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Leopard Technical Q&As: Cocoa
Cocoa is an object-oriented application environment designed specifically for developing Mac OS X native applications. The Cocoa frameworks support rapid development and high productivity, and include a full-featured set of classes designed to create robust and powerful Mac OS X applications. Cocoa provides developers starting new Mac OS X games the fastest way to full-featured, extensible, and maintainable implementations. Games from UNIX and other platforms can also be brought to Mac OS X quickly by using Cocoa to build state-of-the-art Aqua user interfaces while retaining most existing core code.

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Driving OpenGL Rendering Loops (HTML)
QA1385: Using Core Video display links (CVDisplayLink) or Cocoa timers (NSTimer) to drive an OpenGL rendering loop
2009-05-01
Core Animation properties and Reference Counting (HTML)
QA1565: Describes a discrepancy between the property declarations in Core Animation and the actual behavior.
2008-11-24
Getting the pixel data from a CGImage object (HTML)
QA1509: Describes how to access the pixel data of a CGImage object
2008-08-27
Requirements for Quartz GL (HTML)
QA1536: Describes the requirements for enabling Quartz GL.
2008-08-08
CGBitmapContextCreate Supported Color Spaces (HTML)
QA1037: Lists the color space and alpha info combinations currently supported by CGBitmapContextCreate.
2007-07-18
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.
2002-12-04
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.
2002-12-02
Setting environment variables for user processes (HTML)
QA1067: Tells how to set environment variables for user processes.
2001-10-25