Press the green flag. Press the space bar to get through the two screens of description. This project is a sample of how to use my Thread Dispatcher system -- which allows a project to start various sprite clones (and pass arguments to them) from any sprites in the project, and at any times, without clobbering the global variables used to pass the arguments. After it runs, you can look at each list to see the passed arguments from each "call". The "__ThreadDispatcher" Sprite is required. Also, in each sprite where you are going to kick off a new thread, you'll need the "__NewThread" Block. All variables beginning with: "g__Thread" or "__Thread" and Lists beginning with "GL__Thread" are all required.
I needed a way to do this so that another project I'm working on could kick off threads (with passed arguments) from several sprites, and writing a recursive block into a concurrent thread-based "recursive" scheme. 5,000 50,000 153,600 500,000 10x 31x 100x 0.009 0.11 0.38 1.14 12x 42x 127x 0.06 3.85 35 384 64x 583x 6400x (49) (817x)