It saves us a great deal of time and resources when we have to release new art.
We can break cache on the art asset module and not have to run a full QA regression on the main app. This gives us the flexibility as a company to deliver constantly changing content to our users w/o forcing them to download every file again, or dedicating our time and resources to QA of the application when we only want to change a single image in the game list. It is a logistical and political need as much as it is a technical decision to approach it this way. > From: aha...@adobe.com > To: dev@flex.apache.org > Date: Tue, 3 Dec 2013 14:43:33 -0800 > Subject: Re: SharedLibrary not works with SDK 4.11 > > > > On 12/3/13 2:38 PM, "David Coleman" <david_coleman_...@hotmail.com> wrote: > > >Actually Alex, what is the biggest culprit in our file is Greensock, and > >after that, a whole mess of engine logic needed to handle the interface > >with the games. Also some of our legacy animations use Tweener, so for > >now I'm cursed with having to include BOTH libs in the main app. > > > >I also think that 500K is too much and like I said, each version I > >whittle it down a little more. > > > >I've often thought of loading the engine container as a module to remove > >another 100K or so from the main app. > > > >How would i create a custom RSL? Can I automate it via ant to generate > >it via the link-reports? I'd like to keep one RSL for ALL files, app, > >and modules to increase cache hits, and not hit a different file each > >time. > > > >I'm really curious to experiment with this. It's ok if the browser cache > >expires, that's beyond my control, but 99% of the time it will be a > >benefit - I'm ok with those numbers. > I asked this in the other reply, but how will that save you over a single > monolithic SWF? If you're not in the cache, then instead of loading two > things, one of which may contain classes you don't need until later, you > only load what you need when you need it. > > -Alex >