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  • By R. Scott Thompson
  • Published Mar 10, 2006 by Addison-Wesley Professional.

Book

  • Ashlar-Vellum offers precision software for 2D/3D wireframe computer-aided drafting and 3D solid and surface modeling. Supporting both Mac and Windows, Ashlar-Vellum software is set apart by its intuitive user interface without compromise to power and precision.
  • LibreCAD is an open source CAD tool that supports Mac, Windows, and Linux operating systems. The tool comes with 2D drawing features such as a snap tool, dimensioning, and annotations. It also supports multiple file imports and exports. 2D drawing in LibreCAD (Source).

Upgrading your operating system to macOS 10.14 or later will allow Office updates to be delivered for your apps. Note that new installs of Microsoft 365 for Mac or Office 2019 for Mac will also require macOS 10.14 or later.

  • Sorry, this book is no longer in print.

Description

  • Copyright 2006
  • Dimensions: 7' x 9-1/4'
  • Pages: 352
  • Edition: 1st
  • Book
  • ISBN-10: 0-321-33663-1
  • ISBN-13: 978-0-321-33663-7

Core Graphics is the new graphics framework for Mac OS X. Quartz, the 2D drawing system, and Core Image, which processes both video and still images, are the key new technologies in this framework and provide the tools Mac OS X developers need to create and draw graphics for their applications that target the design-savvy Mac consumer audience. With the evolution of Mac OS X, Apple is phasing out use of its previous graphics framework, QuickDraw, and encouraging all developers to begin using Core Graphics. The model for Quartz is completely unique and entirely different from QuickDraw creating a steep learning curve for all developers moving over. This book is in an introduction and guide to working with Core Graphics, specifically Quartz and Core Image. It carries the developer through the fundamental Quartz models and basic concepts such as drawing, coordinating system basics, virtual paint, and CGContext. Once the fundamentals are covered, author Scott Thompson delves into more advanced topics such as shading, patterns, and manipulating image effects. Practical code examples enhance the discussion and offer Mac developers the information they need to incorporate these powerful graphics into their own Mac OS X Applications.

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Table of Contents

Chapter 1: Getting Started 1

Chapter 3: Introduction to Quartz 2D 37

Chapter 5: Transformations 103

Chapter 7: Line Art–Drawing 163

Chapter 9: Importing and Exporting Images 211

Chapter 11: Drawing Text with Quartz 2D 249

Chapter 13: Shadings and Patterns 277

Index: 313

Preface

Untitled Document

Preface

The graphics systems available to Macintosh applications have evolved very quickly over the past few years. Prior to the introduction of Mac OS X, the primary focus of all Macintosh graphics was the QuickDraw graphics library. QuickDraw not only provided the tools that applications needed to draw into their windows, but it also played a role in managing the screen, handling events, and changing the cursor. As the demands placed on the graphics system increased, Apple discovered that a reliance on QuickDraw imparted some limitations to their capability to expand the graphics system. During the transition to Mac OS X, many of QuickDraw's responsibilities migrated to other portions of the system. To handle many of the drawing and screen management tasks, Apple introduced a new graphics system called Quartz. In programming circles, Quartz is also known as Core Graphics.

Quartz not only handles many of the responsibilities of QuickDraw, it is the platform on which many of the innovations in the Mac OS X graphics system are built. For example, Core Graphics has taken over the job of collecting the images of windows and combing them on the screen. In performing this task, it takes advantage of modern graphics hardware to improve performance and introduce features such as translucent windows to the system. The end result is a remarkably flexible graphics system. Quartz allows applications to seamlessly integrate technologies as diverse as the motion graphics of QuickTime and the 3D graphics of OpenGL onto the same screen or even into the same window.

With the introduction of Mac OS X 10.4, Tiger, Apple has deprecated QuickDraw—and that library will not evolve any farther. Applications that only rely on QuickDraw for drawing will not enjoy any innovations Apple makes in the graphics system. Even worse, in the future, applications that rely on QuickDraw may actually pay a performance penalty. Any program that wants to take full advantage of the graphics system on Mac OS X will have to replace their QuickDraw drawing code with a more modern alternative. Apple recommends that application developers replace their QuickDraw graphics code with similar code that uses Quartz 2D.

