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Develop-21 9503 March 1995.Pdf
develop E D I T O R I A L S T A F F T H I N G S T O K N O W C O N T A C T I N G U S Editor-in-Cheek Caroline Rose develop, The Apple Technical Feedback. Send editorial suggestions Managing Editor Toni Moccia Journal, a quarterly publication of or comments to Caroline Rose at Technical Buckstopper Dave Johnson Apple Computer’s Developer Press AppleLink CROSE, Internet group, is published in March, June, [email protected], or fax Bookmark CD Leader Alex Dosher September, and December. develop (408)974-6395. Send technical Able Assistants Meredith Best, Liz Hujsak articles and code have been reviewed questions about develop to Dave Our Boss Greg Joswiak for robustness by Apple engineers. Johnson at AppleLink JOHNSON.DK, His Boss Dennis Matthews Internet [email protected], CompuServe This issue’s CD. Subscription issues Review Board Pete “Luke” Alexander, Dave 75300,715, or fax (408)974-6395. Or of develop are accompanied by the Radcliffe, Jim Reekes, Bryan K. “Beaker” write to Caroline or Dave at Apple develop Bookmark CD. The Bookmark Ressler, Larry Rosenstein, Andy Shebanow, Computer, Inc., One Infinite Loop, CD contains a subset of the materials Gregg Williams M/S 303-4DP, Cupertino, CA 95014. on the monthly Developer CD Series, Contributing Editors Lorraine Anderson, which is available from APDA. Article submissions. Ask for our Steve Chernicoff, Toni Haskell, Judy Included on the CD are this issue and Author’s Guidelines and a submission Helfand, Cheryl Potter all back issues of develop along with the form at AppleLink DEVELOP, Indexer Marc Savage code that the articles describe. -
129 Practical Drawing for Ios Developers V4 DD F
Practical Drawing for iOS Developers Taking advantage of the Core Graphics API Session 129 Bill Dudney Secret Service Captain or whatever… These are confidential sessions—please refrain from streaming, blogging, or taking pictures 1 What?! I could draw this with Quartz?! 2 3 4 5 6 7 8 9 Agenda 10 11 Gradient Background 12 Gradient Background Clipped 13 Data Grid 14 Clipped Horizontal Grid 15 Clipped Linear Fill 16 Closing Data 17 Volume Data 18 Text Labels 19 Simple Stocks 20 Drawing 21 22 Color Fill @implementation MyView ... - (void)drawRect:(CGRect)rect { ... } ... @end 23 Color Fill @implementation MyView ... - (void)drawRect:(CGRect)rect { [[UIColor redColor] setFill]; UIRectFill(self.bounds); } ... @end 24 Color Fill @implementation MyView ... - (void)drawRect:(CGRect)rect { [[UIColor redColor] setFill]; UIRectFill(self.bounds); } ... @end 25 Gradient Fill - (void)drawRect:(CGRect)rect { CGContextRef ctx = UIGraphicsGetCurrentContext(); CGGradientRef gradient = [self gradient]; CGPoint startPoint = CGPointMake(CGRectGetMidX(self.bounds), 0.0); CGPoint endPoint = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMaxY(self.bounds)); CGContextDrawLinearGradient(ctx, gradient, startPoint, endPoint, 0); } 26 Core Graphics Is a C API Quartz 2D Documentation 27 …just now. —Bill Dudney 28 UIKit to the Rescue Much of Core Graphics is covered by UIKit 29 Gradient Fill Get the context - (void)drawRect:(CGRect)rect { CGContextRef ctx = UIGraphicsGetCurrentContext(); CGGradientRef gradient = [self gradient]; CGPoint startPoint = CGPointMake(CGRectGetMidX(self.bounds), -
Iphone Ios 5 Development Essentials
iPhone iOS 5 Development Essentials i iPhone iOS 5 Development Essentials – First Edition ISBN-13: 978-1466337275 © 2011 Neil Smyth. All Rights Reserved. This book is provided for personal use only. Unauthorized use, reproduction and/or distribution strictly prohibited. All rights reserved. The content of this book is provided for informational purposes only. Neither the publisher nor the author offers any warranties or representation, express or implied, with regard to the accuracy of information contained in this book, nor do they accept any liability for any loss or damage arising from any errors or omissions. This book contains trademarked terms that are used solely for editorial purposes and to the benefit of the respective trademark owner. The terms used within this book are not intended as infringement of any trademarks. Rev 2.3p ii Table of Contents Preface ............................................................................................................................................................... xix 1. About iPhone iOS 5 App Development Essentials .............................................................................................. 1 1.1 Example Source Code ................................................................................................................................... 2 1.2 Feedback ...................................................................................................................................................... 2 2. The Anatomy of an iPhone 4S ........................................................................................................................... -
