Interesting:

1. No.
2. No.

Weird...

Now I thought it would be interesting to try those calls before the thread was 
dispatched, and the terminate one worked, but the run loop stop didn't. I also 
tried the runloop stop one in my mini test application, and it didn't work 
there either, so am a bit suspicious of that. Should that kill any application? 
If so, then maybe there is something wrong on my machine which is showing up in 
different ways with different apps. I have recently installed the latest XCode. 
Might try this on another computer and see if that makes any difference.

I also checked my build settings, and it was set to use the current MacOS as 
the base SDK (i.e. 10.6), and the architecture was set to be 32 bit universal, 
so I changed that to native architecture of build machine. That made no 
difference.

So, no luck so far ... thanks for the suggestions though...

Gideon

On 08/12/2010, at 2:36 PM, Dave Keck wrote:

> Some thoughts:
> 
> 1. What happens if you specify a different object to receive the
> message? For example, try [NSApp performSelectorOnMainThread:
> @selector(terminate:) ... waitUntilDone: YES]. Does your app
> terminate?
> 
> 2. Specify waitUntilDone: NO, and after the call to
> -performSelectorOnMainThread:, call:
> 
>    CFRunLoopStop(CFRunLoopGetMain());
> 
> Does that make it work?

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