That is, the book takes a heavily example-centric approach to its subject, beginning with simple announcement windows and proceeding to cover the more advanced controls and object-oriented features of Cocoa and Objective-C. Throughout, he hops back and forth between descriptions of the goal to be accomplished, listings of the code that does the job, and instructions on how to use the Mac OS X development tools to speed the development process. As well, all the basic controls and design patterns are covered. The best-selling introduction to Cocoa, once again updated to cover the latest Mac programming technologies, and still enthusiastically recommended by experienced Mac OS X developers.
The best book on Leopard development. Covering the bulk of what you need to know to develop full-featured applications for OS X, written in an engaging tutorial style, and thoroughly class-tested to assure clarity and accuracy, it is an invaluable resource for any Mac programmer. He also covers the Objective-C language and the major design patterns of Cocoa.
Mac OSX – Layered Architecture
Aaron illustrates his explanations with exemplary code, written in the idioms of the Cocoa community, to show you how Mac programs should be written. And you will know enough to write your own stylish code. Updated for Mac OS X Occupying a ramshackle building adjacent to Stanford University, PARC's occupants would prove to be the greatest gathering of computer talent ever assembled: it conceptualized the very notion of the desktop computer, long before IBM launched its PC, and it laid the foundation for Microsoft Windows with a prototype graphical user interface of icons and layered screens.
Even the technology that makes it possible for these words to appear on the screen can trace its roots to Xerox's eccentric band of innovators. But despite PARC's many industry-altering breakthroughs, Xerox failed ever to grasp the financial potential of such achievements. And while Xerox's inability to capitalize upon some of the world's most important technological advancements makes for an interesting enough story, Los Angeles Timescorrespondent Michael Hiltzik focuses instead on the inventions and the inventors themselves.
We meet fiery ringleader Bob Taylor, a preacher's son from Texas known as much for his ego as for his uncanny leadership; we trace the term "personal computer" back to Alan Kay, a visionary who dreamed of a machine small enough to tuck under the arm; and we learn how PARC's farsighted principles led to collaborative brilliance.
Hiltzik's consummate account of this burgeoning era won't improve Xerox's stake in the computer industry by much, but it should at least give credit where credit is due. Shopping has a lot in common with sex. Just about everybody does it. Some people brag about how well they do it. Some keep it a secret. And both provide ample opportunities to make foolish choices.
All of the required code goes in the view class. Then it deselects everything, and iterates over the objects, testing each one's drawBounds against the marquee rect. If they intersect, the object is selected. In fact Cocoa doesn't provide this function, so instead we define it ourselves. Note that this is a plain C function, outside of the class implementation. Now we need to modify our mousing methods to handle the marquee. All three methods are affected, but mouseDown: is the most complex.
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The logic of the method needs to be changed so that a more consistent behaviour is implemented, now we have a working tool palette. Rather than immediately locate the object under the mouse, we need to determine the current tool first - we only need to look for an object under the mouse if the selection tool is active. Otherwise, we are creating a new object.
Cocoa(R) Programming for Mac(R) OS X by Aaron Hillegass (2004, Paperback, Revised)
Thus the order of the logic at the top of the method needs to be altered. Here's the modified method:. If the selection tool is current, we will have a nil dragShape, so we use that to subsequently detect the marquee case by testing if the mouse hit empty space or an existing object. On mouseDragged:, we detect the marquee case and update it again, changing the selection as needed.
Drawing with NSBezierPath
On mouseUp:, we refresh the marquee area and set the marquee points to zero. This will erase the marquee, leaving anything it selected still selected. The only remaining task is to make the marquee visible. To do this, we simply add a call to drawMarquee to our drawRect: method.
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Now we'll find that when we compile and run the application, we have a much more standard behaviour for the selection tool. There are some fairly serious inefficiencies here - every time the marquee size changes, the selection is recalculated entirely from scratch. For a few objects this isn't a problem, but if our drawing became complex it could well be.
Once we add the inspector which will respond to selection changes, performance could suffer even more. We won't be worrying about this now, but perhaps you could think of a few simple ways to improve the efficiency? From Wikibooks, open books for an open world. Previous Page: Wikidraw's view class Next Page: An Inspector calls Before we can act upon the different tools, we'll need the classes that implement the different shapes.
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Selection marquee [ edit ] The idea of a selection marquee is very simple - the user clicks in the view with the selection tool, and drags a rectangular box over a set of objects. Namespaces Book Discussion.
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