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package flash.utils {

/**
 * Cancels a specified setTimeout() call.
 * @param id The ID of the setTimeout() call, which you set to a variable, as in the following:
 *
 * @see #setTimeout
 *
 * @example The following example uses the setTimeout() method to call another method following a specified delay period.
 * 

A loop is created to count to one million. If the system can process this request faster than a second can expire, clearTimeout() will remove the setTimeout() request, and myDelayedFunction() will not be called.

* * package { * import flash.display.Sprite; * import flash.utils.*; * * public class ClearTimeoutExample extends Sprite { * private var delay:Number = 1000; // delay before calling myDelayedFunction * private var intervalId:uint; * private var count:uint = 1000000; * * public function ClearTimeoutExample() { * intervalId = setTimeout(myDelayedFunction, delay); * startCounting(); * } * * public function startCounting():void { * var i:uint = 0; * do { * if(i == count-1) { * clearTimeout(intervalId); * trace("Your computer can count to " + count + " in less than " + delay/1000 + " seconds."); * } * i++; * } while(i < count) * } * * public function myDelayedFunction():void { * trace("Time expired."); * } * } * } * */ public function clearTimeout(id:uint):void { window.clearTimeout(id); } }




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