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	<title>中文Flex例子 &#187; BitmapData</title>
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	<link>http://blog.minidx.com</link>
	<description>中文Adobe Flex例子,Flex实例教程,RIA资源,全文检索技术,算法和数据结构</description>
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			<item>
		<title>Flex中如何通过BitmapData类的compare()函数对嵌入的两个bitmap进行比较的例子</title>
		<link>http://blog.minidx.com/2008/10/05/1486.html</link>
		<comments>http://blog.minidx.com/2008/10/05/1486.html#comments</comments>
		<pubDate>Sun, 05 Oct 2008 13:56:22 +0000</pubDate>
		<dc:creator>Minidxer</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[bitmap]]></category>
		<category><![CDATA[BitmapData]]></category>
		<category><![CDATA[compare()]]></category>

		<guid isPermaLink="false">http://blog.minidx.com/?p=1486</guid>
		<description><![CDATA[接下来的例子演示了Flex中如何通过BitmapData类的compare()函数，对嵌入的两个bitmap进行比较。
让我们先来看一下Demo（可以右键View Source或点击这里察看源代码）：









下面是完整代码(或点击这里察看)：
Download: main.mxml&#60;?xml version=&#34;1.0&#34; encoding=&#34;utf-8&#34;?&#62;
&#60;mx:Application&#160;xmlns:mx=&#34;http://www.adobe.com/2006/mxml&#34;
&#160; &#160; &#160; &#160; layout=&#34;vertical&#34;
&#160; &#160; &#160; &#160; verticalAlign=&#34;middle&#34;
&#160; &#160; &#160; &#160; backgroundColor=&#34;white&#34;
&#160; &#160; &#160; &#160; creationComplete=&#34;init();&#34;&#62;
&#160;
&#160; &#160; &#60;mx:Script&#62;
&#160; &#160; &#160; &#160; &#60;![CDATA[
&#160; &#160; &#160; &#160; &#160; &#160; import flash.display.BitmapData;
&#160;
&#160; &#160; &#160; &#160; &#160; &#160; [Bindable]
&#160; &#160; &#160; &#160; &#160; &#160; [Embed(source=&#34;assets/bug.png&#34;)]
&#160; &#160; &#160; &#160; &#160; &#160; private var BugIcon:Class;
&#160;
&#160; &#160; [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Flex中利用Bitmap和BitmapData类创建FLV暗点缩略图的例子</title>
		<link>http://blog.minidx.com/2008/07/07/1050.html</link>
		<comments>http://blog.minidx.com/2008/07/07/1050.html#comments</comments>
		<pubDate>Mon, 07 Jul 2008 12:56:35 +0000</pubDate>
		<dc:creator>Minidxer</dc:creator>
				<category><![CDATA[Flex]]></category>
		<category><![CDATA[bitmap]]></category>
		<category><![CDATA[BitmapData]]></category>
		<category><![CDATA[BitmapData.draw()]]></category>
		<category><![CDATA[FLV]]></category>
		<category><![CDATA[itemRenderer]]></category>
		<category><![CDATA[暗点]]></category>
		<category><![CDATA[缩略图]]></category>

		<guid isPermaLink="false">http://blog.minidx.com/2008/07/07/1050.html</guid>
		<description><![CDATA[在前面的不少例子中都介绍过FLV暗点相关的内容（比如：Flex中如何利用cuePointManager属性和addCuePoint事件往FLV中添加ActionScript暗点的例子），接下来的例子演示了Flex中如何利用Bitmap和BitmapData类，创建FLV暗点缩略图。
让我们先来看一下Demo（可以右键View Source或点击这里察看源代码）：









