How to add a loader to an image gallery loading content using only actionscript

hi i am loading all thumbs and  images in a container on a single frame using action script..but the  size of the swf becomes 1.2 mb so i want to add a loader to it...the  loader i am trying to add counts the frames but my file has just one  frame so the loader doesnot show up..
here is the script of my  gallery..and the timeline has just one frame...
import mx.transitions.Tween;
import  mx.transitions.easing.*;
this.createEmptyMovieClip("container",1);
var  imagesNumber:Number = 18;
var scrolling:Boolean = true;
for (i=1;  i<=imagesNumber; i++) {
container.attachMovie("thumb"+i,"thumb"+i+"_mc",i);
myThumb_mc  = container["thumb"+i+"_mc"];
if (i==1)
    myThumb_mc._x =  (0.0)*myThumb_mc._width;
else
    myThumb_mc._x =  ((1.2*i)-1.2)*myThumb_mc._width;
myThumb_mc._y =  (Stage.height-myThumb_mc._height)/2;
myThumb_mc._alpha = 100;
myThumb_mc.largerImage  = i;
myThumb_mc.onRollOver = function() {
this._alpha = 60;
myThumb_mc.onRollOut  = function() {
this._alpha = 100;
myThumb_mc.onRelease =  function() {
this._alpha=100;
for (i=1; i<=imagesNumber; i++) {
var  myClip = container["thumb"+i+"_mc"];
myClip.enabled = false;
scrolling  = false;
_root.attachMovie("image"+this.largerImage,"large_mc",2);
large_mc._x  = (Stage.width-large_mc._width)/2;
large_mc._y =  (Stage.height-large_mc._height)/2;
new Tween(large_mc, "_alpha",  Strong.easeOut, 0, 100, 0.5, true);
new  Tween(container,"_alpha",Strong.easeOut,100,50,0.5,true);
large_mc.onRelease  = function() {
scrolling = true;
var myFadeOut = new  Tween(large_mc, "_alpha", Strong.easeOut, 100, 0, 0.5, true);
new  Tween(container,"_alpha",Strong.easeOut,50,100,0.5,true);
myFadeOut.onMotionFinished  = function() {
for (i=1; i<=imagesNumber; i++) {
var myClip =  container["thumb"+i+"_mc"];
myClip.enabled = true;
large_mc.removeMovieClip();
container.onEnterFrame  = function() {
if (scrolling){
this._x +=  Math.cos((-_root._xmouse/Stage.width)*Math.PI)*20;
if (this._x>0) {
this._x  = 0;
if (-this._x>(this._width-Stage.width)) {
this._x =  -(this._width-Stage.width);
anyone knows how to add a loadre to this...?
thanks..

Check these links for tutorials on loading images
http://www.kirupa.com/developer/flashcs3/loading_image_as3_pg1.htm
http://tutorials.flashmymind.com/2009/02/loading-multiple-images/

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      private static const _THUMB_HEIGHT:Number = 64;
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      private var _arrowRight:MovieClip;
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      private var _curSlide:Slide; //Slide that is currently displaying
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      private var _minScrollX:Number; //we know the maximum x value for _thumbnailsContainer is 0, but the mimimum value will depend on how many thumbnail images it contains (the total width). We calculate it in the _setupThumbnails() method and store it here for easier/faster scrolling calculations in the _enterFrameHandler()
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       _arrowRight = this.getChildByName("arrowRight_mc") as MovieClip;
       _arrowLeft.visible = _arrowRight.visible = false;
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       if (_curSlide != null) {
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       _curSlide.setShowingStatus(true); //adds an outline to the image indicating that it's the currently showing Slide.
       TweenLite.delayedCall(5, _showNext); //create a delayedCall that will call _showNext in 5 seconds.
      private function _prioritizeSlide(slide:Slide):void {
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       _loadingSlide.imageLoader.addEventListener(LoaderEvent.PROGRESS, _progressHandler);
       _loadingSlide.imageLoader.addEventListener(LoaderEvent.COMPLETE, _completePrioritizedHandler);
       _loadingSlide.imageLoader.prioritize(true); //when the loader is prioritized, it will jump to the top of any LoaderMax queues that it belongs to, so if another loader is in the process of loading in that queue, it will be canceled and this new one will take over which maximizes bandwidth utilization. Once the _loadingSlide is done loading, the LoaderMax queue(s) will continue loading the rest of their images normally.
      private function _cancelPrioritizedSlide():void {
       TweenLite.to(_progressBar, 0.5, {autoAlpha:0}); //hide the progress bar
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       _loadingSlide.imageLoader.removeEventListener(LoaderEvent.COMPLETE, _completePrioritizedHandler);
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      private function _completePrioritizedHandler(event:LoaderEvent):void {
       var next:Slide = _loadingSlide; //store it in a local variable first because _cancelPrioritizedSlide() will set _loadingSlide to null.
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      private function _progressHandler(event:LoaderEvent):void {
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      private function _clickThumbnailHandler(event:Event):void {
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      private function _enterFrameHandler(event:Event):void {
       if (_thumbnailsContainer.hitTestPoint(this.stage.mouseX, this.stage.mouseY, false)) {
        if (this.mouseX < _SCROLL_AREA) {
         _destScrollX += ((_SCROLL_AREA - this.mouseX) / _SCROLL_AREA) * _SCROLL_SPEED;
         if (_destScrollX > 0) {
          _destScrollX = 0;
         TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});
        } else if (this.mouseX > _IMAGE_WIDTH - _SCROLL_AREA) {
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         if (_destScrollX < _minScrollX) {
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      //if an image fails to load properly, remove it from the slideshow completely including its thumbnail at the bottom.
      private function _imageFailHandler(event:LoaderEvent):void {
       var slide:Slide;
       var i:int = _slides.length;
       while (--i > -1) {
        slide = _slides[i];
        if (event.target == slide.thumbnailLoader || event.target == slide.imageLoader) {
         slide.dispose();
         _slides.splice(i, 1);
         _setupThumbnails();
         return;
    [/CODE]
    I could figure out that I have to change the line
    [CODE]
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    [/CODE]
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              <image name="tonydorio" description="tonydorio description text goes here." />
              <image name="prius" description="prius description text goes here." />
              <image name="waterlife" description="waterlife description text goes here." />
    </data>

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