NSTimer's heavy on MIPS?
NSTimer's heavy on MIPS?
- Subject: NSTimer's heavy on MIPS?
- From: David Brackman <email@hidden>
- Date: Wed, 25 Oct 2006 19:33:11 -0700
Hi,
I'm new to Cocoa and Mac dev in general. I'm following an online
tutorial to create a simple game in RubyCocoa, and have since ported
it to Objective-C. It uses NSTimer to set up a 1/60th second
update. In the timer callback, I update the positions of about 10-15
objects, and redraw the 800x600 view (not opaque). I find that these
NSTimer's are sucking quite a bit of the Window Server's MIPs (30% on
a Mac Pro with 4 cores). The objects themselves each only require 1
or 2 bezier paths, so I'm not sure what's taking all of the CPU.
Are NSTimer's just not meant to be used at 60fps? Perhaps NSTimer
has a heavy overhead in the NSRunLoop?
Thanks,
Dave.
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