Every SDL or SdlDotNet tutorial I have seen has used a defined Surface as the main screen. For example
private static Surface videoscreen;
videoscreen = SetVideoMode(800, 600, 16, false, false, false, true);
videoscreen.Fill(Color.Black);
videoscreen.Blit(sprite);
videoscreen.Update();
However, while trying to build a game with SdlDotNet I noticed that I can simply use Video.Screen for any action I normally would have preformed on the Surface screen. For example:
Video.SetVideoMode(800, 600, 16, false, false, false, true);
Video.Screen.Fill(Color.Black);
Video.Screen.Blit(sprite);
Video.Screen.Update();
Is there a reason why everyone still uses a defined Surface? I'm assuming there is some sort of performance or stability issue that I haven't encountered within the scope of my little game, but I would like to know in case I might run into trouble later on.