Tuesday, September 23, 2014

iOS8:Framework:OpenGL ES Framework:Tasks

iOS8 Framework
EAGL Context
  • Creating Contexts
  • Setting the Current Context
  • Attaching Storage to a Renderbuffer
  • Displaying a Renderbuffer
  • Getting Context Information
  • Enabling OpenGL ES Multithreading

EAGL Sharegroup

EAGL Drawable
  • Drawable Properties

iOS8:Framework:Pass Kit Framework:Tasks

iOS8 Framework
Object

Pass (Object)
  • Working with Passes
  • Identifying a Pass
  • Displaying a Pass
Payment Pass (Object)
  • Determining Activation State
  • Working with Accounts
Pass Library
  • Accessing Passes
  • Working with Passes
  • Activating Payment Passes
Payment
  • Working with Payment Information
  • Working with Addresses
Payment Request
  • Working with Payments
  • Working with Billing and Shipping Addresses
  • Adding Application Data
Payment Summary Item
  • New Methods
Shipping Method (Payment Summary Item)
  • Working with Shipping Methods
Payment Token
  • Working with Payment Tokens
Add Passes View Controller (Responder)
  • Working with Add-Passes View Controllers
Payment Authorization Controller (Responder)
  • Determining Whether the User Can Make Payments
  • Working with Payments
Add Passes View Controller Delegate (Protocol)
  • Working with Add-Passes View Controllers
Payment Authorization View Controller Delegate (Protocol)
  • Determining Whether the User Can Make Payments
  • Working with Payments

iOS8:Framework:Safari Services Framework:Tasks

iOS8 Framework
Reading List
  • Provides an interface for adding to a user's Reading List

iOS8:Framework:Quick Look Framework:Tasks

iOS8 Framework
Preview Controller (Responder)
  • Configuring a Quick Look Preview Controller
  • Managing Item Previews
Preview Controller Data Source (Protocol)
  • Providing Data to a Quick Look Preview Controller
Preview Controller Delegate (Protocol)
  • Responding to Preview Requests
  • Responding to User Actions
Preview Item (Protocol)
  • Providing an Item URL
  • Providing an Item Title

iOS8:Framework:Security Framework:Functions

iOS8 Framework
Certificate, Key, and Trust Services
  • Getting Type Identifiers
  • Managing Certificates
  • Managing Identities
  • Cryptography and Digital Signatures
  • Managing Policies
  • Managing Trust
Keychain Services
  • Using Keychain Item Search Dictionaries
Randomization Services
  • Obtaining a Random Number
Secure Transport
  • Configuring an SSL Session
  • Managing an SSL Session
  • Managing Ciphers
  • Managing Certificates
  • Managing the Peer Domain Name
  • iOS-Specific SSL Context Functions

iOS8:Framework:Social Framework:Tasks

iOS8 Framework
Compose Sheet Configuration Item
  • Responding to User Interaction
  • Specifying Configuration Information
  • Getting a Configuration Item
Request
  • Initializing Requests
  • Accessing Properties
  • Sending Requests
Compose Service View Controller (Responder)
  • Presenting the Compose View
  • Posting or Canceling a Post
  • Validating Content
  • Previewing Attachments
  • Enabling Additional Configuration
  • Enabling Text Autocompletion
  • Accessing Content in the Compose View
Compose View Controller (Responder)
  • Creating a Social Compose View Controller
  • Checking the Social Service Type
  • Composing Posts
  • Handling Results

