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The Reference Library is a comprehensive collection of Apple technical resources, including Articles, Guides, Reference, Release Notes, Sample Code, Technical Notes, and Technical Q&As. Each of the links below leads to the resources for a specific topic.

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CIImageAccumulator Class Reference (HTML) (PDF)
Describes the class that enables feedback-based image processing.
Games Reference 2007-01-05
CIImageProvider Protocol Reference (HTML) (PDF)
Describes the informal protocol used to supply bitmap data for creating or initializing a Core Image image.
Games Reference 2006-12-05
CIKernel Class Reference (HTML) (PDF)
Describes the class that operates on individual pixels using a kernel routine.
Games Reference 2006-12-05
CIPlugIn Class Reference (HTML) (PDF)
Describes the class that is responsible for loading image units.
Games Reference 2006-12-05
CIPlugInRegistration Protocol Reference (HTML) (PDF)
Describes the protocol used to load Core Image image units.
Games Reference 2006-12-07
CISampler Class Reference (HTML) (PDF)
Describes the class that retrieves samples of images that are then processed by a Core Image kernel.
Games Reference 2006-12-07
CIVector Class Reference (HTML) (PDF)
Describes the class used to pass parameter values to Core Image filters.
Games Reference 2006-12-07
Coalesced Updates (HTML)
TN2133: How to achieve the maxium frame rate in your Mac OS X application
Games Technical Notes 2006-01-20
Cocoa OpenGL (HTML) (DMG) (ZIP)
Demonstrates using Cocoa with OpenGL, including window setup and event handling.
Games Sample Code 2007-10-22
CocoaSpeechSynthesisExample (HTML) (DMG) (ZIP)
Shows how to use the Carbon Speech Synthesis API from within a Mac OS X Cocoa application.
Games Sample Code 2007-03-23
Context Sharing Tips (HTML) (日本語 HTML)
QA1248: How to correctly share OpenGL contexts and what the limits on this sharing are.
Games Technical Q&As 2005-02-07
Core Animation properties and Reference Counting (HTML)
QA1565: Describes a discrepancy between the property declarations in Core Animation and the actual behavior.
Games Technical Q&As 2008-11-24
Core Audio Overview (HTML) (PDF)
Provides an overview of Core Audio and its programming interfaces.
Games Guides 2007-01-08
Core Image Kernel Language Reference (HTML) (PDF)
Describes the symbols for writing image-processing kernels.
Games Reference 2008-06-09
Core Image Programming Guide (HTML) (PDF)
Provides an overview and explains how to use and create image filters and image units.
Games Guides 2008-06-09
Core Image Reference Collection (HTML) (PDF)
Describes the Objective-C API for using and creating filters for image processing.
Games Reference 2006-12-05
CubePuzzle (HTML) (DMG) (ZIP)
Models a Rubik's Cube using Cocoa and OpenGL
Games Sample Code 2003-04-21
Current GDevice Dependencies (HTML) (日本語 HTML)
QA1115: Describes potential problems with creating windows or ports when the current GDevice isn't the main device.
Games Technical Q&As 2002-02-13
Debugging Graphics with QuartzDebug (HTML) (日本語 HTML)
QA1236: Explains how to use QuartzDebug to debug graphics issues.
Games Technical Q&As 2006-01-12
Developing Games on Mac OS X Using Third-Party Game Engines (HTML)
Create your own game using the powerful game engines that run on Mac OS X.
Games Articles 2006-06-05
DNS Service Discovery Programming Guide (HTML) (PDF)
Explains how to use DNS Service Discovery in your application.
Games Guides 2005-11-09
DrawSprocketTestOld (HTML) (DMG) (ZIP)
Deprecated - Demonstrates basic implementations of DrawSprocket Functions.
Games Sample Code 2003-10-14
Driving OpenGL Rendering Loops (HTML)
QA1385: Using Core Video display links (CVDisplayLink) or Cocoa timers (NSTimer) to drive an OpenGL rendering loop
Games Technical Q&As 2009-05-01
Enabling multi-threaded execution of the OpenGL framework (HTML)
TN2085: OpenGL on Intel-based Macintosh systems can use multi-threading to increase the performance of CPU-bound OpenGL-based applications.
Games Technical Notes 2006-11-07
Ensuring hardware accelerated rendering for your OpenGL application (HTML)
QA1502: Using the NoRecovery pixel format attribute and how to check whether vertex and fragment processing is executed on the GPU or CPU
Games Technical Q&As 2007-07-18
Force Feedback Framework Reference (HTML)
Describes the public interfaces to the Force Feedback implementation in Mac OS X, including support for plug-ins.
