Performance Question - Destroy unused actors?

I'm working on a few simple prototypes to learn the GS toolkit and wondered if I need to "kill off" all of the spawned actors that drop out of frame that are no longer required.
For example; a waterfall of characters dropping from the sky, approximately 3 per second that a user taps on. after they drop passed the screen they will no longer be used.
Should i add timers and kill the actors?
Set a collision out-of-frame and kill them on impact?
Thoughts?
Sorry if this has been covered, i searched a bit in the forum but am a bit of a newb.
Thanks for any guidance.
Mike
For example; a waterfall of characters dropping from the sky, approximately 3 per second that a user taps on. after they drop passed the screen they will no longer be used.
Should i add timers and kill the actors?
Set a collision out-of-frame and kill them on impact?
Thoughts?
Sorry if this has been covered, i searched a bit in the forum but am a bit of a newb.
Thanks for any guidance.
Mike
Comments
Don't know if anyone else will confirm that.
In my games I use: If self.x is less than -10, destroy. The actor in this case is 20 pixels high/wide, and I don't want to see them destroyed--I want them to be destroyed when I don't see it. So, that's why -10 (at x -10, a 20 pixel actor is not seen).
Or, you could say: When self.time is greater than (however long you want it to stay alive) then destroy.
Not to thread-jack my own, but is there a search tool that i'm missing for this forum?