Oscar,
I starred it as well because I want everything to work in Flash :), but I 
believe even though you save in terms of memory when using vector graphics 
over bitmaps and you'd probably be able to zoom more "fluidly" I'm under the 
impression that using bitmap graphics or caching graphics as bitmaps when 
they are moving around in Flash offers a substantial increase in performance 
(no doubt with the Tegra processors on tablets and the future lines of 
processors we'll see the day when performance isn't so much of a concern). 
 Basing this loose minor objection based on things I've read but haven't 
really tried yet.

Copied below from http://blog.swfhead.com/

8 Things to Keep in Mind When Developing for Mobile with AIR (by Jesse 
Warden) <http://swfhead.com/blog/?p=935>
December 21st, 2010

Bruce Flowers <http://twitter.com/bruceflowers> asked Jesse 
Warden<http://twitter.com/jesterxl>, 
“got any good resources for mobile dev re: performance optimization and what 
to expect on devices for standard AIR use cases?” Tweet 
here<http://twitter.com/bruceflowers/statuses/17373987159941120>. 
Jesse had some good responses and I wanted to save them for posterity’s 
sake. Here are Jesse’s 8 Things to keep in mind when developing for mobile 
with AIR:

In case you can’t read in Twitter reverse chronological order, or you want 
to copy/paste:

1. don’t use Flex
2. make bitmaps multiples of 2 in sizes
3. make bitmaps exact size, dont’ scale ‘em.
4. use cacheAsBitmap where you can for moving content.
4. don’t use Graphics API
5. object pool where you can unless you plan on NOT running in the 
background
6. turn stage.framerate to 4 for Event.DEACTIVATE; no lower or Network 
connections will fail to return.
7. make a splash screen; AIR is slow to boot, specially if phone is busy 
doing stuff
8. careful creating over 500 of anything

That’s actually 9. But whatever.

Ok, not an official blog post, and not written by me.


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