02-18-2011 12:29 PM
02-18-2011 12:31 PM
there have been a few threads about this in the past. this thread might be able to help you out:
02-18-2011 12:50 PM
02-18-2011 12:53 PM
i've seen people say 50 is the limit. im not too famiiar with the situation, never ran into it (i use an IDE if that matters). i embed all my images so its not included in the packaging command line (assming flash builder uses the same command line). so worst comes to worst, if you dont plan on removing the images you need in your app during runtime, then embed them.
02-18-2011 01:11 PM
02-18-2011 01:14 PM - edited 02-18-2011 01:15 PM
yes, its quite easy as that. what i do is have a sepeate class called AssetManager that i embed all my images into. then whenever i need an image, i simply call that class and the name of the image and viola its there. best part is that it doesnt take any time to load. so no need to wait for the Event.COMPLETE because its always there pre-loaded. and you can also use it in the setImage() method of the Image class.
the downside is that it will increase your project load time if there are too many images. but i havent run into that problem (my images are small in size).
02-18-2011 04:40 PM
02-18-2011 04:44 PM
You could create a module that has the images public (or via an interface api) that gets loaded at run time. This will allow the app to load quicker.
However, if you are not using all the images all the time, you are probably wasting memory so dynamically loading them still might be bettter. However, there is a limit (bug) in how many files can be installed with the app. A third choice is to host the images on a server and download them the first time the app is run.