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package
{
import flash.display.Bitmap;
import flash.display.Sprite;
import flash.events.Event;
import flash.external.ExternalInterface;
import flash.geom.Rectangle;
import flash.system.MessageChannel;
import flash.system.Worker;
import flash.system.WorkerDomain;
import flash.utils.ByteArray;public class WorkerTest extends Sprite
{
protected var mainToWorker:MessageChannel;
protected var workerToMain:MessageChannel;
protected var worker:Worker;
[ Embed(source= "1.jpg")]
public var Image1:Class;
public function WorkerTest()
{
/**
* Start Main thread
**/
if(Worker.current.isPrimordial){
//Create worker from our own loaderInfo.bytes
worker = WorkerDomain.current.createWorker(this.loaderInfo.bytes);
//Create messaging channels for 2-way messaging
mainToWorker = Worker.current.createMessageChannel(worker);
workerToMain = worker.createMessageChannel(Worker.current);
var byteArray:ByteArray = Bitmap(new Image1()).bitmapData.getPixels(new Rectangle(0,0,300,300));
byteArray. shareable = true; //使bytearray可以在两个线程中使用
//Inject messaging channels as a shared property
worker.setSharedProperty( "data", byteArray);
//Listen to the response from our worker
workerToMain.addEventListener(Event.CHANNEL_MESSAGE, onWorkerToMain);
//Start worker (re-run document class)
worker.start();
}
/**
* Start Worker thread
**/
else {
//Inside of our worker, we can use static methods to
//access the shared messgaeChannel's
var data:ByteArray = Worker.current.getSharedProperty( "data");
workerToMain = Worker.current.getSharedProperty( "workerToMain" );
//这里可以做一些压缩的工作
data.compress();
workerToMain.send(data); //只要byteArray是shareable的,可以直接send
}
}
//Messages to the worker thread
protected function onWorkerToMain(event:Event): void {
//Trace out whatever message the worker has sent us.
var a:* = workerToMain.receive();
trace("[Worker] " + a);
ExternalInterface.call( "alert", a); //debug版Flashbuilder4.6运行会收不到消息,但release版或断开debug连接就没问题
}
}
}
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