Hi,
 I'm going to be introducing animation and want to ensure a steady frame rate. 
I see two approaches to this right now from reviewing examples. One is to use a 
Clock with a frame rate argument. This appears to simply do a delay any time 
there are spare milliseconds till the name frame update. The second approach 
which I see in piman's sprite example 
(http://kai.vm.bytemark.co.uk/~piman/writing/sprite-tutorial.shtml) seems 
instead to ask each sprite to look at a time stamp and based on that, update or 
not (i.e. every 10 milliseconds since last time updated show a new frame or 
location).  The first has the appeal of using a pygame specific mechanism for 
frame rates (Clock) but the second seems like it does waste cycles. That is it 
seems like if I had things to do with spare cycle like do some AI I could use 
the time as opposed to having it absorbed by a Clock controlled frame rate.
  Leaving aside my perhaps erronious latter intuition, my question is this: 
what would you recommend as preferred way to control  frame rate for 
animations...on whatever basis you would argue for :-)
  Thanks for your time,
    Lin

p.s. For more context, I'm using sjbrown's Writing Games Tutorial where he 
generates tick events as fast as a loop can manage. These tickevents then spawn 
subevents like display updates.  I'm thinking I either have these tick events 
simply communicate the absolute time in style of piman code  or at each return 
to generate a new tickevent do a clock frame rate delay. Please let me know if 
any further advise or comments given I'm using that kind of Mediator 
architecture.

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