WWDC15 Graphics and Games
Graphics and Games #WWDC15 Enhancements to SceneKit Session 606 Thomas Goossens Amaury Balliet Sébastien Métrot © 2015 Apple Inc. All rights reserved. Redistribution or public display not permitted without written permission from Apple. GameKit APIs High-Level APIs SceneKit SpriteKit Services Model I/O GameplayKit GameController Low-Level APIs Metal OpenGL SceneKit Since Mountain Lion Since iOS 8 SceneKit Particles Physics Physics Fields SpriteKit Scene Editor Scene Editor Available in Xcode 7 Scene Editor Can open and edit DAE, OBJ, Alembic, STL, and PLY files New native file format (SceneKit archives) Scene Editor SceneKit file format SCNScene archived with NSKeyedArchiver NSKeyedArchiver.archiveRootObject(scnScene, toFile: aFile) SCN Scene Editor Build your game levels Scene Editor Particles Physics Physics Fields Actions Scene Editor Shader Modifiers Ambient Occlusion Demo Scene Editor Amaury Balliet Behind the Scene Thomas Goossens Behind the Scene Concept phase Behind the Scene 3D modeling Behind the Scene Production • Final models • Textures • Lighting • Skinned character Behind the Scene Make it awesome • Particles • 2D overlays • Vegetation • Fog Game Sample Collisions with walls Rendered Mesh Collision Mesh Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Animations Animations Game Sample Animated elements Skinning -
Io4: Training Materials (27/04/2018)
IO4: TRAINING MATERIALS (27/04/2018) _____________________________________________________________________________ SUMMARY Partners responsible for modules (UA, UNITS, UAM, Utopian, UAB) were requested to suggest training materials for their respective modules and indicate if they would need help to develop some training materials. UAB merged all the information and identified issues for discussion. Feed-back from all partners was gathered online, and UAB created the revised version below, which will be used as a guiding document when developing training materials. Adaptations can be made when actually developing the content. Please notice that proposed tasks can be re-used as assessments. Also notice that the order of the tasks can be changed. _____________________________________________________________________________ ADLAB PRO / Audio Description: A Laboratory for the Development of a New Professional Profile Project number: 2016-1-IT02-KA203-024311 | www.adlabproject.eu Contact: Elisa Perego | [email protected] | +39 040 5587620 MODULE 1. RESPONSIBLE: University of Antwerp Introductory video by RTV SLO, assisted by the module responsible. 1. Audiovisual texts (LO1, LO2, LO3) a. Reading list by UA. b. Core video by UA. c. Additional video 1 by UA. 5-minute video clip without AD. They will ask permission to VRT to use one clip from one of their productions without AD and minimal Dutch dialogue (can be subtitled into English). Help from partners will be sought by UA. d. Task 1 by UA. Multiple choice. e. Task 2 by UA. Read a list of references on multimodality in AV texts (Chaume, Zabalbeascoa, others). Then, watch a video clip and analyse the various multimodal interactions. f. Task 3 by UA. -
Using Core Image on Ios and Mac OS X
Using Core Image on iOS and Mac OS X Session 422 David Hayward Advanced Imaging Team These are confidential sessions—please refrain from streaming, blogging, or taking pictures 1 What We Will Discuss Today • Introducing Core Image on iOS 5 ■ Key concepts ■ Basic architecture ■ Classes and API ■ Platform specifics • Using Core Image in iOS ■ Initializing a CIImage ■ Filtering a CIImage ■ Rendering through a CIContext • Image analysis 2 Introducing Core Image in iOS 5 3 Basic Concept Filters perform per pixel operations on an image Sepia Filter Original Result The final result is a new image 4 Basic Concept Filters can be chained together Hue Sepia Contrast Adjust Filter Filter Filter Original Result This allows for complex effects 5 Basic Concept Filters chains are concatenated Hue Sepia Contrast Adjust Filter Filter Filter Original Result This eliminates intermediate buffers 6 Basic Concept Filters chains are optimized Color Color Sepia Matrix Matrix Filter Filter Filter Original Result This further improves performance 7 Basic Concept Filters chains are optimized Color Sepia Matrix Filter Filter Original Result This further improves performance 8 Basic Architecture Applications Core Graphics Core Video ImageIO ... Built-in Filters ... Core Image Runtime GPU Rendering CPU Rendering OpenGL ES 2.0 LibDispatch 9 Core Image Classes • CIFilter ■ A mutable object that represents an effect ■ Has image or numeric input parameters ■ Produces one output image based on current inputs • CIImage ■ An immutable object that represents the recipe for an image ■ Can represent a file from disk or the output of a CIFilter • CIContext ■ A object through which Core Image draw results ■ Can be based on on CPU or GPU 10 CIContext CPU vs. -
Session 216 Cortis Clark Software Engineer
