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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