Games Reference 2008-04-08
GeekGameBoard (HTML) (DMG) (ZIP)
Shows how to use Core Animation for the user interface of a board or card game.
Games Sample Code 2007-12-19
GetMACAddressSample (HTML) (DMG) (ZIP)
Demonstrates how to retrieve the MAC address for each Ethernet interface from the Mac OS X I/O Registry.
Games Sample Code 2003-01-14
GetPrimaryMACAddress (HTML) (DMG) (ZIP)
Demonstrates retrieving the MAC address of the built-in Ethernet controller. Useful for uniquely identifying a Macintosh system.
Games Sample Code 2005-10-27
GetProcAdress and OpenGL Entry Points (HTML) (日本語 HTML)
QA1188: Technique for finding function pointers for OpenGL entry points in Cocoa and Carbon
Games Technical Q&As 2002-11-25
GetSetOptions (HTML) (DMG) (ZIP)
Demonstrates a variety of uses of Open Transport's option management routines.
Games Sample Code 2003-01-14
Getting a Packet Trace (HTML) (日本語 HTML)
QA1176: Lists tools available for looking at the network packets on the wire.
Games Technical Q&As 2008-06-03
Getting the pixel data from a CGImage object (HTML)
QA1509: Describes how to access the pixel data of a CGImage object
Games Technical Q&As 2008-08-27
GLSLShowpiece (HTML) (DMG) (ZIP)
GLSLShowpiece demonstrates several Vertex and Fragment shaders
Games Sample Code 2006-07-17
GlyphaIVOld (HTML) (DMG) (ZIP)
Deprecated - A basic game implementation in the spirit of Joust meant as demonstation of Sprocket usage.
Games Sample Code 2003-10-14
HID Calibrator (HTML) (DMG) (ZIP)
Human Interface Device Manager Calibrator sample
Games Sample Code 2008-05-07
HID Config Save (HTML) (DMG) (ZIP)
Human Interface Device Manager Configuration sample
Games Sample Code 2008-05-07
HID Explorer (HTML) (DMG) (ZIP)
Human Interface Device Manager Explorer
Games Sample Code 2008-05-07
HID LED test tool (HTML) (DMG) (ZIP)
HID Manager sample project that shows how to set and clear keyboard LEDs.
Games Sample Code 2008-07-25
HID Manager Basics (HTML) (DMG) (ZIP)
Shows basic use of HID Manager for Mac OS X: including device discovery, queues and polling elements.
Games Sample Code 2003-07-10
HID Manager Event Data Underruns (HTML)
QA1038: Explains how to correctly handle HID Manager event queue data underruns.
Games Technical Q&As 2001-06-13
HID Utilities Source (HTML) (DMG) (ZIP)
Shows a high level abstract library for the HID manager.
Games Sample Code 2003-10-06
How can I programmatically determine the DPI of the current video mode? (HTML) (日本語 HTML)
QA1217: Describes how to compute the DPI for a given display in a given mode using Core Graphics.
Games Technical Q&As 2002-12-02
How do I determine how much VRAM is available on my video card? (HTML)
QA1168: Using Core Graphics and IOKit to find the physical size of VRAM on installed hardware.
Games Technical Q&As 2004-10-11
How do I tell if a particular display is being hardware accelerated by Quartz Extreme? (HTML) (日本語 HTML)
QA1218: Describes how to use CGDisplayUsesOpenGLAcceleration to see if a display is accelerated or not.
Games Technical Q&As 2002-12-04
How do I use QuickDraw with CGDirectDisplay? (HTML)
QA1011: Explains how to draw to a CGDirectDisplay-captured display using QuickDraw.
Games Technical Q&As 2001-04-11
Image Unit Tutorial (HTML) (PDF)
Describes how to write image processing kernels and package them for distribution.
Games Guides 2009-05-06
ImageClient (HTML) (DMG) (ZIP)
Demonstrates how to use CFNetwork for synchronous and asynchronous operations, network diagnostics, proxy navigation, and authentication.
Games Sample Code 2005-06-01
Incorrect Inside Macintosh Volume V documentation (HTML)
Deprecated - QD15: Identifies incorrect documentation in Inside Macintosh Volume V regarding the formats of PnPixPat and BkPixPat opcodes.
