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Playground Book Format Reference

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Available Frameworks

This appendix contains information about the frameworks available in playground books.

Playground Book Frameworks

Table A-1 describes the available frameworks, including any key prefixes used by the classes, methods, functions, types, or constants of the framework.

Table A-1Playground book frameworks

Name

Prefixes

Description

Accelerate.framework

cblas, vDSP

Make large-scale mathematical computations and image calculations, optimized for high performance. See Accelerate Framework Reference.

Accounts.framework

AC

Help users access and manage their external accounts from within your playground book, without requiring them to enter their login credentials. See Accounts Framework Reference.

ARKit.framework

AR

Integrate iOS device camera and motion features to produce augmented reality experiences in your book. See ARKit Framework Reference.

AudioToolbox.framework

AU, Audio

Record or play audio, convert formats, parse audio streams, and configure your audio session. See Audio Toolbox Framework Reference.

AudioUnit.framework

AU, Audio

Add sophisticated audio manipulation and processing capabilities to your playground book. Create audio unit extensions that generate or modify audio in a host playground book. See Audio Unit Programming Guide and Audio Unit Framework Reference.

AVFoundation.framework

AV

Record, edit, and play audio and video; configure your audio session; and respond to changes in the device audio environment. If necessary, customize the default system behavior that you implement with AVKit. See AVFoundation Programming Guide and AV Foundation Framework Reference.

AVKit.framework

AV

Create view-level services for media playback, complete with user controls, chapter navigation, and support for subtitles and closed captioning. See AVKit Framework Reference.

CFNetwork.framework

CF

Access network services and handle changes in network configurations. Build on abstractions of network protocols to simplify tasks such as working with BSD sockets, administering HTTP and FTP servers, and managing Bonjour services. See CFNetwork Programming Guide and CFNetwork Reference Collection.

CoreAudio.framework

Audio

Use specialized data types to interact with audio streams, complex buffers, and audiovisual timestamps. See Core Audio Overview and Core Audio Framework Reference.

CoreAudioKit.framework

CA

Add user interfaces to audio units. See CoreAudioKit Framework Reference.

CoreBluetooth.framework

CB

Communicate with Bluetooth low-energy devices. See Core Bluetooth Programming Guide and Core Bluetooth Framework Reference.

CoreData.framework

NS

Create generalized and automated solutions to common tasks associated with object life-cycle and object graph management, including persistence. See Core Data Programming Guide and Core Data Framework Reference.

CoreFoundation.framework

CF

Build code that you can use across Apple platforms, and share code and data among frameworks, libraries, apps, and playground books. Implement internationalization easily and consistently across all programming interfaces. See Core Foundation Design Concepts and Core Foundation Framework Reference.

CoreGraphics.framework

CG

Harness the power of Quartz technology to perform lightweight 2D rendering with high-fidelity output. Handle path-based drawing, anti-aliased rendering, gradients, images, color management, PDF document handling, and more. See Core Graphics Reference Collection.

CoreImage.framework

CI

Use built-in or custom filters to process still and video images in near real-time. Detect features such as faces and eyes, and track faces in video images. See Core Image Programming Guide and Core Image Reference Collection.

CoreLocation.framework

CL

Determine the current latitude and longitude of a device. Configure and schedule the delivery of location-related events. See Core Location Framework Reference.

CoreMedia.framework

CM

Represent time-based audio-visual assets with essential data types. See Core Media Framework Reference.

CoreMIDI.framework

MIDI

Communicate with MIDI devices such as hardware keyboards and synthesizers. See Core MIDI Framework Reference.

CoreMotion.framework

CM

Receive and handle accelerometer events and other motion events. See Core Motion Framework Reference.

CoreText.framework

CT

Create text layouts using high-quality typesetting, character-to-glyph conversion, and positioning of glyphs in lines and paragraphs. Optimize font handling with automatic font substitution, and get easy access to font metrics and glyph data. See Core Text Programming Guide and Core Text Reference Collection.

CoreVideo.framework

CV

Process digital video—including manipulation of individual frames—using a pipeline-based API and support for both Metal and OpenGL. See Core Video Programming Guide and Core Video Reference Collection.

ExternalAccessory.framework

EA

Communicate with accessories connected to a device by the Apple Lightning connector, or connected wirelessly through Bluetooth. See External Accessory Programming Topics and External Accessory Framework Reference.

Foundation.framework

NS

Access the essential classes that define basic object behavior, data types, collections, and operating-system services. Incorporate design patterns and mechanisms that make your playground books more efficient and robust. See Foundation Framework Reference.

GameController.framework

GC

Support hardware game controller inputs. Discover connected controllers, connect new controllers to a device, and read the inputs of connected controllers. See Game Controller Programming Guide and Game Controller Framework Reference.

GameKit.framework

GK

Create experiences that keep players coming back to your game. Add leaderboards, achievements, matchmaking, challenges, and more. See Game Center Programming Guide and Game Kit Framework Reference.

GameplayKit.framework

GK

Incorporate common gameplay behaviors using random number generation designed for games and infrastructure for implementing behavior entities. See GameplayKit Programming Guide and GameplayKit Framework Reference.

GLKit.framework

GLK

Speed up OpenGL ES or OpenGL playground book development. Use math libraries, background texture loading, pre-created shader effects, and a standard view and view controller to implement your rendering loop. See GLKit Framework Reference.

