Main ios frameworks

Source: Internet
Author: User

Main ios frameworks
The framework is a directory that contains shared libraries, header files for accessing the code in the shared library, and resource files for other images and sounds. Methods or functions defined by a shared library can be called by applications. IOS provides many frameworks that you can call in applications. To use a framework, you must add it to your project to use it. Many applications use frameworks such as Foundation, UIKit, and Core Graphics. According to the template you selected for the application, the related framework has been automatically introduced. If the default framework cannot meet your application requirements, you can also add the required framework. Look at HelloWorld. what frameworks are included in the xcodeproj Project (Note: HelloWorld. xcodeproj is a project in the tutorial.) 1. open HelloWorld in XCode. xcodeproj Project (if not open) 2. in the project navigator window, click the triangle icon in front of the Frameworks directory. You will see: UIKit. framework, Foundation. framework, and CoreGraphics. framework 3. click the triangle in front of any framework, and then click the triangle in front of Headers to view the header file in the framework. Each framework corresponds to a layer in the IOS system, and each layer is built on the layer below it. We should try to use the upper-layer framework instead of the following framework. A higher level framework is an abstraction of the underlying framework based on objects. IOS applications are based on the Foundation and UIKit frameworks. When you develop programs, the main frameworks are Foundation and UIKit, because they contain most of what you need. The Foundation framework provides basic system services for all applications. The UIKit and other frameworks are built on the Foundation framework. The Foundation framework uses Object-C to encapsulate many features in the Core Foundation framework. You can use Foundation to create and manage collections, for example, arrays and dictionaries are used to access images and other resources stored in applications. create and manage strings. Submit and receive notifications. Create Date and time. The object automatically discovers device operation URLs on the IP network. The stream executes asynchronous code. you have used the Foundation framework in the Your First iOS App. For example, you use an NSString instance to store the userName entered by the user. You also used the initWithFormat method of the Foundation framework to create a string. The UIKit framework allows you to create a Class Based on the touch user interface. All iOS applications are based on the UIKit. You cannot leave the framework as an application. UIKit provides a mechanism to draw on the screen, capture events, and create common user interface elements. UIKit also organizes complex projects by managing components displayed on the screen. You can use UIKit: build and manage your user interface capture touch and present text and web Content Based on Mobile events optimize your multitasking program create custom user interface elements in YouFirst iOS App Tutorial, you also use UIKit. When you carefully check how the program runs, you will see that the UIApplicationMain function creates a UIApplication class instance, which will capture user events. You implement the UITextFieldDelegate protocol and hide the keyboard when the user presses Done. In fact, you are using UIKit to create UITextField, UILabel, and UIButton classes on the user interface. Other important frameworks such as Core Data, Core Graphics, Core Animation, and OpenGLES are advanced technologies. Therefore, these frameworks are also very important for you to develop applications. They all take time to learn and master. The Core Data framework manages the Application Data Model. Core Data provides object management. Using Core Data, you can create model objects and manage these objects. You manage the relationships between these objects and modify the data. The built-in SQLlite technology provided by Core Data can efficiently manage Data. You can use Core Data: store and receive objects in the library and provide basic undo/redo automatic verification of attribute values filtering, grouping, and optimization of data in the memory. Use the results in [NSFetchedResultsController] to manage table views to support the file-based application Core Graphics. the framework helps you create high-quality images for all iOS applications. The simplest and quickest way to create a graph in iOS is to use the pre-rendered graph-based views and controls provided by the UIKit framework, and then let the UIKit and iOS complete the painting. But when you need to create complex Graphics, Core Graphics provides a more underlying library to help you. Using Core Graphics, you can: Create path-based graph anti-sawtooth rendering to add gradients, images, and colors. Use coordinate-space transformations. create, display, and analyze PDF file Core Animation allows you to create advanced animations and virtual effects. UIKit provides animations built on Core Animation. If you need more advanced functions than UIKit, you can directly use Core Animation. The Core Animation interface is included in the Quartz Core framework. Using Core Animation, you can create nested objects and operate, rotate, scale, and convert them. Using Core animation, you can create dynamic user interfaces without using lower-layer graphical APIs, such as OpenGL ES. You can use Core Animation to create custom animations and add timing functions and images. Frame Animation Specify graphical layout constraints is supported. group multiple-layer changes into anatomic update. the OpenGL ES framework provides 2D and 3D drawing tools. OpenGL ES supports 2D and 3D drawing. Apple's OpenGL ES provides high-speed full-screen game applications through hardware. With OpenGL ES, you can create 2D and 3D images to create more complex images, such as data virtualization, simulated flight, you can also add other frameworks to the project as needed to access the underlying graphics devices of video games. There are also many frameworks that can be added to your program. When you decide to use a framework but the framework is not introduced in the project, you need to add it to your project. Add other frameworks to the project. 