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Home/ Questions/Q 697199
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Editorial Team
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Editorial Team
Asked: May 14, 20262026-05-14T03:08:36+00:00 2026-05-14T03:08:36+00:00

– (void) applicationDidFinishLaunching:(UIApplication *)application { //set up main loop [NSTimer scheduledTimerWithTimeInterval:0.033 target:self selector:@selector(gameLoop:) userInfo:nil

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- (void) applicationDidFinishLaunching:(UIApplication *)application
   {
    //set up main loop 
    [NSTimer scheduledTimerWithTimeInterval:0.033
    target:self selector:@selector(gameLoop:) userInfo:nil repeats:NO];
    //create instance of the first GameState 
    [self doStateChange:[gsMain class]];
   }
 - (void) gameLoop: (id) sender
   {
    [((GameState*)viewController.view) Update]; 
    [((GameState*)viewController.view) Render];
    [NSTimer scheduledTimerWithTimeInterval:0.033 target:self
    selector:@selector(gameLoop:) userInfo:nil repeats:NO];
   }

This code is from a iPhone game development book. I don’t know why the gameLoop method need to call the NSTimer again? in the applicationDidFinishLaunching, it set the NSTimer to do, why don’t let it do every 0.033s, why add the same NSTimer code in the gameLoop method? thz.

Update: Sorry, my question should be clarify… …Why the code don’t just simply call repeats: YES?

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  1. Editorial Team
    Editorial Team
    2026-05-14T03:08:37+00:00Added an answer on May 14, 2026 at 3:08 am

    You could certainly get away with turning repeats:YES on:

        //set up main loop 
    [NSTimer scheduledTimerWithTimeInterval:0.033
    target:self selector:@selector(gameLoop:) userInfo:nil repeats:YES];
    

    Actually, you would be better off this way, because the timing would be more consistent – the code you have listed here only starts the new timer after the frame has been calculated, which will give you irregular frames if those calls take varying amounts of time.

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