I would like to get this right... adding assets to the Library increases RAM usage?

I'm almost done with a fairly large RPG containing more than 2000 bitmap resources and music.  When I run this app in iOS, Android or on PC, my RAM usage is well above 100 MB. I have no script code.  The game is divided into about 100 classes AS3 (1 per level).

As an experiment, I deleted all my code and packed an app 'empty '.  My RAM usage is always greater than 100 MB.  This leads me to believe that my entire libraray is loaded into RAM at the spearhead of my application.

Is there a way to control or prevent this?  Class Loader? External assets EFA?

Everything you have built in your application is loaded into memory when the application is deployed. There is nothing you can do about it.

SWC will not help. CFC is used, primarily, as an external when creating library and all of the objects referenced in the creation will be always compiled into the application unless you use RSL and load additional libraries when running. By checking "merged into code" you always ask the compiler to include all assets. If you merge in code - you will need to write the logic that loads libraries during execution.

The main issues in your case, it's that you compile media files in the application. Videos, sounds and, to a lesser extent, the images are the biggest hogs memory. You must load them during execution - do not include them in your application. In particular, it comes to sound files - Flash is very good runtime playback/streaming.

When I say "runtime loading" I don't mean not necessarily load from the network/Internet. Given that you develop mobile applications (I guess with air)-you can write these assets in the file system during installation and then recover as needed.

Tags: Adobe Animate

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