Mac OSX Developer's Guide

Feiler, Jesse

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Table of contents
  • Contentsv
  • Prefacexxi
  • Diaryxxiii
  • Other Documentation and Developer Resourcesxxiii
  • Acknowledgmentsxxiv
  • Part l: Introducing Mac OS X1
  • Chapter 1. Introduction3
  • Who Is a Programmer?5
  • The Search for Better Ways to Write Software6
  • The Evolution of Software12
  • Summary19
  • Chapter 2. Architecture Overview21
  • The Story So Far22
  • Modern Operating Systems24
  • Mach34
  • The Evolution of Mac OS X37
  • Summary48
  • Chapter 3. Frameworks and Object-Oriented Programming49
  • Object-Oriented Programming50
  • Object-Oriented Design Issues56
  • Run-Time Issues62
  • Frameworks64
  • Summary64
  • Chapter 4. The Languages of Mac OS X: Java65
  • The Look of Java66
  • Everything Is an Object68
  • Inheritance and Organization in Java72
  • The Java Bridge74
  • Summary77
  • Chapter 5. The Languages of Mac OS X: Objective-C79
  • Object-Oriented Programming Languages: Two Directions80
  • Dynamism82
  • Class and Instance Objects86
  • Protocols88
  • Categories88
  • Keeping It Running89
  • Syntax91
  • Objective-C++92
  • Summary92
  • Chapter 6. The Languages of Mac OS X: C++95
  • The C++ Objective96
  • Consequences of Compile-Time Typing98
  • Multiple Inheritance101
  • Cocoa and C++105
  • Using Objective-C and C++ Together107
  • Summary108
  • Chapter 7. The Frameworks of Mac OS X: Cocoa109
  • Programming Design Terminology110
  • AppKit116
  • Foundation123
  • Summary140
  • Chapter 8. The Frameworks of Mac OS X: Carbon141
  • Where Carbon Fits In142
  • Carbon Frameworks147
  • Carbon Events154
  • Summary173
  • Chapter 9. The Frameworks of Mac OS X: Core Foundation and Apple Class Suites175
  • Core Foundation176
  • Apple Class Suites181
  • MacApp183
  • Summary188
  • Part II: Designing for Mac OS X191
  • Chapter 10. Planning Your Project193
  • Set Your Objectives194
  • Know Your User197
  • Building on the Past199
  • Choose Your Resources199
  • Use Mac OS X Features201
  • Summary205
  • Chapter 11. The Tools of Mac OS X: Project Builder207
  • Getting Started with Project Builder209
  • Using Project Builder211
  • Building Projects231
  • Building from the Command Line238
  • Working with CodeWarrior239
  • Summary242
  • Chapter 12. The Tools of Mac OS X: Interface Builder245
  • Interface Builder Overview253
  • Using Interface Elements253
  • Designing with Interface Builder269
  • Programming for Interface Builder271
  • Using Interface Builder with Carbon278
  • Summary280
  • Chapter 13. Prototyping and Testing283
  • The Roles of Prototypes284
  • Shaping the Interface287
  • Testing288
  • Summary291
  • Chapter 14. Developing Help and Assistance293
  • Providing Help294
  • Help Viewer301
  • Summary309
  • Chapter 15. Packaging Your Application311
  • Packages, Bundles, and Installation Locations312
  • Creating an Application Bundle with Project Builder314
  • Creating a Disk Image317
  • Creating an Installer Package321
  • Testing Installations323
  • Summary324
  • Chapter 16. Managing Your Code325
  • How Source Code Management Works326
  • Setting Up CVS327
  • Using Source Code Management in Project Builder331
  • Checking Files In (Commit)335
  • CVS Preferences338
  • Logging In to a Remote CVS Server339
  • Summary339
  • Part III: Writing for Mac OS X341
  • Chapter 17. Applications343
  • A Walk-Through of Diary344
  • A Walk-Through of the Diary Classes352
  • Using NSApplication355
  • Applications in Carbon and Classic360
  • Summary365
  • Chapter 18. Building Blocks and Types367
  • Creating a Data Strategy368
  • Basic Types and Objects375
  • Collections376
  • Property Lists384
  • Preferences and Defaults386
  • Creating Objects390
  • Summary393
  • Chapter 19. Making It Happen: Events, Responders, Delegates, and Notification395
  • Events396
  • Responders398
  • Delegates403
  • Notification404
  • Using Delegates and Notifications409
  • Summary415
  • Chapter 20. Visualization: Views and Windows417
  • Looking at Views418
  • Using Windows433
  • Working with Images439
  • Implementing Toolbars440
  • Drawers451
  • Summary452
  • Chapter 21. Interface Design and Controls453
  • The Role of Guidelines and Standards454
  • User Actions457
  • User Input461
  • Providing Information to the User467
  • Small Control Variants470
  • Summary471
  • Chapter 22. Living in a Shared Environment473
  • Archiving, Serialization, and Distribution474
  • Copying483
  • Synchronism485
  • Summary492
  • Chapter 23. Documents and Files495
  • Document-Based Architectures496
  • Implementing Documents and Views498
  • Saving and Restoring Data503
  • Undo and Dirty Documents510
  • Summary515
  • Chapter 24. Managing Menus517
  • Menus and Other Interface Elements518
  • Contextual Menus519
  • Dock Menus520
  • Summary523
  • Chapter 25. Printing525
  • Basic Printing526
  • Print Panels530
  • Print Info531
  • PDF and Clipboard Support532
  • Summary536
  • Chapter 26. Action! Games and Multimedia537
  • Human Interface Device (HID) Manager538
  • NSMovie and NSMovieView543
  • Immersive Applications545
  • Summary547
  • Chapter 27. Writing and Using Services549
  • How Services Work550
  • Setting Up a Service553
  • Summary560
  • Chapter 28. Scripting in Mac OS X561
  • AppleScript Overview562
  • Making Your Application Scriptable564
  • Building the Grammar566
  • Implementing the Grammar568
  • Summary571
  • Chapter 29. Writing Reusable Components573
  • Frameworks574
  • Palettes576
  • Summary579
  • Index581
  • About the Author596
Book details
  • Vendor Elsevier S & T
  • SKU 9780122513411
  • ISBN-13 9780080510521
  • Author Feiler, Jesse
  • Category Computers
  • Subject Macintosh

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Mac OS X, Apple's newest operating system for the Macintosh platform, is profoundly different from its earlier versions because of its similarity to the UNIX operating system. For developers writing software for OS X this means adjusting to two new environments to create applications and to access the enhanced features of the new OS, Cocoa and Carbon. Cocoa is an object-oriented API in which all future OS X programs will be written. Carbon is a transitional technology allowing compatibility of applications written for earlier versions of the Mac OS with Mac OS X.

Mac OS X Developer's Guide focuses equally on Cocoa and Carbon, guiding the reader through these technologies and showing how to write applications in both. It is the first book for Mac OS X developers written for those who are already working on applications, as well as new developers just getting started. It starts off describing the new OS and its development tools then focuses on specific programming issues, providing tips on making the transition from classic Mac OS code to Mac OS X.


* A guide for developers already writing applications as well as new developers just getting started
* Focuses equally on both Cocoa and Carbon environments
* Provides tips on transitioning from writing code for classic Mac OS to OS X
* References Apple online materials extensively, to keep developers up to speed on changes