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    <p>Here is what apple has to say about what you are doing <a href="http://developer.apple.com/library/ios/#documentation/cocoa/reference/foundation/Classes/NSRunLoop_Class/Reference/Reference.html" rel="nofollow">in the documentation</a></p> <blockquote> <p><strong>run</strong></p> <p>Puts the receiver into a permanent loop, during which time it processes data from all attached input sources.</p> <ul> <li>(void)run Discussion If no input sources or timers are attached to the run loop, this method exits immediately; otherwise, it runs the receiver in the NSDefaultRunLoopMode by repeatedly invoking runMode:beforeDate:. In other words, this method effectively begins an infinite loop that processes data from the run loop’s input sources and timers.</li> </ul> <p>Manually removing all known input sources and timers from the run loop is not a guarantee that the run loop will exit. Mac OS X can install and remove additional input sources as needed to process requests targeted at the receiver’s thread. Those sources could therefore prevent the run loop from exiting.</p> <p>If you want the run loop to terminate, you shouldn't use this method. Instead, use one of the other run methods and also check other arbitrary conditions of your own, in a loop. A simple example would be:</p> <p>BOOL shouldKeepRunning = YES;<br> // global NSRunLoop *theRL = [NSRunLoop currentRunLoop]; while (shouldKeepRunning &amp;&amp; [theRL runMode:NSDefaultRunLoopMode beforeDate:[NSDate distantFuture]]); where shouldKeepRunning is set to NO somewhere else in the program.</p> <p>Availability Available in iOS 2.0 and later.</p> </blockquote> <p>So it looks like your code is doing what it is supposed to do. It is Logging all the timer events and waiting indefinitely for the run loop.</p>
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