iOS8:Framework:Store Kit Framework:Tasks

iOS8 Framework
Download
  • Obtaining Information about the Downloadable Content
  • Obtaining Information about the State of a Download
  • Accessing a Completed Download
Payment
  • Creating Instances
  • Getting Attributes
Mutable Payment
  • Getting and Setting Attributes
Payment Queue
  • Determining Whether the User Can Make Payments
  • Getting the Queue
  • Adding and Removing the Observer
  • Managing Transactions
  • Restoring Purchases
  • Downloading Content
Payment Transaction
  • Getting Information About the Transaction
  • Getting Information about the Transaction’s Downloadable Content
  • Restored Transactions
Product
  • Getting Product Attributes
  • Getting Downloadable Content Information
Products Response
  • Response Information
Request
  • Controlling the Request
  • Accessing the Delegate
Products Request
  • Initializing a Products Request
  • Setting the Delegate
Receipt Refresh Request
  • Working with Receipt Refresh Requests
Store Product View Controller (Responder)
  • Setting a Delegate
  • Loading a New Product Screen
Payment Transaction Observer (Protocol)
  • Handling Transactions
  • Handling Restored Transactions
  • Handling Download Actions
Products Request Delegate (Protocol)
  • Receiving the Response
Request Delegate (Protocol)
  • Completing Requests
  • Handling Errors
Store Product View Controller Delegate (Protocol)
  • Responding to a Dismiss Action

iOS8:Framework:System Configuration Framework:Functions

iOS8 Framework
Network Reachability
  • Creating a Reachability Reference
  • Determining Reachability Status
  • Preparing to Determine Reachability
System Configuration

iOS8:Framework:Core Graphics Framework:Functions

iOS8 Framework
Bitmap Context
  • Creating Bitmap Contexts
  • Getting Information About Bitmap Contexts
Color
  • Retaining and Releasing Color Objects
  • Creating Quartz Colors
  • Getting Information about Quartz Colors
Color Space
  • Creating Device-Independent Color Spaces
  • Creating Generic or Device-Dependent Color Spaces
  • Creating Special Color Spaces
  • Getting Information About Color Spaces
  • Retaining and Releasing Color Spaces
Context
  • Managing Graphics Contexts
  • Saving and Restoring the Current Graphics State
  • Getting and Setting Graphics State Parameters
  • Constructing Paths
  • Painting Paths
  • Getting Information About Paths
  • Modifying Clipping Paths
  • Setting Color, Color Space, and Shadow Values
  • Transforming User Space
  • Using Transparency Layers
  • Drawing an Image to a Graphics Context
  • Drawing PDF Content to a Graphics Context
  • Drawing With a Gradient
  • Drawing With a Shading
  • Setting Up a Page-Based Graphics Context
  • Drawing Glyphs
  • Drawing Text
  • Converting Between Device Space and User Space
Data Consumer
  • Creating Data Consumers
  • Getting the CFType ID
  • Retaining and Releasing Data Consumers
Data Provider
  • CGDataProvider Miscellaneous Functions
Font
  • Retaining and Releasing a CGFont Object
  • Creating a CGFont Object
  • Working With PostScript Fonts
  • Working With Font Tables
  • Getting Font Information
Function
  • Creating a CGFunction Object
  • Retaining and Releasing CGFunction Objects
  • Getting the CFType ID
Gradient
  • Creating a CGGradient Object
  • Retaining and Releasing a CGGradient Object
  • Getting the Type ID for a CGGradient Object
Image
  • Creating Bitmap Images
  • Creating an Image Mask
  • Retaining and Releasing Images
  • Getting the CFType ID
  • Getting Information About an Image
Layer
  • Creating Layer Objects
  • Drawing Layer Content
  • Retaining and Releasing Layers
  • Getting the CFType ID for a Layer
  • Getting Layer Information
Path
  • Creating and Managing Paths
  • Modifying Quartz Paths
  • Getting Information about Quartz Paths
Pattern
  • Creating a Pattern
  • Getting the CFType ID
  • Retaining and Releasing a Pattern
PDF Array
  • Getting Data from a PDF Array
PDF Content Stream
  • Creating a PDF Content Stream Object
  • Getting Data from a PDF Content Stream Object
  • Retaining and Releasing a PDF Content Stream Object
PDF Context
  • Creating a Context
  • Beginning and Ending Pages
  • Working with Destinations
  • Working with Metadata
  • Closing a PDF Context
PDF Dictionary
  • Applying a Function to All Entries
  • Getting Data from a Dictionary
PDF Document
  • Creating PDF Document Objects
  • Retaining and Releasing PDF Documents
  • Getting the CFType ID for a PDF Document Object
  • Getting Information About Quartz PDF Documents
  • Managing Encryption
PDF Object
  • Getting Object Types and Values
PDF Operator Table
  • Creating a PDF Operator Table
  • Setting Callback Functions
  • Retaining and Releasing a PDF Operator Table
PDF Page
  • Retaining and Releasing a PDF Page
  • Getting the CFType ID
  • Getting Page Information
PDF Scanner
  • Creating a PDF Scanner Object
  • Retaining and Releasing PDF Scanner Objects
  • Parsing Content
  • Getting PDF Objects from the Scanner Stack
PDF Stream
  • Getting Data from a PDF Stream
PDF String
  • Converting PDF Strings
  • Getting PDF String Data
Shading
  • Creating Shading Objects
  • Retaining and Releasing Shading Objects
  • Getting the CFType ID
Affine Transform
  • Creating an Affine Transformation Matrix
  • Modifying Affine Transformations
  • Applying Affine Transformations
  • Evaluating Affine Transforms
Geometry
  • Creating a Dictionary Representation from a Geometric Primitive
  • Creating a Geometric Primitive from a Dictionary Representation
  • Creating a Geometric Primitive from Values
  • Modifying Rectangles
  • Comparing Values
  • Checking for Membership
  • Getting Min, Mid, and Max Values
  • Getting Height and Width
  • Checking Rectangle Characteristics

