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Jun 15, 2016 Download Cocoa Programming for Mac OS X COCOA PROGRAMMING FOR MAC OS X By Hillegass, Kameela Fares. Read PDF Cocoa Programming for Mac OS X (4th Edition) Download Free. Johanan Cailean. Download Programming Cocoa with Ruby: Create Compelling Mac Apps Using RubyCocoa Ebook Online. Thanks to the students who took the Cocoa programming course at the Big Nerd Ranch. They helped us work the kinks out of the exercises and explanations that appear here.
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Cocoa Programming for Mac OS X: Edition 4 - Ebook written by Aaron Hillegass, Adam Preble. Read this book using Google Play Books app on your PC, android, iOS devices. Download for offline reading, highlight, bookmark or take notes while you read Cocoa Programming for Mac OS X: Edition 4.
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Cocoa is Apple's native object-oriented application programming interface (API) for its desktop operating system macOS. Cocoa consists of the Foundation Kit, Application Kit, and Core Data frameworks, as included by the Cocoa.h header file, and the libraries and frameworks included by those, such as the C standard library and the Objective-C runtime. Apr 09, 2019 Download Cocoa programming for Mac OS X PDF Free. Kameela Fares. Books Cocoa Programming for Mac OS X (4th Edition) Free Online. Brinique Nelson. Read Cocoa Programming for Mac OS X (4th Edition) 4th (fourth) Edition by Hillegass, Aaron, Kameela Fares. Swift Pocket Reference: Programming for iOS and OS X by Anthony Gray Free PDF d0wnl0ad, audio books, books to read, good books to read, cheap books, good books, online books, books online, book reviews epub, read books online, books to read online, online library, greatbooks to read, PDF best books to. Programming a Filter/Backend to 'Print to PDF' with CUPS from any Mac OS X application. But Cocoa directly supports producing PDF from documents/NSViews, you don't need to install a print driver. Search the documentation for 'PDF'. Download the source code from codepoet cups-pdf-for-mac-os-x.
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- Copyright 2010
- Dimensions: 7' x 9'
- Pages: 936
- Edition: 1st
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- ISBN-10: 0-321-63963-4
- ISBN-13: 978-0-321-63963-9
The Cocoa programming environment—Apple’s powerful set of clean, object-oriented APIs—is increasingly becoming the basis of almost all contemporary Mac OS X development. With its long history of constant refinement and improvement, Cocoa has matured into a sophisticated programming environment that can make Mac OS X application development quick, efficient, and even fun.
Yet for all its refined elegance and ease of use, the staggering size of the Cocoa family of APIs and the vast magnitude of the official documentation can be intimidating to even seasoned programmers.
To help Mac OS X developers sort through and begin to put to practical use Cocoa’s vast array of tools and technologies, Cocoa Programming Developer’s Handbook provides a guided tour of the Cocoa APIs found on Mac OS X, thoroughly discussing—and showing in action—Cocoa’s core frameworks and other vital components, as well as calling attention to some of the more interesting but often overlooked parts of the APIs and tools.
This book provides expert insight into a wide range of key topics, from user interface design to network programming and performance tuning.
