To reduce the initial load time, web-based Flash projects often keep resources such as graphics in separate .swf
files that are loaded on demand. For example, a game that is split across multiple levels may have an external SWF for each level. When the player completes a level, the SWF containing the next level's resources is loaded at runtime.
Due to restrictions put in place by Apple, iOS applications cannot run interpreted code from an external source. This causes a problem for anyone hoping to load external SWFs that contain class files or ActionScript embedded within the timelines of library symbols. There is currently no way to create an external SWF that contains native ARM machine code.
If you are attempting to port a Flash project that loads external SWFs that contain ActionScript, then you will need to include the resources directly within your iOS app instead. Any resource files need to be published as SWC files rather than SWFs, allowing them to be statically...