iOS8 Framework |
Friday, September 26, 2014
iOS8:Framework:Web Kit Framework:Tasks
iOS8 Framework |
- Getting List Items
- Getting Sublists
- Inspecting Item Information
- Inspecting Frame Information
Navigation Action
- Inspecting Navigation Information
- Inspecting User Actions
- Inspecting Response Information
- Setting Rendering Preferences
- Setting Java and JavaScript Preferences
Script Message
- Inspecting Message Information
- Adding Message Handlers
- Adding and Removing User Scripts
- Initializing a Script
- Inspecting Script Information
- Configuring the New Web View’s Properties
- Setting Rendering Preferences
- Setting Media Playback Preferences
- Setting Selection Granularity
- Inspecting Window +Position and Dimensions
- Inspecting Visibility Properties
- Initializing a Web View
- Inspecting Web View Information
- Setting Delegates
- Loading Content
- Navigating
- Sending Interface Builder Action Messages
- Executing JavaScript
- Tracking Load Progress
- Deciding Load Policy
- Receiving Messages
- Creating a Web View
- Displaying UI Panels
ラベル:
iOS
iOS8:Framework:Scene Kit Framework:Tasks
iOS8 Framework |
- Creating Actions That Move a Node
- Creating Actions That Rotate a Node
- Creating Actions That Change a Node’s Scale
- Creating Actions That Change a Node’s Opacity
- Creating Actions That Remove Nodes from the Scene
- Creating Actions That Combine or Repeat Other Actions
- Creating Actions That Add Delays to Action Sequences
- Creating Custom Actions
- Reversing an Action
- Adjusting an Action’s Animation Properties
- Creating an Animation Event
- Creating a Camera
- Managing Camera Attributes
- Adjusting Camera Perspective
- Managing the Camera Projection
- Adjusting Depth of Field Effects
- Choosing Nodes to Be Visible to the Camera
- Tuning a Constraint’s Effect on Nodes
- Creating an Inverse Kinematics Constraint
- Adjusting the Constraint’s Limits of Motion
- Applying Inverse Kinematics to the Constrained Node
- Creating a Look-At Constraint
- Modifying a Constraint
- Creating a Transform Constraint
- Creating a Custom Geometry
- Managing Geometry Attributes
- Managing a Geometry’s Materials
- Managing Geometry Data
- Working with Subdivision Surfaces
- Creating a Box
- Adjusting a Box’s Dimensions
- Configuring Box Properties
- Adding Rounded Edges and Corners
- Creating a Capsule
- Adjusting a Capsule’s Dimensions
- Adjusting Geometric Detail
- Creating a Cone
- Adjusting a Cone’s Dimensions
- Adjusting Geometric Detail
- Creating a Cylinder
- Adjusting a Cylinder’s Dimensions
- Adjusting Geometric Detail
- Creating a Floor
- Adding Reflections to a Floor
- Creating a Plane
- Adjusting a Plane’s Dimensions
- Adjusting Geometric Detail
- Adding Rounded Corners
- Creating a Pyramid
- Adjusting a Pyramid’s Dimensions
- Adjusting Geometric Detail
- Creating a Shape
- Modifying a Shape
- Chamfering a Shape
- Creating a Sphere
- Adjusting a Sphere’s Dimensions
- Adjusting Geometric Detail
- Creating a Text Geometry
- Managing the Geometry’s Text Content
- Managing Text Layout
- Managing the Text’s 3D Representation
- Creating a Torus
- Adjusting a Torus’ Dimensions
- Configuring Torus Properties
- Creating a Tube
- Adjusting a Tube’s Dimensions
- Adjusting Geometric Detail
- Creating a Geometry Element
- Inspecting a Geometry Element
- Creating a Geometry Source
- Inspecting a Geometry Source
- Retrieving Information About a Hit-Test Result
- Creating a Level of Detail
- Inspecting a Level of Detail
- Creating a Light
- Modifying a Light’s Appearance
- Managing Light Attributes
- Managing Light Attenuation
- Managing Spotlight Extent
- Managing Shadows Cast by the Light
- Choosing Nodes to be Illuminated by the Light
- Creating a Material
- Configuring a Material’s Visual Properties
- Customizing a Material
- Creating a Material Property
- Working with Material Property Contents
- Configuring Texture Mapping Attributes
- Specifying Morph Targets
- Blending between Morph Targets
- Changing Interpolation Mode
- Creating a Node
- Managing Node Attributes
- Working with Node Animation
- Managing the Node’s Transformation
- Modifying the Node Visibility
- Managing the Node Hierarchy
- Searching the Node Hierarchy
- Customizing Node Rendering
- Adding Physics to a Node
- Working with Particle Systems
- Copying a Node
- Hit-Testing
- Converting Between Node Coordinate Spaces
- Creating a Property Controller