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Table of Contents
Part I: Introducing Cocoa
Chapter 1: Cocoa and Mac OS X
1.1 Understanding When to Use Cocoa
1.2 Understanding Cocoa's Role in Mac OS X
1.3 Overview
Chapter 2: Cocoa Language Options
2.1 Object Orientation
2.2 Objective-C
2.3 Ruby and Python
2.4 Summary
Chapter 3: Using Apple's Developer Tools
3.1 Obtaining Apple's Developer Tools
3.2 Interface Builder
3.3 XCode
3.4 Objective-C
3.5 Cocoa Conventions
3.6 Summary
Part II: The Cocoa Frameworks
Chapter 4: Foundation: The Objective-C Standard Library
4.1 General Concepts
4.2 Core Foundation Types
4.3 Basic Data Types
4.4 Collections
4.5 Enumeration
4.6 Property Lists
4.7 Interacting with the Filesystem
4.8 Notifications
4.9 Summary
Chapter 5: Application Concepts
5.1 Run Loops
5.2 Applications and Delegates
5.3 The Responder Chain
5.4 Run Loops in Applications
5.5 Delegates and Notifications
5.6 The View Hierarchy
5.7 Summary
Chapter 6: Creating Graphical User Interfaces
6.1 Positioning Views
6.2 Nested Views
6.3 Creating Views
6.4 Cocoa Bindings
6.5 Summary
Chapter 7: Windows and Menus
7.1 Understanding Windows
7.2 Creating Windows
7.3 Creating Window Objects
7.4 Panels
7.5 Sheets
7.6 Alert Dialogs
7.7 Menus
7.8 Summary
Chapter 8: Text in Cocoa
8.1 Constructing and Deconstructing Strings
8.2 Annotating Strings
8.3 Localization
8.4 Text Storage
8.5 Understanding Fonts
8.6 Displaying Text
8.7 Writing a Custom Text Container
8.8 Using Multiple Text Views
8.9 Summary
Part III: Cocoa Documents
Chapter 9: Creating Document-Driven Applications
9.1 The Cocoa Document Model
9.2 Creating the Application Skeleton
9.3 Creating the Document
9.4 Extending the Outliner
9.5 Supporting Undo
9.6 Adding Undo to the Outliner
9.7 Summary
Chapter 10: Core Data
10.1 Introducing Data Modeling
10.2 Understanding Managed Objects
10.3 Attribute Types
10.4 Creating a Data Model
10.5 Choosing a Persistent Store
10.6 Storing Metadata
10.7 Automatic Undo
10.8 Core Data, Spotlight, and Time Machine
10.9 Summary
Part IV: Complex User Interfaces
Chapter 11: Working with Structured Data
11.1 Data Sources and Delegates
11.2 Tables
11.3 Outline Views
11.4 Browsers
11.5 Collection Views
11.6 Customizing Views with New Cells
11.7 Creating Master-Detail Views
11.8 Summary
Chapter 12: Dynamic Views
12.1 Tabbed Views
12.2 Inspecting the View Hierarchy
12.3 Modifying the View Hierarchy
12.4 Creating Dynamic Input Forms
12.5 Full-Screen Applications
12.6 Summary
Part V: Advanced Graphics
Chapter 13: Custom Views
13.1 The Graphics Context
13.2 Core Graphics
13.3 AppKit Drawing
13.4 Printing and Paginating Views
13.5 Extending Interface Builder with Palettes
13.6 Summary
Chapter 14: Sound and Video
14.1 Beeping
14.2 Playing Simple Sounds
14.3 Understanding Cocoa Movie Objects
14.4 Adding Video
14.5 Editing Media
14.6 Low-Level Sound APIs
14.7 Sound and Video Recording
14.8 Supporting Speech
14.9 Cocoa Speech Synthesis
14.10 Conversing with Users
14.11 Summary
Chapter 15: Advanced Visual Effects
15.1 Simple Animation
15.2 Core Animation Overview
15.3 Understanding Animation Concepts
15.4 Adding Simple Animations
15.5 Image Filters
15.6 Defining Transitions
15.7 Creating Complex Animations
15.8 3D Core Animation Transforms
15.9 OpenGL and Cocoa Views
15.10 Quartz Composer
15.11 Summary
Chapter 16: Supporting PDF and HTML
16.1 HTML in AppKit
16.2 Advanced HTML Support
16.3 Dynamic Interfaces with WebKit
16.4 PDF and Quartz
16.5 Displaying PDFs
16.6 Summary
Part VI: User Interface Integration
Chapter 17: Searching and Filtering
17.1 Maintaining Document Indexes
17.2 Displaying Search Boxes
17.3 Searching for Documents
17.4 Spotlight
17.5 Predicates
17.6 Quick Look
17.7 Summary
Chapter 18: Contacts, Calendars, and Secrets
18.1 Address Book Overview
18.2 Getting Information About People
18.3 Searching the Address Book
18.4 Populating the 'Me' vCard
18.5 Adding People to the Address Book
18.6 Storing Secrets
18.7 Calendars
18.8 Synchronizing Data
18.9 Summary
Chapter 19: Pasteboards
19.1 Pasteboard Overview
19.2 Pasteboard Types
