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Inside Macintosh: QuickDraw GX Programmer's Overview / Part 1 - Getting Started With QuickDraw GX
Chapter 1 - An Introduction to QuickDraw GX


The Programming Experience

In addition to providing services to your application during runtime, QuickDraw GX provides many services and conveniences to you during application development time. The next few sections discuss how QuickDraw GX supports the programming and debugging processes.

Programming

QuickDraw GX provides many programming conventions and tools that make programming with QuickDraw GX easier. The next few sections discuss
these features.

The next section, "Programming Conventions," describes the programming conventions and naming consistencies used throughout the QuickDraw GX application programming interface.

The section after that, "Programming Utilities," introduces some QuickDraw GX programming tools that provide built-in support for some common program-
ming tasks.

The section "Sample Libraries," on page 35, discusses some of the sample code provided with the QuickDraw GX Software Development Kit.

Programming Conventions

The QuickDraw GX programming environment provides many consistent features and conventions to make software development more convenient and efficient. Some examples are:

This list contains only a few examples; there are many more discussed throughout this book and elsewhere in the QuickDraw GX suite of books, especially in the Inside Macintosh: QuickDraw GX Objects book.

Programming Utilities

In addition to the great number of QuickDraw GX-provided data types and functions you can use to create, manipulate, and render graphics and typo-
graphic shapes, QuickDraw GX also provides sets of support functions. QuickDraw GX uses these functions and data types internally and you can
use them, too. Some examples are:

Sample Libraries

The QuickDraw GX Software Development Kit includes a vast library of sample code. Some of this sample code is in the form of sample applications that show you how to solve specific graphics programming problems. Some of this sample code comprises the QuickDraw GX graphics libraries. These libraries include functions that you might find helpful when writing your application. Since the code is provided, you can examine it and alter it to fit your applica-
tions needs. Some examples of graphics libraries are:

This list contains only a few examples; there are many more graphics libraries that provide useful functions as well as illustrative programming examples.

Debugging

Along with the features designed to help you program with QuickDraw GX are many services designed to help you during the debugging phase of develop-
ment. Figure 1-11 shows an overview of the elements that make up the QuickDraw GX debugging environment.

Figure 1-11 Elements of the QuickDraw GX debugging environment

Debugging Version

The debugging version of the QuickDraw GX system extension provides many services to help you debug your graphics code. Some examples are:

GraphicsBug

Both the debugging and non-debugging versions of QuickDraw GX support the GraphicsBug utility, the symbolic debugger for QuickDraw GX applica-
tions. GraphicsBug is similar to MacsBug and the two debuggers work together to provide a complete debugging environment for QuickDraw GX. You can also use the debugger of your choice in place of MacsBug.

You use the GraphicsBug debugger to examine the contents of QuickDraw GX shape objects and their supporting objects.

Chapter 2, "A Quick & Easy Sample Program," gives an examples of program-
ming with QuickDraw GX and shows how you can use the GraphicsBug debugger to examine the internal structures of QuickDraw GX objects.


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© Apple Computer, Inc.
6 JUL 1996