Hi, this is my first bug submission so please excuse me if I am posting this in the incorrect place. I'll be happy to re-post elsewhere if this is not the correct venue, but I do want to make sure this is acknowledged and that action is taken considering how easily this bug is reproduced.
Anyway, the problem is fairly simple- There appears to be an issue with the GameInput class in AIR 22+ / FP 22+ that affects only Windows 7 machines, and it causes the runtime to take a permanent, massive performance hit. To reproduce, all you have to do is instantiate a GameInput class instance and the frame rate playback will drop by over 33%. I have broken this problem down to the smallest unit possible and created a GitHub repo demonstrating the issue:
GitHub - Cleod9/AIR_22_Performance_Bug: Bug with GameInput Class on Windows 7
If you are unable to compile the app, you can at least try out the provided .air and .swf files to see the issue. The contents of the SWFs is just a simple flames animation and a frame rate counter in the corner, and you'll see the SWF compile with the GameInput class instantiation is significantly slower.. My research suggests there is some device-related event getting dispatched way too often in the runtime's event loop, but as to why is a black box to me at the moment. Again, this only affects Windows 7 machines (i have tested on several to be sure), and does not affect AIR versions prior to 22. All other OSes such as Windows 10 and OS X seem to be unaffected
Prior Art
https://tracker.adobe.com/#/view/AIR-4198163
Bug#4198163 - flash.ui.GameInput fires deviceAdded / deviceRemoved in an endless loop