You are of course  correct that vastly more time is spent in the handlers 
rather than in the event loop. It still doesn't change the fact that the 
event is sort of "out of the hands" of the regular developer and should 
operate as quickly as possible (it's in C in some frameworks). In this case 
I would just think that "optimizing" the event loop is a simple enough 
thing that it might be worth considering. :) 
.
Griatch

On Friday, June 13, 2014 1:46:27 AM UTC+2, Greg Ewing wrote:
>
> Griatch Art wrote: 
> > Considering the time-critical aspect of the run loop, it surprised me to 
> > see it doing variable referencing every step of the loop. 
>
> Have you done any timings on realistic game code to see if 
> this is really a problem? I wouldn't expect a typical game 
> to spend much of its time executing the event loop itself; 
> most of it would be spent in the handlers called from the 
> event loop. 
>
> -- 
> Greg 
>

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