About bitmap object

i want to load my icons set from external png so that i can
change/update them without recompile my swf.
my question is:
save those icons in separate files like icon_00.png,
icon_01.png, icon_02.png
and attach them to display object.
or just save them in on big png (icons.png)
then use copyPixel to draw to display object
which way is better(faster and save memory)?

It's kind of like 6-of-one, half-dozen of another problem.
They kind of work out the same:
Separate image files will make the browser issue multiple
requests to the server. So that takes time and makes the server do
more work (cost is minimal on servers that are optimized for this
sort of thing).
A single large image still has to download the same number of
bytes, but in just one request. So it may be a tad faster. But then
you lose what you've gained by copying the pixels.
All in all, I'd use separate files and just save yourself the
hassle of dealing with the copy aspect. Your time is also a
resource. Plus, if you need to alter those images you'll have to
recombine them.

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    ICO – This is the icon file used to represent applications on the desktop, etc. It is a collection of bitmaps which can each be of any resolution and bit depth. For these build it using just 32-bit png files from 16x16 up to 256x256. If your O/S or an application needs a lesser bit depth, it will reduce on the fly – and keep the 8 bits of transparency.
    JPEG – 24-bit only (i.e. no transparency), lossy, small file sizes. There is no reason to use this format unless you have significant numbers of people using old browsers. It's not a bad format, but it is inferior to PNG with no advantages.
    GIF – 8-bit, lossy, very small file sizes. GIF has two unique features. First, you can place multiple GIF bitmaps in a single file with a delay set between each. It will then play through those giving you an animated bitmap. This works on every browser back to the 0.9 versions and it's a smaller file size than a flash file. On the flip side it is only 8 bits and in today's world that tends to look poor (although some artists can do amazing things with just 8 bits). It also has a set color as transparent so it natively supports transparency (of the on/off variety). This is useful if you want animated bitmaps without the overhead of flash or if bandwidth is a major issue.
    BMP (also called DIB) – from 1 up to 32-bit, lossless, large file sizes. There is one case to use this – when speed is the paramount issue. Many 2-D game programs, especially before the graphics cards available today, would store all bitmaps as a BMP/DIB because no decompression was required and that time saving is critical when you are trying to display 60 frames/second for a game.
    TIFF – 32-bit (or less), lossless compression, small file sizes – and no better than PNG. Basically the government and some large companies decided they needed a "standard" so that software in the future could still read these old files. This whole argument makes no sense as PNG fits the bill. But for some customers (like the federal government), it's TIFF instead of PNG. Use this when the customer requests it (but otherwise use PNG).
    Everything Else – Obsolete. If you are creating a bitmap editor then by all means support reading/writing every format around. But for other uses – stick to the 2+4 formats above.
    Edited by: 418479 on Dec 3, 2010 9:54 AM
    Edited by: Darryl Burke -- irrelevant blog link removed

    I don't think the comment about jpeg being inferior to png and having no advantages is fair. The advantage is precisely the smaller file sizes because of lossy compression. Saving an image at 80-90% quality is virtually indistinguishable from a corresponding png image and can be significantly smaller in file size. Case in point, the rocket picture in that blog post is a jpeg, as is the picture of the blogger.
    The statements about the TIFF format is slightly wrong. TIFF is sort of an all encompassing format that's not actually associated with any specific compression. It can be lossless, lossy, or raw. You can have jpeg, jpeg2000, lzw, packbits, or deflate (png) compressed tiff files. There's also a few compressions that specialize in binary images (used alot for faxes). In fact, the tiff format has a mechanism that allows you to use your own undefined compression. This flexibility comes at a price: not all image viewers can open a tiff file, and those that do may not be able to open all tiff files.
    Ultimately though, the main reason people use TIFF is because of its multipage support (like a pdf file), because of those binary compressions (for faxes), and because of its ability include virtually any metadata about the image you want (ex: geographical information in a "GeoTIFF").

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