I appreciate the interest, Peach!
The removal of the event listener helped… but didn’t fix it 100%. If we really stress test the app, the crash still shows up… tho so far, only on older devices. I am wondering if timers and transition events are fired on a “there’s enough CPU cycles left” basis. Maybe you can confirm this for me?
If my code is running, at the end of each ‘frame’, the CPU then runs all EnterFrame events, timer.performWithDelay() events whose alarm goes off on that frame/interval, and transition.to/.from events, yes? And what if the CPU tries to do a lot of these things, such that it can’t get it all done in time to keep animation/frame refresh activity looking smooth? Does it drop running code on some of these events until the next frame/interval?
Very curious about this either way, and would love the details.
I’m also wondering if I have an object that is referred to in a “performWithDelay()” method, or in a “transition.to/.from()” method, what happens if the object is destroyed before the those methods are fired.
Alternatively, what about destroying objects that contain such event-based function calls on an object that still exists… do those calls still get fired? I could test this a bit, but I’d like to know what the protocols/program flow is here. Those details can help me track down what is happening, and they can also inform me about how to better build my garbage collection structures.
Thank you for any input you can give me!
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