iOS8:Framework:Core Audio Framework:Functions

iOS8 Frameworks

Data Types
  • Testing for Native Endian Linear PCM Data
  • Getting the Number of Channels From a Layout Tag
  • Helper Functions for Filling out Core Audio Data Structures

iOS8:Framework:Sprite Kit Framework:Tasks

iOS8 Framework

Action
  • Creating Actions That Move Nodes
  • Creating Actions That Rotate Nodes
  • Creating Actions That Change a Node’s Animation Speed
  • Creating Actions That Change a Node’s Scale
  • Creating Actions to Show or Hide a Node
  • Creating Actions That Change a Node’s Transparency
  • Creating Actions That Change a Sprite Node’s Content
  • Creating Actions to Alter the Properties of Field Nodes
  • Playing Sounds
  • Removing Nodes from the Scene
  • Creating Actions That Perform Actions on a Node’s Child
  • Creating Actions That Combine or Repeat Other Actions
  • Creating an Action to Introduce a Delay into a Sequence
  • Creating Actions to Perform Inverse Kinematic Calculations
  • Creating Custom Actions
  • Reversing an Action
  • Inspecting an Action’s Animation Properties
Constraint
  • Creating Position Constraints
  • Creating Orientation Constraints
  • Creating Distance Constraints
  • Determining the Coordinate System That a Constraint Is Applied In
  • Enabling a Constraint
Keyframe Sequence
  • Creating New Sequences
  • Changing the Sequence
  • Retrieving Interesting Info About the Sequence
  • Changing How the Sequence Is Interpolated
  • Sampling the Sequence
Physics Body
  • Creating Volume-Based Physics Bodies
  • Creating Edge-Based Physics Bodies
  • Defining How Forces Affect a Physics Body
  • Defining a Body’s Physical Properties
  • Working with Collisions and Contacts
  • Applying Forces and Impulses to a Physics Body
  • Inspecting the Physics Body’s Position and Velocity
  • Reading the Physics Body’s Node
  • Determining Which Joints Are Connected to a Physics Body
  • Interacting with Physics Fields
  • Pinning a Physics Body to the Node’s Parent
Physics Contact
  • Inspecting the Contact Properties
Physics Joint
  • Inspecting Joint Properties
  • Measuring Force Effects Against the Anchor Point
Physics Joint Fixed
  • Creating a Fixed Joint
Physics Joint Limit
  • Creating a Limit Joint
  • Determining the Maximum Length of the Joint
Physics Joint Pin
  • Creating a Pin Joint
  • Determining the Characteristics of the Pin Joint
Physics Joint Sliding
  • Creating a Sliding Joint
  • Configuring the Limits of the Sliding Joint
Physics Joint Spring
  • Creating a New Spring Joint
  • Configuring the Spring Properties
Physics World
  • Configuring the Physics World Simulation
  • Joining Physics Bodies Together
  • Detecting Collisions in the Physics World
  • Searching for Bodies in the World
  • Working with Physics Fields
Range
  • Creating a Range Object
  • Inspecting a Range Object’s Limits
Reach Constraints
  • Working with Reach Constraints
Region
  • Creating and Initializing Region Objects
  • Interacting with a Region
Shader
  • Creating and Initializing New Shader Objects
  • Using Uniform Data in a Shader
  • Working with Shader Source Code
Texture
  • Creating New Textures from Images
  • Creating Textures from Raw Pixel Data
  • Creating Normal Map Textures
  • Creating Noise Textures
  • Inspecting a Texture’s Properties
  • Preloading the Texture Data
Mutable Texture
  • Creating an Empty Mutable Texture
  • Modifying a Mutable Texture’s Contents
Texture Atlas
  • Creating a Texture Atlas
  • Creating a Texture from a Texture Atlas
  • Preloading Texture Atlas Data
  • Inspecting the Texture Atlas
