IDs are unique within each individual <code>message</code> element, but obviously, they repeat from one event to the next. Some Pingus, however, may disappear at some point in the trace if they die, so the number of <code>character</code> elements is not fixed for the entire trace. Within each <code>message</code>, IDs do not appear in any particular order: this depends on the iterator on game elements provided by the game itself. We cannot assume either that IDs start at 0 or that they form a continuous sequence.
 
IDs are unique within each individual <code>message</code> element, but obviously, they repeat from one event to the next. Some Pingus, however, may disappear at some point in the trace if they die, so the number of <code>character</code> elements is not fixed for the entire trace. Within each <code>message</code>, IDs do not appear in any particular order: this depends on the iterator on game elements provided by the game itself. We cannot assume either that IDs start at 0 or that they form a continuous sequence.
   −
Since Pingus' game loop runs at about 160 Hz, <code>message</code> elements correspond to snapshots of the game's state roughly 0.08 seconds apart. Therefore, processing the trace in real time requires handling at least that many events per second.
+
Since Pingus' game loop runs at about 160 Hz, <code>message</code> elements correspond to snapshots of the game's state roughly 0.006 seconds apart. Therefore, processing the trace in real time requires handling at least that many events per second.
    
=== The Property Part ===
 
=== The Property Part ===
   Exception encountered, of type "Error"