When you work with bitmap images, you can asynchronously decode
and load the bitmap images to improve your application’s perceived
performance. Decoding a bitmap image asynchronously can take the
same time as decoding the image synchronously in many cases. However,
the bitmap image gets decoded in a separate thread before the associated Loader object
sends the COMPLETE event. Hence, you can asynchronously
decode larger images after loading them.
The ImageDecodingPolicy class in the flash.system package,
allows you to specify the bitmap loading scheme. The default loading
scheme is synchronous.
Bitmap Decoding Policy
|
Bitmap Loading Scheme
|
Description
|
ImageDecodingPolicy.ON_DEMAND
|
Synchronous
|
Loaded images are decoded when the image
data is accessed.
Use this policy to decode smaller images. You
can also use this policy when your application does not rely on
complex effects and transitions.
|
ImageDecodingPolicy.ON_LOAD
|
Asynchronous
|
Loaded images are decoded on load, before
the COMPLETE event is dispatched.
Ideal for
larger images (greater than 10 MP). When you are developing AIR-based mobile
applications with page transitions, use this bitmap loading policy
to improve your application’s perceived performance.
|
Note: If the file being loaded is a bitmap image and the decoding
policy used is ON_LOAD, the image is decoded asynchronously
before the COMPLETE event is dispatched.
The following code shows the usage of the ImageDecodingPolicy class:
var loaderContext:LoaderContext = new LoaderContext();
loaderContext.imageDecodingPolicy = ImageDecodingPolicy.ON_LOAD
var loader:Loader = new Loader();
loader.load(new URLRequest("http://www.adobe.com/myimage.png"), loaderContext);
You can still use ON_DEMAND decoding with Loader.load() and Loader.loadBytes() methods.
However, all the other methods that take a LoaderContext object
as an argument, ignore any ImageDecodingPolicy value
passed.
The following example shows the difference in decoding a bitmap
image synchronously and asynchronously:
package
{
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLRequest;
import flash.system.ImageDecodingPolicy;
import flash.system.LoaderContext;
public class AsyncTest extends Sprite
{
private var loaderContext:LoaderContext;
private var loader:Loader;
private var urlRequest:URLRequest;
public function AsyncTest()
{
//Load the image synchronously
loaderContext = new LoaderContext();
//Default behavior.
loaderContext.imageDecodingPolicy = ImageDecodingPolicy.ON_DEMAND;
loader = new Loader();
loadImageSync();
//Load the image asynchronously
loaderContext = new LoaderContext();
loaderContext.imageDecodingPolicy = ImageDecodingPolicy.ON_LOAD;
loader = new Loader();
loadImageASync();
}
private function loadImageASync():void{
trace("Loading image asynchronously...");
urlRequest = new URLRequest("http://www.adobe.com/myimage.png");
urlRequest.useCache = false;
loader.load(urlRequest, loaderContext);
loader.contentLoaderInfo.addEventListener
(Event.COMPLETE, onAsyncLoadComplete);
}
private function onAsyncLoadComplete(event:Event):void{
trace("Async. Image Load Complete");
}
private function loadImageSync():void{
trace("Loading image synchronously...");
urlRequest = new URLRequest("http://www.adobe.com/myimage.png");
urlRequest.useCache = false;
loader.load(urlRequest, loaderContext);
loader.contentLoaderInfo.addEventListener
(Event.COMPLETE, onSyncLoadComplete);
}
private function onSyncLoadComplete(event:Event):void{
trace("Sync. Image Load Complete");
}
}
}
For a demonstration of the effect of the different decoding policies,
see Thibaud Imbert:
Asynchronous bitmap decoding in the Adobe Flash runtimes