Fritz Anderson's comments are very important, in that you do not control the 
state of your animation in the drawRect: but instead handle that from a calling 
method (like the one in your controller which is called from your timer). 
drawRect: is not fully under your control nor should you try to do so.

The documentation for animations states that for very simple work you should 
use the NSTimer, else use NSAnimation. I went for NSTimer first because I got 
so used to them in my previous development environment, but I was not happy 
with the fastest speed at which it would allow me to fire the timer, and they 
way it blocked my user interface. I swapped it for an NSAnimation, and it all 
worked beautifully after that. Mind you, I do not use full blown animation, I 
just abuse the NSAnimation as a timer, just like the NSTimer, but without the 
downsides.

I am very new to Objective-C and Cocoa/Cocoa Touch, so you should listen to 
more advanced people on this list. But, I will tell you what I found to be 
effective and NSAnimation was very effective. And to see how I did this, I 
suggest you watch my small movie about this project:

http://www.youtube.com/watch?v=jKg1Fy-LKVY


[[[Brainchild alloc] initWithName:@"Richard Altenburg"] saysBestRegards];

Op 6 jul. 2012, om 22:02 heeft Charlie Dickman het volgende geschreven:

> I just had a look at the NSAnimation class document and it actually suggests 
> very prominently that, because of the limited capabilities of an NSAnimation, 
> an NSTimer be used.

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