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In the previous chapter we learned how to manipulate pre-defined entities like bytes, integers and strings. One of the big points of poke, however, is that it allows you to define your own entities. This is achieved by defining data structures.
• The SBM Format: | The Stupid BitMap Format | |
• Poking a SBM Image: | A need for abstraction. | |
• Modifying SBM Images: | Modifying existing data. | |
• Defining Types: | Abstracting data structures. | |
• Pickles: | Pickling useful abstractions. | |
• Poking Structs: | Abstracting heterogeneous data. |