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Re: Accurate time delay without locking up CPU
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Re: Accurate time delay without locking up CPU


  • Subject: Re: Accurate time delay without locking up CPU
  • From: Shawn Erickson <email@hidden>
  • Date: Thu, 17 Oct 2002 19:05:02 -0700

On Thursday, October 17, 2002, at 05:18 PM, Justin Lundy wrote:

I'm writing a turn based game (a card game) where the user plays against the computer. The problem I'm running into is that I want to add delays in between certain graphical actions, such as making a NSTextField flash:

- (void)addPointsToPlrScore:(int)points
{
int flashes = 3;
for (flashes = 3; flashes >= 0; flashes--) {
[plrScoreAdd setStringValue:[NSString stringWithFormat:@"+%d",points]];
// pause for 0.25 seconds?
[plrScoreAdd setStringValue:[NSString stringWithFormat:@""]];
// pause for 0.25 seconds?
}
}

Look at the docs for NSThread or use an NSTimer to trigger the next step in the above loop.

I think using an NSTimer would be better because using NSThread to sleep things will block the processing of user events while it sleeps unless your addPointToPlrScore is running in a secondary thread.

Are you expecting the above to redraw on the screen while you sleep? as coded I don't think it will.

Something like the follpwing...
(assuming some things below are ivars, etc. and this is not tested)

- (void)addPointsToPlrScore:(int)points
{
flashes = 6; //flashes 3 times but calls updateScore 6 times to do that
NSNumber *score = [[NSNumber numberWithInt:points] retain];

[self updateScore:score];
timer = [NSTimer scheduledTimerWithTimeInterval:0.25
target:self
selector:@selector(updateScore:)
userInfo:score
repeats:YES];
}

- (void)updateScore:(id)score
{
if (flashes % 2) {
[plrScoreAdd setStringValue:[NSString stringWithFormat:@""]];
} else {
[plrScoreAdd setStringValue:[NSString stringWithFormat:@"+%d",
[score intValue]]];
}

if (--flashes == 0) {
[timer invalidate];
[score release];
}
}

-Shawn
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References: 
 >Accurate time delay without locking up CPU (From: Justin Lundy <email@hidden>)

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