1. Open the project. 2. Click the project name, project editor 3: select the project for which you want to add a framework in the TARGETS List. 4. Click Build Phases 5 at the top of the project editor. Click triangle in front of Link Binary With Libraries to open this group. 6. Click Add (+) to Add a framework 7. Select a framework in the list, and then click the Add button. In table 1, the Framework name in the device first introduces the prefix description Accelerate. framework4.0 cblas, vDSP includes accelerated mathematics and DSP functions. See the acceleration framework reference. AddressBook. framework2.0 AB contains the function for directly accessing the user contact database. Please refer to the address book framework. AddressBookUI. framework2.0 AB contains the class that displays the system-defined contact selection interface and editing interface. See the iOS Address Book UI framework reference. AssetsLibrary. framework4.0 AL Contains classes for displaying user photos and videos. For details, refer to the resource library framework. AudioToolbox. framework2.0 AU, Audio contains interfaces for processing Audio stream data and playing or recording Audio. See the audio toolbox framework reference. AudioUnit. framework2.0 AU, Audio contains an interface for loading and using Audio units. For details about the audio Unit framework, see. AVFoundation. framework2.2 AV. It contains the Objective-C interface for playing or recording audio. For more information about the AV Foundation framework, see .. CFNetwork. framework2.0 CF contains an interface for wireless network access through WiFi or cellular networks. See CFNetwork framework reference. CoreAudio. framework2.0 Audio contains various data types used by the Core Audio framework. See the Core Audio framework reference. CoreData. framework3.0 NS contains interfaces for managing application data models. See the Core Data framework reference. CoreFoundation. framework2.0 CF provides some basic software services, including common data type abstractions, string utilities, group utilities, resource management, and preference settings. See the rovCore Foundation framework reference. CoreGraphics. framework2.0 CG contains the Quartz 2D interface. See the Core Graphics framework reference. CoreLocation. framework2.0 CL contains the interface for determining the user's location information. See the Core Location framework reference. CoreMedia. framework4. 0 CM contains underlying routines for operating audio and video. See the Core Media framework reference. CoreMotion. framework4. 0 CM contains interfaces for accessing the data of the accelerometer and gyroscope. See the Core Motion framework reference. CoreTelephony. framework4.0 CT contains a routine for accessing telephone information. See the Core Telephony framework reference. CoreText. framework3.2 CT contains a layout rendering engine for text. View the Core Text reference set .. CoreVideo. framework4.0 CV contains the underlying routines for operating audio and video. Do not directly use this framework. EventKit. framework4.0 EK contains an interface for accessing user calendar event data. See the Event Kit framework reference. EventKitUI. framework4.0 EK Contains classes for displaying the Standard System Calendar interface. See the Event Kit UI framework reference. ExternalAccessory. framework3.0 EA contains interfaces for communicating with peripherals. See the External Accessory framework reference. Foundation. framework2.0 NS Contains classes and methods at the Cocoa Foundation layer. See the Foundation framework reference. GameKit. framework3.0 GK contains point-to-point connection management interfaces. For more information about the Game Kit framework, see. IAd. framework4.0 AD Contains classes for displaying advertisements in applications. See the iAd framework reference. ImageIO. framework4.0 CG Contains classes for reading or writing image data. View the Image I/O reference set. IOKit. framework2.0N/A contains the interface used by the device. Do not directly use this framework. MapKit. framework3.0 MK contains the class that embeds the map interface into the application. It can also be used to find the reverse coordinates of the geographic code. See the Map Kit framework reference. MediaPlayer. framework2.0 MP contains an interface for displaying full-screen videos. See the Media Player framework reference. MessageUI. framework3.0 MF contains the interface for writing and queuing email messages. See Message UI framework reference. MobileCoreServices. framework3.0 UT defines the UTIs supported by the system ). OpenAL. framework2.0 AL contains the OpenAL interface. OpenAL is a cross-platform audio library. For more information, visit http://www.openal.org. OpenGLES. framework2.0 EAGL. GL contains the OpenGL ES interface. The OpenGL ES framework is a cross-platform version of the OpenGL cross-platform 2D and 3D rendering libraries. See the OpenGL ES framework reference. QuartzCore. framework2.0 CA contains the Core Animation interface. See the Quartz Core framework reference. QuickLook. framework4.0 QL contains the preview file interface. See Quick Look framework reference. Security. framework2.0 CSSM. The Sec includes interfaces for managing certificates, public key and private keys, and trust policies. See the Security framework reference. StoreKit. framework3.0 SK contains financial transactions related to in-app purchases. See the Store Kit framework reference. SystemConfiguration. framework2.0 SC contains interfaces used to process device network configurations. See the System Configuration framework reference. UIKit. framework2.0 UI contains the classes and methods used at the iOS application user interface layer. For more information about the UIKit framework, see.

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