IIRC, it would require a player change. If you dispatch an event with the target already filled out, the player clones a new instance and dispatches that instead.
-Alex On 9/20/13 9:00 AM, "flexcapaci...@gmail.com" <flexcapaci...@gmail.com> wrote: >Would creating an object pooling mechanism for new events improve >performance? For example, if instead of calling new FlexEvent() we called > >var changeEvent:FlexEvent = FlexEvent.getEventFromPool(FlexEvent.Change); > >and then that method checks its object pool for an unused event instead of >creating a new one? > >When looking in Scout there are a lot of the same type of events being >dispatched that don't have any references. This might be something that >might be changed at the Flash Player level?