriftenreihe:Prima Tech's game development series
Schlagworte:
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Datensatz im Suchindex

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adam_text IL-;-: IR- 1 ^~* -* ~^Z. *S_ CONTENTS INTRQDUCTIDN * * *** XXX111 PART I WRITING GAMES FOR THE IVLICRASAFT POCKET PC PLATFORM 1 C-H-H-PT-E-R 1 INTKODUCING [YLLCROSOFT POCKET P C ********* 3 AUTHOR S EXPECTATIONS * READER S EXPECTATIONS REQUIREMENTS MICROSOFT WINDOWS POWERED POCKET PC 7 A BRIEF HISTORY OF WINDOWS CE 7 THE DIFFERENT FLAVORS OFWINDOWS CE 8 WHICH POCKET PC MODEL SHOULD I BUY? II POCKET PC HARDWARE CONSIDERATIONS II RECOMMENDED SPECIFICATIONS 13 DECISIONS, DECISIONS 4 SOFTWARE CONSIDERATIONS 4 OPERATING SYSTEM 4 APPLICATIONS - POCKET PC AS A GAMING PLATFORM 16 DIRECTX FOR WINDOWS 95 I6 DIRECTX FOR WINDOWS CE? 17 SINGLE-PLAYER AND NETWORK GAMING 18 SINGLE-PLAYER GAMES 18 NETWORK GAMES 18 WIRELESS MULTIPLAYER GAMING? 19 WIRELESS SERVICES 19 CELLULAR SYSTEMS 20 WIRELESS ETHERNET 20 BLUETOOTH 20 RICOCHET 21 WIRELESS SOFTWARE 21 GAME PROGRAMMING LIBRARY 21 SUMMARY 22 CHFLPTCR 2 TUE -HRT DF GFLM-E DESIGN FDR POCKET F*C 23 SO YOU WANT TO WRITE A GAME? 24 GOING BACK A FEWYEARS 26 HISTORY AND GROWTH OF THE GAME INDUSTRY 27 PONG 27 SPACEWAR 28 FUELL CIRCLE 29 WHAT S NEXT? 29 THETHEORY OF COMPUTER GAME DESIGN 30 GAME DESIGN COMES FIRST! 30 XIV FEASIBILITY STUDY 30 PHASES OF GAME DEVELOPMENT 31 THE INFAMOUS ALPHA PROTOTYPE 3 DIVIDE AND CONQUER 31 THE POCKET PC GAME MARKET 33 ACTION AND ARCADE GAMES 34 BOARD, PUZZLE, AND CARD GAMES 35 FIRST-PERSON SHOOTERS 3 SPORTS GAMES 40 TURN-BASED STRATEGY GAMES 40 REAL-TIME STRATEGY GAMES 4 ROLE-PLAYING GAMES 42 SIMULATIONS ^ FLIGHT SIMS 42 R^ * C 43 DNVMG SIMS ^ J SPACE COMBAT SIMS 44 UNIQUE GAMES ^ J SUMMARY ^ J CHFLPTER H *POCKET PC GAIYIE P-ROGKFLMMING TOOLS ....H-7 GAME DEVELOPMENT FOR WINDOWS CE 48 POTENTIAL FOR GREATNESS 49 49 MOORE S LAW N7 MOBILE PROCESSORS 50 MOBILE 3-D ACCELERATORS 50 MOBILE GAMING 50 TOOLS OF THE TRADE 50 GRAPHICS EDITORS 5 PAINT SHOP PRO 52 POCKET ARTIST 54 SOUND EDITORS 55 COOL EDIT PRO 56 MICROSOFT EMBEDDED VISUAL TOOLS 3.0 56 SYSTEM REQUIREMENTS 57 SOFTWARE DEVELOPMENT KITS 59 WINDOWS CE SDK FOR VISUAL STUDIO 6.0 60 INSTALLING THE TOOLS 60 EMBEDDED VISUAL C++ 62 EVC BASICS 63 EVC FEATURES 63 EVC FILE EXTENSIONS 63 EMBEDDED VISUAL BASIC 63 EVB BASICS 63 EVB FEATURES 65 EVB FILE EXTENSIONS 65 GETTING HELP (FINALLY!) 