Get flash to fully experience Pearltrees
Use the BitmapData class to create custom bitmap caching behavior. The following example reuses a single rasterized bitmap version of a display object and references the same BitmapData object. When scaling each display object, the original BitmapData object in memory is not updated and is not redrawn. This approach saves CPU resources and makes applications run faster. When scaling the display object, the contained bitmap is stretched.
While the previous example is simple and functional (and you can continue to create new Loader object instances each time you add an external image), there are other, more robust strategies you can use. Creating Loader objects that are more flexible and efficient requires a thorough understanding of the loading process. Within the Loader object instance, the bitmap data from the referenced image is placed within a Bitmap object.
In this article we will discuss the anatomy of a basic AS3 Flash blit operation, which is useful for rendering game graphics at high speeds. The information in this tutorial can be applied to almost any 2d development language that allows the use of bitmaps and transparency to render a game screen (Java, Objective C, etc). We will also do a little history lesson on Sprites and Bit Block Transfer, but not enough to bore you too much.
Posted on December 7, 2010 by Justin Is everyone liking this new once a day release of videos? Here’s one more on Touch events with Actionscript 3.
<a href="http://bs.serving-sys.com/BurstingPipe/adServer.bs?cn=brd&FlightID=5268367&Page=&PluID=0&Pos=1704" target="_blank"><img src="http://bs.serving-sys.com/BurstingPipe/adServer.bs?cn=bsr&FlightID=5268367&Page=&PluID=0&Pos=1704" border=0 width=300 height=250></a> By Blue_Chi | Flash CS3 | ActionScript 3.0 | Beginner
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