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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T21:51:35+00:00 2026-05-11T21:51:35+00:00

I’d like to delay the handling for some captured events in ActionScript until a

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I’d like to delay the handling for some captured events in ActionScript until a certain time. Right now, I stick them in an Array when captured and go through it when needed, but this seems inefficient. Is there a better way to do this?

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  1. Editorial Team
    Editorial Team
    2026-05-11T21:51:35+00:00Added an answer on May 11, 2026 at 9:51 pm

    Well, to me this seems a clean and efficient way of doing that.
    What do you mean by delaying? you mean simply processing them later, or processing them after a given time?

    You can always set a timout to the actual processing function in your event handler (using flash.utils.setTimeout), to process the event at a precise moment in time. But that can become inefficient, since you may have many timeouts dangeling about, that need to be handled by the runtime.

    Maybe you could specify your needs a little more.

    edit:

    Ok, basically, flash player is single threaded – that is bytecode execution is single threaded. And any event, that is dispatched, is processed immediatly, i.e. dispatchEvent(someEvent) will directly call all registered handlers (thus AS bytecode).

    Now there are events, which actually are generated in the background. These come either from I/O (network, userinput) or timers (TimerEvents). It may happen, that some of these events actually occur, while bytecode is executed. This usually happens in a background thread, which passes the event (in the abstract sense of the term) to the main thread through a (de)queue.

    If the main thread is busy executing bytecode, then it will ignore these messages until it is done (notice: nearly any bytecode execution is always the implicit consequence of an event (be it enter frame, or input, or timer or load operation or whatever)). When it is idle, it will look in all queues, until it finds an available message, wraps the information into an ActionScript Event object, and dispatches it as previously described.

    Thus this queueing is a very low level mechanism, that comes from thread-to-thread communication (and appears in many multi-threading scenarios), and is inaccessible to you.

    But as I said before, your approach both is valid and makes sense.

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