- Managing the Controller’s Animation
- Creating a Particle System
- Managing Particle Emission Timing
- Managing Particle Emission Locations
- Managing Particle Motion
- Specifying Particle Appearance
- Animating Particle Images
- Simulating Physics for Particles
- Spawning Additional Particle Systems
- Managing Particle Rendering
- Controlling Particle Simulation
- Modifying Particles in Response to Particle System Events
- Modifying Particles Over Time
Physics Ball Socket Joint (Behavior)
- Creating a Ball and Socket Joint
- Managing the Characteristics of a Ball and Socket Joint
- Creating a Hinge Joint
- Managing the Characteristics of a Hinge Joint
- Creating a Slider Joint
- Managing the Characteristics of a Slider Joint
- Limiting the Motion of a Slider Joint
- Applying Forces and Torques
- Creating a Vehicle
- Working with a Vehicle’s Physical Characteristics
- Driving a Vehicle
- Creating Physics Bodies
- Defining How Forces Affect a Physics Body
- Defining a Body’s Physical Properties
- Working with Collisions
- Applying Forces, Impulses, and Torques
- Managing a Body’s Motion
- Synchronizing a Physics Body with its Node
- Inspecting the Contact Properties
- Creating Physics Fields
- Creating Custom Physics Fields
- Specifying a Field’s Area of Effect
- Specifying a Field’s Behavior
- Choosing Physics Bodies to Be Affected by the Field
- Creating Physics Shapes
- Combining Physics Shapes
- Creating a Wheel
- Managing a Wheel’s Connection to a Vehicle
- Simulating Wheel Size
- Simulating Traction
- Simulating Suspension
- Inspecting the Wheel Node
- Managing the Physics Simulation
- Registering Physics Behaviors
- Detecting Contacts Between Physics Bodies
- Searching for Physics Bodies
- Creating a Program
- Working with Shader Source Code
- Mapping GLSL Symbols to SceneKit Semantics
- Providing a Delegate Object
- Managing Opacity
- Creating a Renderer
- Specifying a Scene
- Rendering a Scene
- Creating or Loading a Scene
- Managing Animated Effects in a Scene
- Accessing Scene Contents
- Managing Scene Attributes
- Adding Fog to a Scene
- Working With Physics in the Scene
- Working with Particle Systems in the Scene
- Creating a Scene Source
- Loading a Complete Scene
- Loading and Inspecting Scene Elements
- Getting Information about the Scene
- Creating a Skinner Object
- Working with a Skinned Geometry
- Working with an Animation Skeleton
- Creating a Technique
- Combining Techniques
- Retrieving a Technique’s Definition
- Handling Parameters for a Technique’s Shader Programs
- 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
- Initializing a SceneKit View
- Specifying a Scene
- Configuring a View
- Playing Action and Animation in a View’s Scene
- Capturing a View Snapshot
- Working with a View’s OpenGL ES Context
- Running Actions
- Inspecting a Node’s Running Actions
- Canceling a Node’s Running Actions
- Managing Animations
- Pausing and Resuming Animations
- Measuring an Object’s Bounding Volume
- Overriding an Object’s Default Bounding Volume
- Customizing the Rendering of a Node
- Responding to Contact Events
- Handling Shader Compilation Errors
- Specifying a Scene
- Managing Scene Display
- Managing Scene Animation Timing
- Preloading Renderer Resources
- Working with Projected Scene Contents
- Participating in the Scene Rendering Process
- Customizing Scene Rendering with OpenGL
- Rendering Sprite Kit Content over a Scene
- Adding Custom Logic to the Rendering Loop
- Rendering Custom Scene Content with OpenGL
- Assigning a Custom Shader Program
- Customizing SceneKit’s Shader Programs
- Handling Parameters in Custom Programs
- Specifying a Technique
- Creating Vectors
- Comparing Vectors
- Converting Vector Data Types
- Creating Matrices
- Performing Mathematical Operations on Matrices
- Comparing Matrices
- Converting Matrix Data Types
ラベル:
iOS
iOS8:Framework:Photos Framework:Tasks
iOS8 Framework |
- Creating an Adjustment
- Identifying the Format of an Adjustment’s Data
- Reading an Adjustment’s Data
- Adding New Assets
- Deleting Assets
- Modifying Assets
- Editing Asset Content
- Adding New Asset Collections
- Deleting Asset Collections
- Modifying Asset Collections
- Getting Change Details
- Adding New Collection Lists
- Deleting Collection Lists
- Modifying Collection Lists
- Getting Information About the Asset
- Working with Previous Edits
- Working with Photo Assets
- Working with Video Assets
- Specifying Edting Request Options
