ActionScript 3.0 :: Benchmarking - Event Dispatching Vs. Manually Calling 1m Listeners

Sep 1, 2009

Is it common knowledge that distributing an event to 1000000 listeners is twice as slow as manually calling these listener functions for each such listener in 1000000 loop? This is what my conclusion is, I just cooked up some code benchmarking this. How is the native API useful then (aside from in retrospect when it probably will get more effective), if anyone can replicate it using non-native code, that will be a couple of kilobytes worth of extra code, and one can potentially achieve much greater speeds.

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May be my title doesn't clearly reflect to what I am saying. Let me demonstrate with following example

[Code]....

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Code:
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[code]......

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Can anyone please explain me why the dispatched event is not captured in this code?

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[Code]...

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[Code]...

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UPDATE

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code

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{[code]..........

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[Code]..

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Can event listeners only be added to the class which dispatched the event? I ask because I want to have the logic for the listener on the main class, and the action is dispatched on click from a thumb which is instantiated in a scroller class. Kinda like this:

ActionScript Code:
pseudo code:
class main {
main() {

[code]....

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Drawing Class:

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[code].....

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PHP Code:

package
{
import flash.display.*;[code]....

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PHP Code:
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[Code]....

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It's me back with my fighting game questions. Basically, in the frames of the animations, events are dispatched. When one is being dispatched, I dont want the other one's function to be performed...I'm probably making this alot more confusing than it is supposes to be... If you can just picture it, in a fighting game I dont want the enemy to take damage, while both he and the player are colliding and attacking (whichever one was attacking first). geez that was a ramble.[code]

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