Cocoa For Os X Download
Cocoa is hot! Stir up apps for Mac OS X, iPhone, and iPod Touch. It's a great time to go for Cocoa, because it's not only Apple's preferred framework for developing software, it's also the best way for you to create software for Mac OS X and iPhone. This book gives you a solid foundation in Cocoa and the unusual syntax of Objective-C. A complete guide to mastering Mac OS X programming with the Cocoa APIs The Cocoa programming environment-Apple's powerful set of clean, object-oriented APIs-is increasingly becoming the basis of almost all contemporary Mac OS X development. With its long history of constant refinement and improvement, Cocoa has matured into a sophisticated programming environment that can make Mac OS X. A native AML compiler and IDE for OS X, with syntax coloring, tree navigation, automated patching, online patch file repositories, and iASL binary updates. Written entirely in Cocoa, conforms to OS X guidelines. Aug 25, 2018 The Finder has been completely rewritten in Cocoa to take advantage of the new technologies introduced. A much smaller OS footprint, taking up about 7 GB less space than the previous OS leopard. Related Post 'Download MAC OS X Snow leopard (10.6) ISO Setup files for free.' Download Mac OS X Yosemite (10.10) ISO directly for free.
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Cocoa Programming for OS X, 5th Edition. This branch contains solutions and the companion guide for Swift 2.0. If you are using Swift 1.2, see the swift1-2 branch.
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When the new owner starts up the Mac, they can use their own information to complete setup. R for mac mojave. During installation, your Mac might restart and show a progress bar several times, and the screen might be empty for minutes at a time.If your Mac restarts to a setup assistant, but you're selling, trading in, or giving away your Mac, press Command-Q to quit the assistant without completing setup. Then click Shut Down. If the installer offers you the choice between installing on Macintosh HD or Macintosh HD - Data, choose Macintosh HD.Please allow installation to complete without putting your Mac to sleep or closing its lid.
- By David Chisnall
- Published Dec 29, 2009 by Addison-Wesley Professional. Part of the Developer's Library series.
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Description
- Copyright 2010
- Dimensions: 7' x 9'
- Pages: 936
- Edition: 1st
- Book
- ISBN-10: 0-321-63963-4
- ISBN-13: 978-0-321-63963-9
The Cocoa programming environment—Apple’s powerful set of clean, object-oriented APIs—is increasingly becoming the basis of almost all contemporary Mac OS X development. With its long history of constant refinement and improvement, Cocoa has matured into a sophisticated programming environment that can make Mac OS X application development quick, efficient, and even fun.
Yet for all its refined elegance and ease of use, the staggering size of the Cocoa family of APIs and the vast magnitude of the official documentation can be intimidating to even seasoned programmers.
To help Mac OS X developers sort through and begin to put to practical use Cocoa’s vast array of tools and technologies, Cocoa Programming Developer’s Handbook provides a guided tour of the Cocoa APIs found on Mac OS X, thoroughly discussing—and showing in action—Cocoa’s core frameworks and other vital components, as well as calling attention to some of the more interesting but often overlooked parts of the APIs and tools.
This book provides expert insight into a wide range of key topics, from user interface design to network programming and performance tuning.
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Table of Contents
Part I: Introducing Cocoa
Chapter 1: Cocoa and Mac OS X
1.1 Understanding When to Use Cocoa
1.2 Understanding Cocoa's Role in Mac OS X
1.3 Overview
Chapter 2: Cocoa Language Options
2.1 Object Orientation
2.2 Objective-C
2.3 Ruby and Python
2.4 Summary
Chapter 3: Using Apple's Developer Tools
3.1 Obtaining Apple's Developer Tools
3.2 Interface Builder
3.3 XCode
3.4 Objective-C
3.5 Cocoa Conventions
3.6 Summary
Part II: The Cocoa Frameworks
Chapter 4: Foundation: The Objective-C Standard Library
4.1 General Concepts
4.2 Core Foundation Types
4.3 Basic Data Types
4.4 Collections
4.5 Enumeration
4.6 Property Lists
4.7 Interacting with the Filesystem
4.8 Notifications
4.9 Summary
Chapter 5: Application Concepts
5.1 Run Loops
5.2 Applications and Delegates
5.3 The Responder Chain
5.4 Run Loops in Applications
5.5 Delegates and Notifications
5.6 The View Hierarchy
5.7 Summary
Chapter 6: Creating Graphical User Interfaces
6.1 Positioning Views
6.2 Nested Views
