[英]Performance of one function vs. multiple
我在舞台上有很多拖放對象,默認代碼段為舞台上的每個對象添加了一個新的事件偵聽器和函數:
stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
function fl_ReleaseToDrop(event:MouseEvent):void { instance_1.stopDrag(); }
stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop_1);
function fl_ReleaseToDrop_1(event:MouseEvent):void { instance_2.stopDrag(); }
....
將它們全部放在一個聽眾中會更好還是更壞?
stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
function fl_ReleaseToDrop(event:MouseEvent):void {
instance_1.stopDrag();
instance_2.stopDrag();
....
}
一個函數調用肯定比多個函數調用快。 但是,這里的差異可以忽略不計。
從代碼可讀性的角度來看,我想說的是您展示的單個函數調用更好。
通常,我喜歡拖放的方式是在開始拖動時添加mouseUp
處理程序,並在完成拖動后立即將其刪除。 例如:
instance1.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
instance2.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
instance3.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
function mouseDown(e:MouseEvent):void {
Sprite(e.currentTarget).startDrag();
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUp);
}
function mouseUp(e:MouseEvent):void {
stopDrag();
stage.removeEventListener(MouseEvent.MOUSE_UP, mouseUp);
}
對於Flash時間軸簡單高效的解決方案,您只需保持引用對象即可,僅此而已:
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUp);
instance1.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
instance2.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
instance3.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
var draggedObject:Sprite;
function mouseDown(e:MouseEvent):void
{
draggedObject = e.currentTarget as Sprite;
if(draggedObject)
{
draggedObject.startDrag();
}
}
function mouseUp(e:MouseEvent):void
{
if(draggedObject)
{
draggedObject.stopDrag();
draggedObject = null;
}
}
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