65 THIRD-PARTY DEVELOPMENT TOOLS 66 NS BASIC/CE 67 POCKET C 68 SUMMARY 70 CHFLPTER H- WINDOWS C-E PROQRFLIYLININQ IN FL NUTBHELL 71 WINDOWS EVENT-DRIVEN ARCHITECTURE 72 MULTITASKING 73 MULTITHREADING 75 EVENT HANDLING 75 WINDOWS PROGRAM BASICS 77 UNDERSTANDINGWINMAIN 77 THEWINMAIN FUNCTION CALL 78 THE STRUCTURE OF WINMAIN 78 XVI UNDERSTANDING INITLNSTANCE 81 THE INITLNSTANCE FUNCTION CALL 82 THE STRUCTURE OF INITLNSTANCE 82 UNDERSTANDING MYREGISTERCLASS 86 THE MYREGISTERCLASS FUNCTION CALL 86 THE STRUCTURE OF MYREGISTERCLASS 87 UNDERSTANDING WNDPROC 88 THEWNDPROC FUNCTION CALL 88 THE STRUCTURE OF WNDPROC 89 STATIC LIBRARY BASICS 7J - 93 SUMMARY CWFLPT*R 5 WRITING YDUR -FIRST -POCKET FCZ PROGRFLM 95 USING EMBEDDED VISUAL BASIC 96 THE VISUAL BASIC LANGUAGE 97 EXPLORING EVB 97 THE PROGRAM MENUE BAR AND TOOLBAR THE PROJECT WINDOW THE PROPERTIES WINDOW 0 THE TOOLBOX I0 THE EDITOR WINDOW I01 WRITINGYOUR FIRST EVB PROGRAM I02 WORKING WITH GRAPHICS IN EVB ,04 CREATING THE USER INTERFACE 05 WRITING THE USER INTERFACE CODE I06 WRITING THE GRAPHICS TEST CODE I09 PREPARING TO RUN THE GRAPHICS TEST PROGRAM NO POCKET TRIVIA 2 CREATING THE SETUP PROGRAM 4 USING EMBEDDED VISUAL C++ 116 THE C++ LANGUAGE 116 ENCAPSULATION 117 INHERITANCE 117 POLYMORPHISM 117 EXPLORING EVC 117 PROGRAM MENUE BAR AND TOOLBARS 120 WORKSPACE WINDOW 121 OUTPUT WINDOW 121 EDIT WINDOW 121 WRITING YOUR FIRST EVC PROGRAM 121 WORKING WITH GRAPHICS IN EVC 124 SETTING UP THE GRAPHICS DEMO 124 MODIFYING THE PROJECT 124 CREATING THE GRAPHICSDEMO FUNCTION 126 SUMMARY 132 PART II BUILDING A CUSTOM POCKET PC GAME LIBRARY 133 C+H-H-PT-E-R E USING ME -POCKET FC G-FIRNE -HP1 135 THE POCKET PC GAME API 136 SIMILARITIES TO DIRECTX 137 LIMITATIONS 138 GAME API STRUCTURES 138 GXDISPLAYPROPERTIES 138 GXKEYLIST 139 GXSCREENRECT 140 XVM 1 1 141 GAME API FUNCTIONS GXGETDISPLAYPROPERTIES I41 GXGETDEFAULTKEYS I41 GXOPENDISPLAY I42 GXCIOSEDISPLAY I42 GXBEGINDRAW I43 GXENDDRAW I43 GXOPENLNPUT I43 GXCIOSELNPUT I44 GXSUSPEND I44 GXRESUME I44 GXSETVIEWPORT I44 GXISDISPLAYDRAMBUFFER I45 HOW TO USE THE GAME API 45 STAY UP-TO-DATE! J 4 ^ I AH. GAPL GAME LOOP * BLASTING PIXELS TO THE SCREEN I46 GAPL VIDEO MODES I47 GAPL VIDEO FRAME BUFFER I47 148 SHIFTING BITS FOR SPEED PLOTTING PERFECT PIXELS 5 CLEARING THE SCREEN WARP SPEED HANDLING BUTTONS I7 BLACKOUT: A COMPLETE GAPL GAME * 82 182 FEATURES AND LIMITATIONS WRITING BLACKOUT FROM SCRATCH HEADER COMMON WINDOWS FUNCTIONS 186 WINDOW CALLBACK FUNCTION 89 TIMER CALLBACK FUNCTION 192 XIX CLEARSCREEN AND DRAWPIXEL 16 193 INITIALIZATION 196 UPDATING THE GAME 197 COLLISION DETECTION 200 HANDLING THE BALL 202 DRAWING THE BLOCKS 203 ENDING THE GAME 205 SUMMARY 205 CH-H-PTE-R 7 THE GFLIRIE U E R A R Y 2D7 CREATING THE GAME LIBRARY PROJECT 208 STATIC LIBRARY 209 PRECOMPILED HEADERS 