I don't know much about how events work from a behind the scenes standpoint, so I have a question about how much cpu time I am or am not wasting doing something a certain way
so let's say I had a 1 dimensional array of objects in c++
and I decide I want to do something with some arbitrary object (let's say..the 24th object) in the array
I can just say my_array(23) - do whatever
now in construct, I can create an 'array' of objects using a loop that creates one object per iteration, sets a private variable in that object(let's call it "index") to the loop counter value, and every object gets a unique ordered index
then later I can pick any object directly by having an event with the condition
sprite.value('index') = 23
works fine, easy, wonderful
my question is, from a processing standpoint, is this like c++, pretty much direct
where one object has this index, so it triggers this event
or,
am I basically making the exe loop through every object and check the value of "index",
so if I have 100 objects, I'm making it do 100 steps instead of 1?
i suppose for one group of objects it shouldn't make or break anything,
but for the project I'm working on, there are going to be quite a few picks like this going on