I have this same problem. While looking for a solution I came across using a double-buffering and blitting method for drawing objects instead of using flex objects to reduce overhead. You can read about it here, http://jessewarden.com/2005/11/blitting-double-buffering-for-tile-based-games-in-flash-flex-part-1-of-3.html
I haven't had a chance to implement this yet, but you can give that a shot and see if it works for you. If you do try it, please let us know about your findings. -Amitt --- In [email protected], Guy Morton <[EMAIL PROTECTED]> wrote: > > We have an app which adds 50 or 60 dynamically created and animated > canvas-based objects to the display list as it runs. I've noticed when > running this under the profiler that even though these canvas-based > components are really simple (they have a draw function and a rotate > function in them and don't import any other classes) they each add > about 1 Mb to the overall memory consumed by the app. > > I've also tried making the components UIComponent based instead of > using Canvas (as I believe it's a little more lightweight) but it > doesn't seem to make a huge difference. > > Is there a better/more efficient way to dynamically create, draw, > rotate and animate a bunch of small objects in a flex app? > > TIA > > Guy >

