だから私はアルカノイドを開発していて、動きは私にとって遅れています。
60 fps がアイキャップだと聞いたので、なぜ遅れているのかわかりません。
100 fps でゲームをプログラムしたくないので、60 fps でプログラムできれば計算を処理する時間が少なくなるため
、何をすべきかについての提案はありますか? 
これが私のキャッピングフレームコードです。                      
//Cap the frame rate                
if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )   
{   
    SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );   
}
好奇心が強い場合は、ここに私のコード全体があります
/*This source code copyrighted by Lazy Foo' Productions (2004-2012)
and may not be redistributed without written permission.*/
//The headers
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include <string>
//The screen attributes
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
//The frame rate
const int FRAMES_PER_SECOND = 40;
//The dimensions of the dot
const int DOT_WIDTH = 20;
const int DOT_HEIGHT = 20;
//The surfaces
SDL_Surface *dot = NULL;
SDL_Surface *screen = NULL;
//The event structure
SDL_Event event;
//The dot that will move around on the screen
class Dot
{
    private:
    //The X and Y offsets of the dot
    int x, y;
    //The velocity of the dot
    int xVel, yVel;
    public:
    //Initializes the variables
    Dot();
    //Takes key presses and adjusts the dot's velocity
    void handle_input();
    //Moves the dot
    void move();
    //Shows the dot on the screen
    void show();
};
//The timer
class Timer
{
    private:
    //The clock time when the timer started
    int startTicks;
    //The ticks stored when the timer was paused
    int pausedTicks;
    //The timer status
    bool paused;
    bool started;
    public:
    //Initializes variables
    Timer();
    //The various clock actions
    void start();
    void stop();
    void pause();
    void unpause();
    //Gets the timer's time
    int get_ticks();
    //Checks the status of the timer
    bool is_started();
    bool is_paused();
};
SDL_Surface *load_image( std::string filename )
{
    //The image that's loaded
    SDL_Surface* loadedImage = NULL;
    //The optimized surface that will be used
    SDL_Surface* optimizedImage = NULL;
    //Load the image
    loadedImage = IMG_Load( filename.c_str() );
    //If the image loaded
    if( loadedImage != NULL )
    {
        //Create an optimized surface
        optimizedImage = SDL_DisplayFormat( loadedImage );
        //Free the old surface
        SDL_FreeSurface( loadedImage );
        //If the surface was optimized
        if( optimizedImage != NULL )
        {
            //Color key surface
            SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB(     optimizedImage->format, 0, 0xFF, 0xFF ) );
        }
    }
    //Return the optimized surface
    return optimizedImage;
}
void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination,                 SDL_Rect* clip = NULL )
{
    //Holds offsets
    SDL_Rect offset;
    //Get offsets
    offset.x = x;
    offset.y = y;
    //Blit
    SDL_BlitSurface( source, clip, destination, &offset );
}
bool init()
{
    //Initialize all SDL subsystems
    if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
    {
        return false;
    }
    //Set up the screen
    screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE         );
    //If there was an error in setting up the screen
    if( screen == NULL )
    {
        return false;
    }
    //Set the window caption
    SDL_WM_SetCaption( "Move the Dot", NULL );
    //If everything initialized fine
    return true;
}
bool load_files()
{
    //Load the dot image
    dot = load_image( "dot.bmp" );
    //If there was a problem in loading the dot
    if( dot == NULL )
    {
       return false;
    }
    //If everything loaded fine
    return true;
}
void clean_up()
{
    //Free the surface
    SDL_FreeSurface( dot );
    //Quit SDL
    SDL_Quit();
}
Dot::Dot()
{
    //Initialize the offsets
    x = 0;
    y = 0;
    //Initialize the velocity
    xVel = 0;
    yVel = 0;
}
void Dot::handle_input()
{
    //If a key was pressed
    if( event.type == SDL_KEYDOWN )
    {
        //Adjust the velocity
        switch( event.key.keysym.sym )
