Thank you Jerome and Michael; really good info and it does help clear
things up .I will look into and read up on them more as i progress in
my away3D project. In my project i recreated the HoverCamera3D
functionality using Camera3D and working on implementing the ability
to pan and zoom in on the scene at the mouse coordinates. But i do and
will have a lot of objects on stage, so potentially many events to
listen for. So far i have  1261 face objects on stage and later a few
dozen 3DS models....

Thanks again guys, always great to learn new things..... :)


On May 10, 9:58 am, elguapoloco <[email protected]>
wrote:
> Hi CyberHawk,
>
> If you do not remove the event listeners on an object it will not be
> Garbage Collected and will remain in memory. That means that an
> ENTER_FRAME handler will keep running. That can affect the memory but
> also performance of your app. Obviously for persistent interactions
> (like keys) on the stage you don't need to remove them unless you
> don't need them anymore. But when you have objects that you plan on
> creating and removing dynamically (like containers for sections on a
> site or images in a carousel) you should build a way to remove all the
> events once you are disposing of that object. You can just add 2
> functions to classes that will handle this addAllEvents() and
> removeAllEvents(). Just make sure all the events added in addAllEvents
> are removed in removeAllEvents.
>
> But the best way to handle this is to avoid creating garbage in the
> first place! Use Object Pools where ever possible. Google it, there
> are vary simple implementations you can apply to your projects. By
> recycling your objects, like those using BitmapMaterials, you can save
> yourself a lot of hair lost in debugging memory issues :)
>
> The HYPE framework has a lot of Object Pools demo and Lost In
> Actionscript has a Basic Object Pool class in its repository.
>
> ath.
>
> Jerome.

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