function Bitmap(imageOrUri) {
		this.DisplayObject_constructor();
		
		
	// public properties:
		/**
		 * The source image to display. This can be a CanvasImageSource
		 * (image, video, canvas), an object with a `getImage` method that returns a CanvasImageSource, or a string URL to an image.
		 * If the latter, a new Image instance with the URL as its src will be used.
		 * @property image
		 * @type CanvasImageSource | Object
		 **/
		if (typeof imageOrUri == "string") {
			this.image = document.createElement("img");
			this.image.src = imageOrUri;
		} else {
			this.image = imageOrUri;
		}
	
		/**
		 * Specifies an area of the source image to draw. If omitted, the whole image will be drawn.
		 * Notes:
		 * <ul>
		 *     <li>that video sources must have a width / height set to work correctly with `sourceRect`</li>
		 *     <li>Cached objects will ignore the `sourceRect` property</li>
		 * </ul>
		 * @property sourceRect
		 * @type Rectangle
		 * @default null
		 */
		this.sourceRect = null;

	// private properties:
		// Docced in superclass
		this._webGLRenderStyle = createjs.DisplayObject._StageGL_BITMAP;
	}
A Bitmap represents an Image, Canvas, or Video in the display list. A Bitmap can be instantiated using an existing
HTML element, or a string.

<h4>Example</h4>

	var bitmap = new createjs.Bitmap("imagePath.jpg");

<strong>Notes:</strong>
<ol>
	<li>When using a video source that may loop or seek, use a {{#crossLink "VideoBuffer"}}{{/crossLink}} object to
	 prevent blinking / flashing.
	<li>When a string path or image tag that is not yet loaded is used, the stage may need to be redrawn before it
	 will be displayed.</li>
	<li>Bitmaps with an SVG source currently will not respect an alpha value other than 0 or 1. To get around this,
	the Bitmap can be cached.</li>
	<li>Bitmaps with an SVG source will taint the canvas with cross-origin data, which prevents interactivity. This
	happens in all browsers except recent Firefox builds.</li>
	<li>Images loaded cross-origin will throw cross-origin security errors when interacted with using a mouse, using
	methods such as `getObjectUnderPoint`, or using filters, or caching. You can get around this by setting
	`crossOrigin` flags on your images before passing them to EaselJS, eg: `img.crossOrigin="Anonymous";`</li>
</ol>

@class Bitmap
@extends DisplayObject
@constructor
@param {CanvasImageSource | String | Object} imageOrUri The source image to display. This can be a CanvasImageSource
(image, video, canvas), an object with a `getImage` method that returns a CanvasImageSource, or a string URL to an image.
If the latter, a new Image instance with the URL as its src will be used.