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	</script><table class="titleTable" cellpadding="0" cellspacing="0" id="titleTable" style="display:none"><tr><td class="titleTableTitle" align="left">ActionScript 3.0 Language and Components Reference</td><td class="titleTableSearch" align="center"><form class="searchForm" method="get" action="../../search.html" onsubmit="submitValue();"><input class="hidden" name="loc" value="" type="hidden"><input class="hidden" name="termPrefix" value="" type="hidden"><input class="hidden" name="term" value="" type="hidden"><input class="hidden" name="area" value="" type="hidden"><input id="search-livedocs" name="search_text" value="" title="" type="text"> <input type="button" name="action" value="Search" onclick="submitValue()"></form></td><td class="titleTableTopNav" align="right"><a href="../../../../Flash/10.0_Welcome/index.html">Home</a>&nbsp;|&nbsp;<a href="../../package-summary.html" onclick="loadClassListFrame('../../all-classes.html')">All Packages</a>&nbsp;|&nbsp;<a href="../../class-summary.html" onclick="loadClassListFrame('../../all-classes.html')">All Classes</a>&nbsp;|&nbsp;<a href="../../language-elements.html">Language Elements</a>&nbsp;| <a href="../../all-index-Symbols.html" onclick="loadClassListFrame('../../index-list.html')">Index</a>&nbsp;|&nbsp;<a href="../../appendixes.html">Appendixes</a>&nbsp;|&nbsp;<a href="../../conventions.html">Conventions</a>&nbsp;|&nbsp;<a id="framesLink1" href="../../index.html?flash/display/DisplayObject.html&amp;flash/display/class-list.html">Frames</a><a id="noFramesLink1" style="display:none" href="" onclick="parent.location=document.location"> No Frames </a></td><td class="titleTableLogo" align="right" rowspan="3"><img src="../../images/logo.jpg" class="logoImage" alt=" Adobe Logo " title=" Adobe Logo "></td></tr><tr class="titleTableRow2"><td class="titleTableSubTitle" id="subTitle" align="left">DisplayObject</td><td class="titleTableSubNav" id="subNav" align="right" colspan="2"><a href="#propertySummary">Properties</a>&nbsp;| <a href="#methodSummary">Methods</a>&nbsp;| <a href="#eventSummary">Events</a>&nbsp;| <a href="#styleSummary">Styles</a>&nbsp;| <a href="#effectSummary">Effects</a>&nbsp;| <a href="#constantSummary">Constants</a>&nbsp;| <a href="#includeExamplesSummary">Examples</a></td></tr><tr class="titleTableRow3"><td colspan="3">&nbsp;</td></tr></table><script language="javascript" type="text/javascript" xml:space="preserve">
                
                    
                

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			</script><div class="MainContent"><table class="classHeaderTable" cellpadding="0" cellspacing="0"><tr><td class="classHeaderTableLabel">Package</td><td><a href="package-detail.html" onclick="javascript:loadClassListFrame('class-list.html')">flash.display</a></td></tr><tr><td class="classHeaderTableLabel">Class</td><td class="classSignature">public  class  DisplayObject</td></tr><tr><td class="classHeaderTableLabel">Inheritance</td><td class="inheritanceList">DisplayObject  <img src="../../images/inherit-arrow.gif" title="Inheritance" alt="Inheritance" class="inheritArrow"> <a href="../../flash/events/EventDispatcher.html">EventDispatcher</a> <img src="../../images/inherit-arrow.gif" title="Inheritance" alt="Inheritance" class="inheritArrow"> <a href="../../Object.html">Object</a></td></tr><tr><td class="classHeaderTableLabel">Implements</td><td> <a href="../../flash/display/IBitmapDrawable.html">IBitmapDrawable</a></td></tr><tr><td class="classHeaderTableLabel">Subclasses</td><td> <a href="../../flash/display/AVM1Movie.html">AVM1Movie</a>,  <a href="../../flash/display/Bitmap.html">Bitmap</a>,  <a href="../../flash/display/InteractiveObject.html">InteractiveObject</a>,  <a href="../../flash/display/MorphShape.html">MorphShape</a>,  <a href="../../flash/display/Shape.html">Shape</a>,  <a href="../../flash/text/StaticText.html">StaticText</a>,  <a href="../../flash/media/Video.html">Video</a></td></tr></table><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p></p>
        The DisplayObject class is the base class for all objects that can be placed on 
 the display list. The display list manages all objects displayed in Flash Player or Adobe AIR. 