下面是完整代码(或点击这里察看)：
Download: main.mxml&#60;?xml version=&#34;1.0&#34; encoding=&#34;utf-8&#34;?&#62;
&#60;mx:Application&#160;xmlns:mx=&#34;http://www.adobe.com/2006/mxml&#34; layout=&#34;vertical&#34; verticalAlign=&#34;middle&#34; backgroundColor=&#34;white&#34;&#62;
&#160;
&#160; &#160; &#60;mx:Script&#62;
&#160; &#160; &#160; &#160; &#60;![CDATA[
&#160; &#160; &#160; &#160; &#160; &#160; import mx.events.CuePointEvent;
&#160; &#160; &#160; &#160; &#160; &#160; import mx.collections.ArrayCollection;
&#160;
&#160; &#160; &#160; &#160; &#160; &#160; [Bindable]
&#160; &#160; &#160; &#160; &#160; &#160; private var arrColl:ArrayCollection = new ArrayCollection();
&#160;
&#160; &#160; &#160; &#160; &#160; &#160; private function copyBitmap(source:DisplayObject):Bitmap {
&#160; &#160; [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Flex中如何利用Bitmap和BitmapData类复制图片到一个TileList控件的例子</title>
		<link>http://blog.minidx.com/2008/07/06/1049.html</link>
		<comments>http://blog.minidx.com/2008/07/06/1049.html#comments</comments>
		<pubDate>Sun, 06 Jul 2008 14:28:19 +0000</pubDate>
		<dc:creator>Minidxer</dc:creator>
				<category><![CDATA[Flex]]></category>
		<category><![CDATA[bitmap]]></category>
		<category><![CDATA[Bitmap.bitmapData]]></category>
		<category><![CDATA[BitmapData]]></category>
		<category><![CDATA[Image.content]]></category>
		<category><![CDATA[itemRenderer]]></category>
		<category><![CDATA[TileList]]></category>

		<guid isPermaLink="false">http://blog.minidx.com/2008/07/06/1049.html</guid>
		<description><![CDATA[在前面的Flex中利用Bitmap类，BitmapData类以及getPixel()事件获取图片中颜色像素值的例子中，我们了解了如何通过Bitmap类，BitmapData类以及getPixel()来取得颜色值，接下来的例子演示了Flex中如何利用Bitmap和BitmapData类,复制图片到一个TileList控件,每次只要按一下“Copy image”，就会创建一个新的图片对象，然后将其添加到TileList中。本例中其实还演示了如何创建一个HBox容器，Image和Label控件的组合。
让我们先来看一下Demo（可以右键View Source或点击这里察看源代码）：









下面是完整代码(或点击这里察看)：
Download: main.mxml&#60;?xml version=&#34;1.0&#34; encoding=&#34;utf-8&#34;?&#62;
&#60;mx:Application&#160;xmlns:mx=&#34;http://www.adobe.com/2006/mxml&#34;
&#160; &#160; &#160; &#160; layout=&#34;vertical&#34;
&#160; &#160; &#160; &#160; verticalAlign=&#34;middle&#34;
&#160; &#160; &#160; &#160; backgroundColor=&#34;white&#34;&#62;
&#160;
&#160; &#160; &#60;mx:Script&#62;
&#160; &#160; &#160; &#160; &#60;![CDATA[
&#160; &#160; &#160; &#160; &#160; &#160; import mx.collections.ArrayCollection;
&#160;
&#160; &#160; &#160; &#160; &#160; &#160; [Bindable]
&#160; &#160; &#160; &#160; &#160; &#160; private var arrColl:ArrayCollection = new ArrayCollection();
&#160;
&#160; &#160; &#160; &#160; &#160; &#160; private function [...]]]></description>
		<wfw:commentRss>http://blog.minidx.com/2008/07/06/1049.html/feed</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Flex中利用Bitmap类，BitmapData类以及getPixel()事件获取图片中颜色像素值的例子</title>
		<link>http://blog.minidx.com/2008/07/06/1047.html</link>
		<comments>http://blog.minidx.com/2008/07/06/1047.html#comments</comments>
		<pubDate>Sun, 06 Jul 2008 13:26:05 +0000</pubDate>
		<dc:creator>Minidxer</dc:creator>
				<category><![CDATA[Flex]]></category>
		<category><![CDATA[bitmap]]></category>
		<category><![CDATA[BitmapData]]></category>
		<category><![CDATA[draw]]></category>
		<category><![CDATA[getPixel]]></category>
		<category><![CDATA[像素值]]></category>