6.3 Creating Views
6.4 Cocoa Bindings
6.5 Summary
Chapter 7: Windows and Menus
7.1 Understanding Windows
7.2 Creating Windows
7.3 Creating Window Objects
7.4 Panels
7.5 Sheets
7.6 Alert Dialogs
7.7 Menus
7.8 Summary
Chapter 8: Text in Cocoa
8.1 Constructing and Deconstructing Strings
8.2 Annotating Strings
8.3 Localization
8.4 Text Storage
8.5 Understanding Fonts
8.6 Displaying Text
8.7 Writing a Custom Text Container
8.8 Using Multiple Text Views
8.9 Summary
Part III: Cocoa Documents
Chapter 9: Creating Document-Driven Applications
9.1 The Cocoa Document Model
9.2 Creating the Application Skeleton
9.3 Creating the Document
9.4 Extending the Outliner
9.5 Supporting Undo
9.6 Adding Undo to the Outliner
9.7 Summary
Chapter 10: Core Data
10.1 Introducing Data Modeling
10.2 Understanding Managed Objects
10.3 Attribute Types
10.4 Creating a Data Model
10.5 Choosing a Persistent Store
10.6 Storing Metadata
10.7 Automatic Undo
10.8 Core Data, Spotlight, and Time Machine
10.9 Summary
Part IV: Complex User Interfaces
Chapter 11: Working with Structured Data
11.1 Data Sources and Delegates
11.2 Tables
11.3 Outline Views
11.4 Browsers
11.5 Collection Views
11.6 Customizing Views with New Cells
11.7 Creating Master-Detail Views
11.8 Summary
Chapter 12: Dynamic Views
12.1 Tabbed Views
12.2 Inspecting the View Hierarchy
12.3 Modifying the View Hierarchy
12.4 Creating Dynamic Input Forms
12.5 Full-Screen Applications
12.6 Summary
Part V: Advanced Graphics
Chapter 13: Custom Views
13.1 The Graphics Context
13.2 Core Graphics
13.3 AppKit Drawing
13.4 Printing and Paginating Views
13.5 Extending Interface Builder with Palettes
13.6 Summary
Chapter 14: Sound and Video
14.1 Beeping
14.2 Playing Simple Sounds
14.3 Understanding Cocoa Movie Objects
14.4 Adding Video
14.5 Editing Media
14.6 Low-Level Sound APIs
14.7 Sound and Video Recording
14.8 Supporting Speech
14.9 Cocoa Speech Synthesis
14.10 Conversing with Users
14.11 Summary
Chapter 15: Advanced Visual Effects
15.1 Simple Animation
15.2 Core Animation Overview
15.3 Understanding Animation Concepts
15.4 Adding Simple Animations
15.5 Image Filters
15.6 Defining Transitions
15.7 Creating Complex Animations
15.8 3D Core Animation Transforms
15.9 OpenGL and Cocoa Views
15.10 Quartz Composer
15.11 Summary
Chapter 16: Supporting PDF and HTML
16.1 HTML in AppKit
16.2 Advanced HTML Support
16.3 Dynamic Interfaces with WebKit
16.4 PDF and Quartz
16.5 Displaying PDFs
16.6 Summary
Part VI: User Interface Integration
Chapter 17: Searching and Filtering
17.1 Maintaining Document Indexes
17.2 Displaying Search Boxes
17.3 Searching for Documents
17.4 Spotlight
17.5 Predicates
17.6 Quick Look
17.7 Summary
Chapter 18: Contacts, Calendars, and Secrets
18.1 Address Book Overview
18.2 Getting Information About People
18.3 Searching the Address Book
18.4 Populating the 'Me' vCard
18.5 Adding People to the Address Book
18.6 Storing Secrets
18.7 Calendars
18.8 Synchronizing Data
18.9 Summary
Chapter 19: Pasteboards
19.1 Pasteboard Overview
19.2 Pasteboard Types
19.3 Filtered Types
19.4 Property List Data
19.5 Self-Encoding Objects
19.6 Files and Pasteboards
19.7 Copy and Paste
19.8 Drag and Drop
19.9 Drag and Drop with Data Views
19.10 Summary
Chapter 20: Services
20.1 Example Services
20.2 An Evaluate Service
20.3 Using Services
20.4 Controlling the Services Menu
20.5 Filter Services
20.6 Summary
Chapter 21: Adding Scripting
21.1 Scripting Overview
21.2 Making Objects Scriptable
21.3 Scripting from Cocoa
21.4 Exposing Services to Automator
21.5 Other Scripting Technologies
21.6 Summary
Part VII: System Programming
Chapter 22: Networking
22.1 Low-Level Socket Programming
22.2 Cocoa Streams
22.3 URL Handling
22.4 Bonjour
22.5 Distributed Objects
22.6 Summary
Chapter 23: Concurrency
23.1 Distributed Objects
23.2 Threading
23.3 Child Processes
23.4 Operation Queues
23.5 Grand Central Dispatch
23.6 OpenCL
23.7 Summary
Part VIII: Appendixes
Chapter 24: Portable Cocoa
24.1 NeXT and Sun
24.2 Mobile OS X on the iPhone
24.3 OpenStep and GNU
24.4 GNUstep
24.5 QuantumSTEP
24.6 Cocotron
24.7 GNUstepWeb and SOPE
Chapter 25: Advanced Tricks
25.1 The Preprocessor
25.2 Control Structures
25.3 Clean Code
25.4 Optimization
25.5 Cross-Platform Cocoa
25.6 The Runtime System
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Developer(s) | Apple Inc. |
---|---|
Operating system | iOS |
Type | Software framework |
License | Proprietary |
Website | developer.apple.com/technologies/ios/cocoa-touch.html |
Cocoa Touch is the application development environment[1] for building software programs to run on iOS for the iPhone and iPod Touch, iPadOS for the iPad, watchOS for the Apple Watch, and tvOS for the fourth-generation Apple TV, from Apple Inc.
