If you develop for Mac OS X and you do any 2D graphics programming in Quartz 2D or the Cocoa graphics APIs, you need this book. The table of contents isn't available here at the moment but (trust me on this) this book covers it ALL as far as Quartz 2D is concerned. The authors cover everything: basic Quartz 2D drawing (from Carbon, Cocoa, and Python!), the Quartz drawing model (coordinate systems, transforms, paths, color spaces, etc.), drawing images and text, plus drawing and inspecting PDF content. I'll hit a few highlights in my comments below.
Throughout the book, they've made it a point to cover which APIs are available in which versions of Mac OS X, a godsend if you're delivering apps that must support multiple OS versions but you'd still like to take advantage of the latest features when possible. Where the OS allows, they even explain how to emulate some of the new convenience APIs on older OSes.
Each chapter ends with an extensive list of references (sample code, headers, specifications, and more from Apple, Adobe, and others) to help you find further information, in case you need more detail on a particular topic.
For text drawing, an area in which Quartz 2D provides only a low-level API, the authors explain how to properly use the facilities available in the higher-level frameworks (Carbon and Cocoa).
For those of you coming from QuickDraw, there's a short section specifically targetted at replacing CopyBits (in addition to the chapters on image drawing and offscreen caching).
Near the end of the book, there's an invaluable chapter on how to optimize and debug your drawing code.
Finally, for those developers preparing universal binaries of your applications (all of you, I hope), the authors identify several issues (bitmap data format endian issues, etc.) that you'll need to watch out for and explain what to do about them.
A quick additional note: the publisher has the full Table of Contents as well as a sample chapter available for download at books.elsevier.com/us/mk/us/subindex.asp?isbn=0123694736
Disclaimer: I spent 4 years in Apple's Developer Technical Support group supporting Quartz 2D and other topics. This book would have made my job *much* easier, perhaps even unnecessary.