Transition
  • Creating Transition Objects
  • Configuring Whether Scenes Are Paused During the Transition
Uniform
  • Creating and Initializing Uniform Objects
  • Reading Information About a Uniform
  • Reading and Writing a Uniform’s Value
Node (Responder)
  • Creating a New Node
  • Inspecting the Node’s Position
  • Setting a Node’s Scaling and Rotation
  • Inspecting a Node’s Visibility
  • Determining Whether a Node Supports User Interaction
  • Working with Node Trees
  • Naming Nodes
  • Running Actions
  • Adding Physics to a Node
  • Converting to and from the Node’s Coordinate System
  • Determining If a Point Lies in a Node
  • Performing Node Intersections
  • Storing Custom Node Data
  • Constraining a Node’s Behavior Relative to Other Nodes
3D Node (Responder)
  • Creating a 3D Node
  • Configuring the 3D Node
  • Animating the 3D Node’s Content in Scene Kit
  • Projecting and Hit Testing
Crop Node (Responder)
  • Setting the Mask Filter
Effect Node (Responder)
  • Enabling Filter Effects
  • Configuring the Filter
  • Blending the Results to the Framebuffer
  • Applying a Custom Shader
  • Caching the Filter Results
Scene (Effect Node Responder)
  • Initializing a Scene
  • Determining What Portion of the Scene Is Visible in the View
  • Setting the Background Color of a Scene
  • Converting Between View and Scene Coordinates
  • Presenting a Scene
  • Executing the Animation Loop
  • Working with Physics in the Scene
Emitter Node (Responder)
  • Determining When Particles Are Created
  • Defining Which Node Emits Particles
  • Determining a Particle Lifetime
  • Determining a Particle’s Initial Position
  • Determining a Particle’s Velocity and Acceleration
  • Determining a Particle’s Rotation
  • Determining a Particle’s Scale Factor
  • Setting a Particle’s Texture and Size
  • Configuring Particle Color
  • Determining How the Particle Texture Is Blended with the Particle Color
  • Blending Particles with the Framebuffer
  • Adding an Action to Particles
  • Applying Physics Fields to the Particles
  • Using a Custom Shader to Render the Particles
Field Node (Responder)
  • Creating Field Nodes
  • Determining Which Physics Bodies Are Affected by the Field
  • Configuring the Strength of the Field
  • Configuring Other Field Properties
Label Node (Responder)
  • Creating a New Label Node
  • Configuring the Label Message
  • Configuring the Label Font
  • Configuring the Label’s Position
  • Performing Color Blending
  • Blending the Label into the Framebuffer
Light Node (Responder)
  • Determining Whether a Light Node Is Active
  • Configuring the Lighting Properties
Shape Node (Responder)
  • Creating a Shape Path
  • Inspecting the Shape Node’s Path
  • Setting the Fill Properties
  • Setting the Stroke Properties
  • Blending the Shape with the Framebuffer
  • Reading the Shape Node’s Properties
Sprite Node (Responder)
  • Initializing a New Sprite
  • Inspecting Physical Properties
  • Inspecting the Sprite’s Texture
  • Inspecting Color Properties
  • Blending the Sprite with the Framebuffer
  • Adding Lighting to a Sprite
  • Adding a Custom Shader
Video Node (Responder)
  • Creating a Video Node
  • Setting the Video Node’s Visual Properties
  • Controlling Video Playback
View
  • Presenting Scenes
  • Configuring How a Scene Is Rendered
  • Pausing the Scene’s Simulation
  • Displaying Debugging Information
  • Converting Between View and Scene Coordinates
  • Obtaining Textures from Scene Content
Physics Contact Delegate (Protocol)
  • Responding to Contact Events
Scene Delegate (Protocol)
  • Handling Animation Events

