Programming

Sun, 2007-07-22 03:50

WebObjects Web Applications Programming Guide

Submitted by Romy on Sun, 2007-07-22 03:50.

Posted in Programming | read more »

WebObjects Web Applications Programming Guide

Sun, 2007-07-22 03:37

Advanced Bash−Scripting Guide

Submitted by Romy on Sun, 2007-07-22 03:37.

Posted in Programming | read more »

"This tutorial assumes no previous knowledge of scripting or programming, but progresses rapidly toward an intermediate/advanced level of instruction . . . all the while sneaking in little snippets of UNIX® wisdom and lore. It serves as a textbook, a manual for self−study, and a reference and source of knowledge on shell scripting techniques. The exercises and heavily−commented examples invite active reader participation, under the premise that the only way to really learn scripting is to write scripts."

Sun, 2007-07-22 03:19

The Objective-C Programming Language

Submitted by Romy on Sun, 2007-07-22 03:19.

Posted in Programming | read more »

The Objective-C Programming Language

This document is about the first component of the development environment—the programming language and its runtime environment. It fully describes the Objective-C language, and provides a foundation for learning about the second component, the Mac OS X Objective-C application frameworks—collectively known as Cocoa. You can start to learn more about Cocoa by reading Getting Started with Cocoa. The two main development tools you use are Xcode and Interface Builder, described in Xcode 2.0 User Guide and Interface Builder respectively.

Sun, 2007-07-22 03:09

NVIDIA CUDA Compute Unified Device Architecture Programming Guide

Submitted by Romy on Sun, 2007-07-22 03:09.

Posted in Programming | read more »

A multiprocessor can process several blocks concurrently by Partitioning among them the sets of registers and the shared memory. More precisely, the number of registers available per thread is equal to the total number of registers per multiprocessor divided by the number of concurrent threads rounded up to the nearest multiple of 64, where the number of concurrent threads is equal to the number of concurrent blocks multiplied by the number of threads per block.

Sun, 2007-07-22 02:43

Real-time Atmospheric Effects in Games

Submitted by Romy on Sun, 2007-07-22 02:43.

Posted in Programming | read more | 1 attachment »

Real-time Atmospheric Effects in Games

Deferred shading general idea: No redundant shading cost by rendering geometry fist and shade later. While rendering geometry save out all necessary shading attributes to a fat frame buffer (position->depth, normal, diffuse/spec color, etc.). At a later stage apply shading using attributes stored in “fat” frame buffer.

XML feed