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Quartz 2D Graphics for Mac OS XZ Developers

 Quartz 2D Graphics for Mac OS XZ DevelopersWydawnictwo: prentice hall
Autor: R. Thompson
Liczba stron: 352
Oprawa: miękka
ISBN: 978-0-321-33663-7
Czas dostawy: 4 - 6 tygodni (na zamówienie)
Cena detaliczna: 173,25 zł
Nasza cena: 173,30 zł  


Opis Quartz 2D Graphics for Mac OS XZ Developers:
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.
A Hands-On Guide and Introduction to Quartz 2D

On Mac OS X, Macintosh developers depend on the graphics and imaging frameworks of the Core Graphics system to implement multimedia features in their applications. With Core Graphics Apple has answered the increasing demands of graphics developers with a powerful collection of tools, including Quartz 2D and Core Image. Quartz 2D is a modern drawing API with a powerful imaging model. Beginning with Mac OS X 10.4, Tiger, Quartz 2D replaces the QuickDraw® graphics library in legacy applications and provides the functionality developers need to take advantage of the latest hardware.

Quartz 2D Graphics for Mac OS X® Developers is a hands-on guide and introduction to Quartz 2D. Differences between the interfaces and features of QuickDraw and Quartz 2D are making the switch challenging for developers. Through in-depth practical coverage, Mac developer and consultant Scott Thompson leads you smoothly through the transition and sets you on the path to developing cutting edge graphics in Core Image.

Through this invaluable guide, you will learn how to
  • Forge connections between Quartz 2D and graphics devices using CGContexts
  • Simplify the drawing process using transformations
  • Draw line art using path-drawing operations on Bezier paths
  • Use pixel data to create images
  • Import and export images from Quartz 2D with Image I/O and QuickTime
  • Generate text and implement special text effects
  • Draw in offscreen environments, such as CGLayers and offscreen bitmaps
  • Create shadings and patterns
  • Create PDFs from Quartz 2D drawings or import PDFs into your drawings


If you depend on QuickDraw for your graphics needs, or are interested in a system that pushes the envelope in computer graphics, now is the time to make the switch to Core Graphics (Quartz 2D, Core Image). This is the book that walks you through that change-step-by-step!

The companion CD-ROM contains projects and source code covered in this book so you can run each sample. The samples demonstrate how to call Quartz 2D from both Carbon and Cocoa applications as well as from Mac OS X's Python scripting interface.


Spis treści Quartz 2D Graphics for Mac OS XZ Developers:

Preface xv


Chapter 1: Getting Started 1

Chapter 2: From QuickDraw to Quartz 2D 15

Chapter 3: Introduction to Quartz 2D 37

Chapter 4: The Graphics Context 69

Chapter 5: Transformations 103

Chapter 6: Line Art-Building Paths 135

Chapter 7: Line Art-Drawing 163

Chapter 8: Image Basics 177

Chapter 9: Importing and Exporting Images 211

Chapter 10: Drawing with Core Image 223

Chapter 11: Drawing Text with Quartz 2D 249

Chapter 12: Drawing Offscreen 265

Chapter 13: Shadings and Patterns 277

Chapter 14: Working with PDF 299

Index: 313