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Home/ Questions/Q 7888595
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Editorial Team
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Editorial Team
Asked: June 3, 20262026-06-03T05:52:19+00:00 2026-06-03T05:52:19+00:00

I am currently working on a project that I built using the alpha C4

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I am currently working on a project that I built using the alpha C4 framework.

I am trying to make start an animation as soon as the app launches without having to use an type of interaction to get it going (i.e. touchesBegan)…

But unfortunately I cant figure it out.

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  1. Editorial Team
    Editorial Team
    2026-06-03T05:52:20+00:00Added an answer on June 3, 2026 at 5:52 am

    In C4, the way to do this is to take advantage of the following method:

    -(void)performSelector:withObject:afterDelay:
    

    And, for the current version of C4, the best way to use this is like:

    #import "C4WorkSpace.h"
    
    @interface C4WorkSpace ()
    -(void)methodToRunImmediately;
    @end
    
    @implementation C4WorkSpace {
        C4Shape *circle;
    }
    
    -(void)setup {
        circle = [C4Shape ellipse:CGRectMake(100, 100, 100, 100)];
        [self.canvas addShape:circle];
        [self performSelector:@selector(methodToRunImmediately) withObject:nil afterDelay:0.1];
    }
    
    -(void)methodToRunImmediately {
        circle.animationDuration = 1.0f;
        circle.animationOptions = AUTOREVERSE | REPEAT;
        circle.center = CGPointMake(384, 512);
    }
    @end
    

    This code will start your animations after a 1/10th of a second delay… which will look immediate.


    The answer above was posted a long time ago, and we were able to implement a more simple approach for this that doesn’t require knowing what selectors are. The code above can now be run with the following:

    -(void)runMethod:afterDelay:
    

    Such that, in C4, the original line:

    [self performSelector:@selector(methodToRunImmediately) 
               withObject:nil 
               afterDelay:0.1];
    

    … can be rewritten as:

    [self runMethod:@"methodToRunImmediately" afterDelay:0.1];
    
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