> While it is true that some Flash apps have loop (games must have a loop) it's a bit ignorant to compare it to an event-driven architecture.
not sure if you meant it, but that comes off as pretty rude.
loops and EDA's are different things, and there is value in comparing and considering them. also, the Flash API's may have first-class support for the notion of events, but that does not mean that every glorified loop involves events, or vice versa. in a pure EDA, no task is performed unless an event of interest occurs. mindless polling and housekeeping loops are one anti-pattern contributing to unnecessary CPU use.
also, while we're being pedantic, technically not all games require loops. I've built plenty myself that had no loops in the application code.
not sure if you meant it, but that comes off as pretty rude.
loops and EDA's are different things, and there is value in comparing and considering them. also, the Flash API's may have first-class support for the notion of events, but that does not mean that every glorified loop involves events, or vice versa. in a pure EDA, no task is performed unless an event of interest occurs. mindless polling and housekeeping loops are one anti-pattern contributing to unnecessary CPU use.
also, while we're being pedantic, technically not all games require loops. I've built plenty myself that had no loops in the application code.