Core Animation Demo WWDC 2007

Dario Latini · 61K views · 2007 · 2:41

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Why Stack Overflow recommends it

Stack Overflow users link it as a concrete example of what Core Animation can render, such as many video layers at once or image sharing across views.

Recommended by 1 people across 1 different months, 2009 to 2011.

What it is

A 2m41s screen capture of Apple's Core Animation demo from the WWDC 2007 keynote, showing the new animation framework in Mac OS X Leopard. It features a video wall of many layers playing video clips at once. It was uploaded by Dario Latini.

What people said

Recommends Brian Campbell · 2009-04 · Stack Overflow · on “OpenGL or QuartzComposer for creating OS X widgets”

You would probably want to use Core Animation [LINK] to make widgets of those kinds. Core Animation is accelerated using OpenGL, but is much more suitable for animating many 2D layers and interacting with more standard widgets and events than the lower level OpenGL. Quartz Composer is good for doing certain kinds of decorative animations, but that's its primary purpose, not building UIs. Core Animation also has the advantage that if you want to do lower level graphics, or integrate Quartz Composer animations, you can put either of them into a CALayer and so get the advantages of all of the systems. See QCCompositionLayer [LINK] and CAOpenGLLayer [LINK] for details. To see a bit of what Core

Cites duncanwilcox · 2009-05 · Stack Overflow · on “Performance-wise: A lot of small PNGs or one large PNG?”

If you end up referring back to the same CGImageRef (for example by sharing a UIImage *), the image won't be loaded multiple times by the different views. This is the technique used by the videowall Core Animation demo at the WWDC 07 keynote [this video] . That's OSX code, but UIViews are very similar to CALayers. The way Core Graphics handles images (from my observation anyway) is heavily tweaked for just-in-time loading and aggressive releasing when memory is tight. Using a large image you could end up loading the image at draw time if the memory for the decoded image that CGImageRef points to has been reclaimed by the system. What makes a difference is not how many images you have, but how oft

Cites Peter Hosey · 2011-07 · Stack Overflow · on “Efficiently drawing and animating thousands of rectangles”

Maybe not. The original demo for Core Animation involved 850 rectangles—*playing video clips*. [this video] “Several thousand” *static* rectangles, on two-to-four-years-newer GPUs, should be no problem. Of course, the one sure way to find out would be to try it.

Cites Phil Salesses · 2011-08 · Stack Overflow · on “Robust real-time communication between iOS App and Mac App”

We're working on an exhibit ( [LINK] ) and I'm brand new to iOS, objective-c and Xcode. The exhibit deadline is in one week and I'm stuck. The problem I'm having seemed simple enough. Our exhibit has a projector and an iPad. The projector will be hooked up to a mac and be playing a video. The iPad will act as a controller for those videos. More simply: I have 50 videos on a Mac. I need to develop an application on the Mac, that, when opened will loop one of the videos. On an iPad, I need to develop an app that can change between the videos on the mac in real time. The iOS app is already designed, we're just struggling with some code. On the mac, when the iPad tells the Mac to change video, w