anchor.diff:  
   Note the the three phases of every game:
   
  -*  *Init:* The `simpleInitApp()` method is executed only _once_, right at the beginning; 
  -*  *Update:* The `simpleUpdate()` method runs _repeatedly_, during the game. 
  +*  *Init:* The `simpleInitApp()` method is executed only _once_, right at the beginning;
  +*  *Update:* The `simpleUpdate()` method runs _repeatedly_, during the game.
   *  *Render:* After every update, the jMonkeyEngine _automatically_ redraws (`renders`) the screen for you.
   
   Since rendering is automatic, initialization and updating are the two most important concepts in a SimpleApplication-based game for you:
   
  -*  The `simpleInitApp()` method is the application's “first breath. +
  -Here you load and create game data (once).
  -*  The `simpleUpdate()` method is the application's “heartbeat (the time unit is called `ticks`). +
  +*  The `simpleInitApp()` method is the application's "`first breath`".
  +**  Here you load and create game data (once).
  +
  +*  The `simpleUpdate()` method is the application's "`heartbeat`" (the time unit is called `ticks`). +
   Here you change their properties to update the game state (repeatedly).
   
   
  
positive.code: import com.jme3.scene.shape.Box;
  
  /** Sample 4 - how to trigger repeating actions from the main event loop.
   * In this example, you use the loop to make the player character 
   * rotate continuously. */
  public class HelloLoop extends SimpleApplication {
  
  
negative.code: 
  == Conclusion
  
  Now you are listening to the update loop, the "`heartbeat`" of the game, and you can add all kinds of action to it. 
  
  The next thing the game needs is some __inter__action! Continue learning how to <<jme3/beginner/hello_input_system#,respond to user input>>.
  
  