19.3 Filtered Types
19.4 Property List Data
19.5 Self-Encoding Objects
19.6 Files and Pasteboards
19.7 Copy and Paste
19.8 Drag and Drop
19.9 Drag and Drop with Data Views
19.10 Summary
Chapter 20: Services
20.1 Example Services
20.2 An Evaluate Service
20.3 Using Services
20.4 Controlling the Services Menu
20.5 Filter Services
20.6 Summary
Chapter 21: Adding Scripting
21.1 Scripting Overview
21.2 Making Objects Scriptable
21.3 Scripting from Cocoa
21.4 Exposing Services to Automator
21.5 Other Scripting Technologies
21.6 Summary
Part VII: System Programming
Chapter 22: Networking
22.1 Low-Level Socket Programming
22.2 Cocoa Streams
22.3 URL Handling
22.4 Bonjour
22.5 Distributed Objects
22.6 Summary
Chapter 23: Concurrency
23.1 Distributed Objects
23.2 Threading
23.3 Child Processes
23.4 Operation Queues
23.5 Grand Central Dispatch
23.6 OpenCL
23.7 Summary
Part VIII: Appendixes
Chapter 24: Portable Cocoa
24.1 NeXT and Sun
24.2 Mobile OS X on the iPhone
24.3 OpenStep and GNU
24.4 GNUstep
24.5 QuantumSTEP
24.6 Cocotron
24.7 GNUstepWeb and SOPE
Chapter 25: Advanced Tricks
25.1 The Preprocessor
25.2 Control Structures
25.3 Clean Code
25.4 Optimization
25.5 Cross-Platform Cocoa
25.6 The Runtime System
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A graphics context represents a drawing destination. It contains drawing parameters and all device-specific information that the drawing system needs to perform any subsequent drawing commands. A graphics context defines basic drawing attributes such as the colors to use when drawing, the clipping area, line width and style information, font information, compositing options, and several others.
You can obtain a graphics context by using Quartz context creation functions or by using higher-level functions provided by one of the Mac OS X frameworks or the UIKit framework in iOS. Quartz provides functions for various flavors of Quartz graphics contexts including bitmap and PDF, which you can use to create custom content.
This chapter shows you how to create a graphics context for a variety of drawing destinations. A graphics context is represented in your code by the data type CGContextRef, which is an opaque data type. After you obtain a graphics context, you can use Quartz 2D functions to draw to the context, perform operations (such as translations) on the context, and change graphics state parameters, such as line width and fill color.
Drawing to a View Graphics Context in iOS
To draw to the screen in an iOS application, you set up a UIView object and implement its drawRect: method to perform drawing. The view’s drawRect: method is called when the view is visible onscreen and its contents need updating. Before calling your custom drawRect: method, the view object automatically configures its drawing environment so that your code can start drawing immediately. As part of this configuration, the UIView object creates a graphics context (a CGContextRef opaque type) for the current drawing environment. You obtain this graphics context in your drawRect: method by calling the UIKit function UIGraphicsGetCurrentContext.
The default coordinate system used throughout UIKit is different from the coordinate system used by Quartz. In UIKit, the origin is in the upper-left corner, with the positive-y value pointing downward. The UIView object modifies the CTM of the Quartz graphics context to match the UIKit conventions by translating the origin to the upper left corner of the view and inverting the y-axis by multiplying it by -1. For more information on modified-coordinate systems and the implications in your own drawing code, see Quartz 2D Coordinate Systems.
UIView objects are described in detail in View Programming Guide for iOS.
Creating a Window Graphics Context in Mac OS X
When drawing in Mac OS X, you need to create a window graphics context that’s appropriate for the framework you are using. The Quartz 2D API itself provides no functions to obtain a windows graphics context. Instead, you use the Cocoa framework to obtain a context for a window created in Cocoa.
