Pixels In Hell Mac OS
Question or issue on macOS:
Choose Apple menu About This Mac. Click the Support tab. Click Specifications. On the webpage that appears, the number of displays your Mac supports appears under Video Support or Graphics. If you're using a Mac with Apple silicon, you can connect a single external display to your Mac using one of the Thunderbolt / USB 4 ports. I am attempting to connect to a MacBook Pro from a Mac Pro with a 2560x1600 monitor using the built in screen sharing client. I would like to be able have the connection fill the entire screen, but currently the best I can do is set the MacbookPro's resolution to 1680x1050 which fills about 2/3 of the 2560x1600 monitor. Per this page, Parallels Desktop 12 for Mac: Updates Summary Retina resolution support for OS X virtual machines. Previous versions of Parallels, as well as the competitors VMware Fusion and Oracle VirtualBox, provided some support for high-resolution resolutions in VMs of other OSes such as Windows & Linux, but none did so for macOS-as. The concept is simple - select a test color, and PiXel Check will put up a screen to allow you to check the specific pixels 'Red' activates all red piXels, 'Blue' activates all blue pixels, and 'Green' activates all of the green piXels. The 'Black' and 'White' tests activate or deactivate all red, green, and blue pixels respectively. Jamestown: Legend Of The Lost Colony is a neo-classical top-down shooter for up to 4 players, set on 17th-century British Colonial Mars. It features all the intensity, depth, and lovingly handcrafted pixels of a classic arcade shooter, with a modern twist: deeply-integrated cooperative gameplay.
I wish I would find an answer for this. I have searched and searched and couldn’t the right answer. Here is my situation:
In a Mac OS Cocoa Application, I want to draw a pixel (actually a few pixels) onto a dedicated area on my application window. I figured, it would be nicer to have a NSImageView placed there (I did so with IB and connected the outlet to my app delegate) and draw on that instead of my NSWindow.
How in the world can I do that? Mac OS seems to offer NSBezierPath as the most basic drawing tool — is that true? This is completely shocking to me. I come from a long history of Windows programming and drawing a pixel onto a canvas is the most simple thing, typically.
I do not want to use OpenGL and I am not sure to what extent Quartz is involved in this.
All I want is some help on how I can pull off this pseudocode in real Objective-C/Cocoa:
I would love to hear your answers on this and I am sure this will help a lot of people starting with Cocoa.
Thanks!
How to solve this problem?
Solution no. 1:
NSBezierPath is the only tool available in Cocoa for drawing most primitive shapes, and for many complex shapes.
Detail description you can find here:
http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/CocoaDrawingGuide/Paths/Paths.html%23//apple_ref/doc/uid/TP40003290-CH206-BBCHFJJG
http://en.wikibooks.org/wiki/Programming_Mac_OS_X_with_Cocoa_for_Beginners/Graphics_-_Drawing_with_Quartz
Solution no. 2:
What you are asking for is either of these two methods:
NSBitmapRep setColor:atX:y: Changes the color of the pixel at the specified coordinates.
NSBitmapRep setPixel:atX:y: Sets the receiver’s pixel at the specified coordinates to the specified raw pixel values.
Note that these aren’t available on iOS. On iOS, it appears that the way to do this is to create a raw buffer of pixel data for a given colorspace (likely RGB), fill that with color data (write a little setPixel method to do this) and then call CGImageCreate() like so:
Lastly, you might be wanting to manipulate pixels in an image you've already loaded into a CGImage. There is sample code for doing that in an Apple Technical Q&A titled QA1509 Getting the pixel data from a CGImage object.
Solution no. 3:
Hell Pixel Art
Cocoa's low-level drawing API is Core Graphics (Quartz). You obtain a drawing context and issue commands to draw onto that context. The API is designed to be device-independent (you use the same commands to draw onto the screen as you would to draw onto paper, when printing). Therefore, there are no commands for filling in individual pixels, because there's no such thing as a pixel on paper. Even on the screen, your view may have been transformed in some way so that a single point doesn't map to a single device pixel.
