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Timer memory usage
Hi
Can anyone tell me why when you use a timer with a small interval that the memory usage goes up?
E.g with this code (you'll need a text field called fpst on the stage):
var fps:Timer = new Timer(20, 0);
fps.addEventListener("timer", fpsHandler);
function fpsHandler(event:TimerEvent):void {
fpst.text = System.totalMemory;
}
fps.start()
Wait a few seconds and the memory usage will go up. If you increase the value from 20 to 200 the memory will still go up but very very slowly.
Is this known behaviour? Im building a game which uses the timer to execute code everyframe so I need it to execute very fast.
Is there another solution? I dont want to use enterFrame handlers.
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