 Use the DisplayObjectContainer class to arrange the display objects in the display list.
 DisplayObjectContainer objects can have child display objects, while other display objects, such as
 Shape and TextField objects, are "leaf" nodes that have only parents and siblings, no children.
        <p>
          The DisplayObject class supports basic functionality like the
          <i>x</i>
          and
          <i>y</i>
          position of 
 an object, as well as more advanced properties of the object such as its transformation matrix.
        </p>
        
               <p>
          DisplayObject is an abstract base class; therefore, you cannot call DisplayObject directly. Invoking
          <code>new DisplayObject()</code>
          throws an
          <code>ArgumentError</code>
          exception.
        </p>
        
               <p>All display objects inherit from the DisplayObject class.</p>
        
               <p>The DisplayObject class itself does not include any APIs for rendering content onscreen. 
 For that reason, if you want create a custom subclass of the DisplayObject class, you will want
 to extend one of its subclasses that do have APIs for rendering content onscreen, 
 such as the Shape, Sprite, Bitmap, SimpleButton, TextField, or MovieClip class.</p>
        
               <p>
          The DisplayObject class contains several broadcast events. Normally, the target
 of any particular event is a specific DisplayObject instance. For example,
 the target of an
          <code>added</code>
          event is the specific DisplayObject instance
 that was added to the display list. Having a single target restricts the placement of
 event listeners to that target and in some cases the target's ancestors on the display list.
 With broadcast events, however, the target is not a specific DisplayObject instance,
 but rather all DisplayObject instances, including those that are not on the display list.
 This means that you can add a listener to any DisplayObject instance to listen for broadcast events.
 In addition to the broadcast events listed in the DisplayObject class's Events table,
 the DisplayObject class also inherits two broadcast events from the EventDispatcher
 class:
          <code>activate</code>
          and
          <code>deactivate</code>
          .
        </p>
        
               <p>
          Some properties previously used in the ActionScript 1.0 and 2.0 MovieClip, TextField, and Button
 classes (such as
          <code>_alpha</code>
          ,
          <code>_height</code>
          ,
          <code>_name</code>
          ,
          <code>_width</code>
          ,
          <code>_x</code>
          ,
          <code>_y</code>
          , and others) have equivalents in the ActionScript 3.0
 DisplayObject class that are renamed so that they no longer begin with the underscore (_) character.
        </p>
        
               <p>
          For more information, see the "Display Programming" chapter of the
          <i>Programming 
 ActionScript 3.0</i>
          book.
