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    <p>Object Pooling is an excellent idea if you need to create/destroy lots of items. Flex 4 is <a href="http://www.hulstkamp.com/byard/gumbo/DataListTest/DataGroupTest.html" rel="nofollow noreferrer">doing this with their DataGroup</a> for managing creating destroying itemRenderers while you scroll through huge lists, and it dramatically improves rendering performance.</p> <p>And all of the <a href="http://flare.prefuse.org/api/flare/physics/Simulation.html" rel="nofollow noreferrer">particle frameworks</a> HAVE to use this to be competitive.</p> <p>Check out these Object Pooling Demos and Presentations for Actionscript:</p> <ul> <li><a href="http://www.lostinactionscript.com/blog/index.php/2008/10/30/object-pooling-in-as3/" rel="nofollow noreferrer">Object Pooling in AS3</a> by Lost in Actionscript.</li> <li><a href="http://lab.polygonal.de/2008/06/18/using-object-pools/" rel="nofollow noreferrer">Polygonal Labs' ObjectPool class</a> and some examples.</li> <li><a href="http://www.electrotank.com/junk/mike/flash/objectpool/" rel="nofollow noreferrer">Object Pools prevent "stuttering"</a> example.</li> <li>Grant Skinner describes some bits about <a href="http://gskinner.com/talks/quickTokyo/#84" rel="nofollow noreferrer">Object Pooling in his Presentation</a>, among other neat things.</li> </ul> <p>I'd recommend using an object pool if you're creating/destroying lots of objects. Performance optimizations are very important early on if you're building a complex project and you won't have time to go back to it for a while. Object Pooling goes a long way and is very easy to implement.</p> <p>Hope that helps, Lance</p>
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