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?

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