Thank you for your answering. You are right. using AssetManager, I can get a reference of Texture or TextureAtlas as soon as it is loaded, as the examples AssetManagerTest shows.
but the more often things happens like this, I newed a lots of textures, I wan't use their references, but I don't want the textures load at the same time.
in simple words , I think Texture.java should be like this: if I new a texture, then I can get the texture's width, height, I can use it's reference, but it is not loaded, meaning don't do the create(TextureData data) operations(createGLHandle() is not needed right now, because I may don't want it to show on screen);
and cocos2d-android do things like this, if you new a texture( can be newed in any thread, not only in gl thread) , then you can use it reference, you can get it's width and height, but the texture is not loaded( I mean it can't be drawed on screen right now, for it's doesn't do the [glGenTextures] [GLUtils.texImage2D] gl operations
oh, my poor English
,hope you get my point now..