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Programming iOS 6, 3rd Edition
book

Programming iOS 6, 3rd Edition

by Matt Neuburg
March 2013
Intermediate to advanced
1000 pages
34h 51m
English
O'Reilly Media, Inc.
Content preview from Programming iOS 6, 3rd Edition

Graphics Contexts

UIImageView draws an image for you and takes care of all the details; in many cases, it will be all you’ll need. Eventually, though, you may want to create some drawing yourself, directly, in code. To do so, you will always need a graphics context.

A graphics context is basically a place you can draw. Conversely, you can’t draw in code unless you’ve got a graphics context. There are several ways in which you might obtain a graphics context; in this chapter I will concentrate on two, which have proven in my experience to be far and away the most common:

You create an image context
The function UIGraphicsBeginImageContextWithOptions creates a graphics context suitable for use as an image. You then draw into this context to generate the image. When you’ve done that, you call UIGraphicsGetImageFromCurrentImageContext to turn the context into a UIImage, and then UIGraphicsEndImageContext to dismiss the context. Now you have a UIImage that you can display in your interface or draw into some other graphics context or save as a file.
Cocoa hands you a graphics context
You subclass UIView and implement drawRect:. At the time your drawRect: implementation is called, Cocoa has already created a graphics context and is asking you to draw into it, right now; whatever you draw is what the UIView will display. (A slight variant of this situation is that you subclass a CALayer and implement drawInContext:, or make some object the delegate of a layer and implement drawLayer:inContext: ...
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Publisher Resources

ISBN: 9781449365783Errata