Have you tried CALayer/CAAnimation? They have a lot of power and are 
specifically designed for animation. If for some reason, you don't want to go 
that route, the following is a bit hokey, but it might work

Add a "subsetRange" property to your view class

Create a "setSubsetRange:(NSRange) inRange" method so KVO will work

Add yourself as an observer to this "subsetRange" property
     [self addObserver: self forKeyPath: @"subsetRange" options: 
NSKeyValueObservingOptionNew context: NULL];

Add an observeValueForKeyPath

- (void)observeValueForKeyPath:(NSString *) inKeyPath 
                ofObject:(id) inObject 
                change:(NSDictionary *) inChange 
                context:(void *) inContext
{
    if ([inKeyPath isEqualToString: @"subsetRange"])
    {
        // figure out how many lines you still have to draw here
        if (stillHaveLinesToDraw == YES)
            [self setNeedsDisplay: YES];
    }
}

Then in your draw method
-(void) drawRect:(NSRect) inRect
{
    // draw the set of lines specified in the "subsetRange" property
   
    // calculate the next range and use your setter method
    [self setSubsetRange: newRange];
}

As I said, pretty hokey, but it might do the trick. You should really check out 
CALayer and friends though it seems to be pretty slick. (Still pretty much a 
newbie, to CALayer, myself, but I like it so far)
    

On Jun 19, 2011, at 8:46 AM, Matthias Arndt wrote:

> In a document-based app my custom view draws some thousand paths in drawRect: 
> with a good performance. Now I'd like to offer a "slow-motion" animation, so 
> the user can actually watch the paths being drawn (not each single one, but 
> e. g. in steps of 100 paths per sec).
> 
> I though of several approaches and all of them seem to be infeasible:
> 
> 1. Sleeping the drawing loop in drawRect: (or make the runLoop wait for some 
> time) and use [... flushGraphics]: Freezes the GUI, as the app is 
> single-threaded
> 2. Moving the drawing in a 2nd thread and then pause this one: AFAIK is 
> drawing in a second thread not allowed in Cocoa
> 3. Limit the drawing loop to an increasing high bound, and setup a timer to 
> fire [self setNeedsDisplay:YES] periodically: Causes the first x paths being 
> redrawn at each animation step, resulting in a bad performance
> 4. Same approach, but skipping the first x paths in the next animation step: 
> Corrupted display, e. g. while resizing in an animation
> 
> I'm racking my brains over this, any suggestions?
> 
> Mattes   _______________________________________________
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