As mentioned earlier, the actual threading of a process is handled at the player level, which currently does not support true multithreading.
However, this does not mean that you cannot have a programming model that behaves asynchronously. It is safe to say that the goal of any flash application is to control the display anyway, so any processing strategy is really driven by a display list.
If we talk about the asynchronous programming model in Flex, they most likely refer to the invalidation / update process that takes place in the life cycle of Flex components . This creates a way to start costly processes in the next update of the display list, creating a semi-asynchronous programming model.
This type of multi-threaded multithreading is also important for applications that require many iterations over large data sets, such a complex data visualization. A large algorithm can be defined as a series of small pieces, each of which is processed when the display list is updated (frame change). This allows the rest of the application to handle events and make any display updates before processing the next fragment.
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