API Design for C++ by Martin Ry

API Design for C++



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API Design for C++ Martin Ry ebook
ISBN: 0123850037, 9780123850034
Page: 446
Format: pdf
Publisher: Morgan Kaufmann


Log in · Home · Archive · Contact · Feed Subscribe; Filter by APML. << TiltEffect for Windows 8 Metro XAML | Creating a DirectX XAML control using C++/CX >> So over time, I have built myself a couple of mantras when I work on an API, and it generally is about how 'tight' or 'loose' you design your API. Posted by Mukosa and Sons pvt Ltd at 4:49 AM · Email ThisBlogThis!Share to TwitterShare to Facebook. Posted on September 14, 2011 by Stefan Reinalter. Asynchronous APIs are trickier to design than synchronous ones. Building upon the low-level API introduced in an earlier post, we will take a look at the platform-independent high-level API today, which provides support for the things that are to be expected from a game engine file system. In fact, the 1st tier customer of the API tester is the developer who designed and develops the API. Like this: Like Loading This entry was posted in Core and tagged asynchronous, C++, file, file alias, file device, file system, game engine, synchronous by Stefan Reinalter. In C and C++, it can be very convenient to allocate and de-allocate blocks of memory as and when needed. API Design for C++ ebook download. A very tight API has very few public methods and extensibility points, where a very loose API exposes everything and allows everything to be extended. This is certainly standard practice in both For Nucleus OS, the API call to define a partition pool has the following prototype: STATUS NU_Create_Partition_Pool (NU_PAR 2013 Design And Reuse. Http://www.easy-share.com/1916198050/API Design for C++.pdf. You can't simply return the result of the operation, since it isn't ready yet. No portion of this site may be copied, retransmitted, reposted, duplicated or otherwise used without the express written permission of Design And Reuse. Today Microsoft is announcing Casablanca, an incubation effort to support cloud based client-server communication in native code using a modern asynchronous C++ API design.