Book Image

Mastering macOS Programming.

By : Stuart Grimshaw, Gregory Casamento
Book Image

Mastering macOS Programming.

By: Stuart Grimshaw, 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

What is Core Animation?


Core Animation is, rather strangely, not just a framework for animation, but also a higher-level abstraction of what we have learned with Core Graphics. A large part of this chapter will deal with the CALayer class and its subclasses. Drawing into Core Animation layers is often easier and quicker than dropping down to Core Graphics. Subclassing, or customizing, Cocoa's own views and controls is mostly done through their CALayer properties. But the really magical thing about these layers is the extent to which their properties are already primed for animation. If you can set it on a CALayer, chances are you can animate it, and, generally, animate it very easily.

Core Animation relieves us of the burden of thousands of lines of animation code, presenting us with abstractions that give us as much or as little control over animated user-interface elements as we are likely to need.

Where does Core Animation fit in?

Core Animation is built on top of Core Graphics and Open...