        {
            case SDLK_UP: yVel -= DOT_HEIGHT / 2; break;
            case SDLK_DOWN: yVel += DOT_HEIGHT / 2; break;
            case SDLK_LEFT: xVel -= DOT_WIDTH / 2; break;
            case SDLK_RIGHT: xVel += DOT_WIDTH / 2; break;
        }
    }
    //If a key was released
    else if( event.type == SDL_KEYUP )
    {
        //Adjust the velocity
        switch( event.key.keysym.sym )
        {
            case SDLK_UP: yVel += DOT_HEIGHT / 2; break;
           case SDLK_DOWN: yVel -= DOT_HEIGHT / 2; break;
            case SDLK_LEFT: xVel += DOT_WIDTH / 2; break;
            case SDLK_RIGHT: xVel -= DOT_WIDTH / 2; break;
        }
    }
}
void Dot::move()
{
    //Move the dot left or right
    x += xVel;
    //If the dot went too far to the left or right
    if( ( x < 0 ) || ( x + DOT_WIDTH > SCREEN_WIDTH ) )
    {
        //move back
        x -= xVel;
    }
    //Move the dot up or down
    y += yVel;
    //If the dot went too far up or down
    if( ( y < 0 ) || ( y + DOT_HEIGHT > SCREEN_HEIGHT ) )
    {
        //move back
        y -= yVel;
    }
}
void Dot::show()
{
    //Show the dot
    apply_surface( x, y, dot, screen );
}
Timer::Timer()
{
    //Initialize the variables
    startTicks = 0;
    pausedTicks = 0;
    paused = false;
    started = false;
}
void Timer::start()
{
    //Start the timer
    started = true;
    //Unpause the timer
    paused = false;
    //Get the current clock time
    startTicks = SDL_GetTicks();
}
void Timer::stop()
{
    //Stop the timer
    started = false;
    //Unpause the timer
    paused = false;
}
void Timer::pause()
{
    //If the timer is running and isn't already paused
    if( ( started == true ) && ( paused == false ) )
    {
        //Pause the timer
        paused = true;
        //Calculate the paused ticks
        pausedTicks = SDL_GetTicks() - startTicks;
    }
}
void Timer::unpause()
{
    //If the timer is paused
    if( paused == true )
    {
        //Unpause the timer
        paused = false;
        //Reset the starting ticks
        startTicks = SDL_GetTicks() - pausedTicks;
        //Reset the paused ticks
        pausedTicks = 0;
    }
}
int Timer::get_ticks()
{
    //If the timer is running
    if( started == true )
    {
        //If the timer is paused
        if( paused == true )
        {
            //Return the number of ticks when the timer was paused
            return pausedTicks;
        }
        else
        {
            //Return the current time minus the start time
            return SDL_GetTicks() - startTicks;
        }
    }
   //If the timer isn't running
    return 0;
}
bool Timer::is_started()
{
    return started;
}
bool Timer::is_paused()
{
    return paused;
}
int main( int argc, char* args[] )
{
    //Quit flag
   bool quit = false;
    //The dot that will be used
    Dot myDot;
    //The frame rate regulator
    Timer fps;
    //Initialize
    if( init() == false )
    {
        return 1;
    }    
    //Load the files
    if( load_files() == false )
    {
        return 1;
    }
    //While the user hasn't quit
    while( quit == false )
    {
        //Start the frame timer
       fps.start();
       //While there's events to handle
        while( SDL_PollEvent( &event ) )
        {
            //Handle events for the dot
            myDot.handle_input();
            //If the user has Xed out the window
            if( event.type == SDL_QUIT )
            {
                //Quit the program
                quit = true;
            }
        }
        //Move the dot
        myDot.move();
        //Fill the screen white
        SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) );
        //Show the dot on the screen
        myDot.show();
        //Update the screen
        if( SDL_Flip( screen ) == -1 )
        {
           return 1;
        }
        //Cap the frame rate
        if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )
        {
            SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
        }
    }
    //Clean up
    clean_up();
    return 0;
}