Coroutines are great for tasks that are easy to break up into little chunks, but we still need threads for long-running blocking calls. Today’s article shows how you can mix some threads into your coroutines to easily combine these two kinds of asynchronous processes.
Posts Tagged threads
The last article gave a very basic example of the
flash.concurrent.Condition class introduced in Flash Player 11.5. That example was (hopefully) a simple and easy way to understand the mechanics of how the
Condition class works. Unfortunately, it was not a useful example and actually demonstrated the opposite of what you’d want to use it for. Today’s article shows a somewhat more complicated example that should serve as an example of appropriate usage for
ActionScript workers allow you to take advantage of today’s multi-core processors by creating multiple threads of execution. These threads will invariably need to share some data between them. By default, all data passed between the workers/threads is copied, which can be really slow. The
ByteArray class can be shared without copying. Today’s article discusses this and talks about some quirks that come along with it.
ActionScript Workers are great, but they can be tricky to set up and especially debug. Today I’m introducing a couple of helper classes to take some of the pain out of communicating between threads. Read on for the helper class source code (MIT licensed) and an example app that uses it.