<commit_before>package nme.display;
#if code_completion


/**
 * The Bitmap class represents display objects that represent bitmap images.
 * These can be images that you load with the nme.display.Loader class, or
 * they can be images that you create with the <code>Bitmap()</code>
 * constructor.
 *
 * <p>The <code>Bitmap()</code> constructor allows you to create a Bitmap
 * object that contains a reference to a BitmapData object. After you create a
 * Bitmap object, use the <code>addChild()</code> or <code>addChildAt()</code>
 * method of the parent DisplayObjectContainer instance to place the bitmap on
 * the display list.</p>
 *
 * <p>A Bitmap object can share its BitmapData reference among several Bitmap
 * objects, independent of translation or rotation properties. Because you can
 * create multiple Bitmap objects that reference the same BitmapData object,
 * multiple display objects can use the same complex BitmapData object without
 * incurring the memory overhead of a BitmapData object for each display
 * object instance.</p>
 *
 * <p>A BitmapData object can be drawn to the screen by a Bitmap object in one
 * of two ways: by using the vector renderer as a fill-bitmap shape, or by
 * using a faster pixel-copying routine. The pixel-copying routine is
 * substantially faster than the vector renderer, but the Bitmap object must<commit_msg>Some adjustments to the Bitmap documentation<commit_after>package nme.display;
#if code_completion


/**
 * The Bitmap class represents display objects that represent bitmap images.
 * These can be images that you load with the nme.Assets or nme.display.Loader
 * classes, or they can be images that you create with the <code>Bitmap()</code>
 * constructor.
 *
 * <p>The <code>Bitmap()</code> constructor allows you to create a Bitmap
 * object that contains a reference to a BitmapData object. After you create a
 * Bitmap object, use the <code>addChild()</code> or <code>addChildAt()</code>
 * method of the parent DisplayObjectContainer instance to place the bitmap on
 * the display list.</p>
 *
 * <p>A Bitmap object can share its BitmapData reference among several Bitmap
 * objects, independent of translation or rotation properties. Because you can
 * create multiple Bitmap objects that reference the same BitmapData object,
 * multiple display objects can use the same complex BitmapData object without
 * incurring the memory overhead of a BitmapData object for each display
 * object instance.</p>
 *
 * <p>A BitmapData object can be drawn to the screen by a Bitmap object in one
 * of two ways: by using the vector renderer as a fill-bitmap shape, or by
 * using a faster pixel-copying routine. The pixel-copying routine is
 * substantially faster than the vector renderer, but the Bitmap object must
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