209 ENCAPSULATING THE WINDOWS GDI 210 CREATING CGAMELIBRARY 211 GAME EVENTS 212 GAMELNIT 213 GAMESTART 214 GAMEACTIVATE 214 GAMEEVENT 214 GAMEPAINT 215 GAMEEND 215 STYLUSDOWN 215 STYLUSMOVE 216 STYLUSUP 216 GAME LIBRARY HEADER FILE 216 GAME LIBRARY SOURCE FILE 222 CREATING THE SOURCE FILE 222 CONSTRUCTOR AND DESTRUCTOR 222 INITIALIZE 224 R XX CONTENTS J3 1 EVENTHANDLER 227 ERROR 230 SHUTDOWN 23 G_BEGINDRAW AND G_ENDDRAW 23 GAPI SUPPORT ROUTINES 23 WNDPROC 233 WINMAIN 233 MSGBOX 236 DEMONSTRATING THE GAME LIBRARY 236 CREATING THE DEMO PROJECT 236 GAME LIBRARY DEMO PROGRAM 238 DOUBLE BUFFERING ZOZ ENCAPSULATING THE GAME API 252 SUPPORTING THE GAME API 253 OVERHAULING THE BLACKOUT GAME 253 263 SUMMARY C-H-R-PT-E-R B * = ... ....555 *BLTIYLFLFS * * * * * * * * * * * * * *** * * * * * * * WHAT IS A BITMAP? 266 268 BITMAP IMAGES TM IMAGE COMPRESSION ZB ^ THE NEED FOR BITMAPS 269 970 BITMAP-BASED GAMES ^ /W 971 BACKGROUND IMAGES A/ 272 SPRITE IMAGES /_ 272 TEXTURES BITMAP FILE STRUCTURE 273 BITMAP FILE HEADER 274 274 BITMAP INFO HEADER *- ^ COLOR LOOKUP TABLE ** J 97A IMAGE DATA Z/D LOADING BITMAP IMAGES 276 WINDOWS BITMAP LOADING FUNCTIONS 277 LOADBITMAP 277 SHLOADDIBITMAP 278 WRITING A CUSTOM BITMAP READER 280 LOADDIB 280 SUPPORT FUNCTIONS 285 CONVERTING THE DIB 285 DRAWING BITMAPS 287 WHAT IS BLITTING? 287 WINDOWS CE BLITTING ROUTINES 287 THE BITMAP HEADER 288 BITBLT 289 STRETCHBLT 289 MASKBLT 290 TRANSPARENTIMAGE 290 ENCAPSULATING THE BITMAP READER 291 ADDING CBITMAP TO THE GAME LIBRARY 291 THE CBITMAP CLASS 293 RECOMPILING THE LIBRARY 304 TESTING THE BITMAP CLASS 305 CREATING THE UFO PROJECT 306 LINKING TO THE GAME LIBRARY 315 SUMMARY 316 C-H-R-PT-E-R 9 5PR1TEB -RND FLNLIYLFLTLON 317 WHAT IS A SPRITE? 319 BUILDING THE SPRITE ENGINE 319 ENCAPSULATING SPRITES 319 INHERITING THE BITMAP 320 KEEPING TRACK OF SPRITES 32 POSITION 322 *399 DIRECTION J ^ VELOCITY 323 SPRITE ANIMATION CYCLE 323 COLLISION DETECTION 323 TECHNIQUES FOR DETECTING COLLISIONS 324 BOUNDING RECTANGLE INTERSECTION 324 USING INTERSECTRECT 32 - STATIC SPRITES 326 WHAT IS A STATIC SPRITE? 327 ADDING CSPRITE TO THE LIBRARY 328 DEFINING THE SPRITE CLASS 328 LOADING STATIC SPRITE IMAGES 33 DISPLAYING STATIC SPRITES 33 WRITING THE SPRITE CLASS 33 337 DYNAMIC SPRITES J J WHAT IS A DYNAMIC SPRITE? 337 ADDING CANIMSPRITE TO THE LIBRARY 338 DEFINING THE ANIMATED SPRITE CLASS 338 LOADING SPRITE ANIMATION SEQUENCES 339 LOADING ATILE 340 LOADING AN ANIMATION SEQUENCE 340 -341 SPRITE ANIMATION J ^ WRITING THE ANIMATED SPRITE CLASS 34 . 