An umbrella container for several serializable graphics representations, including Bitmaps,
compressed bitmap images (e.g. JPG or PNG), and drawable resources (including vectors).
has been spilled on the best way to load images, and many clients may have different needs when
it comes to threading and fetching. This class is therefore focused on encapsulation rather than
Flag for use with writeToParcel(Parcel, int): the object being written
is a return value, that is the result of a function such as
"void someFunction(out Parcelable)", or
"void someFunction(inout Parcelable)".
Causes the current thread to wait until another thread invokes the
notify() method or the
notifyAll() method for this object, or
some other thread interrupts the current thread, or a certain
amount of real time has elapsed.
Returns a Drawable that can be used to draw the image inside this Icon, constructing it
if necessary. Depending on the type of image, this may not be something you want to do on
the UI thread, so consider using
Context: Context in which to load the drawable; used
to access Resources, for example.
Returns a string representation of the object. In general, the
toString method returns a string that
"textually represents" this object. The result should
be a concise but informative representation that is easy for a
person to read.
It is recommended that all subclasses override this method.
The toString method for class Object
returns a string consisting of the name of the class of which the
object is an instance, the at-sign character `@', and
the unsigned hexadecimal representation of the hash code of the
object. In other words, this method returns a string equal to the