Games Technical Q&As 1995-09-15
Installer JavaScript Reference (HTML) (PDF)
Describes the JavaScript object model used in distribution definition files.
Games Reference 2008-12-16
InstallerPluginSample (HTML) (DMG) (ZIP)
Provides instructions for extending software installation using custom plugins
Games Sample Code 2006-08-30
Installing Your Application on Mac OS X: Guidelines for Developers (HTML)
Get tips for making the installation process easier for you and your customers.
Games Articles 2005-06-13
Internet Connect Speed (HTML) (日本語 HTML)
QA1165: Describes how to get the modem connection speed from the System Configuration framework dynamic store.
Games Technical Q&As 2003-03-26
Is ColorSync thread safe? (HTML) (日本語 HTML)
QA1261: Discusses ColorSync thread-safety issues.
Games Technical Q&As 2003-04-17
Leopard Technology Series for Developers: Graphics & Media Overview (HTML)
Describes Leopard's graphics and media capabilities.
Games Articles 2007-12-11
ListMania (HTML) (DMG) (ZIP)
Demonstrates a variety of techniques for using Open Transport's list utility routines.
Games Sample Code 2003-01-14
MassiveImage (HTML) (DMG) (ZIP)
Shows how to use a CGDataProvider to save a very large image with Image IO
Games Sample Code 2007-09-27
Mode (HTML) (DMG) (ZIP)
Shows how to enumerate displays and list the available modes for each display.
Games Sample Code 2003-01-14
ModeWhacker (HTML) (DMG) (ZIP)
Shows how to enumerate, select, capture, manipulate, and release displays using the CGDirectDisplay API.
Games Sample Code 2003-01-14
New HID Manager APIs for Mac OS X version 10.5 (HTML)
TN2187: Mac OS X version 10.5 introduces new APIs for the HID Manager.
Games Technical Notes 2008-01-23
NoCopyReceives (HTML) (DMG) (ZIP)
Demonstrates using no-copy receives under Open Transport.
Games Sample Code 2003-01-14
NSAnimation Class Reference (HTML) (PDF)
Describes the behavior of an animation.
Games Reference 2007-10-31
NSGLImage (HTML) (DMG) (ZIP)
Deprecated - Demonstrates how to texture in OpenGL with an NSImage and/or NSBitmapImageRep
Games Sample Code 2004-12-01
NSHost Class Reference (HTML) (PDF)
Describes a representation of a network host.
Games Reference 2007-03-24
Open Transport Libraries (HTML) (日本語 HTML)
NW18: Lists the Open Transport libraries and what to link with for PowerPC and 68K.
Games Technical Q&As 2000-11-03
OpenALExample (HTML) (DMG) (ZIP)
Basic example showing OpenAL usage in a 2D OpenGL environment
Games Sample Code 2005-06-01
OpenGL Filter Basics Cocoa (HTML) (DMG) (ZIP)
How to use Objective-C and MVC design patterns in installing and utilizing filters in an OpenGL rendering pipeline
Games Sample Code 2008-02-06
OpenGL Programming Guide for Mac OS X (HTML) (PDF)
Explains how to use the Apple implementation of OpenGL to create 3D graphics for Cocoa and Carbon applications.
Games Guides 2008-06-09
OpenGL Release Highlights - Mac OS X 10.3 Panther (HTML)
TN2131: Contains a list of bugs along with a short description on a release-by-release basis
Games Technical Notes 2005-02-04
OTScheduleDeferredTask When Task Running (HTML) (日本語 HTML)
NW52: Describes what happens when you use OTScheduleDefferedTask to schedule a task that is running.
Games Technical Q&As 1997-10-13
Out of This GWorld (HTML) (DMG) (ZIP)
Deprecated - Demonstrates the use of offscreen GWorlds and palette animation to simulate animation.
Games Sample Code 2003-03-12
Performance Overview (HTML) (PDF)
Introduces the factors that determine performance.
Games Guides 2006-10-03
Preserving embedded ICC profiles when using QuickTime Graphics Importer/Exporters (HTML) (日本語 HTML)
QA1145: Shows how to preserve the embedded ICC profile when using the QuickTime Graphics Importer/Exporter routines
Games Technical Q&As 2002-09-04
QDFlushPortBuffer (HTML) (日本語 HTML)
QD65: Describes a possible solution for window update problems under Carbon.
Games Technical Q&As 2000-11-08
Quartz 2D Programming Guide (HTML) (PDF)
Explains how to use Quartz 2D. Includes illustrations and sample code.
