> this problem must be because i am using core graphics

I don't know if this is relevant, but I noticed that there is a Core Graphics 
function called CGContextFlush.  The docs say you shouldn't need to call this 
but maybe in your case you do.  There's also a flushGraphics method of 
NSGraphicsContext.  If you are mixing Cocoa and Quartz drawing calls, these 
might help solve any timing issues.

Another possibility would be to use Cocoa drawing calls throughout, rather than 
calling Quartz directly.  I do that and it works OK for me.  I was attracted by 
the relative simplicity of doing things this way and Apple engineers have been 
nudging you in that direction.

Paul Sanders.
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