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			Flash Lite bitmap and vector graphics in mobile devices
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				Flash Lite bitmap and vector graphics in mobile devices
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				<div><p>
                        
                        
                        Flash Lite can render both vector
and bitmap graphics. Each type of graphic has its advantages and
disadvantages. The decision to use vector rather than bitmap graphics
is not always clear and often depends on several factors.</p>
<p>Vector graphics are compactly represented in SWF files as mathematical equations
and rendered at run time by the Flash Lite player. In contrast,
bitmap graphics are represented as arrays of picture elements (pixels),
which require more bytes of data. Therefore, using vector graphics
in a file can help reduce file size and memory usage.</p>
<p>Vector graphics also maintain their smooth shapes when scaled
in size. Bitmap images can appear boxy, or pixelated, when scaled. </p>
<p>Compared to bitmaps, vector graphics require more processing
power to render, especially vector graphics that have many complex
shapes and fills. Consequently, heavy use of vector shapes can sometimes
reduce overall file performance. Because bitmap graphics do not
require as much processing time to render as vector graphics, they
are better choice for some files, for example, a complex road map
meant to be animated and scrolled on a mobile phone.</p>
<p>Keep these considerations in mind:</p>
<ul><li>
                           <p>Avoid using outlines on vector shapes. Outlines have
an inner and outer edge (fills have only one) and are twice the
work to render.</p>

                        </li>
<li>
                           <p>Corners are simpler to render than curves. When possible,
use flat edges, especially with very small vector shapes.</p>

                        </li>
<li>
                           <p>Optimization is especially helpful with small vector shapes
such as icons. Complex icons may lose their details upon rendering,
and the work of rendering the details is wasted.</p>

                        </li>
<li>
                           <p>As a general rule, use bitmaps for small, complex images
(such as icons) and vector graphics for larger and simpler ones.</p>

                        </li>
<li>
                           <p>Import bitmap graphics at the correct size; don’t import
large graphics and scale them down in Flash, because this wastes
file size and run‑time memory.</p>

                        </li>
<li>
                           <p>The Flash Lite player does not support bitmap smoothing.
If a bitmap is scaled or rotated, it will have a chunky appearance.
If it is necessary to scale or rotate a graphic, consider using
a vector graphic instead. </p>

                        </li>
<li>
                           <p>Text is essentially just a very complex vector shape. Of
course, text is often critical, so it can rarely be avoided entirely.
When text is needed, avoid animating it or placing it over an animation.
Consider using text as a bitmap. For multiline dynamic and input
text, the line break of the text string is not cached. Flash breaks
lines at run time and recalculates the breaks every time the text
field needs to be redrawn. Static text fields are not problematic, because
the line breaking is precalculated at compile time. For dynamic content,
using dynamic text fields is unavoidable, but when possible, consider using
static text fields instead.</p>

                        </li>
<li>
                           <p>Minimize the use of transparency in PNG files; Flash must
calculate redraws even for the transparent portions of the bitmap.
For example, with a transparent PNG file that represents a foreground
element, don't export the transparent PNG at the full size of the
screen. Instead, export it at the actual size of the foreground
element.</p>

                        </li>
<li>
                           <p>Try to group bitmap layers together and vector layers together.
Flash needs to implement different renderers for bitmap and vector
content, and switching between renderers takes time.</p>

                        </li>
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