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your app. Use this chapter as a starting point for possible technologies to explore. For a full overview of the |
technologies available in iOS, see iOS Technology Overview . |
User Interface |
iOS has many frameworks and technologies for creating and enhancing your app鈥檚 user interface. |
UIKit. The UIKit framework provides classes to create a touch-based user interface. Because all iOS apps are |
based on UIKit, you can鈥檛 ship an app without this framework. UIKit provides the infrastructure for drawing to |
the screen, handling events, and creating common user interface elements. UIKit also organizes a complex |
app by managing the content that鈥檚 displayed onscreen. For more information, see UIKit Framework Reference . |
Core Graphics. Core Graphics鈥攁 low-level, C-based framework鈥攊s the workhorse for handling high-quality |
vector graphics, path-based drawing, transformations, images, data management, and more. Of course, the |
simplest and most efficient way to create graphics in iOS is to use prerendered images with the standard views |
and controls of the UIKit framework, letting iOS do the drawing. Because UIKit, a higher-level framework, also |
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iOS Technologies |
Games |
provides classes for custom drawing鈥攊ncluding paths, colors, patterns, gradients, images, text, and |
transformations鈥攗se it instead of Core Graphics whenever possible. For more information, see Core Graphics |
Framework Reference . |
Core Animation. Core Animation is a technology that allows you to make advanced animations and visual |
effects. UIKit provides animations that are built on top of the Core Animation technology. If you need advanced |
animations beyond the capabilities of UIKit, you can use Core Animation directly. The Core Animation interfaces |
are contained in the Quartz Core framework. Using Core Animation, you create a hierarchy of layer objects |
that you manipulate, rotate, scale, transform, and so forth. By using Core Animation鈥檚 familiar view-like |
abstraction, you can create dynamic user interfaces without having to use low-level graphics APIs such as |
OpenGL ES. For more information, see Core Animation Programming Guide . |
Games |
You have a number of different technologies to explore when developing games for iOS. |
Game Kit. The Game Kit framework provides leaderboards, achievements, and other features to add to your |
iOS game. For more information, see Game Kit Framework Reference . |
Sprite Kit. The Sprite Kit framework provides graphics support for animating arbitrary textured images, or |
sprites . In addition to being a graphics engine, it also includes physics support to bring objects to life. Sprite |
Kit is a good choice for games and other apps that require complex animation chains. (For other kinds of user |
interface animation, use Core Animation instead.) For more information, see Sprite Kit Programming Guide . |
OpenGL ES. OpenGL ES is a low-level framework that provides tools to support hardware-accelerated 2D and |
3D drawing. Apple鈥檚 implementation of the OpenGL ES standard works closely with the device hardware to |
provide high frame rates for full-screen, game-style apps. Because OpenGL ES is a low-level, hardware-focused |
API, it has a steep learning curve and a significant effect on the overall design of your app. (For apps that |
require high-performance graphics for more specialized uses, consider using Sprite Kit or Core Animation.) For |
more information, see OpenGL ES Programming Guide for iOS . |
Game Controller. The Game Controller framework makes it easy to find controllers connected to a Mac or iOS |
device. When a controller is discovered on your device, your game reads control inputs as part of its normal |
gameplay. These controllers provide new ways for players to control your game. Apple has designed |
specifications for hardware controllers to ensure that all of the controllers have consistent sets of control |
elements that both players and game designers can rely on. For more information, see Game Controller |
Framework Reference . |
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Data |
Data |
When working with your app鈥檚 data, consider what capabilities are available to you in existing frameworks. |
Core Data. The Core Data framework manages an app鈥檚 data model. With Core Data, you create model objects, |
known as managed objects. You manage relationships between those objects and make changes to the data |
through the framework. Core Data takes advantage of the built-in SQLite technology to store and manage |
data efficiently. For more information, see Core Data Framework Reference . |
Foundation. You worked with Foundation earlier in this guide. The Foundation framework defines a base layer |
of Objective-C classes. In addition to providing a set of useful primitive object classes, this framework introduces |
several paradigms that define behaviors not covered by the Objective-C language. Among other things, this |
framework includes classes representing basic data types, such as strings and numbers, and collection classes |
for storing other objects. For more information, see Foundation Framework Reference . |
Media |
Media frameworks provide a number of capabilities for working with audio and video in your app. |
AV Foundation. AV Foundation is one of several frameworks that you can use to play and create time-based |
audiovisual media. For example, you can use AV Foundation to examine, create, edit, or reencode media files. |
You can also use it to get input streams from devices and manipulate video during real-time capture and |
playback. For more information, see AV Foundation Framework Reference . |
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Finding Information |
As you develop your app, you鈥檒l want the information you鈥檝e learned鈥攁nd more鈥攁t your fingertips. You can |
get all the information you need without leaving Xcode. |
Xcode comes with a large documentation suite containing a number of different types of documents, including |
general and conceptual guides, framework and class references, and focused help articles. You can access this |