I have my problem largely resolved, and I thought I'd share the resolution.

Some have written pointing out that the following code has a bug:

        timer = [NSTimer alloc];
[timer initWithFireDate:[NSDate date] interval:t target:self selector:@selector(mainLoopTimer:) userInfo:halTimer repeats:NO];


timer may be set to the wrong thing because I don't reset it to what init returns, which can change its value. This was probably my problem. However, my resolution was unrelated to this.

Our API with timers assumed that it was only setting the 'next' timer, not 'yet another' timer. The business of handling multiple timers is done internally in our portable code.

So what happened when I used [NSTimer scheduledTimerWithTimeInterval... I was getting another timer. The result was that my selector would get called maybe 10X more often than intended. This didn't break anything, but impaired performance. So now I simply add a call to [timer invalidate]; before adding a new timer. It's true that we're allocating a new timer with every call, and I'd prefer not to do that, but this seems to be working okay for now.

I may go back and try to use initWithFireDate: later...

I must say, after 20 years of C malloc(), I find retain/release mysterious. It's probably no better or worse than malloc/free, but confusing to me. It seems to me that it has exactly the same advantages/disadvantages, but it's just wildly different. Who does the free()? Who does the retain/release? Pretty much the same problem...

--Daniel


I'm trying to convert from Carbon to Cocoa for a number of reasons which I won't go into here.

My application needs to set a timer that causes a function to be called at a time in the future. This is non-repeating, and sometimes has be immediate. I need it to be as efficient as possible, because it's called frequently.

In Carbon I'm using:

        EventLoopTimerUPP upp;
        upp = NewEventLoopTimerUPP(macTimerCallback);
        
        InstallEventLoopTimer(GetMainEventLoop(),0, kEventDurationForever,
                                                upp,0,&macTimer);
        

Then, when I need to set the timer:
        nextTimerTime = CFAbsoluteTimeGetCurrent() + nextTimer; 
        SetEventLoopTimerNextFireTime(macTimer, nextTimer);

In Cocoa, the system I'm using requires me to allocate a new NSTimer every time I need to set a timer:

        self.timer = [NSTimer scheduledTimerWithTimeInterval:   t               
// seconds
                                                  target:       self
                                                selector:       @selector 
(mainLoopTimer:)
                                                userInfo:       nil             
                                                 repeats:       NO];

This is working fine, but our performance is poor. It's not so poor that it's obviously broken, but I'm looking for ways to improve it. I've been try to alloc one NSTimer that I reuse, and I've had no success doing so.

I've tried

        timer = [NSTimer alloc];
[timer initWithFireDate:[NSDate date] interval:t target:self selector:@selector(mainLoopTimer:) userInfo:halTimer repeats:NO]; [[NSRunLoop currentRunLoop] addTimer:timer forMode:NSDefaultRunLoopMode];

This has failed. Investigating, I called [timer isValid] and it returns false. I've tried altering the args in various ways without success. I've also had various problems retain'ing this timer. When I add [timer retain];, it crashes having exhausted the stack, where it's calling retain over and over.

Help.

--Daniel
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