This document is the starting point for learning how to create Mac apps. It contains fundamental information about the OS X environment and how your apps interact with that environment. It also contains important information about the architecture of Mac apps and tips for designing key parts of your app.
At a Glance
Cocoa is the application environment that unlocks the full power of OS X. Cocoa provides APIs, libraries, and runtimes that help you create fast, exciting apps that automatically inherit the beautiful look and feel of OS X, as well as standard behaviors users expect.
Nov 09, 2011 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. “Cocoa® Programming for Mac® OS X is considered by most to be the de-facto intro-to-OS X programming text.” ―Bob Rudis, the Apple Blog. Swift Development with Cocoa: Developing for the Mac and iOS App Stores. Cocoa Programming for OS X: The Big Nerd Ranch Guide. Learning Cocoa with Objective-C. Ry’s Cocoa Tutorial. Cocoa (Developer Reference) Cocoa Design Patterns. Other OS X and iOS Development Resources. You cannot use Cocoa or Cocoa Touch in a vacuum.
Cocoa Helps You Create Great Apps for OS X
You write apps for OS X using Cocoa, which provides a significant amount of infrastructure for your program. Fundamental design patterns are used throughout Cocoa to enable your app to interface seamlessly with subsystem frameworks, and core application objects provide key behaviors to support simplicity and extensibility in app architecture. Key parts of the Cocoa environment are designed particularly to support ease of use, one of the most important aspects of successful Mac apps. Many apps should adopt iCloud to provide a more coherent user experience by eliminating the need to synchronize data explicitly between devices.
Relevant Chapters:The Mac Application Environment, The Core App Design, and Integrating iCloud Support Into Your App
Common Behaviors Make Apps Complete
During the design phase of creating your app, you need to think about how to implement certain features that users expect in well-formed Mac apps. Integrating these features into your app architecture can have an impact on the user experience: accessibility, preferences, Spotlight, services, resolution independence, fast user switching, and the Dock. Enabling your app to assume full-screen mode, taking over the entire screen, provides users with a more immersive, cinematic experience and enables them to concentrate fully on their content without distractions.
Relevant Chapters:Supporting Common App Behaviors and Implementing the Full-Screen Experience
Get It Right: Meet System and App Store Requirements
Configuring your app properly is an important part of the development process. Mac apps use a structured directory called a bundle to manage their code and resource files. And although most of the files are custom and exist to support your app, some are required by the system or the App Store and must be configured properly. The application bundle also contains the resources you need to provide to internationalize your app to support multiple languages.
Finish Your App with Performance Tuning
As you develop your app and your project code stabilizes, you can begin performance tuning. Of course, you want your app to launch and respond to the user’s commands as quickly as possible. A responsive app fits easily into the user’s workflow and gives an impression of being well crafted. You can improve the performance of your app by speeding up launch time and decreasing your app’s code footprint.
Relevant Chapter:Tuning for Performance and Responsiveness
How to Use This Document
This guide introduces you to the most important technologies that go into writing an app. In this guide you will see the whole landscape of what's needed to write one. That is, this guide shows you all the 'pieces' you need and how they fit together. There are important aspects of app design that this guide does not cover, such as user interface design. However, this guide includes many links to other documents that provide details about the technologies it introduces, as well as links to tutorials that provide a hands-on approach.
In addition, this guide emphasizes certain technologies introduced in OS X v10.7, which provide essential capabilities that set your app apart from older ones and give it remarkable ease of use, bringing some of the best features from iOS to OS X.
See Also
The following documents provide additional information about designing Mac apps, as well as more details about topics covered in this document:
- To work through a tutorial showing you how to create a Cocoa app, see Start Developing Mac Apps Today.
- For information about user interface design enabling you to create effective apps using OS X, see OS X Human Interface Guidelines.
- To understand how to create an explicit app ID, create provisioning profiles, and enable the correct entitlements for your application, so you can sell your application through the Mac App Store or use iCloud storage, see App Distribution Guide.
- For a general survey of OS X technologies, see Mac Technology Overview.
- To understand how to implement a document-based app, see Document-Based App Programming Guide for Mac.
Copyright © 2015 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2015-03-09
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- Copyright 2010
- Dimensions: 7' x 9'
- Pages: 936
- Edition: 1st
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- 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 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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