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Actionscript 3 Entwicklerhandbuch

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ACTIONSCRIPT 3.0 ENTWICKLERHANDBUCH<br />

Verwenden von Bitmaps<br />

Das folgende Beispiel veranschaulicht den Unterschied zwischen der synchronen und der asynchronen Dekodierung<br />

eines Bitmapbildes.<br />

package<br />

{<br />

import flash.display.Loader;<br />

import flash.display.Sprite;<br />

import flash.events.Event;<br />

import flash.net.URLRequest;<br />

import flash.system.ImageDecodingPolicy;<br />

import flash.system.LoaderContext;<br />

public class AsyncTest extends Sprite<br />

{<br />

private var loaderContext:LoaderContext;<br />

private var loader:Loader;<br />

private var urlRequest:URLRequest;<br />

public function AsyncTest()<br />

{<br />

//Load the image synchronously<br />

loaderContext = new LoaderContext();<br />

//Default behavior.<br />

loaderContext.imageDecodingPolicy = ImageDecodingPolicy.ON_DEMAND;<br />

loader = new Loader();<br />

loadImageSync();<br />

}<br />

//Load the image asynchronously<br />

loaderContext = new LoaderContext();<br />

loaderContext.imageDecodingPolicy = ImageDecodingPolicy.ON_LOAD;<br />

loader = new Loader();<br />

loadImageASync();<br />

private function loadImageASync():void{<br />

trace("Loading image asynchronously...");<br />

urlRequest = new URLRequest("http://www.adobe.com/myimage.png");<br />

urlRequest.useCache = false;<br />

loader.load(urlRequest, loaderContext);<br />

loader.contentLoaderInfo.addEventListener<br />

(Event.COMPLETE, onAsyncLoadComplete);<br />

Letzte Aktualisierung 27.6.2012<br />

282

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