in my app I have 49 points with x,y and I wnat to display them on the screen. I've seen a lot of library that can help me (core plot, s7graphview, etc.). But since I'm doing very basic stuff (just draw points), what is the simplest way do to that ?
Thanks !
Its basic core graphics. Plenty of examples on the developer.apple.com site or just google for Core Graphics iPhone Tutorial.
You could use this Quartz2d method to draw a small circle:
CGContextFillEllipseInRect
Related
iPhone sdk :Does any Framework Support User to draw "candle graph" in iphone sdk?
I have tried following framework:
MIMChart-Library
CorePlot
But it seems not example to show that how to draw Candle Graph......
Or user need to customize by ourself?
Because i am trying to draw candle graph by some framework,
i understand that i has not much Framework support draw candle graph , because it is little bit hard to draw...
Core Plot can draw candlestick plots. The Plot Gallery example app includes one.
everyone.
I just found that there has a example code in CorePlot named "AAPLot"
It seems like the Candlestick plots we are looking at in Stock Market....
Hope this reference can help you guys. :]
I need to draw two lines of text in a 3D perspective. They're not just flat characters, they are really 3D models and need to animate as well. Preferably with a glossy effect on them.
It sounds really complex to me and I have no experience with OpenGL. Are there frameworks that make this easy or am I looking at a difficult and timeconsuming task?
use cocos3d. cocos3d link here.
That kind of functionality on the iPhone requires plain OpenGL knowledge. You'll need to learn OpenGL and implement all of this by yourself. I know OpenTK is being ported to iPhone but that's not done yet. Good luck!
I'm trying to play around with ios development and thought of a function that I'd like to achieve but don't yet know where to begin. In short, what I want to do is being able to draw lines with touch and then compare the drawn graphics with another image by pixels. I'm wondering what graphics suite should I use for drawing and comparing image functions? Thanks!
Quartz and Core Graphics are what you will need for pixel processing in iOS. I'm not positive if there are any open frameworks available that try to wrap some of this into friendlier usage, but i haven't used any. Here is a link to the Quartz2d document from Apple: Quartz 2D
As far as touch handling, there are a number of great tutorials to help with this. Try googling iphone touchesBegan.
I am trying to draw individual pixels in xcode.
I already know Objective-C but not the Quartz/graphics stuffs and I'nm not interested at the moment. I simply want a basic app that let me have a map of X*Y and being able to show pixel at (x,y) with color rgb.
I don't know how to find a tutorial for this, and I think it must be very quick. Do you guys have a file like this, or could point me to a tutorial?
Any help is greatly appreciated.
Simply use NSBitmapImageRep with setColor:atX:y:
Create a empty NSBitmapImageRep.
Every time you need to update the view do something like this:
- Set the specific pixel to a certain color with setColor:atX:y:
- Convert NSBitmapImageRep to NSImage
- Show result in a NSImageView
This works perfect if you don't need to update the view too many times/sec.
I already know Objective-C but not the Quartz/graphics stuffs and I'nm not interested at the moment. I simply want a basic app that let me have a map of X*Y and being able to show pixel at (x,y) with color rgb.
If you're not interested in learning Core Graphics, then tough luck. You get two choices for graphics: OpenGL, or UIKit/Core Graphics. Your choice, but Core Graphics is considerably easier. You can use OpenGL to paint on a per pixel basis, but I'm assuming if you have no interest in learning Core Graphics you're probably not going to be keen on OpenGL. For high performance applications you're looking at OpenGL as the only realistic option.
So, if you don't want to learn OpenGL your best bet is the Quartz programming guide:
http://developer.apple.com/library/ios/#DOCUMENTATION/GraphicsImaging/Conceptual/drawingwithquartz2d/Introduction/Introduction.html%23//apple_ref/doc/uid/TP40007533-SW1
Out of interest, why wouldn't you want to look into Quartz?
You could either use CoreGraphic to draw a filled rect in a drawRect after a setNeedsDisplay on the view. Or you could generate a bitmap context and assign it to the layer contents of your view at a 1.0 scale if you want actual pixels instead of 1x1 point rectangles.
Im developing an iPhone game, and I want to know how to draw vector art, right now Im drawing all my art in Illustrator + Photoshop, it looks ok, but what I do is to save my vector art to png and then I use it in my game.
What I want to do, is to use my vector art instead, how can I do this?
Thx.
(I've read that I should use Quartz2d and Core Animation.. but dunno what those are or how to use them tbh)
You should start by reading the Quartz 2D Programming Guide.
Quartz 2D is the underlying drawing technology in iOS, and is vector based.
If you plan to use art drawn from illustrator & photoshop you may have to jump through some hoops to turn your assets into something you can draw directly.
You may consider exporting your assets to pdf and using the Quartz 2D's pdf support to draw them. If it's not quick enough, you may yet be able to use it to cache stuff to bitmaps. I haven't tried this myself, but it's certainly what I'd try first.
Good luck!