Is Using Static functions advisable from performance(speed) point of view

I was wondering if using a static function would be slower than using a normal function, especially when the function is to be accessed by multiple threads since the same memory area is used each time the static function is accessed from any of the threads. Thus is it right if I say that static functions are not suitable for multiThreaded access ?

I was wondering if using a static function would be
slower than using a normal function,Static functions are linked at compile time, while normal functions have to be linked based on the runtime type of the object they are called on. This lookup means that static function invocations are likely to be faster.
especially when
the function is to be accessed by multiple threads
since the same memory area is used each time the
static function is accessed from any of the threads.If you are talking about the code segment, where the function definition is held, there is only a single copy of each "normal" function as well. The code segment is also read-only, so there are no issues with multiple threads reading and executing the same code at the same time.
There are the normal issues with multi-threaded access to variables in static functions that exist with normal functions.
Thus is it right if I say that static functions are
not suitable for multiThreaded access ?Static functions are no safer than non-static functions in terms of thread safety. On the other hand, it is no more dangerous having multiple threads calling a static function than having multiple threads calling a non-static function on the same object. Exactly the same thread safety techniques apply whether you are working in a static or a non-static context.
With the above in mind, there is a great deal of design difference between static functions and non-static functions. They mean very different things when creating a system, and an operation that is suited for a static function is very likely not appropriate in a non-static context, and vice versa. The important thing is to make sure the design is appropriate for what the system is trying to do.
The most common use of static functions is for object creation... The Factory design pattern uses static methods to create objects of a given type, the Singleton design pattern uses static methods to allow access to itself.

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    Now I was dabbling with making geometry wars to learn AS3 Classes and it was great fun, I set up the Document Class, my enemies and Player 1 Spaceship. I worked out my different SubClasses, and everything was added to the stage by AddChild() along with all SubClasses being created through the Document Class....
    Every Class Object was linked to the Document Class as everything was created either by it or through SubClasses under it. So I had full control to do what I wanted. However, all I ever see are elements generated dynamically to the stage. As a designer I want to animate things here and there and then at specific times possibly gain control of this item with it's Class attached, but I want the Document to have a link to this Item.
    Also can everybody please stop generating text boxes dynamically all of the time. just create a MovieClip with the form elements on it if it's a form that isnt going to change in layout at all. But this leads onto the same sort of questions, the items arent being created and added to the stage as objects so you still have to make the MovieClip Class understand the items under it exist, I would do it by the Instance Name but is this dirty these days in AS3...
    Does any of this make sense? :-S am I asking questions that are maybe puzzling other designers looking at AS3 Code?
    Cheers you lot :-)

    No one is forcing you to place things on the stage. Everything can be done from code and it will all be really neat and tidy and clean. If that is how you want to roll.
    But I think you are really making a false dichotomy between AS2 and AS3. You are more stating the difference between AS1 and AS3. With the exception of assigning the Document class AS2 also greatly supports separating you classes, OOP, reusing code, etc. Just not quite to the level of AS3. It is more a difference of degree, not kind.
    I think the dichotomy you are feeling is the difference between Flash, which has a rich heritage as a visually creative tool, and some other programming languages which don't.
    In AS2, with the aforementioned lack of a Document class, within your linked classes (that extended MovieClip) you could easily place something on the timeline and then reference it in your code the same way as Kglad has shown here. Pretty similar to AS3. Or you could go to a little more trouble and generate them using code.
    But the trouble is the issue. Somethings are just a little too difficult to do with code or even if they can be the nuance and feeling of a good animation is often very hard to capture with code. And the ability to update some visual things is very difficult with code. So let's take an example from my world.
    Suppose you are making an e-learning game, a drag and drop type activity. The user needs to drag some items arranged in a sort of frame around the outside of the screen into the center of the screen. Now also suppose that the items sort of start in the middle of the screen and explode/move to the outside edge.
    The beauty of Flash is that you can just plop those DragClip instances on the stage, tween them around, and visually organize how they should look. Takes, what, maybe a 2 minutes. Doing that it code and refining it could easily take a day.
    Then a year later the instructional designer comes and says, "We are making some updates but switch these three drags positions, delete this one, add these 2 new ones and make the placing animation take 2 seconds longer." Again, the fix is just a couple of minutes. But reviewing the code and if it wasn't made perfectly extensible...well I wouldn't want to be doing that.
    So all in all I would say it is just another tool and you should use it when it makes sense and not use it when it doesn't.
    BTW, the document class will by default declare all placed clips for itself so that is how you can reference them as kglad showed. I like using that feature because I don't have to go in and declare everything. But I usually do it anyways. At the top of my document (or otherwise) class I usually do this:
    // Stage placed assets
    var drag1:DragClip;
    var myButton:MovieClip;
    var andSoOn:TextField;
    That way I don't get unknown property errors and I (or anyone else who has to update edit my code) can remember what was stage placed when I come back to the file 6 months later.

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