Bringing Your iOS Apps to OS X Session 216 Cortis Clark Software Engineer These are confidential sessions—please refrain from streaming, blogging, or taking pictures At a Glance At a Glance 1. Rethink your design At a Glance 1. Rethink your design 2. Restructure your code At a Glance 1. Rethink your design 2. Restructure your code 3. Get started Rethink Your Design Embrace the Platform Rethink your app for OS X • Displays and windows iOS OS X Embrace the Platform Rethink your app for OS X • Input devices 44 x 44 Much More Precise Embrace the Platform Rethink your app for OS X Embrace the Platform Rethink your app for OS X • Menus and keyboard shortcuts Embrace the Platform Rethink your app for OS X • Menus and keyboard shortcuts • Undo and redo Embrace the Platform Rethink your app for OS X • Menus and keyboard shortcuts • Undo and redo • Drag and drop Embrace the Platform Rethink your app for OS X • Menus and keyboard shortcuts • Undo and redo • Drag and drop • Quick Look Embrace the Platform Rethink your app for OS X • Menus and keyboard shortcuts • Undo and redo • Drag and drop • Quick Look • Spotlight Restructure Your Code Leverage Existing Knowledge Leverage Existing Knowledge • Design patterns Leverage Existing Knowledge • Design patterns • Xcode Leverage Existing Knowledge • Design patterns • Xcode • Languages and frameworks Leverage Existing Knowledge • Design patterns • Xcode • Languages and frameworks • Resources Leverage Existing Knowledge • Design patterns • Xcode • Languages and frameworks • Resources • Localizations Technology -
Mac OS X Technology Overview
Mac OS X Technology Overview 2006-06-28 Finder, Safari, Spotlight, Tiger, and Xserve Apple Inc. are trademarks of Apple Inc. © 2004, 2006 Apple Computer, Inc. Adobe, Acrobat, and PostScript are All rights reserved. trademarks or registered trademarks of Adobe Systems Incorporated in the U.S. No part of this publication may be and/or other countries. reproduced, stored in a retrieval system, or transmitted, in any form or by any means, Intel and Intel Core are registered mechanical, electronic, photocopying, trademarks of Intel Corportation or its recording, or otherwise, without prior subsidiaries in the United States and other written permission of Apple Inc., with the countries. following exceptions: Any person is hereby Java and all Java-based trademarks are authorized to store documentation on a trademarks or registered trademarks of Sun single computer for personal use only and Microsystems, Inc. in the U.S. and other to print copies of documentation for countries. personal use provided that the OpenGL is a registered trademark of Silicon documentation contains Apple’s copyright Graphics, Inc. notice. PowerPC and and the PowerPC logo are The Apple logo is a trademark of Apple Inc. trademarks of International Business Use of the “keyboard” Apple logo Machines Corporation, used under license (Option-Shift-K) for commercial purposes therefrom. without the prior written consent of Apple UNIX is a registered trademark of The Open may constitute trademark infringement and Group unfair competition in violation of federal and state laws. Simultaneously published in the United States and Canada. No licenses, express or implied, are granted with respect to any of the technology Even though Apple has reviewed this document, APPLE MAKES NO WARRANTY OR described in this document. -
Smithsonian Institution DAMS Metadata Guidelines
DAMS Guidelines for Required and Recommended DAMS Metadata in Digital Still Images, Audio, Video, and Digital Art Files by SI DAMS TEAM – Smithsonian Institution, January 2016. Document Information Title DAMS Guidelines for Required and Recommended DAMS Metadata in Digital Still Images, Audio, Video, and Digital Art Files Author SI DAMS Team– Smithsonian Institution Document Type DAMS Metadata Guidelines Publication Date 2016; revised June 2017 I. Introduction This document defines the recommended DAMS guidelines for embedded and DAMS level metadata for digital images, audio and video at the Smithsonian Institution. Please note that this document does not include all of the DAMS metadata fields. This document defines only the required and minimum recommended fields, and is based on the 2010 EMDaWG Basic Guidelines for Descriptive Embedded Metadata, as well as discussions in the SI AVAIL Working Group, and practices of units using the SI DAMS. It represents a consensus of practitioners across various units about how to better manage the data that is populated into our digital image, audio, and video files. Its intention is not to dictate practice, but rather to provide guidance for those working with digital assets across the media types within the SI DAMS. Though we acknowledge that this information continues to evolve, we also recognize the Institution's desire for clarity about how to identify and use digital materials at this point in time. Further, a commonly understood and implemented metadata terminology will assist in the implementation of the goals and objectives of the overall Smithsonian Strategic Plan, as well as museum Unit Digitization Plans. The group recommends that the DAMS metadata management criteria be reviewed every 2 years to stay current with best practices. -