You obtain a Quartz graphics context from within the drawRect: routine of a Cocoa application using the following line of code:
The method currentContext returns the NSGraphicsContext instance of the current thread. The method graphicsPort returns the low-level, platform-specific graphics context represented by the receiver, which is a Quartz graphics context. (Don’t get confused by the method names; they are historical.) For more information see NSGraphicsContext Class Reference.
After you obtain the graphics context, you can call any of the Quartz 2D drawing functions in your Cocoa application. You can also mix Quartz 2D calls with Cocoa drawing calls. You can see an example of Quartz 2D drawing to a Cocoa view by looking at Figure 2-1. The drawing consists of two overlapping rectangles, an opaque red one and a partially transparent blue one. You’ll learn more about transparency in Color and Color Spaces. The ability to control how much you can “see through” colors is one of the hallmark features of Quartz 2D.
To create the drawing in Figure 2-1, you first create a Cocoa application Xcode project. In Interface Builder, drag a Custom View to the window and subclass it. Then write an implementation for the subclassed view, similar to what Listing 2-1 shows. For this example, the subclassed view is named MyQuartzView. The drawRect: method for the view contains all the Quartz drawing code. A detailed explanation for each numbered line of code appears following the listing.
Note: The drawRect: method of the NSView class is invoked automatically each time the view needs to be drawn. To find out more about overriding the drawRect: method, see NSView Class Reference.
Listing 2-1 Drawing to a window graphics context
Here’s what the code does:
Obtains a graphics context for the view.
This is where you insert your drawing code. The four lines of code that follow are examples of using Quartz 2D functions.
Sets a red fill color that’s fully opaque. For information on colors and alpha (which sets opacity), see Color and Color Spaces.
Fills a rectangle whose origin is (
0,0) and whose width is200and height is100. For information on drawing rectangles, see Paths.Sets a blue fill color that’s partially transparent.
Fills a rectangle whose origin is (
0,0) and whose width is100and height is200.
Creating a PDF Graphics Context
When you create a PDF graphics context and draw to that context, Quartz records your drawing as a series of PDF drawing commands written to a file. You supply a location for the PDF output and a default media box—a rectangle that specifies bounds of the page. Figure 2-2 shows the result of drawing to a PDF graphics context and then opening the resulting PDF in Preview.
The Quartz 2D API provides two functions that create a PDF graphics context:
Cocoa Programming For Os X Pdf Editor
CGPDFContextCreateWithURL, which you use when you want to specify the location for the PDF output as a Core Foundation URL. Listing 2-2 shows how to use this function to create a PDF graphics context.CGPDFContextCreate, which you use when you want the PDF output sent to a data consumer. (For more information see Data Management in Quartz 2D.) Listing 2-3 shows how to use this function to create a PDF graphics context.
A detailed explanation for each numbered line of code follows each listing.
iOS Note: A PDF graphics context in iOS uses the default coordinate system provided by Quartz, without applying a transform to match the UIKit coordinate system. If your application plans on sharing drawing code between your PDF graphics context and the graphics context provided by UIView object, your application should modify the CTM of the PDF graphics context to modify the coordinate system. See Quartz 2D Coordinate Systems.
Listing 2-2 Calling CGPDFContextCreateWithURL to create a PDF graphics context
Here’s what the code does:
Calls the Core Foundation function to create a CFURL object from the CFString object supplied to the
MyPDFContextCreatefunction. You passNULLas the first parameter to use the default allocator. You also need to specify a path style, which for this example is a POSIX-style pathname.Calls the Quartz 2D function to create a PDF graphics context using the PDF location just created (as a CFURL object) and a rectangle that specifies the bounds of the PDF. The rectangle (
CGRect) was passed to theMyPDFContextCreatefunction and is the default page media bounding box for the PDF.Releases the CFURL object.
Returns the PDF graphics context. The caller must release the graphics context when it is no longer needed.