Cocoa Touch provides an abstraction layer of iOS, the operating system for the iPhone, iPod Touch, and iPad. Cocoa Touch is based on the macOSCocoa API toolset and, like it, is primarily written in the Objective-C language. Cocoa Touch allows the use of hardware and features that are not found in macOS computers and are thus unique to the iOS range of devices. Just like Cocoa, Cocoa Touch follows a Model-View-Controller (MVC) software architecture.
Cocoa Touch contains a different set of graphical control elements from Cocoa. Tools for developing applications based on Cocoa Touch are included in the iOS SDK.
Cocoa Touch in relation to other layers[edit]
iOS, watchOS, and tvOS technologies can be seen as a set of layers, with Cocoa Touch at the highest level and the Core OS/kernel at the bottom.
A hierarchical view of the iOS, watchOS, and tvOS technologies can be shown as follows:
- Cocoa Touch
- Media / Application Services
- Core Services
- Core OS / iOS kernel
Main features[edit]
Some of the main features and technologies of Cocoa Touch are:
- App Extension
- Handoff
- Document Picker
- AirDrop
- TextKit
- UIKit Dynamics
- Multitasking
- Auto Layout
- Storyboards
- UI State Preservation
- Apple Push Notification Service
- Local Notifications
- Gesture Recognisers
- Standard System View Controllers
Main frameworks[edit]
Cocoa Touch provides the key frameworks for developing applications on devices running iOS. Some of these key frameworks are:
- UIKit (based on Application Kit)
- GameKit
- iAd (discontinued in 2016)
- MapKit
- Address Book UI
- EventKit UI
- Message UI
- Notification Center
- PushKit
Ports[edit]
Microsoft's WinObjC, the GNUstep-based iOS bridge for the Universal Windows Platform, contains a working implementation of Cocoa Touch frameworks like Foundation, UIKit, and MapKit released under the MIT License.[2] One of the UIKit implementations is based on XAML.[3]
Various efforts have tried to bring UIKit, the modified AppKit from Cocoa Touch, to macOS:
- Chameleon is a port of UIKit to macOS from 2014.[4]
- ZeeZide's UXKit is a more recent port of UIKit to macOS. It exists a layer above AppKit and UIKit.[5]
- Apple used a 'UXKit' private framework for a 2015 version of Photos.app.[6]
- Apple made the bridge more official with the 'iosMac' or 'Marzipan' project in 2018, which put an 'iOSSupport' directory full of iOS frameworks in macOS mojave. They were originally restricted from developer use[7] and was finally made official with the release of 'Mac Catalyst' in 2019.[8]
References[edit]
Cocoa Mac Os X Download
- ^'Cocoa (Touch)'. developer.apple.com. Retrieved 2019-11-21.
- ^'microsoft/WinObjC/Frameworks: Objective-C for Windows'. GitHub. Retrieved 17 February 2020.
- ^'WinObjC: Migrating UIKit Controls to XAML'. GitHub.
- ^Heber, Sean. 'BigZaphod/Chameleon: Chameleon is a port of Apple's UIKit for iOS (and some minimal related frameworks) to Mac OS X.'GitHub.
- ^'ZeeZide/UXKit: Write code that works on both, UIKit and AppKit'. GitHub. ZeeZide. 19 December 2019. Retrieved 17 February 2020.
- ^Hall, Zac (5 February 2015). 'UIKit-like framework called UXKit used in Photos for Mac'. 9to5Mac.
- ^Demasi, Adam (7 June 2018). 'A quick look at UIKit on macOS'.
- ^'Mac Catalyst'. Apple Developer Documentation. Retrieved 17 February 2020.