I began this thread with that sentence
...this is a try to do a more precise timer ...
and so, I never said that this timer should be used for general purpose but in some case it will help to get a better timer on 1.1 platform target.
The idea to use a seperate sleep thread isnt new btw. Someone (from here I think) experimented with that a few years ago.
what this timer do is a bit more complex than : while(Thread.sleep(1)) time++ ;-)
as I explain above you can replace the Thread.sleep(1) by Thread.yield() it will works the same even with a system timer resolution as bad as 250ms
EDIT: this timer works like an FPS counter (reversed of course)
Well, I personally prefer my adaptive yield loop thingy, which is just fine for most kind of games (if you're fine with the tickbased route) and it even works pretty well if the timer resolution is as bad as 250msec.
it can also be used in a main loop without the need to start the thread by calling: setClock() in the main loop, i guess that it will works the same.
EDIT: if framerate is higher than the timer resolution