# Loading assets in a projector that runs continuously

**URL:** <https://forum.kirupa.com/t/loading-assets-in-a-projector-that-runs-continuously/301590>\
**Category:** flash\
**Created:** [December 11, 2009, 6:58pm UTC](https://forum.kirupa.com/t/loading-assets-in-a-projector-that-runs-continuously/301590 "2009-12-11T18:58:44Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![e\_v](https://yyz1.discourse-cdn.com/flex011/user_avatar/forum.kirupa.com/e_v/32/7787_2.png) [@e\_v](https://forum.kirupa.com/u/e_v)\
**Post date:** [December 11, 2009, 6:58pm UTC](https://forum.kirupa.com/t/loading-assets-in-a-projector-that-runs-continuously/301590/1 "2009-12-11T18:58:44Z")

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I’m developing a game for a touchscreen that will be on all the time, published as a Flash Player 10 projector. There are a lot of large images and other assets for each section of the game. Should I load them all up front, so that I only have that delay at startup of the projector, or would having all of those Loaders in memory at once affect performance? Alternatively, I could put all of the assets in the library, but the exe will be huge, and again I don’t know how that will effect performance.

I would appreciate any other related considerations/insights as this is my first project of this kind, where the program will be running forever. (I will check for memory leaks! I know that much.)
