Programming with Quartz: 2D and PDF Graphics in Mac OS X (The Morgan Kaufmann Series in Computer Graphics) (英語) ペーパーバック – 2005/12/28
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Written 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.
- This is the definitive guide to the revolutionary graphics system of Mac OS X that uses the Portable Document Format (PDF) as the basis of its imaging model
- It contains the latest on programming with Quartz for Mac OS X version 10.4
- Carefully crafted and extensive code examples show how to accomplish most of the drawing tasks possible with Quartz
"I strongly encourage non-Macintosh programmers to pick up this book and find out for themselves what a truly great development platform we have in the Macintosh. Programmers and software managers at Windows, Linux, and Unix shops should seriously consider the Macintosh as an addition to (or replacement for!) their current stable of platforms. In particular, movie studios, animation houses, and special-effects facilities would do well to consider that with Macintosh, a single platform can provide everything they need..." -from the foreword by Philip J. Schneider, R&D Engineer, Industrial Light + Magic
"Finally, the book I've wanted for years is here! As a graphics programmer, I appreciate the clear explanations of how Quartz has packaged the state of the art for mere mortals. As a Cocoa programmer, I appreciate the clear explanation of which facilities of Quartz Cocoa is already leveraging. This will become a well-thumbed resource for all graphics programmers on Mac OS X, whether or not they're using Cocoa, Carbon, or porting code from another platform." -Dr. Michael B. Johnson, Pixar Animation Studios
"I've been using Quartz since the first release of Mac OS X and this book covers it all! Great advice, good sample code-it's the book to have if you want to learn everything about Quartz." -Stephane Marcouiller, SDE, Microsoft Corporation
"Not only do the authors of Programming with Quartz have a superb understanding of their subject matter, but they have conveyed their knowledge in a clear, concise, and readable manner. Programming with Quartz has saved me quite a bit of time on my first major Quartz project, and its more general lessons on graphics programming techniques and concepts will prove valuable when using any modern graphics API." -Josh Aas, Software Engineer, Mozilla Corporation "Even after implementing several features using Quartz, I still learned things from this book that I did not know. For example, the chapter on handling PDF images is very thorough in its descriptions and the issues it raises. I wish I had this chapter when I implemented this feature. The book is very well written and covers many complex topics in 2D graphics clearly and at a level appropriate for all programmers. Programming with Quartz continues Apple's tradition of producing excellent documentation for its developers." -Ron Ullmann, Macintosh Business Unit, Microsoft Corporation商品の説明をすべて表示する
Great work to the Author.
I still want to buy programming books in ebook form so I can store them in my laptop. However lack of color makes Kindle not an option for reference books. I will be searcing for other ebook format alternatives.
I would not recommend the Kindle version of this book.
This book is full of clear explanations for mere mortals of how Quartz has packaged the state of the art in graphics programming. The book starts out with Quartz 2D drawing basics such as drawing and filling basic geometric forms and drawing lines. With the basics out of the way, the author goes on to show how you would use Quartz 2D both in Cocoa and in Carbon. Next there are chapters on basic computer graphics intertwined with performing these tasks in Quartz. Included topics are coordinate systems, affine transformations, and parametric curves all within the framework of performing graphics in Quartz. The book then moves on to working with images including creating CGImage objects, and importing and exporting data to PNG, JPEG, and Quicktime formats. Another chapter is devoted to working with text. There are two chapters devoted to working with PDF data, including a chapter on handling PDF images that is very thorough in its descriptions and the issues that are raised. The book is very well written and covers many complex topics in 2D graphics clearly and at a level appropriate for all programmers, and I highly recommend it for all programmers interested in Quartz.
Throughout the book, they've made it a point to cover which APIs are available in which versions of Mac OS X, a godsend if you're delivering apps that must support multiple OS versions but you'd still like to take advantage of the latest features when possible. Where the OS allows, they even explain how to emulate some of the new convenience APIs on older OSes.
Each chapter ends with an extensive list of references (sample code, headers, specifications, and more from Apple, Adobe, and others) to help you find further information, in case you need more detail on a particular topic.
For text drawing, an area in which Quartz 2D provides only a low-level API, the authors explain how to properly use the facilities available in the higher-level frameworks (Carbon and Cocoa).
For those of you coming from QuickDraw, there's a short section specifically targetted at replacing CopyBits (in addition to the chapters on image drawing and offscreen caching).
Near the end of the book, there's an invaluable chapter on how to optimize and debug your drawing code.
Finally, for those developers preparing universal binaries of your applications (all of you, I hope), the authors identify several issues (bitmap data format endian issues, etc.) that you'll need to watch out for and explain what to do about them.
A quick additional note: the publisher has the full Table of Contents as well as a sample chapter available for download at books.elsevier.com/us/mk/us/subindex.asp?isbn=0123694736
Disclaimer: I spent 4 years in Apple's Developer Technical Support group supporting Quartz 2D and other topics. This book would have made my job *much* easier, perhaps even unnecessary.