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Inside Macintosh: QuickDraw GX Objects /


Chapter 1 - Introduction to QuickDraw GX

This chapter introduces the QuickDraw GX object-based approach to graphics programming. Any QuickDraw GX programming you do requires a basic understanding of objects and how to manipulate them. Read this chapter before reading any other chapter in this book, and before reading subsequent books in the QuickDraw GX suite, such as Inside Macintosh: QuickDraw GX Graphics, Inside Macintosh: QuickDraw GX Typography, and Inside Macintosh: QuickDraw GX Printing.

You can also start learning about QuickDraw GX by reading the book QuickDraw GX Programmer's Overview, either before or in conjunction with reading this chapter and the rest of the QuickDraw GX suite. QuickDraw GX Programmer's Overview introduces you to QuickDraw GX concepts through designing and building code samples.

This chapter starts by outlining the features and advantages of QuickDraw GX. It then describes

The chapter concludes with a table and diagram summarizing QuickDraw GX objects and their properties.


Chapter Contents
What Is QuickDraw GX?
Color Graphics
Typography
Printing
What QuickDraw GX Is Not
QuickDraw GX Objects
How QuickDraw GX Defines Objects
Advantages of an Object-Based Structure
Kinds of QuickDraw GX Objects
Shape Objects
Graphic Shapes
Typographic Shapes
Supporting Objects
Style Object
Ink Object
Transform Object
Color Set Object and Color Profile Object
View Port Object, View Device Object, and View Group Object
Tag Object
Font Object
Graphics Client Object
Printing Objects
Job Object, Format Object, and Paper-Type Object
Collection Objects
Printer Object
Print-File Object
Object Properties
References
Attributes
Owner Count
Tag List
Default Objects and Default Properties
Adding Custom Behavior With Tag Objects
Objects and Memory
Application Memory and QuickDraw GX Memory
Sharing and Multiple Object References
Owner Count
Cloning
Automatic Loading and Unloading of Objects
Direct Access to Object Structure: Locking and Unlocking
External Storage of Objects: Flattening and Unflattening
Drawing and Hit-Testing Shapes
Drawing
Mapping and Clipping
View-Related Objects
The Drawing Sequence: Coordinate Conversion
QuickDraw GX Coordinates
Geometry Space
Geometry Space to Local Space
Local Space to Global Space
Global Space to Device Space
Hit-Testing
Printing With QuickDraw GX
Core Printing Features
Custom Dialog Boxes and Page Formats
Advanced Printing Features
The QuickDraw GX Programming Environment
Setting Up QuickDraw GX Memory
Handling Errors
Debugging
Debugging and Non-Debugging Versions
Debugging With GraphicsBug
Programming Conventions and Consistencies
Object Behavior
Functions and Function Results
Function Parameters
Code Naming Conventions
Relationship to the Macintosh Toolbox
Summary Table and Diagram of QuickDraw GX Objects

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© Apple Computer, Inc.
7 JUL 1996