Listing 2-3 Calling CGPDFContextCreate to create a PDF graphics context
Here’s what the code does:
Calls the Core Foundation function to create a CFURL object from the CFString object supplied to the
MyPDFContextCreatefunction. You passNULLas the first parameter to use the default allocator. You also need to specify a path style, which for this example is a POSIX-style pathname.Creates a Quartz data consumer object using the CFURL object. If you don’t want to use a CFURL object (for example, you want to place the PDF data in a location that can’t be specified by a CFURL object), you can instead create a data consumer from a set of callback functions that you implement in your application. For more information, see Data Management in Quartz 2D.
Calls the Quartz 2D function to create a PDF graphics context passing as parameters the data consumer and the rectangle (of type
CGRect) that was passed to theMyPDFContextCreatefunction. This rectangle is the default page media bounding box for the PDF.Releases the data consumer.
Releases the CFURL object.
Returns the PDF graphics context. The caller must release the graphics context when it is no longer needed.
Listing 2-4 shows how to call the MyPDFContextCreate routine and draw to it. A detailed explanation for each numbered line of code appears following the listing.
Listing 2-4 Drawing to a PDF graphics context
Here’s what the code does:
Declares a variable for the rectangle that you use to define the PDF media box.
Sets the origin of the media box to
(0,0)and the width and height to variables supplied by the application.Calls the function
MyPDFContextCreate(See Listing 2-3) to obtain a PDF graphics context, supplying a media box and a pathname. The macroCFSTRconverts a string to aCFStringRefdata type.Sets up a dictionary with the page options. In this example, only the media box is specified. You don’t have to pass the same rectangle you used to set up the PDF graphics context. The media box you add here supersedes the rectangle you pass to set up the PDF graphics context.
Signals the start of a page. This function is used for page-oriented graphics, which is what PDF drawing is.
Calls Quartz 2D drawing functions. You replace this and the following four lines of code with the drawing code appropriate for your application.
Signals the end of the PDF page.
Releases the dictionary and the PDF graphics context when they are no longer needed.
You can write any content to a PDF that’s appropriate for your application—images, text, path drawing—and you can add links and encryption. For more information see PDF Document Creation, Viewing, and Transforming.
Creating a Bitmap Graphics Context
A bitmap graphics context accepts a pointer to a memory buffer that contains storage space for the bitmap. When you paint into the bitmap graphics context, the buffer is updated. After you release the graphics context, you have a fully updated bitmap in the pixel format you specify.
Note: Bitmap graphics contexts are sometimes used for drawing offscreen. Before you decide to use a bitmap graphics context for this purpose, see Core Graphics Layer Drawing. CGLayer objects (CGLayerRef) are optimized for offscreen drawing because, whenever possible, Quartz caches layers on the video card.
iOS Note: iOS applications should use the function UIGraphicsBeginImageContextWithOptions instead of using the low-level Quartz functions described here. If your application creates an offscreen bitmap using Quartz, the coordinate system used by bitmap graphics context is the default Quartz coordinate system. In contrast, if your application creates an image context by calling the function UIGraphicsBeginImageContextWithOptions, UIKit applies the same transformation to the context’s coordinate system as it does to a UIView object’s graphics context. This allows your application to use the same drawing code for either without having to worry about different coordinate systems. Although your application can manually adjust the coordinate transformation matrix to achieve the correct results, in practice, there is no performance benefit to doing so.
You use the function CGBitmapContextCreate to create a bitmap graphics context. This function takes the following parameters:
data. Supply a pointer to the destination in memory where you want the drawing rendered. The size of this memory block should be at least (bytesPerRow*height) bytes.width. Specify the width, in pixels, of the bitmap.height. Specify the height, in pixels, of the bitmap.bitsPerComponent. Specify the number of bits to use for each component of a pixel in memory. For example, for a 32-bit pixel format and an RGB color space, you would specify a value of 8 bits per component. See Supported Pixel Formats.bytesPerRow. Specify the number of bytes of memory to use per row of the bitmap.Tip: When you create a bitmap graphics context, you’ll get the best performance if you make sure the data and
bytesPerRoware 16-byte aligned.colorspace. The color space to use for the bitmap context. You can provide a Gray, RGB, CMYK, or NULL color space when you create a bitmap graphics context. For detailed information on color spaces and color management principles, see Color Management Overview. For information on creating and using color spaces in Quartz, see Color and Color Spaces. For information about supported color spaces, see Color Spaces and Bitmap Layout in the Bitmap Images and Image Masks chapter.bitmapInfo. Bitmap layout information, expressed as aCGBitmapInfoconstant, that specifies whether the bitmap should contain an alpha component, the relative location of the alpha component (if there is one) in a pixel, whether the alpha component is premultiplied, and whether the color components are integer or floating-point values. For detailed information on what these constants are, when each is used, and Quartz-supported pixel formats for bitmap graphics contexts and images, see Color Spaces and Bitmap Layout in the Bitmap Images and Image Masks chapter.
