If like you said, --"totally tightly coupled solution is overkill."-- ,than I can agree with you :P

But alright, to plug in on this matter. As I found out it's not hard to lose the tight coupling.
The hard part is to find a system that works fast and intuitive for you.
Once you found or created one, you'll be happy to reuse that system, even for simple setups and for the simple reason that it is YOUR OWN ( or preferred ) loosely coupled (event) system. At that click you will find out that it that it can work more for you than against you or against your speed. Integrating a loosely coupled flow also helps you in creating your own app-paradigm and workflow and enables you to start or reopen a project faster. You now know the best place to implement and to listen for that shout. And a lightyear later when you look back into your crappy-small-app code of the past, you will smile and think:
Nice try but I know better now ;)
Latcho




Matt Folkard wrote:
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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