Last week’s article covered delegates, so it’s only natural that we follow up this week by covering events. Supporting delegates has laid a good foundation for supporting events, so let’s dive in and see how to implement and use them in C++.
Posts Tagged delete
The Flash API has a gem of a class in Proxy. You can use it to customize the behavior of the dot (
.), index (
in operators as well as the
for-each-in loops. Today’s article answers a recent comment by exploring the performance implications of all this fancy customizing that
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 going to
[sweep]? Yeah, that’s the GC at work. Today’s article talks about some of the ways you end up allocating objects in AS3 without using the
new keyword. These subtle errors can end up costing you!