# Pushing multiple loaders into array at once freezes Flash

**URL:** <https://forum.kirupa.com/t/pushing-multiple-loaders-into-array-at-once-freezes-flash/312881>\
**Category:** flash\
**Created:** [August 15, 2010, 2:54am UTC](https://forum.kirupa.com/t/pushing-multiple-loaders-into-array-at-once-freezes-flash/312881 "2010-08-15T02:54:07Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![jany](https://avatars.discourse-cdn.com/v4/letter/j/ce7236/32.png) [@jany](https://forum.kirupa.com/u/jany)\
**Post date:** [August 15, 2010, 2:54am UTC](https://forum.kirupa.com/t/pushing-multiple-loaders-into-array-at-once-freezes-flash/312881/1 "2010-08-15T02:54:07Z")

</div>

It works fine if I wait until the image is actually loaded (loadComplete) and then push the bitmap I create. If I try to push the loaders like you see here, it freezes up, every time.

```auto
for (var i:uint=0; i<loaderArrayMAINCARDS.length; i++) {
var iconLoader = new Loader();
iconLoader.load(new URLRequest(urlArray*));
iconLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loadProgress);
iconLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
invArrayMAIN.push(iconLoader);
			}
		}

private function loadComplete(e:Event) {
// do nothing in this example
}

```

Any ideas?

Here is the code that works, if I let the load complete-

```auto
private function loadComplete(e:Event) {
bitMap = Bitmap(e.target.content);
bitMap.smoothing = true;
invArrayMAIN.push(bitMap); // pushing the bitmap here, not the loader
}

```
