X-Git-Url: https://git.stderr.nl/gitweb?a=blobdiff_plain;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. * * */