347 FISH AQUARIUM J ^ CREATING THE FISH AQUARIUM PROJECT 35 LINKING TO THE GAME LIBRARY 35 WRITING THE HEADER * * WRITING THE SOURCE CODE 353 363 SUMMARY JOJ C-H-H-PTE-R 1D SOUND EFFECTS FIND MUSIC..--. 3B5 UNDERSTANDING SOUND WAVES 367 THE PHYSICS OF SOUND 368 SINE WAVES:THE BUILDING BLOCKS 369 HOW THE HUMAN MIND PERCEIVES SOUND 369 SOUND PROPAGATION AND WAVEFORMS 370 FREQUENCY 370 AMPLITUDE 371 DIGITAL SOUND HARDWARE 371 DIGITIZING SOUND 372 DIGITAL SOUND AND MUSIC 373 WRITING THE CWAVEDEVICE CLASS 373 DETECTING SOUND HARDWARE 374 SOUND DEVICE CAPABILITIES 374 HEADER DEPENDENCIES 375 CWAVEDEVICE DEFINITION 376 CWAVEDEVICE IMPLEMENTATION 376 LOADING WAVES 380 WAVE FILE FORMAT 380 WAVE FILE READER 380 PLAYING WAVES 382 WINDOWS CE SOUND SUPPORT 382 PLAYSOUND 382 SNDPLAYSOUND 383 HANDLING SOUND PLAYBACK 384 REAL-TIME MULTICHANNEL PLAYBACK 384 FULLY PREEMPTIVE PLAYBACK 384 QUEUED PRIORITY-BASED PREEMPTIVE PLAYBACK 384 PRIORITY-BASED PREEMPTIVE PLAYBACK 385 1 WRITING THE CWAVEOUT CLASS 385 F CWAVEOUT DEFINITION 386 CWAVEOUT IMPLEMENTATION 387 J GETTINGYOUR FEET WET 391 CREATING THE WAVE TEST PROJECT 391 JN WAVE TEST HEADER 392 1 WAVE TEST SOURCE CODE 393 J-I SUMMARY 398 CHFLPT*R 11 1 BUTTON AND STYLUS INPUT ** H-DL -I POCKET PC USER INTERFACE 4 3 SOFTWARE INTERFACE 403 SOFTWARE INPUT PANEL (SIP) 403 ) KEYBOARD 403 _, CHARACTER RECOGNIZER 404 L HANDWRITING RECOGNITION 404 HARDWARE INTERFACE 405 STYLUS INPUT 405 BUTTON INPUT 405 WORKING WITH HARDWARE BUTTONS 405 J DETECTING BUTTON PRESSES 405 -I PHYSICAL BUTTONS 406 J LOGICAL BUTTONS 406 * * J ENHANCING THE GAME LIBRARY 406 BUTTONPRESS 407 F] BUTTONRELEASE 407 MODIFYING GAMELIBRARY.H 408 MODIFYING GAMELIBRARY.CPP 409 TESTING BUTTON EVENTS 4 8 DISPLAYIN G BUTTON POSITIONS 418 XXV WRITING THE CODE 420 BUTTON TEST PROGRAM HEADER 420 BUTTON TEST PROGRAM SOURCE CODE 421 WORKING WITH THE STYLUS 426 RECEIVING MESSAGES FROM THE STYLUS 426 STYLUS EVENTS 427 PERFECT MATCH 427 GOAL OF THE GAME 428 BUILDING THE GAME 430 PERFECT MATCH GAME HEADER 43 I PERFECT MATCH GAME SOURCE CODE 432 RECOMPILING THE GAME LIBRARY 444 COMPILING FOR THE TARGET PROCESSOR 444 SOURCE CODE DIRECTORIES 445 SUMMARY 445 C-H-H-PT-E-R 12 ALIEN INVASION HHH-7 ALIEN INVASION 448 OVERVIEW OF THE GAME 449 GOALS AND SCORING 450 PLAYER SHIP 451 ENEMY SHIPS 451 WINNING THE GAME! 453 USER INTERFACE AND GAMEPLAY 453 TITLE SCREEN 453 GAME SCREEN 454 SOUND EFFECTS 454 USER INPUT 454 ENHANCING THE GAME LIBRARY 455 ADDING NEW FUNCTIONALITY 455 I [ R 1 COMPILING THE GAME LIBRARY 459 F BUILDING THE GAME 460 CREATING THE GAME PROJECT 46 0 J HEADER FILE 460 SOURCE CODE FILE 4 ^ =L ENHANCING THE GAME 482 1 POWER-UPS 482 H IMPROVEMENTS N O J J SUMMARY 483 