1. I don't think there is a way to trigger the vibrate. 2. There are two types of caching, cacheasbitmap and cacheasbitmapmatrix. With cacheasbitmap, whatever you are caching is turned into a bitmap version that can be more quickly read when creating the final scene. Bitmaps don't need that doing as they are bitmaps already. Cachasbitmapmatrix is the part that makes the bitmap be handled by the GPU. If you have done cacheasbitmap and cachasbitmapmatrix on a displayobject, then in most cases it's residing on the GPU, and doing any translation rotation or scaling on it should be fast. 3. If you are using GPU and are doing cacheasbitmap/cacheasbitmapmatrix correctly, it shouldn't matter whether it was intially vectors or bitmaps. If you're using CPU, then bitmaps would probably be faster. 4. Don't know the limits for Android, but iPhone 4 and iPad is 2048 pixels. Earlier devices are 1024 pixels. If a texture is bigger than that, it won't be cached, and will constantly be transferring into GPU memory. 5. Historically, I think that bitmaps are decompressed before they are used. If that's still the case then it shouldn't matter whether it was JPEG or PNG. If the bitmap is only decompressed when it's needed, then maybe there would be a difference in memory usage or performance, even between different levels of compression. 6. In CS5 there was a long list of differences between Android and iOS abilities. With CS5.5 there are only a few differences, and it's not all cases where Android does more. iOS can let you use either of the two cameras for example. 7. On and Android tablet I get whiteness too. StageWebView works differently on Android, and I can't quite see how to make it work. I have a friend who wrote a book on developing for AIR on Android, I'll ask her!
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