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Netcode is a blanket term most commonly used by gamers relating to networking in online games, often referring to synchronization issues between clients and servers.Players often infer "bad netcodes" when they experience lag or when their inputs are dropped.
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Most assembly languages will have a macro instruction or an interrupt address available for the particular system to intercept events such as illegal op codes, program check, data errors, overflow, divide by zero, and other such.
In computer science and software engineering, busy-waiting, busy-looping or spinning is a technique in which a process repeatedly checks to see if a condition is true, such as whether keyboard input or a lock is available.
I/O completion port loops run separately from the Message loop, and do not interact with the Message loop out of the box. The "heart" of most Win32 applications is the WinMain() function, which calls GetMessage() in a loop. GetMessage() blocks until a message, or "event", is received (with function PeekMessage() as a non-blocking alternative).