What Is The X.app Mac

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Additional diagram of macOS architecture (2017 update)
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The architecture of macOS describes the layers of the operating system that is the culmination of Apple Inc.'s decade-long research and development process to replace the classic Mac OS.

The

After the failures of their previous attempts; Pink, which started as an Apple project but evolved into a joint venture with IBM called Taligent, and Copland, which started in 1994 and was cancelled two years later, Apple began development of Mac OS X with the acquisition of NeXT's NeXTSTEP in 1997.

Note that Mac OS X was renamed to OS X in 2012 and then again to macOS in 2016.

Development[edit]

NeXTSTEP[edit]

What Is The X.app Mac

NeXTSTEP used a hybrid kernel that combined the Mach 2.5 kernel developed at Carnegie Mellon University with subsystems from 4.3BSD. NeXTSTEP also introduced a new windowing system based on Display PostScript that intended to achieve better WYSIWYG systems by using the same language to draw content on monitors that drew content on printers. NeXT also included object-oriented programming tools based on the Objective-C language that they had acquired from Stepstone and a collection of Frameworks (or Kits) that were intended to speed software development. NeXTSTEP originally ran on Motorola's 68k processors, but was later ported to Intel's x86, Hewlett-Packard's PA-RISC and Sun Microsystems' SPARC processors. Later on, the developer tools and frameworks were released, as OpenStep, as a development platform that would run on other operating systems.

Rhapsody[edit]

On February 4, 1997, Apple acquired NeXT and began development of the Rhapsody operating system. Rhapsody built on NeXTSTEP, porting the core system to the PowerPC architecture and adding a redesigned user interface based on the Platinum user interface from Mac OS 8. An emulation layer called Blue Box allowed Mac OS applications to run within an actual instance of the Mac OS and an integrated Java platform.[1] The Objective-C developer tools and Frameworks were referred to as the Yellow Box and also made available separately for Microsoft Windows. The Rhapsody project eventually bore the fruit of all Apple's efforts to develop a new generation Mac OS, which finally shipped in the form of Mac OS X Server.

Mac OS X[edit]

A diagram of the Mac OS X architecture

At the 1998 Worldwide Developers Conference (WWDC), Apple announced a move that was intended as a response to complaints from Macintosh software developers who were not happy with the two options (Yellow Box and Blue Box) available in Rhapsody. Mac OS X would add another developer API to the existing ones in Rhapsody. Key APIs from the Macintosh Toolbox would be implemented in Mac OS X to run directly on the BSD layers of the operating system instead of in the emulated Macintosh layer. This modified interface, called Carbon, would eliminate approximately 2000 troublesome API calls (of about 8000 total) and replace them with calls compatible with a modern OS.[2]

At the same conference, Apple announced that the Mach side of the kernel had been updated with sources from the OSFMK 7.3 (Open Source Foundation Mach Kernel) [3] and the BSD side of the kernel had been updated with sources from the FreeBSD, NetBSD and OpenBSD projects.[2] They also announced a new driver model called I/O Kit, intended to replace the Driver Kit used in NeXTSTEP citing Driver Kit's lack of power management and hot-swap capabilities and its lack of automatic configuration capability.[4]

At the 1999 WWDC, Apple revealed Quartz, a new Portable Document Format (PDF) based windowing system for the operating system that was not encumbered with licensing fees to Adobe like the Display PostScript windowing system of NeXTSTEP. Apple also announced that the Yellow Box layer had been renamed Cocoa and began to move away from their commitment to providing the Yellow Box on Windows. At this WWDC, Apple also showed Mac OS X booting off of a HFS Plus formatted drive for the first time.

The first public release of Mac OS X released to consumers was a Public Beta released on September 13, 2000.

