I work with fastloops all the time. After experimenting on my own with fastloops for a while, I discovered that there are loops being skiped. Little amount like 0.00001 per set that eventually accumulates into a full 1 loop. This may not sound that big or a big deal if using openGL, but when loading bulk things in and out of counters, alternate values, and text you start to notice that your function was not carryed out right. i tracked the source down and found out that after several sets MMF would skip a loop. This loop skiped cost me an 'ASCII Peer 2 Peer' program by not downverting the charictars before they were sent. Now I have a program that will corrupt file

NoteBy set I mean number of loops that has been compleated under the set number of loops {if that makes sence} EX:'1000 loops' ran under an ALWAYS condition is about 50 sets [or whatever the FPS currently is])

If you know how to solve this loopskip problem, (or if this only occurs on my machine) my tell me so I can get back to my program. This was actually in my archive for a long time. I just never really submit to TDC lots because I enjoy playing other's games during my time off of working, school, homework or working on my MMORPG.

This program was made entirely for the purpose of the simple return value that will tell me when at the exact moment a loop is being skipped. The counter below that was something because I wanted a simple estimate; for that counter WILL NOT give the exact number of loops skiped a minute, but a guestimate. But all of the other counters will. This whole thing was basicly a test and don't know if everyone else knows this about the fastloops so I thought this was kinda important to show.
http://www.brainwarecorporation.com/fastloop_skips.zip


Update

I have been working with fastloops and figred out how to 'fix' this fastloop skiping problem. Before I start, I would like to say that I have recently learned that the 65536th loop is skipped(thanks to Peblo). My example runs one set (1000 loops) at a time wich basicaly means that after about 65 sets of loops it skips. I found out that the amount of sets that fastlop runs in one second is the amount of FPS. About 50 if running on a normal computer; so about every 1.10 seconds MMF skips a loop.

The solution should be very simple. There are 2 ways you could do it.
1) +On loopindex(65536)
:Run loop(current loop) 1 time
*This will run the same loop being ran currently one more time to fill in the skipped loop
2)Using my example that I have made:
+return value=1
:Run loop(current loop) 1 time
*The return Value counter will have to be edited because the return value MAY be returning the value 1 several times before MMF turns it back to zero so MMF will never know.

Pretty much, unless you want to edit that counter and use the entire code in my example (with tweaks added to it) then the first methd should be the best way to go. I do not think that MMF always skips loop 65536 and never a different loop so I think more work should be done on this matter. I will update soon with more info and a solution to this problem. I am going to find a method of perfect loops in only 2-3 events if I can.

I hope that this article has helped you in some way or just informed you that fastloops are not perfect and that shouldn't be used for exact measurement (exact amount of active objects; exact amount of stings; ect.).

Update
I made an example of the first method. Every 65536 loop, the loop index will be set the current loop minus 1.

http://www.brainwarecorporation.com/fastloops_noskip.zip