Book Image

Mac Application Development by Example: Beginner's Guide

By : Robert Wiebe
Book Image

Mac Application Development by Example: Beginner's Guide

By: Robert Wiebe

Overview of this book

It's never been more important to have the ability to develop an App for Mac OS X. Whether it's a System Preference, a business app that accesses information in the Cloud, or an application that uses multi-touch or uses a camera, you will have a solid foundation in app development to get the job done.Mac Application Development by Example takes you through all the aspects of using the Xcode development tool to produce complete working apps that cover a broad range of topics. This comprehensive book on developing applications covers everything a beginner needs to know and demonstrates the concepts using examples that take advantage of some of the most interesting hardware and software features available.You will discover the fundamental aspects of OS X development while investigating innovative platform features to create a final product which take advantage of the unique aspects of OS X.Learn how to use Xcode tools to create and share Mac OS X apps. Explore numerous OS X features including iCloud, multi-touch trackpad, and the iSight camera.This book provides you with an illustrated and annotated guide to bring your idea to life using fundamental concepts that work on Mac.
Table of Contents (17 chapters)
Mac Application Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Performing 2D drawing in a custom view


Mac OS X provides a number of ways to perform drawing. The methods provided range from very simple methods to very complex methods. For our multi-finger painting program we are going to use the core graphics APIs designed to draw a path. We are going to collect each stroke as a series of points and construct a path from those points so that we can draw the stroke.

Each active touch event will have a corresponding active stroke object that needs to be drawn in our custom view. When a stroke is finished, and the App user lifts the finger, we are going to send the finished stroke to another custom view so that it is drawn only one time and not each time fingers move. The optimization of using the second view will ensure our finger tracking is not slowed down too much by drawing.

Before we can begin drawing, we need to create two new objects that will be used to store individual points and strokes. The program code for these two objects is not shown but...