- Fetching Asset Data from iCloud
- Creating an Output Object to Edit an Existing Asset
- Creating an Output Object to Edit a Newly Created Asset
- Providing Edit and Adjustment Data
- Sorting and Filtering Fetch Results
- Subscribing to Changes
- Including Objects in Fetch Results
- Querying a Fetch Result
- Finding Objects in a Fetch Result
- Performing Operations with Objects in a Fetch Result
- Getting the Changed Fetch Result
- Getting Change Information
- Comparing Fetch Results
- Getting the Image Manager
- Requesting Images
- Requesting Video Objects
- Canceling a Request
- Preparing Images
- Setting Cache Policy
- Scheduling an Image Request
- Specifying Image Request Options
- Fetching Image Data from iCloud
- Identifying an Object
- Fetching Assets
- Reading Asset Metadata
- Editing an Asset
- Working with Burst Photo Assets
- Fetching Collections
- Reading Collection Metadata
- Determining Collection Capabilities
- Fetching Asset Collections
- Reading Asset Collection Metadata
- Creating Temporary Asset Collections
- Fetching Collection Lists
- Reading Collection List Metadata
- Creating Temporary Collection Lists
Object Change Details
- Getting the Changed Object
- Getting Change Information
- Verifying Authorization
- Getting the Shared Photo Library Object
- Applying Changes to the Photo Library
- Observing Changes in the Photo Library
- Specifying Video Request Options
- Fetching Video Data from iCloud
- Observing Photo Library Changes
ラベル:
iOS
iOS8:Framework:Notification Center Framework:Tasks
iOS8 Framework |
- Getting a Widget Controller
- Specifying the Presence of Content
- Customizing Margin Insets
- Updating a Widget’s Contents
ラベル:
iOS
iOS8:Framework:Network Extension Framework:Tasks
iOS8 Framework |
VPN Connection
VPN Protocol
VPN Protocol IPSec
VPN Protocol IKEv2
On Demand Rule
ラベル:
iOS
iOS8:Framework:Metal Framework:Tasks
iOS8 Framework |
- Describing the Argument
- Describing a Buffer Argument
- Describing a Texture Argument
- Describing a Threadgroup Memory Argument
- Describing the Array Elements
- Obtaining Details for Complex Array Elements
- Specifying Compiler Option Properties
- Obtaining the Arguments of the Compute Function
- Specifying Depth Operations
- Specifying Stencil Descriptors for Primitives
- Identifying Properties
- Specifying the Texture for the Attachment
- Specifying Rendering Pass Actions
- Specifying the Texture to Resolve Multisample Data
- Specifying Clearing Value
- Specifying Clearing Value
- Specifying the Stencil Clear Value
- Accessing the Description of a Color Attachment
- Creating a Default Render Pass Descriptor
- Specifying the Attachments for a Rendering Pass
- Specifying the Visibility Result Buffer
- Specifying Render Pipeline State
- Controlling the Blend Operation
- Specifying Blend Factors
- Accessing Render Pipeline State for a Color Attachment
- Specifying Rendering Pipeline State
- Specifying Shader Functions and Associated Data
- Enabling Rasterization
- Specifying Multisampling Properties
- Identifying Properties
- Obtaining the Arguments of the Vertex Function
- Obtaining the Arguments of the Fragment Function
- Specifying Sampler Properties
- Identifying Properties
- Specifying Stencil Functions and Operations
- Specifying Stencil Bit Mask Properties
- Describing the Struct Member
- Obtaining Member Details
- Obtaining Struct Members
- Obtaining a Struct Member by Name
- Creating Texture Descriptors
- Specifying Texture Attributes
- Describing the Attribute
- Organizing the Vertex Attribute
- Accessing a Specified Vertex Attribute
- Organizing the Vertex Buffer Layout
- Accessing a Specified Vertex Buffer Layout
- Creating a New Vertex Descriptor
- Setting Default Values
- Accessing the Vertex Buffer Layouts and Vertex Attributes
- Copying Data Between Two Buffers
- Copying Data From a Buffer to a Texture
- Copying Data Between Two Textures
- Copying Data from a Texture to a Buffer
- Performing Image Operations
- Creating a Texture That Shares Buffer Data
- Locating the Buffer’s Storage
- Properties
- Creating Command Encoders
- Scheduling and Executing Commands
- Monitoring Command Buffer Execution
- Determining Whether to Keep Strong References to Associated Resource Objects
- Identifying the Command Buffer
- Creating Command Buffers
- Debugging with Xcode
- Identifying Properties
- Creating Command Buffers
- Debugging with Xcode
- Identifying Properties
