Merge into code does remove dependency. Which is the library your app can't access after you have set it for merge into code.
And what changes did you make to flex-config.xml.
I removed the fpdownload references, and set the use-network=false and the static-link-runtime-shared-libraries=true.
i use the rpc_xx.swz, sparkskins_xx.swz, spark_xx.swz, texlayout_xx.swz, framework_xx.swz and osmf_flex_xx.swz libs.
I have a master swf file, compiled in flash builder, and a child-swf that is loaded from the master (using the mx.swfloader), and the child is compiled using the mxmlc commandline compiler.
I am investigating, if the child could be the culprit.
I have tried to find a way to "install" the required components in the assetcache, but found no other way than "copying the swz and heu files" there myself.
It actually works, but it would be nice to do this "the proper way"
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Both your child and master SWF files need to be compiled with "Merged into code" (-static-link-runtime-shared-libraries=true for mxmlc). Manually copying SWZ files isn't recommended and is not guaranteed to work across player versions.
When you hit debug in Flash Builder, you should see only one "Loaded SWF" message in the console.
Well, I was using a Master.swf to load a Child.swf, and the child.swf was compiled using the mxmlc compiler.
The mxmlc compiler didn't use the -static--libraries-=true, but it does now, and i also use the -use-network=false, to ensure that access to local files are allowed.
Now i can open the child.swf from the master.swf, without having to use the assetcache.
I have not found the solution for "installing into the assetcache", but i found another solution.