PART III ADVANCED GAME P PROGRAMMING TECHNIQUES 485 L C+HFLFTER 13 BTRFLT*GY FLND TFLCTLC5 *** HBT P THE ART OF WARGAMING 488 GAME GENRES 48 1 MODS 489 ^ CONSOLES 4 * SIMULATINGWAR 490 COMPUTER-CONTROLLED PLAYERS 490 L-I ARTIFICIAL INTELLIGENCE 4 0 R SUPERCOMPUTERS 4 CL COMPUTER PROCESSING SPEED 4 ASCI WHITE 49 N PROGRAMMING INTELLIGENCE 49 ^ NEURAL NETWORKS 4 3 GENETIC ALGORITHMS 4 3 INTELLIGENT COMPUTER PLAYERS 494 ^ GAME STATE 494 PURSUIT AND EVASION 494 CALCULATINGTRAJECTORIES 495 DETECTING INCOMING PROJECTILES 496 COMPUTER-CONTROLLED MANEUVERS 497 TANK BATTLE 498 THE GAME PROJECT 500 TANK BATTLE HEADER 500 TANK BATTLE SOURCE CODE 502 COMPILING THE GAME 524 SUMMARY 525 CHFLPTER IM- GFLLYLE P+HYB1CB **........ 5 E 7 MAKING GAMES MORE REALISTIC 528 PARTICLE ATTRACTION 529 BUILDING THE SIMULATION 530 PROGRAM HEADER FILE 531 PROGRAM SOURCE CODE FILE 533 GRAVITY WELLS 543 GRAVITIC PROPULSION 543 SIMULATING PLANETARY ORBIT 543 METEOROIDS 543 BUILDING THE GAME 547 GAME HEADER FILE 548 GAME SOURCE CODE FILE 551 SUMMARY 571 CHFLPTER 15 LNFRFLRED AND 5CJCKET CDIYIMUNICFITIANS 5 7 3 ESSENTIALS OF MULTIPLAYER GAMING 574 ALL ABOUT CONNECTIVITY 576 XX VM INFRARED 576 NETWORK 577 INTERNET 577 TCP/IP PROTOCOL 578 THE CLIENT/SERVER MODEL 579 SINGLE AND MULTIPLE CONNECTIONS 580 A SERVER BEHIND EVERY CLIENT 58 INFRARED PROGRAMMING 582 WRITING THE INFRARED TEST PROGRAM 583 INFRARED TEST HEADER FILE 584 INFRARED TEST SOURCE CODE FILE 585 SOCKET PROGRAMMING 37 ^ THE WINDOWS SOCKETS API 594 SOCKET FUNCTIONS J7 ^ SOCKET STRUCTURES J7/ WRITING THE SOCKET TEST PROGRAM 598 SOCKET TEST HEADER FILE 5 SOCKET TEST SOURCE CODE FILE 601 .... 616 SUMMARY CHFLPTER IE [YLULTLPLFLYER GFLLYLE PRDGRFLLYIMING B17 POCKET AIR HOCKEY 6 8 A I 9 RULES OF THE GAME 7 SCORING POINTS 6 9 USER INTERFACE AND GAME LAYOUT 6 9 SERVER OPTIONS SCREEN 620 CLIENT OPTIONS SCREEN ^ BACKGROUND IMAGE 624 SPRITES 625 SOUND EFFECTS 625 TWO-PLAYER SUPPORT 625 F CLIENT/SERVER ARCHITECTURE 626 1 HOSTING A GAME SERVER 626 JOINING A GAME SERVER 627 ^ DEVELOPMENT AND TESTING 627 SIMULATING THE CLIENT 628 C-, SIMULATING THE SERVER 628 FL CONNECTINGYOUR POCKET PC TO A NETWORK 629 X SETTING THE DEVICE NAME 629 H INSTALLING THE NETWORK CARD 630 USING ACTIVESYNC OVER THE NETWORK 632 U SOCKET MESSAGING SYSTEM 633 R CHAT MESSAGES 634 VIRTUAL KEYBOARD 634 R SENDING CHAT MESSAGES 634 ( RECEIVING CHAT MESSAGES 635 ^ BUILDING THE GAME 635 J CREATING THE GAME PROJECT 635 LINKING TO THE GAME LIBRARY 636 POCKET AIR HOCKEY HEADER FILE 636 THE CFIELD SUPPORT CLASS 640 CFIELD HEADER FILE 640 I CFIELD SOURCE FILE 641 R POCKET AIR HOCKEY SOURCE CODE 