I completely agree with this as I've been in exactly the same situation with a largish scale project. The sort of projects I tend to do are small scale games for which the totally tightly coupled solution is overkill. However, I've eaten my words on that point as well...


On 17 Nov 2009, at 21:05, "Mendelsohn, Michael" <michael.mendels...@fmglobal.com > wrote:

Alright, since I asked the question, I'm piping in. I just finished a project that became immensely complicated precisely because I eventually had everything tightly coupled. Had I used custom events and done some other things from the get go, I'm nearly certain it would have been easier to do my updates. With the tight coupling of that project, it would be difficult for anyone else to go into it in the future.

In smaller one-off projects, I don't think it's a big deal, but I'm trying to force myself to get in the habit of loosely coupling everything, via custom events.

- MM

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