iOS8:Framework:Twitter Framework:Tasks

iOS8 Framework

Request
  • Initializing Requests
  • Accessing Properties
  • Sending Requests
Tweet Compose View Controller
  • Checking Status
  • Composing Tweets
  • Handling Results

iOS8:Framework:Quartz Core Framework:Tasks

iOS8 Framework

Animation
  • Archiving properties
  • Providing default values for properties
  • Creating an animation
  • Animation attributes
  • Getting and setting the delegate
  • Animation Progress
  • Controlling SceneKit Animation Timing
  • Fading Between SceneKit Animations
  • Attaching SceneKit Animation Events
Animation Group
  • Grouped animations
Property Animation
  • Animated Key Path
  • Property Value Calculation Behavior
  • Creating an Animation
Basic (Property) Animation
  • Interpolation values
Keyframe (Property) Animation
  • Providing keyframe values
  • Keyframe timing
  • Rotation Mode Attribute
  • Cubic Mode Attributes
Transition (Animation)
  • Transition start and end point
  • Transition Properties
  • Custom transition filter
Display Link
  • Creating Instances
  • Scheduling the Display Link to Send Notifications
  • Configuring the Display Link
Emitter Behavior

Emitter Cell
  • Creating and Initializing an Emitter Cell
  • Providing Emitter Cell Content
  • Setting Emitter Cell Visual Attributes
  • Emitter Cell Motion Attributes
  • Emission Cell Temporal Attributes
  • Key-Value Coding Extensions
Layer
  • Creating a Layer
  • Accessing Related Layer Objects
  • Accessing the Delegate
  • Providing the Layer’s Content
  • Modifying the Layer’s Appearance
  • Accessing the Layer’s Filters
  • Configuring the Layer’s Rendering Behavior
  • Modifying the Layer Geometry
  • Managing the Layer’s Transform
  • Managing the Layer Hierarchy
  • Updating Layer Display
  • Layer Animations
  • Managing Layer Resizing and Layout
  • Getting the Layer’s Actions
  • Mapping Between Coordinate and Time Spaces
  • Hit Testing
  • Scrolling
  • Identifying the Layer
  • Key-Value Coding Extensions
EAGL Layer
  • Accessing the Layer Properties
Emitter Layer
  • Specifying Particle Emitter Cells
  • Emitter Geometry
  • Emitter Cell Attribute Multipliers
Gradient Layer
  • Gradient Style Properties
Metal layer
  • Configuring a Metal Layer
  • Rendering to a Metal Layer

Replicator Layer
  • Setting Instance Display Properties
  • Modifying Instance Layer Geometry
  • Accessing Instance Color Values
Scroll Layer
  • Scrolling constraints
  • Scrolling the layer
Shape Layer
  • Specifying the Shape Path
  • Accessing Shape Style Properties
Text layer
  • Getting and Setting the Text
  • Text Visual Properties
  • Text Alignment and Truncation
Tiled Layer
  • Visual Fade
  • Levels of detail
  • Layer tile size
Transform Layer
  • Hit Testing
Media Timing Function
  • Creating Timing Functions
  • Accessing the Control Points
Transaction
  • Creating and Committing Transactions
  • Overriding Animation Duration and Timing
  • Temporarily Disabling Property Animations
  • Getting and Setting Completion Block Objects
  • Managing Concurrency
  • Getting and Setting Transaction Properties
Value Function
  • Getting Value Function Properties
  • Creating and Initializing Value Functions
Action (Protocol)
  • Responding to an action
Media Timing (Protocol)
  • Animation Start Time
  • Repeating Animations
  • Duration and Speed
  • Playback Modes
Metal Drawable (Protocol)
  • Using a Drawable Object as a Render Target
  • Finding a Drawable’s Layer

Monday, September 22, 2014

U2: Beautiful Day



Paul David Hewson (Bono)