Re: NSTimer questions
Re: NSTimer questions
- Subject: Re: NSTimer questions
- From: j o a r <email@hidden>
- Date: Wed, 22 Sep 2004 14:38:51 +0200
Hej,
On 2004-09-22, at 14.19, Christoffer Lerno wrote:
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).
Timers will only fire when their thread is not busy. In other words, if
you want the timer to fire at 60 Hz, you need to make sure that the
stuff you do in response to the timer (or anything else that you do in
that thread) takes upp less than 1/60 s.
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.
Please start with reading TF(ine)M, list archives, tutorials, et.c.
This might be a starting point:
<http://developer.apple.com/documentation/Cocoa/Conceptual/
Multithreading/Multithreading.html>
j o a r
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