X-Git-Url: https://git.stderr.nl/gitweb?a=blobdiff_plain;ds=inline;f=libchimara%2Fglk.c;h=f5df12ee4cc80c7fd88dd055bb11f91f52f6085f;hb=f41ab9623262fea0090d817ad43e50feb640b2c9;hp=58b9c00e73cf11cd73ef8606a714607948d1409f;hpb=1589fbfcd406df40d8da4f078dad3327c4862871;p=projects%2Fchimara%2Fchimara.git
diff --git a/libchimara/glk.c b/libchimara/glk.c
index 58b9c00..f5df12e 100644
--- a/libchimara/glk.c
+++ b/libchimara/glk.c
@@ -100,8 +100,10 @@ glk_exit(void)
* all. So you can call it often.
*
*
- * In a virtual machine interpreter, once per opcode is appropriate. In a
- * program with lots of computation, pick a comparable rate.
+ * In a virtual machine interpreter, once per opcode is appropriate. A more
+ * parsimonious approach would be once per branch and function call opcode;
+ * this guarantees it will be called inside loops. In a program with lots of
+ * computation, pick a comparable rate.
*
*
* glk_tick() does not try to update the screen, or check for player input, or
@@ -122,8 +124,8 @@ glk_exit(void)
* loop, this is critical. In a C program, you can often eyeball it.
*
* But the next version of model.c will have a
- * glk_tick() in the ornate printing loop of verb_yada().
- * Just to make the point.
+ * glk_tick() in the ornate printing loop of
+ * verb_yada(). Just to make the point.
*
*
*/