Book Image

Mastering macOS Programming.

By : Gregory Casamento
Book Image

Mastering macOS Programming.

By: Gregory Casamento

Overview of this book

macOS continues to lead the way in desktop operating systems, with its tight integration across the Apple ecosystem of platforms and devices. With this book, you will get an in-depth knowledge of working on macOS, enabling you to unleash the full potential of the latest version using Swift 3 to build applications. This book will help you broaden your horizons by taking your programming skills to next level. The initial chapters will show you all about the environment that surrounds a developer at the start of a project. It introduces you to the new features that Swift 3 and Xcode 8 offers and also covers the common design patterns that you need to know for planning anything more than trivial projects. You will then learn the advanced Swift programming concepts, including memory management, generics, protocol orientated and functional programming and with this knowledge you will be able to tackle the next several chapters that deal with Apple’s own Cocoa frameworks. It also covers AppKit, Foundation, and Core Data in detail which is a part of the Cocoa umbrella framework. The rest of the book will cover the challenges posed by asynchronous programming, error handling, debugging, and many other areas that are an indispensable part of producing software in a professional environment. By the end of this book, you will be well acquainted with Swift, Cocoa, and AppKit, as well as a plethora of other essential tools, and you will be ready to tackle much more complex and advanced software projects.
Table of Contents (28 chapters)
Title Page
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Dedication
Preface
18
LLDB and the Command Line

Why not use an image?


There are, of course, many images that we cannot create in code, but for those we can, such as icons, control views, and such, it is worth considering what advantages drawing with Core Graphics has over simply importing an image.

Here are just a few:

  • Coding an image is way faster than waiting for a graphic artist to find time to create and send you a bunch of images. And changing, say, the color of a background is way faster still.
  • Code is smaller than an image. Your app bundle is smaller, so it downloads more quickly.
  • No more pixelated images. With Core Graphics, we store the instructions of how to draw an element, not an image of the ready-drawn element itself.
  • There is no need for @2x or @3x resolution images. This is more of a consideration on mobile devices, but resources for a desktop app are frequently reused for iOS and friends.