The problem with that approach is that I'd need to find out the monitor's 
refresh rate in order to calculate "nextUpdateTime" and I'm not sure if I can 
get this information from all monitors reliably.

On 19.10.2020 at 00:09 Alex Zavatone wrote:

> It shouldn’t be too hard to roll your own simply based on milliseconds of a 
> timer.

> Even a simple 

if (myMilliseconds >> nextUpdateTime) {
>     [updateObject doThatUpdate];    
>     nextUpdateTime = myMilliseconds + msThrottle;
> }

> lets you get a basic throttle.
>     
> Cheers, 
> Alex Zavatone

>> On Oct 15, 2020, at 2:13 PM, Andreas Falkenhahn via Cocoa-dev 
>> <cocoa-dev@lists.apple.com> wrote:

>> I'm drawing inside an NSView by simply setting its layer's contents to a 
>> CGImage which is updated for every frame, e.g. something like this:

>>       dp = CGDataProviderCreateWithData(NULL, frameBuf, frameBufSize, NULL);
>>       im = CGImageCreate(frameWidth, frameHeight, 8, 32, frameStride, 
>> theColorSpace, (CGBitmapInfo) kCGImageAlphaNoneSkipFirst, dp, NULL, FALSE, 
>> kCGRenderingIntentDefault);

>>       view.layer.contents = (id) im;
>>       CGImageRelease(im);
>>       CGDataProviderRelease(dp);

>> This works fine except that there is no throttle so this will draw as fast 
>> as the CPU allows, which of course is a waste of CPU cycles because the 
>> monitor only refreshes a certain amount of times per second.

>> So is there a convenient way to throttle drawing to the monitor's refresh 
>> rate or does this have to be done the hard way by querying the monitor's 
>> refresh rate and then setting up a timer which draws in exactly those 
>> refresh intervals or how should this be done?

>> Note that I'd like to avoid using OpenGL or Metal or whatever is the 
>> standard nowadays but I'm mainly interested in an AppKit solution...

>> -- 
>> Best regards,
>> Andreas Falkenhahn                          mailto:andr...@falkenhahn.com

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-- 
Best regards,
 Andreas Falkenhahn                            mailto:andr...@falkenhahn.com

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