When casting a spell, unless you use still and/or silent feats on it (or the spell lacks that component anyways), people who see or hear you are going to know that you're doing something, and most likely know that you're casting a spell. Use common sense (and perhaps spot checks) to see if the caster is seen, and listen checks to see if they're heard (I'd assume a spell is cast at about normal speaking volume; DC 0. Some people might want to assume that it's cast extra loudly; DC -5 or so. Remember that modifiers do increase it from that base).
When the spell is cast, someone who sees/hears it can make a spellcraft check, DC 15 plus the level of the spell being cast, to know what it is. Otherwise, they know that a spell is being cast (probably), but not anything else unless the spell itself has a flashy effect. Someone making a save vs. a spell knows that they were affected by something, but they only know what specific spell if they make a spellcraft check at DC 25 plus the level of the spell. (Or see/hear the caster and make the aforementioned DC 15+ check.)
Keep in mind that someone affected by an Enchantment (or other mind-affecting spell, or any spell for that matter) has an aura around them that can be noticed via Detect Magic, and that Sense Motive can detect if someone is being mentally toyed with. As for what spells people remember being affected by and which they don't... well, can't help you there. If it spells it out anywhere, I must've missed that.