Programming with Quartz: 2D and PDF Graphics in Mac OS X
David Gelphman, Bunny Laden
- 出版商: Morgan Kaufmann
- 出版日期: 2005-12-14
- 售價: $3,790
- 貴賓價: 9.5 折 $3,601
- 語言: 英文
- 頁數: 704
- 裝訂: Paperback
- ISBN: 0123694736
- ISBN-13: 9780123694737
-
相關分類:
MAC OS 蘋果電腦
海外代購書籍(需單獨結帳)
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商品描述
Description
Table Of ContentsWritten by members of the development team at Apple, Programming with Quartz is the first book to describe the sophisticated graphics system of Mac OS X. By using the methods described in this book, developers will be able to fully exploit the state-of-the-art graphics capabilities of Mac OS X in their applications, whether for Cocoa or Carbon development. This book also serves as an introduction to 2D graphics concepts, including how images are drawn and how color is rendered. It includes guidance for working with PDF documents, drawing bitmap graphics, using Quartz built-in color management, and drawing text. Programming with Quartz is a rich resource for new and experienced Mac OS X developers, Cocoa and Carbon programmers, UNIX developers who are migrating to Mac OS X, and anyone interested in powerful 2D graphics systems.
Foreword by Philip Schneider
Preface
Our Objective
Outline
Source Code
Header Files
Conventions and Assumptions
Quartz Technologies
Acknowledgements
Chapter 1 Introducing Quartz 2D
A Bit of History
Quartz 2D Overview
What Software Can Use Quartz 2D?
Summary
See Also
Chapter 2 Quartz 2D Drawing Basics
Quartz Graphics Contexts
Filling a Rectangle
Stroking a Rectangle
The Order of Fill and Stroke Operations
Transforming the Coordinate System
Constructing Quartz Paths
Painting with Alpha
Making Dashed Lines
Clipping a Drawing
Drawing PDF Content
More About Graphics Contexts
Summary
See Also
Chapter 3 Using Quartz 2D in Cocoa
Xcode Overview
Creating a Cocoa Xcode Project in Tiger
Creating a View in Interface Builder
Connecting the Interface to the Code
Obtaining a Graphics Context in Cocoa
Writing the Drawing Code
Examining the Drawing Output
Cocoa Framework Drawing and Quartz
Summary
See Also
Chapter 4 Using Quartz 2D in Carbon
Creating a Carbon Xcode Project
Setting Up a Carbon Window
Creating an Event Handler
Examining the Drawing Output
Using QDBeginCGContext
Summary
See Also
Chapter 5 The Quartz Coordinate System and Coordinate Transformations
User Space and Device Space
Coordinate Transformations
The Current Transformation Matrix
The Mathematics of Affine Transforms
Saving and Restoring a Coordinate System
Affine Transform Convenience Functions
Summary
See Also
Chapter 6 Drawing with Paths
Properties of Paths
Path Construction Primitives
Closing Subpaths
Cubic Bézier Curves
Quadratic Bézier Curves
Path Construction Convenience Functions
Additional Path Convenience Functions (Tiger)
Stroking Paths
Line Width
Filling Paths
Line Joins
Line Caps
Line Dash
Clipping With Paths
CGPath Objects (Jaguar and later only)
Anti-aliasing
Path Utility Functions
Aligning User Space Coordinates on Pixel Boundaries
Summary
See Also
Chapter 7 Color, Alpha Transparency, and the Quartz Graphics State
Color and Color Spaces
A General Approach to Setting Color
Alpha Transparency
Calibrated Color Spaces
Device Color Spaces
Special Color Spaces
Creating Color Spaces by Name
