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Loops and timers
#5
Correct answer is "It depends". For a game loop, you want a loop, not a timer. Reason for this is you have complete control on how frequent things execute. With a timer, your code has to hit an idling point or a DoEvents to trigger, along with the resolution is quite low (if you say 5 milliseconds, it may be anywhere from 5 to 25 before it actually fires). It also removes needless overhead, though this isn't of much concern, since its hardly noticeable, unless you have like 50 timers.
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