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	<title>JacksonDunstan.com &#187; catch</title>
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	<description>Mastering AS3</description>
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		<title>Hidden Object Allocations</title>
		<link>http://jacksondunstan.com/articles/1279</link>
		<comments>http://jacksondunstan.com/articles/1279#comments</comments>
		<pubDate>Mon, 04 Jul 2011 09:00:04 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[activation object]]></category>
		<category><![CDATA[allocation]]></category>
		<category><![CDATA[array]]></category>
		<category><![CDATA[catch]]></category>
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		<category><![CDATA[GC]]></category>
		<category><![CDATA[memory]]></category>
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		<category><![CDATA[performance]]></category>
		<category><![CDATA[string]]></category>
		<category><![CDATA[try]]></category>
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		<guid isPermaLink="false">http://jacksondunstan.com/?p=1279</guid>
		<description><![CDATA[During some recent memory profiling I was reacquainted with just how many ways there are to unknowingly allocate an object in AS3. The problem is seldom the allocation itself, but rather the later garbage collection (GC) to delete those objects. Ever used a Flash profiler only to see a huge chunk of your CPU time [...]]]></description>
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		<title>Typecasting: Part 3</title>
		<link>http://jacksondunstan.com/articles/1021</link>
		<comments>http://jacksondunstan.com/articles/1021#comments</comments>
		<pubDate>Mon, 17 Jan 2011 10:00:01 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[as]]></category>
		<category><![CDATA[cast]]></category>
		<category><![CDATA[catch]]></category>
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		<guid isPermaLink="false">http://jacksondunstan.com/?p=1021</guid>
		<description><![CDATA[Today&#8217;s article is a followup to an article (Cast Speed, itself a followup to Two Types of Casts) from September that continues to gather comments. Sharp-eyed reader fastas3 brought up a good point that warranted some further investigation into the topic. So today we&#8217;ll be taking yet-another look at typecasting in AS3 to try to [...]]]></description>
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		<title>Try/Catch Slowdown: Part 2</title>
		<link>http://jacksondunstan.com/articles/379</link>
		<comments>http://jacksondunstan.com/articles/379#comments</comments>
		<pubDate>Fri, 16 Oct 2009 09:00:52 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
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		<category><![CDATA[try]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=379</guid>
		<description><![CDATA[Today&#8217;s article is in response to a comment left about my article on try/catch slowdowns. The second time around I will provide an example that is hopefully more &#8220;real world&#8221; than the last article provided. The comment claimed: Typical real world applications will not halt the LLVM for 100000000 iterations; therefore the slowness will negligible. [...]]]></description>
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		<title>Try/Catch Slowdown</title>
		<link>http://jacksondunstan.com/articles/377</link>
		<comments>http://jacksondunstan.com/articles/377#comments</comments>
		<pubDate>Wed, 14 Oct 2009 09:00:59 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
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		<description><![CDATA[Try/catch blocks are certainly a nice feature to have. They allow you to catch errors that are beyond your control and handle them in a nice manner. They also allow you to throw your own errors and handle them in the same way. This would all be great if it weren&#8217;t for the fact that [...]]]></description>
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