        </p>
        
            <p></p><p><a href="#includeExamplesSummary">View the examples</a></p><p><span class="classHeaderTableLabel">See also</span></p><div class="seeAlso"><a href="DisplayObjectContainer.html" target="">flash.display.DisplayObjectContainer</a></div><br/><hr></div><a name="propertySummary"></a><div class="summarySection"><div class="summaryTableTitle">Public Properties</div><div class="showHideLinks"><div id="hideInheritedProperty" class="hideInheritedProperty"><a class="showHideLink" href="#propertySummary" onclick="javascript:setInheritedVisible(false,'Property');"><img class="showHideLinkImage" src="../../images/expanded.gif"> Hide Inherited Public Properties</a></div><div id="showInheritedProperty" class="showInheritedProperty"><a class="showHideLink" href="#propertySummary" onclick="javascript:setInheritedVisible(true,'Property');"><img class="showHideLinkImage" src="../../images/collapsed.gif"> Show Inherited Public Properties</a></div></div><table cellspacing="0" cellpadding="3" class="summaryTable " id="summaryTableProperty"><tr><th>&nbsp;</th><th colspan="2">Property</th><th>Defined By</th></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#accessibilityProperties" class="signatureLink">accessibilityProperties</a> : <a href="../../flash/accessibility/AccessibilityProperties.html">AccessibilityProperties</a><div class="summaryTableDescription">The current accessibility options for this display object.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#alpha" class="signatureLink">alpha</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the alpha transparency value of the object specified.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#blendMode" class="signatureLink">blendMode</a> : <a href="../../String.html">String</a><div class="summaryTableDescription">A value from the BlendMode class that specifies which blend mode to use.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#blendShader" class="signatureLink">blendShader</a> : <a href="../../flash/display/Shader.html">Shader</a><div class="summaryTableDescription">[write-only] Sets a shader that is used for blending the foreground and background.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#cacheAsBitmap" class="signatureLink">cacheAsBitmap</a> : <a href="../../Boolean.html">Boolean</a><div class="summaryTableDescription">If set to true, Flash Player or Adobe AIR caches an internal bitmap representation of the
     display object.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class="hideInheritedProperty"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><a href="../../Object.html#constructor" class="signatureLink">constructor</a> : <a href="../../Object.html">Object</a><div class="summaryTableDescription">A reference to the class object or constructor function for a given object instance.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#filters" class="signatureLink">filters</a> : <a href="../../Array.html">Array</a><div class="summaryTableDescription">An indexed array that contains each filter object currently associated with the display object.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#height" class="signatureLink">height</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the height of the display object, in pixels.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#loaderInfo" class="signatureLink">loaderInfo</a> : <a href="../../flash/display/LoaderInfo.html">LoaderInfo</a><div class="summaryTableDescription">[read-only] Returns a LoaderInfo object containing information about loading the file
     to which this display object belongs.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#mask" class="signatureLink">mask</a> : <a href="../../flash/display/DisplayObject.html">DisplayObject</a><div class="summaryTableDescription">The calling display object is masked by the specified mask object.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#mouseX" class="signatureLink">mouseX</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">[read-only] Indicates the x coordinate of the mouse position, in pixels.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#mouseY" class="signatureLink">mouseY</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">[read-only] Indicates the y coordinate of the mouse position, in pixels.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#name" class="signatureLink">name</a> : <a href="../../String.html">String</a><div class="summaryTableDescription">Indicates the instance name of the DisplayObject.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#opaqueBackground" class="signatureLink">opaqueBackground</a> : <a href="../../Object.html">Object</a><div class="summaryTableDescription">Specifies whether the display object is opaque with a certain background color.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#parent" class="signatureLink">parent</a> : <a href="../../flash/display/DisplayObjectContainer.html">DisplayObjectContainer</a><div class="summaryTableDescription">[read-only] Indicates the DisplayObjectContainer object that contains this display object.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class="hideInheritedProperty"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><a href="../../Object.html#prototype" class="signatureLink">prototype</a> : <a href="../../Object.html">Object</a><div class="summaryTableDescription">[static] A reference to the prototype object of a class or function object.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#root" class="signatureLink">root</a> : <a href="../../flash/display/DisplayObject.html">DisplayObject</a><div class="summaryTableDescription">[read-only] For a display object in a loaded SWF file, the root property is the 