Rendering Intents
Blend Modes (Tiger)
CGColorRef Objects (Panther and later)
Graphics State Parameters
Summary
See Also
Chapter 8 Data Providers and Data Consumers
Data Providers
CGDataProviderCreateWithURL
Guidelines for Using Data Providers
CGDataProviderCreateWithData
CGDataProviderCreate
CGDataProviderCreateDirectAccess
CGDataProviderCreateWithCFData (Tiger and later)
Data Consumers
Summary
Chapter 9 Drawing Images
Creating CGImage Objects
Specialized Functions for JPEG and PNG
Best Practices for Working With Images
Drawing Images into a Flipped Coordinate System
A General Function for Uncompressed Data
Generalized Functions for Compressed Image Data (Tiger and later)
Importing Image Data With QuickTime
Guidelines for Image Creation
Image Utility Functions
Getting Image Dimensions
Writing Image Data using CGImageDestination (Tiger)
Getting the Pixel Format
Creating an Image from a Bitmap Context
Working With Color Spaces
Creating Subimages
Exporting to JPEG Using a QuickTime Exporter
Summary
See Also
Chapter 10 Image Masking
Creating an Image Mask
Drawing and Inverting a 1-Bit Image Mask
Masking an Image (Tiger)
Drawing an 8-Bit Deep Mask
Masking an Image with an Image Mask
Using Color as a Mask (Tiger)
Masking an Image with an Image
Masking Guidelines
Clipping to a Mask (Tiger)
Summary
See Also
Chapter 11 Text
Text Drawing Parameters
Font and Font Size
Drawing Text Using Quartz
Text Matrix and Text Position
Text Drawing Modes
Font Smoothing (Jaguar)
Character Spacing
Drawing with Characters
Drawing Text Using Cocoa
Drawing with Glyphs
Using NSString
Drawing Text Using Carbon
Using NSLayoutManager
Subclassing to Get Additional Control
Using HIThemeDrawTextBox (Panther)
Drawing Text in a Flipped Coordinate System
Using Multilingual Text Engine
Using Apple Type Services for Unicode Imaging
Summary
See Also
Chapter 12 Creating Bits
Bitmap Graphics Context
Supported Pixel Formats
CGLayers (Tiger)
Creating a Bitmap Graphics Context
Getting Information About a Bitmap Context
Using the Bitmap Data from a Bitmap Context
Creating a CGLayer Object
Caching Drawing Offscreen
Drawing to a CGLayer
Drawing the Contents of a CGLayer
Using a CGLayer to Draw a Checkerboard
Drawing Repeatedly Without Caching
Replacing CopyBits
Drawing Repeatedly With Bitmap Context Caching
Drawing Repeatedly With CGLayer Caching
Display Profile Issues
Summary
See Also
Chapter 13 Opening and Drawing PDF Documents
PDF Document Properties
Opening a PDF Document
Using PDF as a Graphical Interchange
Creating PDF Data From the Pasteboard: Cocoa
Drawing PDF Pages
Creating PDF from the Pasteboard: Carbon
Drawing With CGContextDrawPDFDocument
Handling Protected PDF Documents (Jaguar)
Drawing PDF Documents in a Flipped Coordinate System
Using CGPDFPage Objects (Panther)
Drawing with PDF Rotation on Jaguar and Earlier
PDF Document Utility Functions
Summary
See Also
Chapter 14 Creating and Examining PDF Documents
Creating New PDF Documents
Using CGPDFContextCreateWithURL
Copying PDF Content to the Pasteboard
Using the Auxiliary Information Dictionary
Adding Content to Existing PDF Documents
Adding Links to PDF Documents (Tiger)
Creating a Link to a URL
Creating Encrypted PDF Output (Tiger)
Creating a Link to Another Page in the Document
PDF Document Generation Issues