3D Apple Games by Tutorials (Up to Date for Ios 10, Xcode 8 and Swift 3) [Englishonlineclub.Com].Pdf
3D iOS Games by Tutorials 3D Apple Games by Tutorials Chris Language Copyright ©2016 Razeware LLC. Notice of Rights All rights reserved. No part of this book or corresponding materials (such as text, images, or source code) may be reproduced or distributed by any means without prior written permission of the copyright owner. Notice of Liability This book and all corresponding materials (such as source code) are provided on an “as is” basis, without warranty of any kind, express of implied, including but not limited to the warranties of merchantability, fitness for a particular purpose, and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in action of contract, tort or otherwise, arising from, out of or in connection with the software or the use of other dealing in the software. Trademarks All trademarks and registered trademarks appearing in this book are the property of their own respective owners. raywenderlich.com 2 3D iOS Games by Tutorials Dedications "To my wife Corné and my daughter Marizé. Thank you for your patience, support, belief, and most of all, your love. Everything I do, I do for you." — Chris Language raywenderlich.com 3 3D iOS Games by Tutorials About the author Chris Language is a seasoned coder with 20+ years of experience. He has fond memories of his childhood and his Commodore 64; more recently he started adding more good memories of life with all his iOS devices. By day, he fights for survival in the corporate jungle of Johannesburg, South Africa. -
Tb107hosny.Pdf
TUGboat, Volume 34 (2013), No. 2 121 What is new in X TE EX 0.9999? Khaled Hosny One of the strengths of X TE EX is the use of external libraries from the underlying system as well as from third parties to do the heavy lifting of supporting modern font technologies and text layout require- ments, as well as various aspects of Unicode support. Unicode and modern fonts support can be hard to Figure 1: Some kerning bugs with Adobe fonts that get right and requires a great deal of time and effort; were fixed after the switch to HarfBuzz. by using those external libraries we can build upon already existing work in these areas. For OpenType layout we were using the ICU Layout Engine and Sil- ∩≨≳⊊⫌⊕⊗⊜⋚⨽⪬ Graphite for Graphite layout. On Mac OS X we were using Apple's Font Manager API for locating fonts, ATSUI for AAT layout and QuickTime for loading ∩≨≳⊊⫌⊕⊗⊜⋚⨽⪬ images. On other systems we were using FreeType and FontConfig for loading and locating fonts, and Figure 2: Some variants of mathematical symbols in Poppler for PDF images. the XITS Math font (in text mode). But all this is not without a cost; depending on external libraries requires continuous maintenance effort to catch up with changes in these external For example, some kerning improvements are shown dependencies, if we want to remain relevant. So in fig. 1. version 0.9999 of X TE EX saw a long overdue update Another benefit we get from using HarfBuzz is to the underlying libraries. support for Unicode Variation Selectors. -
Optimizing 2D Graphics and Animation Performance
Optimizing 2D Graphics and Animation Performance Session 506 Tim Oriol Mike Funk These are confidential sessions—please refrain from streaming, blogging, or taking pictures Agenda Overview of topics for this session • Supporting Retina Display • Optimizing 2D graphics (Quartz 2D + Core Animation) • Identify and fix common Retina Display pitfalls • Using CGDisplayStream to get real-time display updates Prerequisites What you should know • Core Animation framework • Quartz 2D drawing techniques • Basic knowledge of UIView and NSView What Changes with Retina Displays? Retina Displays Today’s Retina Displays have 4x the pixels of previous displays Points Versus Pixels What’s the point • Points have nothing to do with typographer’s “points” • Points are logical coordinates • Pixels are actual device display coordinates • One point is not always equal to one pixel • The “scale factor” is the number of pixels per point • Use points with Quartz 2D, UIKit, AppKit, and Core Animation Retina Displays Set up your scale factor • Set the contentsScale property of layers that you would like to provide high-resolution content • Text, shapes, Quartz 2D drawing, and any layers that you have provided high-resolution images as content • UIKit/AppKit will set the appropriate contentsScale for layers they create layer.contentsScale = [UIScreen mainScreen].scale; Retina Displays Set up your scale factor • The CGContext provided to you via CALayer’s drawInContext will be set up correctly according to its contentsScale property • Any CGContextBitmap you create