Using the delta between frames directly isn't quite right either, but it's better than writing framerate-dependent code. I think an even better way is to use an accumulator with a fixed time step, as described here: http://gafferongames.com/game-physics/fix-your-timestep/
Shameless plug here: A long time ago I wrote an article on how to implement a proper game loop, http://www.koonsolo.com/news/dewitters-gameloop/