     top-most display object in the portion of the display list's tree structure represented by that SWF file.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#rotation" class="signatureLink">rotation</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the rotation of the DisplayObject instance, in degrees, from its original orientation.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#rotationX" class="signatureLink">rotationX</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the x-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#rotationY" class="signatureLink">rotationY</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the y-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#rotationZ" class="signatureLink">rotationZ</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the z-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#scale9Grid" class="signatureLink">scale9Grid</a> : <a href="../../flash/geom/Rectangle.html">Rectangle</a><div class="summaryTableDescription">The current scaling grid that is in effect.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#scaleX" class="signatureLink">scaleX</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the horizontal scale (percentage) of the object as applied from the registration point.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#scaleY" class="signatureLink">scaleY</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the vertical scale (percentage) of an object as applied from the registration point of the object.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#scaleZ" class="signatureLink">scaleZ</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the depth scale (percentage) of an object as applied from the registration point of the object.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#scrollRect" class="signatureLink">scrollRect</a> : <a href="../../flash/geom/Rectangle.html">Rectangle</a><div class="summaryTableDescription">The scroll rectangle bounds of the display object.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#stage" class="signatureLink">stage</a> : <a href="../../flash/display/Stage.html">Stage</a><div class="summaryTableDescription">[read-only] The Stage of the display object.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#transform" class="signatureLink">transform</a> : <a href="../../flash/geom/Transform.html">Transform</a><div class="summaryTableDescription">An object with properties pertaining to a display object's matrix, color transform, and pixel bounds.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#visible" class="signatureLink">visible</a> : <a href="../../Boolean.html">Boolean</a><div class="summaryTableDescription">Whether or not the display object is visible.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#width" class="signatureLink">width</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the width of the display object, in pixels.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#x" class="signatureLink">x</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the x coordinate of the DisplayObject instance relative to the local coordinates of
     the parent DisplayObjectContainer.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#y" class="signatureLink">y</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the y coordinate of the DisplayObject instance relative to the local coordinates of
     the parent DisplayObjectContainer.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#z" class="signatureLink">z</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">Indicates the z coordinate position along the z-axis of the DisplayObject
     instance relative to the 3D parent container.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr></table></div><a name="methodSummary"></a><div class="summarySection"><div class="summaryTableTitle">Public Methods </div><div class="showHideLinks"><div id="hideInheritedMethod" class="hideInheritedMethod"><a class="showHideLink" href="#methodSummary" onclick="javascript:setInheritedVisible(false,'Method');"><img class="showHideLinkImage" src="../../images/expanded.gif"> Hide Inherited Public Methods</a></div><div id="showInheritedMethod" class="showInheritedMethod"><a class="showHideLink" href="#methodSummary" onclick="javascript:setInheritedVisible(true,'Method');"><img class="showHideLinkImage" src="../../images/collapsed.gif"> Show Inherited Public Methods</a></div></div><table cellspacing="0" cellpadding="3" class="summaryTable " id="summaryTableMethod"><tr><th>&nbsp;</th><th colspan="2">Method</th><th>Defined By</th></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../flash/events/EventDispatcher.html#addEventListener()" class="signatureLink">addEventListener</a>(type:<a href="../../String.html">String</a>, listener:<a href="../../Function.html">Function</a>, useCapture:<a href="../../Boolean.html">Boolean</a> = false, priority:<a href="../../int.html">int</a> = 0, useWeakReference:<a href="../../Boolean.html">Boolean</a> = false):<a href="../../specialTypes.html#void">void</a></div><div class="summaryTableDescription">Registers an event listener object with an EventDispatcher object so that the listener 
