What way to use the CGContext to draw is suitable?
Posted
by Tattat
on Stack Overflow
See other posts from Stack Overflow
or by Tattat
Published on 2010-04-12T13:30:03Z
Indexed on
2010/04/12
13:33 UTC
Read the original article
Hit count: 537
I know that the CGContext cannot call it to draw directly, and it needs to fill the drawing logic in the drawInContext, and call the CGContext to draw using "setNeedsDisplay", so, I designed a cmd to execute, but it cause some problems... like this :
http://stackoverflow.com/questions/2617827/why-i-cant-draw-in-a-loop-using-uiview-in-iphone
I think the CGContext is very different from my previous programming experience....(I used HTML5 canvas, that allow me add more details, after I draw, so do the Java Swing) Actually, I want to know what is the suitable to implement these kind of thing in Apples' programmer mind. Thz.
© Stack Overflow or respective owner