Listing 2-5 shows how to create a bitmap graphics context. When you draw into the resulting bitmap graphics context, Quartz records your drawing as bitmap data in the specified block of memory. A detailed explanation for each numbered line of code follows the listing.
Listing 2-5 Creating a bitmap graphics context
Here’s what the code does:
Declares a variable to represent the number of bytes per row. Each pixel in the bitmap in this example is represented by 4 bytes; 8 bits each of red, green, blue, and alpha.
Creates a generic RGB color space. You can also create a CMYK color space. See Color and Color Spaces for more information and for a discussion of generic color spaces versus device dependent ones.
Calls the
callocfunction to create and clear a block of memory in which to store the bitmap data. This example creates a 32-bit RGBA bitmap (that is, an array with 32 bits per pixel, each pixel containing 8 bits each of red, green, blue, and alpha information). Each pixel in the bitmap occupies 4 bytes of memory. In Mac OS X 10.6 and iOS 4, this step can be omitted—if you passNULLas bitmap data, Quartz automatically allocates space for the bitmap.Creates a bitmap graphics context, supplying the bitmap data, the width and height of the bitmap, the number of bits per component, the bytes per row, the color space, and a constant that specifies whether the bitmap should contain an alpha channel and its relative location in a pixel. The constant
kCGImageAlphaPremultipliedLastindicates that the alpha component is stored in the last byte of each pixel and that the color components have already been multiplied by this alpha value. See The Alpha Value for more information on premultiplied alpha.If the context isn’t created for some reason, frees the memory allocated for the bitmap data.
Releases the color space.
Returns the bitmap graphics context. The caller must release the graphics context when it is no longer needed.
Listing 2-6 shows code that calls MyCreateBitmapContext to create a bitmap graphics context, uses the bitmap graphics context to create a CGImage object, then draws the resulting image to a window graphics context. Figure 2-3 shows the image drawn to the window. A detailed explanation for each numbered line of code follows the listing.
Cocoa Programming For Os X 5th Edition Pdf
Listing 2-6 Drawing to a bitmap graphics context
Now, you are prompted with a menu, select 'Niresh Mavericks' or something similar and boot!WARNING: Patience is key, so wait! After 30 mins ONLY you can give up!Troubleshooting:If you can't get it working, try the following:- Boot from Niresh Mavericks with 'GraphicsEnabler=No -v'- Boot from Niresh Mavericks with 'GraphicsEnabler=No -v -x xpcm-free'- Boot from Niresh Mavericks with 'GraphicsEnabler=No -v PCIRootUID=1'- Boot from Niresh Mavericks with 'GraphicsEnabler=No -v PCIRootUID=1 -x xpcm-free'If you still can't get it working, post a thread on the Hackintosh forums with your issue and your system information!
Please read the warning before even thinking about installing Mac OS X.First of all, check if your PC is compatible and do some research on Hackintosh before installing it!Definitions:- Hackintosh = A PC that has Mac installed on it- Macintosh = A Mac PC- Mac OS X Mavericks = The Mac operating system- Niresh = A guy who hacks Mac softwareI AM NOT RESPONSIBLE FOR DATA LOSS, YOU HAVE BEEN WARNED.
Here’s what the code does:
Declares a variable to store the origin and dimensions of the bounding box into which Quartz will draw an image created from the bitmap graphics context.