- Specifying the Compute Pipeline State
- Specifying Resources for a Compute Function
- Executing a Compute Function
- Querying Threadgroup Attributes
- Identifying Properties
- Identifying Properties
- Identifying Properties
- Creating Metal Shader Libraries
- Creating Command Queues
- Creating Resources
- Creating Command Objects Needed to Render Graphics
- Creating Command Objects Needed to Perform Computational Tasks
- Presenting the Drawable
- Identifying the Function
- Identifying the Device
- Accessing Vertex Attributes
- Accessing a Function Within a Library
- Querying Library Contents
- Identifying Properties
- Creating a Render Command Encoder
- Setting Graphics Rendering State
- Specifying Resources for a Vertex Function
- Specifying Resources for a Fragment Function
- Drawing Geometric Primitives
- Identifying Properties
- Querying Memory Optimization Properties
- Identifying Properties
- Setting or Querying Resource Purgeability
- Identifying Properties
- Copying Data into a Texture Image
- Copying Data from a Texture Image
- Creating Textures by Reusing Image Data
- Querying Texture Attributes
- Obtaining the Preferred Device
- Creating an Image Location or Region
- Creating a Color to Clear an Attachment
ラベル:
iOS
iOS8:Framework:Home Kit Framework:Tasks
iOS8 Framework |
- Managing Accessory Information
- Managing Bridged Accessories
- Getting and Setting the Delegate
- Discovering Accessories
- Getting and Setting the Delegate
Characteristic Write Action
- New Methods
- Managing Action Sets
- Information About a Characteristic
- Receiving Notifications
- Managing Values
- Numeric Value Ranges
- Format and Units
- Description
- New Methods
- Information About the Home
- Managing Accessories
- Managing Rooms
- Managing Zones
- Managing Services
- Managing Actions
- Managing Users
- Getting and Setting the Delegate
- Managing Homes
- Setting and Getting the Delegate
- Managing Rooms
- Managing Services
- Managing Service Groups
- Managing Triggers
- Managing Action Sets
- Managing Timer Triggers
- Managing the User Name
- Managing Zones
- Tracking New Accessories
- Observing Accessories
- Observing Home Configuration
- Observing Service Configuration
- Observing Action and Trigger Configuration
- Observing Accessories
- Monitoring Home Manager State Changes
ラベル:
iOS
iOS8:Framework:Health Kit Framework:Tasks
iOS8 Framework |
- Getting Biological Sex Data
- Getting Blood Type Data
- Accessing HealthKit
- Reading Characteristic Data
- Working with HealthKit Objects
- Working with Workouts
- Querying HealthKit Data
- Managing Background Delivery
- Getting Properties
- MethodGroup
- New Methods
- Creating Category Samples
- Getting Property Data
- Creating Correlations
- Getting Correlation Data
- Creating Quantity Samples
- Getting Property Data
- Creating Workouts
- Getting Property Data
- Creating Subclasses
- Getting Property Data
Sample (Object) Type
Category (Sample Object) Type
Correlation (Sample Object) Type
Quantity (Sample Object) Type
- Accessing Quantity Type Data
Quantity
- Creating Quantities
- Working With Units
- Comparing Quantities
- Getting and Setting Properties
- Creating Object Predicates
- Creating Sample Predicates
- Creating Quantity Sample Predicates
- Creating Category Sample Predicates
- Creating Workout Predicates
- Creating Anchored Object Queries
- Creating Correlation Queries
- Getting Property Data
- Creating Observer Queries
- Initializing Sample Queries
- Getting Property Data
- Creating Source Queries
- Creating Statistics Collection Objects
- Getting and Setting Results Handlers
- Getting Property Data
- Creating Statistics Queries
- Getting the Current Source
- Getting Property Data
- Getting Property Data
- Getting Statistics Data
- New Methods
- Working with Units
- Working with Formatter Units
- Constructing Mass Units
- Constructing Length Units
- Constructing Volume Units
- Constructing Pressure Units
- Constructing Time Units
- Constructing Energy Units
- Constructing Temperature Units
- Constructing Electrical Conductance Units
- Constructing Scalar Units
- Performing Unit Math
- Creating Workout Events
- Getting Property Data
ラベル:
iOS
iOS8:Framework:Core Audio Kit:Tasks
iOS8 Framework |
Inter App Audio Transport View (Responder)
BT MIDI Local Peripheral View Controller (Responder)
BT MIDI Central View Controller (Responder)
ラベル:
iOS
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