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Home/ Questions/Q 215427
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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T18:28:09+00:00 2026-05-11T18:28:09+00:00

Ok, I’ve read the articles about why it’s a better idea to use an

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Ok, I’ve read the articles about why it’s a better idea to use an NSRunLoop instead of an NSTimer call to run a game loop and maintain a nice frame rate.

But what I haven’t seen in any of the discussions is where to create the NSRunLoop.

Should that be put at the end of didFinishLoading?

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  1. Editorial Team
    Editorial Team
    2026-05-11T18:28:10+00:00Added an answer on May 11, 2026 at 6:28 pm

    The run loop is automatically generated for you when you invoke NSApplicationMain. You can access the runloop with either of the following methods:

    runloop = [NSRunLoop mainRunLoop];
    runloop = [NSRunLoop currentRunLoop];
    

    The code in the forum you linked to looks like this:

    // Yield to system calls (touches, etc.) for one ms.
    while (CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.002, NO) == kCFRunLoopRunHandledSource);
    

    The documentation on CFRunLoopRunInMode:

    SInt32 CFRunLoopRunInMode (   
        CFStringRef mode,
        CFTimeInterval seconds,
        Boolean returnAfterSourceHandled
    );
    

    Runs the current thread’s CFRunLoop
    object in a particular mode.

    Parameters

    mode

    The run loop mode to
    run. …

    seconds

    The length of time to run the
    run loop. …

    returnAfterSourceHandled

    A flag
    indicating whether the run loop should
    exit after processing one source. …

    This means that CFRunLoopRunInMode gets the current threads run loop and processes all waiting inputs. (Like touches…).

    while(… == kCFRunLoopRunHandledSource) ensures that all events are processed.

    Just use the code as it is, this is working.

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