643 T GAME EVENTS 647 R* ] STYLUS AND BUTTON EVENTS 653 DEALING WITH THE PUCK 657 F] UPDATING THE SCORE AND PAUSING 662 DISPLAYING CHAT AND STATUS MESSAGES 663 HANDLING THE USER INTERFACE 664 USER INTERFACE SUPPORT FUNCTIONS 668 [ CONTENTS JN 1 SENDING AND RECEIVING SOCKET MESSAGES 670 THE SOCKETTHREAD 679 ESTABLISHING A SOCKET CONNECTION 682 INITIALIZING THEWINSOCK LIBRARY 683 SENDING SOCKET MESSAGES 684 CREATING THE SOCKET SERVER 685 COMPILING THE GAME PROJECT 686 SUMMARY E P I L D G U E ! CONGFIFLTULFLTLDNS! E B B WHAT ABOUT THE FUTURE? 69 THE COMPUTER GAME INDUSTRY 69 CONTACTING THE AUTHOR 692 APPENDIX -H GFLLFLE LIBRARY EVENT REFERENCE -*- E B 3 GAMELNIT 694 694 GAMESTART GAMEEND 694 GAMEACTIVATE 694 GAMEEVENT GAMEPAINT 695 STYLUSDOWN 6 STYLUSMOVE 695 STYLUSUP 695 BUTTONPRESS 696 BUTTONRELEASE 696 APPENDIX E POCKET FC LAJEE SITES - ...-.BE37 POCKETGAMER 698 XXXI ATOMTOGO 698 [ CECRAFT 698 I FILMSPEED FOR POCKET PC 698 N FLASH ENABLED 698 ^ FUNMAIL S FUN 698 HANDANGO 699 I*, A BRIEF HISTORY OF WINDOWS CE 699 I JIMMY SOFTWARE 699 RL MACROMEDIA 699 L MICROSOFT 699 N NS BASIC/CE COMPILER 699 ORBWORKS 699 R POCKET DOOM 700 H POCKET QUAKE 700 POCKET HEXEN 700 ( POCKET MOVIES 700 ,== SMASHING IDEAS 700 SONY 700 THE GADGETEER 700 ZLOSOFT 700 APP*ND1X C [ RECOMM-ENDED READING 7D1 J APPENDIX D - LAJHAT*5 DN T+H* CD--ROM7 7D5 APPENDIX INSTALLATION INSTRUCTIONS ** 7D7 INDEX *** * 7G3 LRI
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series2 Prima Tech's game development series
spellingShingle Harbour, Jonathan S.
Pocket PC game programming using the Windows CE Game AP1
Microsoft Windows. (Computer file)
Computer games Programming
title Pocket PC game programming using the Windows CE Game AP1
title_auth Pocket PC game programming using the Windows CE Game AP1
title_exact_search Pocket PC game programming using the Windows CE Game AP1
title_full Pocket PC game programming using the Windows CE Game AP1 Jonathan S. Harbour
title_fullStr Pocket PC game programming using the Windows CE Game AP1 Jonathan S. Harbour
title_full_unstemmed Pocket PC game programming using the Windows CE Game AP1 Jonathan S. Harbour
title_short Pocket PC game programming
title_sort pocket pc game programming using the windows ce game ap1
title_sub using the Windows CE Game AP1
topic Microsoft Windows. (Computer file)
Computer games Programming
topic_facet Microsoft Windows. (Computer file)
Computer games Programming
url http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=013066074&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA
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