Writing Compatible Graphics Applications
Over the years, some developers have written applications that modify the
QuickDraw data structures directly, rather than using the routines provided for that purpose. Then, when engineers at Apple improve
and cards such as graphics accelerators grow more complex, the problem
becomes acute. This section points to new routines you can use to signal
QuickDraw when your application modifies certain data structures directly so that QuickDraw can take note and act accordingly. Applications should not directly change fields in graphics data structures, but
should use the following routines instead:
Using these routines rather than directly modifying the data structures
ensures that your application will fully benefit from any future improvements
to QuickDraw. In particular, the off-screen graphics world routines directly modifying graphics data structures.
Apple strongly recommends that new applications follow these guidelines;
asynchronously operating graphics cards especially need close co operation
It is possible to make existing applications more compatible by calling one of
the following procedures after directly changing a QuickDraw data structure and before calling any other QuickDraw routine: These procedures inform QuickDraw that a direct modification has occurred so it can update its tracking of the graphics environment.