ImageIO.framework

CG

Read and write most image file formats. Manage color and access image metadata. See Image I/O Programming Guide and Image I/O Reference Collection.

IOSurface.framework

IO

Share hardware-accelerated buffer data (framebuffers and textures) across multiple processes. See IOSurface Framework Reference.

MapKit.framework

MK

Display map or satellite imagery from the windows and views of your custom apps. Annotate your maps with points of interest, and determine placemark information for map coordinates. See MapKit Framework Reference.

MediaAccessibility.framework

MA

Coordinate the presentation of closed-captioned data for your playground book's media files. See Media Accessibility Framework Reference.

MediaPlayer.framework

MP

Find and play user-installed media items including songs, audio podcasts, and audio books. Play custom movie files, such as cut scenes in games. See Media Player Framework Reference.

MediaToolbox.framework

MT

Contains interfaces for playing audio content.

MessageUI.framework

MF

Create a user interface for composing email and text messages, so users can edit and send messages without leaving your playground book. See Message UI Framework Reference.

Metal.framework

MTL

Render advanced 3D graphics and perform data-parallel computations. Get fine-grained access to the GPU while minimizing CPU overhead. See Metal Programming Guide and Metal Framework Reference.

MetalKit.framework

MTK

Build Metal playground books quicker and easier, using far less code. Load textures from many sources, render graphics in a standard Metal view, and work efficiently with models provided by ModelIO. See MetalKit Framework Reference and MetalKit Functions Reference.

MetalPerformanceShaders.framework

MPS

Add low-level and high-performance kernels to your Metal playground book. Optimize graphics and compute performance with kernels that are fine-tuned for the unique characteristics of each Metal GPU family. See Metal Performance Shaders Framework Reference.

MobileCoreServices.framework

UT

Use uniform type identifier (UTI) information to create and manipulate data that can be exchanged with other apps and services. See Mobile Core Services Framework Reference.

ModelIO.framework

MDL

Import, export, and manipulate 3D models using a common infrastructure that integrates MetalKit, GLKit, and SceneKit. See ModelIO Framework Reference.

MultipeerConnectivity.framework

MC

Support peer-to-peer connectivity and the discovery of nearby devices. See Multipeer Connectivity Framework Reference.

OpenAL.framework

AL

Add low-latency, positional audio playback and three-dimensional sound to your playground book or game.

OpenGLES.framework

EAGL, GL

Create 3D and 2D graphics effects with this compact, efficient subset of OpenGL. See OpenGL ES Programming Guide and OpenGL ES Framework Reference.

PDFKit.framework

PDF

Display and manipulate PDF documents in your applications.. See PDFKit Framework Reference.

Photos.framework

PH

Work with image and video assets managed by the Photos app, including those from iCloud Photo Library and Live Photos. Fetch and cache full-sized assets or thumbnails asynchronously, revise content, and sync revisions to multiple devices. See Photos Framework Reference.

PhotosUI.framework

PH

Create custom extensions for editing photo, video, and Live Photos content in the Photos app. Add views to your playground book to display Live Photos content interactively. See PhotosUI Framework Reference.

QuartzCore.framework

CA

Configure user interface animations and visual effects using Core Animation technology for hardware rendering and optimal performance. See Quartz 2D Programming Guide and Quartz Core Framework Reference.

QuickLook.framework

QL

Display view-based previews of documents and images that are in uncommon formats or in formats that you don’t handle. See Quick Look Programming Guide and Quick Look Framework Reference for iOS.

ReplayKit.framework

RP

Record audio and video directly from your playground book that users can share through email, text messages, and social websites. See ReplayKit Framework Reference.

SafariServices.framework

SS

Enable web-based views and services in your playground book. See Safari Services Framework Reference.

SceneKit.framework

SCN

Create 3D games and add 3D content to playground books. Provide high-level scene descriptions, optimized animations and actions, physics simulation, particle effects, and physically based rendering. See SceneKit Programming Guide and SceneKit Framework Reference.

Security.framework

CSSM, Sec

Secure the data your playground book manages. Protect information and control access to your playground book. See Security Overview and Security Framework Reference.

Social.framework

SL

Integrate your playground book with supported social networking services. Use the provided template to create HTTP requests. See Social Framework Reference.

SpriteKit.framework

SK

Create 2D sprite-based games using an optimized animation system, physics simulation, and event-handling support. See SpriteKit Programming Guide and SpriteKit Framework Reference.

UIKit.framework

UI

Construct and manage your playground book's UI. Use event handling, drawing, windows, views, and controls designed specifically for the Multi-Touch interface. See View Controller Programming Guide for iOS and UIKit Framework Reference.

Vision.framework

VN

Apply high-performance image analysis and computer vision techniques to identify faces, detect features, and classify scenes in images and video. See Vision Framework Reference.

WebKit.framework

WK

Display web content in windows. Implement browser features such as following user-activated links, managing a back-forward list, and managing a history of recently visited pages. See WebKit Framework Reference.

System Libraries

Note that some specialty libraries at the Core OS and Core Services level are not packaged as frameworks. Instead, playgrounds access these APIs by importing modules for header files located in the /usr/include directory.