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NSTimer questions
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NSTimer questions


  • Subject: NSTimer questions
  • From: Christoffer Lerno <email@hidden>
  • Date: Wed, 22 Sep 2004 14:19:23 +0200

I'm trying to reliably tick a NSTimer to drive animation.

However, on my iBook I notice I occasionally hickups.

Further investigation reveals that if I set a desired fps at 60, I might have that drop as low as 5 fps at times. (I give you times in fps because it is simpler that way, 5 fps actually means the delay for that frame was 0.2 seconds instead of 1/60th of a second which was the desired delay between firing of the timer.

The actual drawing isn't the problem (I timed that) - it's the timer which occasionally misses by as much as 200 ms.
I am suspecting that the accuracy of the timer is very dependent on what's happening in the run loop (like keyboard input and the like).


However I have read that putting the whole thing in a different thread might be to invite all sorts of pain and suffering.
It would be tempting to move all animation and updates into a separate thread since it would make the game independent of interaction with menu-bar and the like. I'm pretty used to running threads in Java with the synchronizing of methods that entails, but I don't know what I need to watch out for when working with cocoa.


Is there any way I can do screen updates safely away from the main thread or what path should I take? I see the load on the computer only ticks in at less than 10% when running the application, so there should be plenty to borrow from.


/Christoffer

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