Run time shared library

Hi.
I use the same library "food" (which contains apple.swf, orange.swf etc... ) for ten different games.
I DON'T check the run time shared library box on export.
The ten games import food.swf to use it's assets.
I thought that on downloading food.swf once then it was cached so it would always be local ie: why would it be advantageous to have used run time shared library.
Cheers

Are you talking about symbol RSL in Flash IDE?
If yes - symbol RSLs have nothing to do with application RSL. Symbol RSLs are authoring environment RSLs - they are asasets that shared between FLAs  - not SWFs.
RSLs from SWFs perspective are different story.
Say, you have class Food. Also you have Classes Orange, Apple, Walnut that extend class Food. And each of these sublcasses have their own SWF orange.swf, apple.swf, walnut.swf.
You can compile these extended swf in regular way when they don't share their super class Food. In this case a copy of Food class will be in all three swfs. So, all three are as much heavier as Flood class is.
But if you use RSL - you don't compile Food in any of them. You compile Food into main SWF that loads these three extended swfs so that these swfs use a single copy that resides in the main swf. The three subclasses are lighter because they don't have Food class in the swfs.
In other words, orange, apple, and walnut swfs are useless on their own unless they are loaded into main application.
RSL approach is not only about loading efficiencies but also about deployment and maintainability.
Let's assume you discover a bug in Food class or make some changes that are not pertaining to these three subclasses. If you don't use RSL - you will need to recompile all three. With RSL you just need to recompile main swf only.

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