Hey,
The others have described what threading is, and you'd need threading if you were getting hardcore into C++ and 3D game engines, among many other computationally-expensive operations, and languages that support multi-threading.
Actionscript doesn't have multi-threading. It executes all code in one frame. So if you create a for
loop that processes 100,000,000 items, it will cause the app to freeze. That's because the Flash Player can only execute one thread of code at a time, per frame.
You can achieve pseudo-threading by using:
Those allow you to jump around and execute code.
Tween engines like TweenMax can operate on 1000's of objects at once over a few seconds by using Timers. You can also do this with Event.ENTER_FRAME
. There is something called "chunking" (check out Grant Skinner's AS3 Optimizations Presentation), which says "execute computationally expensive tasks over a few frames", like drawing complex bitmaps, which is a pseudo-multi-threading thing you can do with actionscript.
A lot of other things are asynchronous, like service calls. If you make an HTTPService
request in Flex, it will send a request to the server and then continue executing code in that frame. Once it's done, the server can still be processing that request (say it's saving a 30mb video to a database on the server), and that might take a minute. Then it will send something back to Flex and you can continue code execution with a ResultEvent.RESULT
event handler.
So Actionscript basically uses:
- Asynchronous events, and
- Timers...
... to achieve pseudo-multi-threading.