Quartz 2D is a part of the Core Graphics system. It is a modern graphics library based on the imaging model that Adobe created originally for PostScript printers and later as part of the PDF graphics file format. This is the same imaging model that graphics professionals have used for several years to create the artwork on everything from books and advertisements to application splash screens and on-line games.

The Quartz 2D drawing model allows you to create sophisticated graphics with a simple API. The Quartz 2D imaging model is quite different from the drawing models of other graphics libraries. Its library can draw to many kinds of graphics devices while maximizing the fidelity of the graphics on each device. As a result, developers familiar other graphics libraries such as QuickDraw, GDI from Microsoft Windows, or the graphics portions of X11's XLib face a learning curve when trying to work with the device and resolution independent drawing model in Quartz 2D.

The objective of this book is to present a practical introduction to Quartz 2D. Its aim is to help all programmers understand the Quartz 2D imaging model and make effective use of the library from any application environment. Most importantly, the text compares and contrasts the Quartz 2D imaging model with the pixel-based graphics models of other libraries. While this will be of particular value to developers making the transition from QuickDraw or GDI to Quartz 2D, it also provides valuable insight into how to use Quartz 2D effectively. The hope is that this information will be invaluable to anyone trying to draw graphics using Quartz 2D.

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Introduction

Back in early November of 2003, I introduced my Mac OS X 10.3 Panther review with some concerns about Apple's OS release cycle.

It's strange to have gone from years of uncertainty and vaporware to a steady annual supply of major new operating system releases from Apple. But do I really want to pay US$129 every year for the next version of Mac OS X? Worse, do I really want to deal with the inevitable upgrade hassles and 10.x.0 release bugs every single year? Is it worth it, or is a major OS upgrade every year simply too much, too often?

In the end, I concluded that I was okay with yearly releases, but that some sort of adjustment for 'normal' customers would be nice.

If there's going to be any consumer backlash, it's not going to start with me. I think Panther is worth the cost, but I consider its price to be an investment in the future of Mac OS X—something I obviously have strong opinions about. I'm probably not a typical user, however. If Apple wants to help ease the burden of the larger Mac community, decent upgrade pricing would be a good start. With a yearly release schedule, that is nearly the same thing as a simple price reduction, but if so, so be it.

So convinced was I of the inevitability of the Mac OS X yearly release juggernaut that I never even considered the possibility that relief from the $129-per-year Mac OS X tax might come in the form of an extra six-month wait for version 10.4. 'Let's do this again next year' were my exact words at the end of the Panther review.

Well, here we are 18 months and 6 days later, finally getting a look at Mac OS X 10.4 Tiger. Windows users patiently waiting for Longhorn may not be sympathetic, but the longer wait for Tiger is something new to Mac OS X users.

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Tiger's longer gestation doesn't mean that the rate of change has slowed, however. Tiger includes updates that are at least twice as significant as any single past update. Mac OS X is now getting to the point where significant improvements require a larger time investment. As far as the core OS is concerned, most of the low-hanging fruit has been harvested. Now it's time for Apple to get down to the real work of improving Mac OS X.

2d Sledding Mac Os X

Tiger also represents a milestone in Mac OS X's development process. Apple has promised developers that there will be 'no API disruption for the foreseeable future.' Starting with Tiger, Apple will add new APIs to Mac OS X, but will not change any existing APIs in an incompatible way. This has not been the case during the first four years of Mac OS X's development, and Mac developers have often had to scramble to keep their applications running after each new major release.

Despite its NeXTSTEP roots, Mac OS X is still a very young operating system. Most of the technologies that make it interesting and unique are actually brand new: Quartz, Core Audio, IOKit, Core Foundation. The hold-overs from NeXT and classic Mac OS have also evolved substantially: QuickTime, Carbon, Cocoa.

Mac Os Catalina

It's tempting to say that Tiger marks childhood's end for Mac OS X, but I think that goes too far. A more accurate analogy is that Mac OS X versions 10.0 through 10.3 represent 'the fourth trimester' for Apple's new baby—a phrase used to describe the first three months of human life, during which the baby becomes accustomed to life outside the womb. As any new parent knows (yes, I am one of them), this is not an easy time of life, for the baby or for the parents.

It's been a rough journey, but we've made it through intact: Apple, Mac OS X, and Mac users everywhere. Tiger has arrived. Let's see what this baby can do.