No, this is a large number of very large images, bundles are not
approporate as that would mean they would all be loaded at once, and
the user would have to effectively preload the whole game.
This is not about icons, but actual images. (as it, 640x480 or in some
case's much larger).

On Feb 4, 10:42 am, doopa <[email protected]> wrote:
> Hi,
>
> The key is to use ImageBundles or use one large image that contains
> all the icons you want to use and then draw only parts of them when
> you want it displayed.
>
> http://code.google.com/p/google-web-toolkit/wiki/ImageBundleDesign
>
> How that helps.
>
> On Feb 3, 5:50 pm, darkflame <[email protected]> wrote:
>
>
>
> > I have quite a large app being developed, and requires various large
> > images to be displayed at certain times.
>
> > As the app (rather, a educational game) has a login screen, it makes
> > sense to start loading the images while the user is login in, and in
> > the order of the images appearance.
>
> > I thought I handled this ok with a while loop, going over a list of
> > images and using ;
> > Image.prefetch(URL);
> > To get the images ready.
>
> > However, from what I can tell, this is slowing down some systems (CPU
> > wise). I think this is because I'm effectively telling all the images
> > to load at once without a pause.
> > Whats the best practice for loading a large number of images in a set
> > order?
>
> > You can actualy see the game 
> > here;http://www.cuyperscode.com/CuypersCode2/CCIIstart.html
> > But its in Dutch.
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