Name
noLoop()
Description
Stops Processing from continuously executing the code within
 draw(). If loop() is called, the code in draw()
 begin to run continuously again. If using noLoop() in
 setup(), it should be the last line inside the block.
 
 
 When noLoop() is used, it's not possible to manipulate or access
 the screen inside event handling functions such as mousePressed()
 or keyPressed(). Instead, use those functions to call
 redraw() or loop(), which will run draw(), which
 can update the screen properly. This means that when noLoop() has been
 called, no drawing can happen, and functions like saveFrame() or
 loadPixels() may not be used.
 
 
 Note that if the sketch is resized, redraw() will be called to
 update the sketch, even after noLoop() has been specified.
 Otherwise, the sketch would enter an odd state until loop() was called.
Examples
void setup() { size(200, 200); noLoop(); } void draw() { line(10, 10, 190, 190); }void setup() { size(200, 200); } float x = 0.0; void draw() { background(204); x = x + 0.1; if (x > width) { x = 0; } line(x, 0, x, height); } void mousePressed() { noLoop(); } void mouseReleased() { loop(); }boolean someMode = false; void setup() { noLoop(); } void draw() { if (someMode) { // do something } } void mousePressed() { someMode = true; redraw(); // or loop() }
Syntax
noLoop()
Return
void

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