Sets the origin of the bounding box to
(0,0)and the width and height to variables previously declared, but whose declaration are not shown in this code.Calls the application-supplied function
MyCreateBitmapContext(see Listing 2-5) to create a bitmap context that is 400 pixels wide and 300 pixels high. You can create a bitmap graphics context using any dimensions that are appropriate for your application.Calls Quartz 2D functions to draw into the bitmap graphics context. You would replace this and the next four lines of code with drawing code appropriate for your application.
Creates a Quartz 2D image (
CGImageRef) from the bitmap graphics context.Draws the image into the location in the window graphics context that is specified by the bounding box. The bounding box specifies the location and dimensions in user space in which to draw the image.
This example does not show the creation of the window graphics context. See Creating a Window Graphics Context in Mac OS X for information on how to create one.
Gets the bitmap data associated with the bitmap graphics context.
Releases the bitmap graphics context when it is no longer needed.
Free the bitmap data if it exists.
Releases the image when it is no longer needed.
Supported Pixel Formats
Table 2-1 summarizes the pixel formats that are supported for bitmap graphics context, the associated color space (cs), and the version of Mac OS X in which the format was first available. The pixel format is specified as bits per pixel (bpp) and bits per component (bpc). The table also includes the bitmap information constant associated with that pixel format. See CGImage Reference for details on what each of the bitmap information format constants represent.
CS | Pixel format and bitmap information constant | Availability |
|---|---|---|
Null | 8 bpp, 8 bpc, | Mac OS X, iOS |
Gray | 8 bpp, 8 bpc, | Mac OS X, iOS |
Gray | 8 bpp, 8 bpc, | Mac OS X, iOS |
Gray | 16 bpp, 16 bpc, | Mac OS X |
Gray | 32 bpp, 32 bpc, | Mac OS X |
RGB | 16 bpp, 5 bpc, | Mac OS X, iOS |
RGB | 32 bpp, 8 bpc, | Mac OS X, iOS |
RGB | 32 bpp, 8 bpc, | Mac OS X, iOS |
RGB | 32 bpp, 8 bpc, | Mac OS X, iOS |
RGB | 32 bpp, 8 bpc, | Mac OS X, iOS |
RGB | 64 bpp, 16 bpc, | Mac OS X |
RGB | 64 bpp, 16 bpc, | Mac OS X |
RGB | 128 bpp, 32 bpc, | Mac OS X |
RGB | 128 bpp, 32 bpc, | Mac OS X |
CMYK | 32 bpp, 8 bpc, | Mac OS X |
CMYK | 64 bpp, 16 bpc, | Mac OS X |
CMYK | 128 bpp, 32 bpc, | Mac OS X |
Anti-Aliasing
Bitmap graphics contexts support anti-aliasing, which is the process of artificially correcting the jagged (or aliased) edges you sometimes see in bitmap images when text or shapes are drawn. These jagged edges occur when the resolution of the bitmap is significantly lower than the resolution of your eyes. To make objects appear smooth in the bitmap, Quartz uses different colors for the pixels that surround the outline of the shape. By blending the colors in this way, the shape appears smooth. You can see the effect of using anti-aliasing in Figure 2-4. You can turn anti-aliasing off for a particular bitmap graphics context by calling the function CGContextSetShouldAntialias. The anti-aliasing setting is part of the graphics state.
You can control whether to allow anti-aliasing for a particular graphics context by using the function CGContextSetAllowsAntialiasing. Pass true to this function to allow anti-aliasing; false not to allow it. This setting is not part of the graphics state. Quartz performs anti-aliasing when the context and the graphic state settings are set to true.
Obtaining a Graphics Context for Printing
Cocoa applications in Mac OS X implement printing through custom NSView subclasses. A view is told to print by invoking its print: method. The view then creates a graphics context that targets a printer and calls its drawRect: method. Your application uses the same drawing code to draw to the printer that it uses to draw to the screen. It can also customize the drawRect: call to an image to the printer that is different from the one sent to the screen.
Cocoa Programming For Mac Os X For Dummies Pdf
For a detailed discussion of printing in Cocoa, see Printing Programming Guide for Mac.
Cocoa Programming For Mac Os X Pdf
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