A shot in the dark...

Are you manually activating the run loop using NSDefaultRunLoopMode? I recently encountered the same problem (using Core Animation as well), and eventually tracked it down to the way I was waiting for messages from a CFMessagePort to arrive. Specifying a custom run loop mode caused the problem to go away, and I'm still mystified as to why.

If that isn't it, I'd check that you are using Core Animation properly. Is the NSView a layer-hosting or layer-backed view? Does it have any NSView subviews or CALayer sublayers? Read this if you haven't already:

http://developer.apple.com/documentation/GraphicsImaging/Conceptual/Animation_Overview/ChooseAnimTech/chapter_5_section_3.html#/ /apple_ref/doc/uid/TP40004952-CH5-SW4

Best,
Ryan

On Aug 5, 2008, at 10:08 PM, Gordon Apple wrote:

It does not appear to come from anything in my drawing code.  It only
happens when I use layers. The view in a scroller. Moving the scroll bars or resizing the window results in a flood of such console messages. The
drawLayer:inContext: appears to be balanced:

   NSGraphicsContext *nsGraphicsContext;
   nsGraphicsContext = [NSGraphicsContext
graphicsContextWithGraphicsPort:ctx flipped:YES ];
   [NSGraphicsContext saveGraphicsState];
   [NSGraphicsContext setCurrentContext:nsGraphicsContext];
   ... (My drawing)
   [NSGraphicsContext restoreGraphicsState];

This was straight out of the Core Animation Cookbook.


On 8/5/08 5:09 PM, "Kyle Sluder" <[EMAIL PROTECTED]> wrote:

On Tue, Aug 5, 2008 at 5:44 PM, Gordon Apple <[EMAIL PROTECTED]> wrote:
What should I be looking for to find the problem?

I'm not a CoreGraphics expert, but my first instinct is too many calls
to -[NSGraphicsContext restoreGraphicsState].

--Kyle Sluder



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