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Leiterman J.C. 32-64-Bit 80x86 Assembly Language Architecture
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Издательство Wordware Publishing, 2005, -426 pp.
На первой странице вложен zip файл (переименован в txt) c CD-ROM к книге

Yet another book? Well, actually I am merely just one of the other ex-Atari employees who was a member of Alan Kay's group, Atari Corporate Research, and has published books.
For those of you who have been following my eventful career, you already know that this is actually my third published book.
Just to bring you up to date, my first book was titled The Death and Rebirth of the x86 Assembly Language Programmer and was originally written between July 1997 and June 1998. It also went under the title of x86 Assembly Language Optimization in Computer Games. Its timing was perfect as SSE code named Katmai by Intel was just about to come out. I could not find a publisher willing to sign as they "could not sell their last 80x86 assembly language book," and so I put it aside and went back to school to work on my next degree at Oregon State University. (Go Beavers!)
Two years later I came up with a SIMD (vector) assembly language book idea. Having learned my lesson, I sold the idea to a publisher first (Wordware Publishing) and Vector Game Math Processors became my first published book. It probably should have included 80x86, Mips, and PowerPC in the title, as that would have helped to increase its sales. It seems most people stumble across it.
Everybody who read it and contacted me seemed to like it. It was more of a niche book as it primarily taught how to vectorize code to take advantage of the vector instruction sets of processors only recently introduced into offices and homes. These contain functionality that was once confined to the domain of the super computer. Vector Game Math Processors discusses pseudo vector code that actually emulated vector processors using generic optimized C, as well as heavy utilization of the following instruction sets:
??80x86 (MMX, SSE(2), 3DNow! Professional)
??PowerPC and AltiVec
??MIPS (MIPS-3D, MIPS V, etc.)

While writing it I wrote a chapter on vertex shaders and sold the idea to my publisher. Thus my second book published was Learn Vertex and Pixel Shader Programming with DirectX 9.
And now we have come full circle, as this book is actually the completion of my original 80x86 book, The Death… But I digress. The title was too long and not really to the point. So now that book has been completed, updated, and designed to be the prequel to my vector book. And thank you for buying both (you did, did you not?) as you are reading one of them now!
The problem with writing "yet another book" is that one tends to use the best jokes or favorite stories in the first one. Well, I have so many from over the years, especially since I have eight kids (with the same wife), that I have saved some for this book. But relax, the worst stories are laying on the editing room floor in order to make this book more academic friendly.
One (almost) last item. Keep an eye out for my not-so-technical book, Programming Pyrite — The Fool's Gold of Programming Video Games. It is meant not to be a programming book, but a book about the trials and tribulations of becoming a video game programmer. It is meant to be a satirical peek into this world, and is based on my experiences as well as the good and bad stories that I have encountered over the years.

Introduction
Coding Standards
Processor Differential Insight
Bit Mangling
Bit Wrangling
Data Conversion
Integer Math
Floating-Point Anyone?
Comparison
Branching
Branchless
Floating-Point Vector Addition and Subtraction
FP Vector Multiplication and Division
Floating-Point Deux
Binary-Coded Decimal (BCD)
What CPUID?
PC I/O
System
Gfx 'R' Asm
MASM vs. NASM vs. TASM vs. WASM
A: Data Structure Definitions Appendix B: Mnemonics
C: Reg/Mem Mapping
Размер:   |  Формат: PDF

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