By Peter Prinz, Ulla Kirch-Prinz
C is likely one of the oldest programming languages and nonetheless the most commonly used. no matter if you're an skilled C programmer or you're new to the language, you understand how not easy it may be to seek via 1000s of pages on your reference books to discover that little bit of info on a definite functionality, kind or different syntax aspect. or maybe worse, you'll now not have your books with you. Your resolution is the C Pocket Reference. Concise and straightforward to exploit, this convenient pocket consultant to C is a must have fast reference for any C programmer. It's the single C reference that matches on your pocket and is a wonderful better half to O'Reilly's different C books.
Ideal as an advent for rookies and a short reference for complicated programmers, the C Pocket Reference involves components: a compact description of the c program languageperiod and a thematically based connection with the traditional library. The illustration of the language relies at the ANSI commonplace and contains extensions brought in 1999. An index is integrated that can assist you speedy locate the knowledge you need.
This small e-book covers the following:
c programming language fundamentals
Expressions and operators
the traditional library
O'Reilly's Pocket References became a favourite between programmers far and wide. by way of delivering a wealth of vital information in a concise, well-organized structure, those convenient books bring simply what you must whole the duty handy.
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Additional info for C Pocket Reference
Lines 100-130 change the display li st from graphics mode 0 (ANTIC 2) to ANTIC 4. The first line of the screen is combined with a command that te lls the CTIA where the first memory location of screen data is . To change this line to ANTIC 4, you must add 3 to the first address of the display list and poke this me mory location with 68. Since ANTIC 4 uses the same number of line s on the screen as graphics mode 0, we know that there are 23 more locations to change from 2 to 4. By adding 6 to 28 to the address of the display li st , we can change the entire screen from graphics mode 0 to ANTIC 4.
This number is 96. ) 2. The total number of rows, calculated in terms of graphics mode 7, done in modes 1 and 2 are calculated. Row 1, which is in mode 2, is 16 pixels or 8 mode-7 rows high. The last row, which is in mode 1, is 8 pixels or 4 mode- 7 rows high. The total (8+4) is 12. 3. The 12 from item number two is subtracted from the 96 obtained in item one: 96-12=84. These are rows 0-83 in terms of graphics mode 7. We know that the first three bytes of the display list (0-2) are for the overscan .
We will store the actual decimal address in NB. Line 140 stores the address of the character base in ROM in the variable CB. We also want to store this value in two more variables. Now we can manipulate the address without losing it. Lines 150-260 move the character set from ROM into RAM. If you look at your screen while the character set is being moved, you will see the distortion in several of the lower case letters. You will also see that the letters with descenders are no different in this mode than they are in mode O.
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