 receives notification of an event.</div></td><td class="summaryTableOwnerCol"><a href="../../flash/events/EventDispatcher.html">EventDispatcher</a></td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../flash/events/EventDispatcher.html#dispatchEvent()" class="signatureLink">dispatchEvent</a>(event:<a href="../../flash/events/Event.html">Event</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Dispatches an event into the event flow.</div></td><td class="summaryTableOwnerCol"><a href="../../flash/events/EventDispatcher.html">EventDispatcher</a></td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#getBounds()" class="signatureLink">getBounds</a>(targetCoordinateSpace:<a href="../../flash/display/DisplayObject.html">DisplayObject</a>):<a href="../../flash/geom/Rectangle.html">Rectangle</a></div><div class="summaryTableDescription">Returns a rectangle that defines the area of the display object relative to the coordinate system
     of the targetCoordinateSpace object.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#getRect()" class="signatureLink">getRect</a>(targetCoordinateSpace:<a href="../../flash/display/DisplayObject.html">DisplayObject</a>):<a href="../../flash/geom/Rectangle.html">Rectangle</a></div><div class="summaryTableDescription">Returns a rectangle that defines the boundary of the display object, 
    based on the coordinate system defined by the targetCoordinateSpace 
    parameter, excluding any strokes on shapes.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#globalToLocal()" class="signatureLink">globalToLocal</a>(point:<a href="../../flash/geom/Point.html">Point</a>):<a href="../../flash/geom/Point.html">Point</a></div><div class="summaryTableDescription">Converts the point object from the Stage (global) coordinates
     to the display object's (local) coordinates.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#globalToLocal3D()" class="signatureLink">globalToLocal3D</a>(point:<a href="../../flash/geom/Point.html">Point</a>):<a href="../../flash/geom/Vector3D.html">Vector3D</a></div><div class="summaryTableDescription">Converts a two-dimensional point from the Stage (global) coordinates to a
     three-dimensional display object's (local) coordinates.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../flash/events/EventDispatcher.html#hasEventListener()" class="signatureLink">hasEventListener</a>(type:<a href="../../String.html">String</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Checks whether the EventDispatcher object has any listeners registered for a specific type 
 of event.</div></td><td class="summaryTableOwnerCol"><a href="../../flash/events/EventDispatcher.html">EventDispatcher</a></td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#hasOwnProperty()" class="signatureLink">hasOwnProperty</a>(name:<a href="../../String.html">String</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Indicates whether an object has a specified property defined.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#hitTestObject()" class="signatureLink">hitTestObject</a>(obj:<a href="../../flash/display/DisplayObject.html">DisplayObject</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Evaluates the display object to see if it overlaps or intersects with the
     obj display object.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#hitTestPoint()" class="signatureLink">hitTestPoint</a>(x:<a href="../../Number.html">Number</a>, y:<a href="../../Number.html">Number</a>, shapeFlag:<a href="../../Boolean.html">Boolean</a> = false):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Evaluates the display object to see if it overlaps or intersects with the
     point specified by the x and y parameters.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#isPrototypeOf()" class="signatureLink">isPrototypeOf</a>(theClass:<a href="../../Object.html">Object</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Indicates whether an instance of the Object class is in the prototype chain of the object specified 
  as the parameter.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#local3DToGlobal()" class="signatureLink">local3DToGlobal</a>(point3d:<a href="../../flash/geom/Vector3D.html">Vector3D</a>):<a href="../../flash/geom/Point.html">Point</a></div><div class="summaryTableDescription">Converts a three-dimensional point of the three-dimensional display 
     object's (local) coordinates to a two-dimensional point in the Stage (global) coordinates.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#localToGlobal()" class="signatureLink">localToGlobal</a>(point:<a href="../../flash/geom/Point.html">Point</a>):<a href="../../flash/geom/Point.html">Point</a></div><div class="summaryTableDescription">Converts the point object from the display object's (local) coordinates to the