If you want to draw a single pixel, you need to specify a rectangle that is the size of a single pixel, then fill it in. For the pixel at (x,y), you would want a rectangle with origin of (x-0.5,y-0.5) and a size of (1,1).
You can do that with NSBezierPath, or you can get a Core Graphics context (CGContextRef) from [[NSGraphicsContext currentContext] graphicsPort]
and use functions like CGContextFillRect()
.
This obviously won't be very fast if you are drawing a lot of pixels; that's not what the API is designed for. If that's what you need to do, consider creating a buffer with malloc
and writing your pixel data to that, then using Core Graphics to convert it into a CGImageRef, which can be drawn to the screen.
Solution no. 4:
For drawing pixels as you describe, there's no need to create a path or resort to the Quartz 2D or OpenGL API.
See NSRectFill()
and related functions like NSRectFillList()
and NSRectFillUsingOperation()
.
If you're drawing a lot of individual pixels, NSRectFillList()
is about as fast as you can do it without resorting to rolling your own image buffers.
Solution no. 5:
Maybe I am misunderstanding the question, but Quartz has the ability to fill rectangles:
Solution no. 6:
Here's a quick way to draw pixels on OS X:
Solution no. 7:
I found your question here a bit late because I have the same problem. Perhaps Apples developer documentation can help you here. I have not tested it myself, but take a look at this document:
Roughly in the center of the document you will find the section 'Creating a Bitmap'. It tells you different ways of creating pixel data.
Solution no. 8:
Hope this helps!
Pixels In Hell Mac Os 8
It’s hard to believe that Mac OS X macOS is two decades old, but it’s true. On March 24, 2001, Apple released the first non-beta version of Mac OS X 10.0:
The release followed years of development that took NeXT’s technology and molded it into an operating system for the Mac. That process took longer than Apple had predicted, and included a false start known as Rhapsody. That’s really a story for a different time, but in short, that operating system strategy left classic Mac OS developers without a way forward for their applications that didn’t require rewriting them, and the community soundly rejected the entire thing.
After a regroup, OS X began to take shape, with a new technology named Carbon that would allow apps written for the Mac to run natively on the new operating system with some tweaks. I truly believe Carbon is the real hero of the OS X transition, as without it, I don’t think it would have been successful.1
However, Aqua grabbed all the attention. First introduced in Developer Preview 3, this new user interface was shockingly different from Platinum in Mac OS. Full of pinstripes and bright blue elements, Aqua was designed to be as friendly and fun as the colorful iMac G3s with which many users would first experience it.
All of that eye candy came at a cost, though. Performance in the early versions of Mac OS X was notoriously bad as the hardware caught up. By the time most users were ready to switch from Mac OS 8 or 9, OS X was in pretty decent shape.
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If you want to learn more about Mac OS X, I’ve rounded up some links for you:
- Aqua and Bondi: My book on the creation of Mac OS X and the evolution of the iMac G3.
- On this week’s MPU, David and I talked about the entire two decade history of our beloved macOS.
- Mac OS X 10.0’s entry in my macOS Screenshot Library
- A Wayback Machine grab of the original OS X website.
- John Siracusa’s review of Mac OS X 10.0.
- Andrew Gore’s take on OS X for Macworld in June of 2001. (Start on page 9.)
- John Gruber’s look at Avie Tevanian’s role in the creation of OS X.
- An article from Benj Edwards on OS X’s origins, published back in 2010. It pairs nicely with this Macworld article from 2000 by Jason Snell, Stephan Somogyi and Jeff Pittelkau.
- My buddies over at Simple Beep have a great episode marking the occasion, as does John with The Talk Show.
- Both Rhapsody and Mac OS X included an environment for running Mac OS apps directly, but these “Classic” programs wouldn’t get any of the benefits promised by the new operating system, including preemptive multitasking, protected memory or an update user interface. ↩