		<guid isPermaLink="false">http://blog.minidx.com/2008/07/06/1047.html</guid>
		<description><![CDATA[编辑页面CSS的时候，很多的时候都不知道图片中颜色的像素值，每次都要用Photoshop之类的工具打开，来获取像素值。Flex中继承了PhotoShop的这一方便的功能，通过Bitmap类，BitmapData类以及getPixel()，就可以简单的取得颜色值。接下来的例子就演示了Flex中利用Bitmap类，BitmapData类以及getPixel()事件,获取图片中颜色像素值。
让我们先来看一下Demo（可以右键View Source或点击这里察看源代码）：









下面是完整代码(或点击这里察看)：
Download: main.mxml&#60;?xml version=&#34;1.0&#34; encoding=&#34;utf-8&#34;?&#62;
&#60;mx:Application&#160;xmlns:mx=&#34;http://www.adobe.com/2006/mxml&#34;
&#160; &#160; &#160; &#160; layout=&#34;vertical&#34;
&#160; &#160; &#160; &#160; verticalAlign=&#34;middle&#34;
&#160; &#160; &#160; &#160; backgroundColor=&#34;white&#34;&#62;
&#160;
&#160; &#160; &#60;mx:Script&#62;
&#160; &#160; &#160; &#160; &#60;![CDATA[
&#160; &#160; &#160; &#160; &#160; &#160; private var bm:Bitmap;
&#160; &#160; &#160; &#160; &#160; &#160; private var bmd:BitmapData;
&#160;
&#160; &#160; &#160; &#160; &#160; &#160; private function image_complete(evt:Event):void {
&#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; [...]]]></description>
		<wfw:commentRss>http://blog.minidx.com/2008/07/06/1047.html/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>ActionScript 3中描画像素的最快的方法</title>
		<link>http://blog.minidx.com/2008/05/01/812.html</link>
		<comments>http://blog.minidx.com/2008/05/01/812.html#comments</comments>
		<pubDate>Thu, 01 May 2008 13:30:11 +0000</pubDate>
		<dc:creator>Minidxer</dc:creator>
				<category><![CDATA[Adobe其他]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[bigmap]]></category>
		<category><![CDATA[BitmapData]]></category>
		<category><![CDATA[DisplayObject]]></category>
		<category><![CDATA[RGB]]></category>
		<category><![CDATA[像素]]></category>

		<guid isPermaLink="false">http://blog.minidx.com/2008/05/01/812.html</guid>
		<description><![CDATA[ActionScript 3可以显示一幅通过代码计算得出RGB值而动态生成的bigmap图像。利用这种特性，演绎3D元素，制作影像和图片以及其他的效果都显得比较容易。为了在显示器屏幕中描画像素，就需要创建一个Bitmap和BitmapData类的实例，BitmapData表示一组像素，而Bitmap则是用来描画这些像素的一个DisplayObject对象。为了动态的描画出逼真的bitmap图像，就需要在各个框架中写入所有的像素。而实现这一点，至少有两种方法：一种是通过给每一个像素调用一次setPixel，还有一种是创建一个适当大小的ByteArray，然后将其传给BitmapData.setPixels.所以，如果你希望你的代码执行的足够快，那应该选择哪一种呢？
下面的代码应该是最快的了：








outputBitmapData.lock();
for(y = 0; y &#60; STAGE_HEIGHT; ++y)
{
&#160; for(x = 0; x &#60; STAGE_WIDTH; ++x)
&#160; {
&#160; &#160; r = (t*100 + 255 * x&#160;/ STAGE_WIDTH)%255;
&#160; &#160; g = 180;
&#160; &#160; b = 180;
&#160;
&#160; &#160; outputBitmapData.setPixel(x, y, (r&#60;&#60;16) + (g&#60;&#60;8) + b);
&#160; }
}
outputBitmapData.unlock();
你是否还有更好的提案呢？
你可能还对下列文章感兴趣:Flash AS3化骨綿掌之Flash AS3 Compiler的Bug8款很实用的Actionscript写的位图(BitMap)操作类25篇很不错的Flash和ActionScript 3相关的教程Flex中如何使用可变参数的例子FCG&#8211;一个基于Adobe AIR的AS3代码生成器]]></description>
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		<slash:comments>2</slash:comments>
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