References[edit]

  1. ^Apple PR (1997-11-19). 'Apple Extends Rhapsody Developer Release with Mac OS Compatibility Environment, Code-Named 'Blue Box''. apple.com. Archived from the original on 1998-12-02. Retrieved 2006-10-13.
  2. ^ abScott Anguish (May 1998). 'WWDC 98 Summary'. stepwise.com. Retrieved 2006-10-13.[dead link]
  3. ^Apple WWDC Videos (2017-02-19), Apple WWDC 2000 Session 106 - Mac OS X: Kernel, retrieved 2018-07-06
  4. ^Scott Anguish (1998-05-14). 'Rhapsody Core OS: Intro to the I/O Driver Architecture'. stepwise.com. Retrieved 2006-10-13.[dead link]

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Architecture_of_macOS&oldid=953213089'

This document is the starting point for learning how to create Mac apps. It contains fundamental information about the OS X environment and how your apps interact with that environment. It also contains important information about the architecture of Mac apps and tips for designing key parts of your app.

At a Glance

Cocoa is the application environment that unlocks the full power of OS X. Cocoa provides APIs, libraries, and runtimes that help you create fast, exciting apps that automatically inherit the beautiful look and feel of OS X, as well as standard behaviors users expect.

Cocoa Helps You Create Great Apps for OS X

You write apps for OS X using Cocoa, which provides a significant amount of infrastructure for your program. Fundamental design patterns are used throughout Cocoa to enable your app to interface seamlessly with subsystem frameworks, and core application objects provide key behaviors to support simplicity and extensibility in app architecture. Key parts of the Cocoa environment are designed particularly to support ease of use, one of the most important aspects of successful Mac apps. Many apps should adopt iCloud to provide a more coherent user experience by eliminating the need to synchronize data explicitly between devices.

Relevant Chapters:The Mac Application Environment, The Core App Design, and Integrating iCloud Support Into Your App

Common Behaviors Make Apps Complete

During the design phase of creating your app, you need to think about how to implement certain features that users expect in well-formed Mac apps. Integrating these features into your app architecture can have an impact on the user experience: accessibility, preferences, Spotlight, services, resolution independence, fast user switching, and the Dock. Enabling your app to assume full-screen mode, taking over the entire screen, provides users with a more immersive, cinematic experience and enables them to concentrate fully on their content without distractions.

Relevant Chapters:Supporting Common App Behaviors and Implementing the Full-Screen Experience

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Get It Right: Meet System and App Store Requirements

Configuring your app properly is an important part of the development process. Mac apps use a structured directory called a bundle to manage their code and resource files. And although most of the files are custom and exist to support your app, some are required by the system or the App Store and must be configured properly. The application bundle also contains the resources you need to provide to internationalize your app to support multiple languages.

Finish Your App with Performance Tuning

As you develop your app and your project code stabilizes, you can begin performance tuning. Of course, you want your app to launch and respond to the user’s commands as quickly as possible. A responsive app fits easily into the user’s workflow and gives an impression of being well crafted. You can improve the performance of your app by speeding up launch time and decreasing your app’s code footprint.

Relevant Chapter:Tuning for Performance and Responsiveness

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How to Use This Document

This guide introduces you to the most important technologies that go into writing an app. In this guide you will see the whole landscape of what's needed to write one. That is, this guide shows you all the 'pieces' you need and how they fit together. There are important aspects of app design that this guide does not cover, such as user interface design. However, this guide includes many links to other documents that provide details about the technologies it introduces, as well as links to tutorials that provide a hands-on approach.

In addition, this guide emphasizes certain technologies introduced in OS X v10.7, which provide essential capabilities that set your app apart from older ones and give it remarkable ease of use, bringing some of the best features from iOS to OS X.

What Is The X.app Machines

See Also

The following documents provide additional information about designing Mac apps, as well as more details about topics covered in this document:

  • To work through a tutorial showing you how to create a Cocoa app, see Start Developing Mac Apps Today.

  • For information about user interface design enabling you to create effective apps using OS X, see OS X Human Interface Guidelines.

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  • To understand how to create an explicit app ID, create provisioning profiles, and enable the correct entitlements for your application, so you can sell your application through the Mac App Store or use iCloud storage, see App Distribution Guide.

  • For a general survey of OS X technologies, see Mac Technology Overview.

  • To understand how to implement a document-based app, see Document-Based App Programming Guide for Mac.



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