Examining PDF Document Content (Panther, Tiger)
Quartz PDF Introspection
Summary
Scanning the PDF Content Stream (Tiger)
See Also
Chapter 15 Advanced Drawing Features
Drawing with Patterns
Creating Patterns
Drawing with Shadows (Panther)
Creating and Drawing Colored Patterns
Base Space, the Pattern Matrix, and Transforming Patterns
Pattern Phase
Creating and Drawing Stencil Patterns
Drawing Complex Patterns
Pattern Issues
Shadow Attributes
Drawing with Transparency Layers (Panther)
Creating and Drawing With Shadows
Shadow Offset and Quartz Base Space
Shadows and Grouped Objects
Shadows and PDF Documents
Using Transparency Layers
Drawing With Shadings (Jaguar)
Alpha Compositing and Transparency Layers
Transparency Layers and PDF Documents
Transparency Layers Compared to CGLayers
Shading Concepts and the CGFunction
Summary
Axial Shadings
Radial Shadings
Radial Shading Geometries
Transforming Shadings
See Also
Chapter 16 Supporting PostScript and EPS Data
Overview of the Conversion Process
Quartz Conversion Functions and Callbacks (Panther)
Creating a PDF Data File From PostScript Data
Using Converted PostScript Data in Your Application
PSConverter Advanced Issues
Printing Source EPS Data
Guidelines for Supporting EPS Data in Your Application
Summary
See Also
Chapter 17 Performance and Debugging
Optimizing Performance
The Quartz Compositor
Debugging Your Drawing
Quartz Object and Memory Model
Improving Performance
Measuring Performance
Examining the Coordinate System
Summary
Checking the Clipping Area
Drawing a Debugging Rectangle
Looking for Console Messages
Checking for Data Provider Integrity
Checking for Immutability Violations
Checking for Improperly Initialized Contexts
Checking for Out-of-Sync Color Setting
Drawing Images to a PDF Context
Releasing a CGPDFContext Object
Checking Pattern Color Space Usage
Using PDF Generation as a Debugging Aid
See Also
Chapter 18 Creating Quartz Tools and Python Scripts
Python Scripting with Quartz (Panther)
Getting Started
Creating Bits with Python
Using Quartz in UNIX Tools
Security Issues
The PDF Workflow in Printing (Jaguar)
Summary
See Also
Index
商品描述(中文翻譯)
描述
由蘋果開發團隊成員撰寫的《Programming with Quartz》是第一本描述 Mac OS X 複雜圖形系統的書籍。透過本書中所描述的方法,開發者將能夠充分利用 Mac OS X 的尖端圖形功能,無論是用於 Cocoa 還是 Carbon 開發。本書同時也介紹了 2D 圖形概念,包括圖像如何繪製以及顏色如何渲染。它提供了處理 PDF 文件、繪製位圖圖形、使用 Quartz 內建顏色管理以及繪製文本的指導。《Programming with Quartz》是新手和經驗豐富的 Mac OS X 開發者、Cocoa 和 Carbon 程式設計師、正在轉移到 Mac OS X 的 UNIX 開發者,以及任何對強大的 2D 圖形系統感興趣的人的豐富資源。
目錄
前言 由 Philip Schneider
前言
我們的目標
大綱
源代碼
標頭文件
約定和假設
Quartz 技術
致謝
第一章 介紹 Quartz 2D
一點歷史
Quartz 2D 概述
哪些軟體可以使用 Quartz 2D?
摘要
另見
第二章 Quartz 2D 繪圖基礎
Quartz 圖形上下文
填充矩形
描邊矩形
填充和描邊操作的順序
變換坐標系統
構建 Quartz 路徑
使用 Alpha 繪畫
製作虛線
裁剪繪圖
繪製 PDF 內容
更多關於圖形上下文
摘要
另見
第三章 在 Cocoa 中使用 Quartz 2D
Xcode 概述
在 Tiger 中創建 Cocoa Xcode 專案
在 Interface Builder 中創建視圖
將介面連接到代碼
在 Cocoa 中獲取圖形上下文
編寫繪圖代碼
檢查繪圖輸出
Cocoa 框架繪圖與 Quartz
摘要
另見
第四章 在 Carbon 中使用 Quartz 2D
創建 Carbon Xcode 專案
設置 Carbon 窗口
創建事件處理器
檢查繪圖輸出
使用 QDBeginCGContext
摘要
另見
第五章 Quartz 坐標系統和坐標變換
用戶空間和設備空間
坐標變換
當前變換矩陣
仿射變換的數學
保存和恢復坐標系統
仿射變換便利函數
摘要
另見
第六章 使用路徑繪圖
路徑的屬性
路徑構建原語
三次 Bézier 曲線
二次 Bézier 曲線
關閉子路徑
路徑構建便利函數
額外的路徑便利函數(Tiger)
描邊路徑
線寬
線接合
線帽
線條虛線
填充路徑
使用路徑裁剪
CGPath 對象(僅限 Jaguar 及以後版本)
抗鋸齒
路徑實用函數
在像素邊界上對齊用戶空間坐標
摘要
另見
第七章 顏色、Alpha 透明度和 Quartz 圖形狀態
顏色和顏色空間
設置顏色的一般方法
校準顏色空間
設備顏色空間
特殊顏色空間
創建顏色