Best collision detection system - "Allknowing god" or "self sufficient ant"?

I thought I’d finally get a little further on that rope physics thing.

I have the system down in my mind, however, I’m not which of two systems to use (yes, I made up the names :stuck_out_tongue:

Allknowing God
I use classes for each item that needs to be checked (of instance, “point” and “connector”) which have various properties specific to that item. In this system, these classes only serve as property holders that you get and set values to, and don’t actually do anything else.

Every frame, the “Allknowing god” class loops through all items and applies all necessary actions to them.

PROS (that I can think of so far): Only one event listener is needed, so it saves time (I think?)

CONS: When accessing properties, you need to go through several objects first.
Example: pointArray.x += connectorArray[c].speed; *
In this case, to get the speed value, you need to go through “connectorArray”, then the connector object, then you reach the variable. That adds up and takes a toll on performance, right?

Self Sufficient Ants
In this system, each class actually has a purpose and does something, in addition to storing properties.

Each class has a separate event listener to ENTER_FRAME, and each time that event is dispatched, they do their thing.

PROS: When accessing properties, variables can be accessed directly.
Example: _x += speed;
In this case “_x” is accessed directly and does not need to go through any other objects to be accessed.

CONS: There will be at least 20 or so listeners to ENTER_FRAME, which may really bog down performance.

What system (even if neither of these) is the “best”?

Am I clear on what I’m trying to achieve? I’ll gladly clarify. Better that than be ignored. :sigh: