Object Pooling - Best Implementations

Hey guys,

I’ve become fascinated with the idea of object pooling lately, mainly because I am interested in developing for mobile devices (I really think they’re going to take off this year :P)

Anyway, I’ve been reading that object pooling is one way to really help your AIR applications run solidly on these devices, and while I understand the concept, I’m having trouble putting the practice in to use…

I’m looking for just a couple of basic answers here, and feel free to let me know more…

Say I have a game where I want clouds to drift by randomly. I can create a timer that will randomly fire and a new cloud will appear on stage, but say I have 5 different cloud graphics… how do I best implement this with my pooling? Is it a matter of me putting all of the clouds in my timeline and when added to stage I do a random “gotoAndStop” to place the cloud at the proper place?

What about enemies? If they have separate “powers”, would it be best to have a pool for each enemy type, or could I have one for each enemy?

Sorry if this seems novice, but I’m intrigued by this idea and anything that can help me better understand it would be appreciated.

Thank you,

–d