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Heads starting to hurt. I think I dropped into this too fast... Perhaps someone could help me visualize how these (excluding OpenGL ES) high level drawing libraries fit together - or point me to some high level docs. For example I see "context" and "view" used interchangeably in some cases but a view has one (only one?) context while a context doesn't have a view?!?

Nothing too elaborate just need help visualizing their differences and their boundaries (when to use one as opposed to the other).

+2  A: 

Here's a document with a graphic showing the relationship between these technologies, and an explination of contexts:

It's under the "Core Image Programming Guide" overview if the link breaks again.

http://developer.apple.com/mac/library/documentation/GraphicsImaging/Conceptual/CoreImaging/ci%5Fconcepts/ci%5Fconcepts.html#//apple%5Fref/doc/uid/TP30001185-CH202-TPXREF101

Robert
Interesting how/why Apple removed Figure 1-1 from that document in the updated (2009-05-18) version of the docs that ship with 3.0. And specifically this line: "Quartz 2D is implemented in the Core Graphics framework, a part of the Application Services umbrella framework." Makes it a little easier to see where Quartz 'lives' in relation to some of the other library/frameworks.
Meltemi
Just reviewed this question and realize Apple has removed the link. If anyone finds it again please update this!
Meltemi
Um, but that's about Core Image. It has nothing to do with Core Graphics, and the image (I have a copy) doesn't include Cocoa.
Peter Hosey
Yes, the link is about Core Image, but there is a figure (Figure 1-1) that shows Core Graphics in relation to other imaging technologies: http://developer.apple.com/mac/library/documentation/GraphicsImaging/Conceptual/CoreImaging/art/graphics_arch.gifThat same figure isn't in the Core Graphics tech overview page.
Robert