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1. BitmapImage doesn't load external content. If you know what your images
are going to look like and they are small then embedding them will help.
Regardless, make sure the resolution of the images matches the actual
2. RichText is "heavy", but there is no lighterweight alternative to doing
3 & 4. I would be surprised to find that button and linkbutton are the
issue unless their skins are very heavy.
Thanks for the response.
1. BitmapImage - My images are dynamic/remote though I would assume I could build a static loader/cache system to handle the loading of images which I would assume bring the size down? eg:
var image:BitmapImage =new BitmapImage( );
image.source = imageLoaderManager.getCachedImage( url );
This would help Significantly as I am building a music app and hence the images for albums would all be the same and could cache based on this?
2. RichText - So it is established RichText is far too heavy too be used in an ItemRenderer though is the only component for Right-Left Text, so what are other options for simple Left-Right text, what are all my Label/Text options?
On another note I have been reading into using the Vector API which should make large savings on CPU processing?
As always would enjoy knowing more
As it was already pointed out, BitmapImages can NOT by dynamically loaded.
Here is the note from the langref:
Note: Flex also includes the BitmapImage class. This class is used for embedding images into skins and FXG components. It is not a general-purpose image-loading class. For example, you cannot load images with the BitmapImage class at run-time.
Though I did understand this completely, the theory was to use the BitmapImage class and use an external Static Class with a URLoader which would handle all the loading resulting in the Itemrenderer being less heavy.
In essence being used as a BulkLoader to handle all image loading.