Games Guides 2007-12-11
Quartz 2D Reference Collection (HTML) (PDF)
Describes the C API for the native two-dimensional drawing engine in Mac OS X.
Games Reference 2006-12-18
Quartz Composer Texture (HTML) (DMG) (ZIP)
Shows how to use a Quartz Composer composition as an OpenGL texture.
Games Sample Code 2005-06-01
QuickTime Overview (HTML) (PDF)
Introduces the main concepts and services of QuickTime.
Games Guides 2005-08-11
Real world profiling with the OpenGL Profiler (HTML)
TN2178: This document describes how to use OpenGL Profiler, a very powerful tool for your OpenGL development.
Games Technical Notes 2008-09-16
RecordAudioToFile (HTML) (DMG) (ZIP)
Demonstrates recording audio to an AAC file using Core Audio
Games Sample Code 2007-02-27
Requirements for Quartz GL (HTML)
QA1536: Describes the requirements for enabling Quartz GL.
Games Technical Q&As 2008-08-08
Resolution Independent UI Release Notes (HTML)
Games Release Notes 2005-04-29
Retain Counts of io_object_t Objects in IOKit.framework (HTML) (日本語 HTML)
QA1195: Distinguishes between the retain counts of an I/O Kit kernel object and its io_object_t user space proxy.
Games Technical Q&As 2008-09-24
SetMouseAcclSample (HTML) (DMG) (ZIP)
Find HID System Manager and get/set cursor acceleration
Games Sample Code 2006-11-28
Setting environment variables for user processes (HTML)
QA1067: Tells how to set environment variables for user processes.
Games Technical Q&As 2001-10-25
Simple DrawSprocket (HTML) (DMG) (ZIP)
Deprecated - Simple use of DrawSprocket to set screen resolution and size.
Games Sample Code 2003-07-22
SimplePing (HTML) (DMG) (ZIP)
Sample provides simple API to programatically ping a remote host without admin privileges
Games Sample Code 2003-10-27
SimplePlayThru (HTML) (DMG) (ZIP)
Use the HAL's Audio Output Unit (AUHAL) for device input and output on a single device (play-thru)
Games Sample Code 2006-10-25
SimpleSpeechRecExample (HTML) (DMG) (ZIP)
Demonstrates how to use the Speech Recognition Manager in a simple application.
Games Sample Code 2003-03-26
Synchronizing OpenGL rendering updates to the vertical refresh of the display (HTML)
QA1521: How to avoid tearing by synchronizing your rendering to the display VBL
Games Technical Q&As 2007-07-16
T_DATA_REQ vs M_DATA TPI Message Blocks (HTML) (日本語 HTML)
NW42: Explains why OT passes data to a TPI module using M_DATA message blocks instead of M_PROTO+T_DATA_REQ.
Games Technical Q&As 1996-10-25
TCP/IP Option Sizes (HTML) (日本語 HTML)
NW62: Enumerates the TCP/IP options and their sizes for Open Transport.
Games Technical Q&As 1999-04-26
TexturePerformanceDemo (HTML) (DMG) (ZIP)
OpenGL texture optimization demo for WWDC Session 214
Games Sample Code 2005-06-01
Tiger Developer Overview Series: Developing with Core Image (HTML)
Learn how Core Image can help you take your graphics development to the next level.
Games Articles 2005-03-09
Updating OpenGL Contexts (HTML) (日本語 HTML)
QA1209: When and why to update an OpenGL context in response to system and user actions.
Games Technical Q&As 2003-06-19
Using Clip Region and Buffer Rectangles with OpenGL Carbon (HTML) (日本語 HTML)
QA1222: Shows the basics of using buffer rectangles and clip regions with AGL.
Games Technical Q&As 2002-12-19
Using Interface Builder's NSOpenGLView or Custom View objects for an OpenGL application (HTML)
QA1167: Describes usage cases for both NSOpenGLViews and Custom Views for Cocoa OpenGL applications
Games Technical Q&As 2004-10-28
Using Temporary Memory with OpenPicture (HTML)
Deprecated - QD20: Provides several techniques of causing OpenPicture to allocate temporary memory for a picture handle.
Games Technical Q&As 1996-02-01
Using the 3DMixer Audio Unit (HTML)
TN2112: Discusses how to use Core Audio's 3DMixer version 2.0
Games Technical Notes 2004-06-14
VertexPerformanceDemo (HTML) (DMG) (ZIP)
Vertex optimization demo for WWDC Session 214
Games Sample Code 2005-06-01