     Stage (global) coordinates.</div></td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#propertyIsEnumerable()" class="signatureLink">propertyIsEnumerable</a>(name:<a href="../../String.html">String</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Indicates whether the specified property exists and is enumerable.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../flash/events/EventDispatcher.html#removeEventListener()" class="signatureLink">removeEventListener</a>(type:<a href="../../String.html">String</a>, listener:<a href="../../Function.html">Function</a>, useCapture:<a href="../../Boolean.html">Boolean</a> = false):<a href="../../specialTypes.html#void">void</a></div><div class="summaryTableDescription">Removes a listener from the EventDispatcher object.</div></td><td class="summaryTableOwnerCol"><a href="../../flash/events/EventDispatcher.html">EventDispatcher</a></td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#setPropertyIsEnumerable()" class="signatureLink">setPropertyIsEnumerable</a>(name:<a href="../../String.html">String</a>, isEnum:<a href="../../Boolean.html">Boolean</a> = true):<a href="../../specialTypes.html#void">void</a></div><div class="summaryTableDescription">Sets the availability of a dynamic property for loop operations.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#toString()" class="signatureLink">toString</a>():<a href="../../String.html">String</a></div><div class="summaryTableDescription">Returns the string representation of the specified object.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#valueOf()" class="signatureLink">valueOf</a>():<a href="../../Object.html">Object</a></div><div class="summaryTableDescription">Returns the primitive value of the specified object.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../flash/events/EventDispatcher.html#willTrigger()" class="signatureLink">willTrigger</a>(type:<a href="../../String.html">String</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Checks whether an event listener is registered with this EventDispatcher object or any of 
 its ancestors for the specified event type.</div></td><td class="summaryTableOwnerCol"><a href="../../flash/events/EventDispatcher.html">EventDispatcher</a></td></tr></table></div><a name="eventSummary"></a><div class="summarySection"><div class="summaryTableTitle">Events</div><div class="showHideLinks"><div id="hideInheritedEvent" class="hideInheritedEvent"><a class="showHideLink" href="#eventSummary" onclick="javascript:setInheritedVisible(false,'Event');"><img class="showHideLinkImage" src="../../images/expanded.gif"> Hide Inherited Events</a></div><div id="showInheritedEvent" class="showInheritedEvent"><a class="showHideLink" href="#eventSummary" onclick="javascript:setInheritedVisible(true,'Event');"><img class="showHideLinkImage" src="../../images/collapsed.gif"> Show Inherited Events</a></div></div><table cellspacing="0" cellpadding="3" class="summaryTable " id="summaryTableEvent"><tr><th>&nbsp;</th><th colspan="2">Event</th><th> Summary </th><th>Defined By</th></tr><tr class="hideInheritedEvent"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../flash/events/EventDispatcher.html#event:activate" class="signatureLink">activate</a></div></td><td class="summaryTableDescription summaryTableCol">[broadcast event] Dispatched when the Flash Player or AIR application gains operating system focus and becomes active.</td><td class="summaryTableOwnerCol"><a href="../../flash/events/EventDispatcher.html">EventDispatcher</a></td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#event:added" class="signatureLink">added</a></div></td><td class="summaryTableDescription summaryTableCol">Dispatched when a display object is added to the display list.</td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#event:addedToStage" class="signatureLink">addedToStage</a></div></td><td class="summaryTableDescription summaryTableCol">Dispatched when a display object is added to the on stage display list, either directly or through the addition of a sub tree in which the display object is contained.</td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class="hideInheritedEvent"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../flash/events/EventDispatcher.html#event:deactivate" class="signatureLink">deactivate</a></div></td><td class="summaryTableDescription summaryTableCol">[broadcast event] Dispatched when the Flash Player or AIR application operating loses system focus and is becoming inactive.</td><td class="summaryTableOwnerCol"><a href="../../flash/events/EventDispatcher.html">EventDispatcher</a></td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#event:enterFrame" class="signatureLink">enterFrame</a></div></td><td class="summaryTableDescription summaryTableCol">[broadcast event] Dispatched when the playhead is entering a new frame.</td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#event:exitFrame" class="signatureLink">exitFrame</a></div></td><td class="summaryTableDescription summaryTableCol">[broadcast event] Dispatched when the playhead is exiting the current frame.</td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#event:frameConstructed" class="signatureLink">frameConstructed</a></div></td><td class="summaryTableDescription summaryTableCol">[broadcast event] Dispatched after the constructors of frame display objects have run but before frame scripts have run.</td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#event:removed" class="signatureLink">removed</a></div></td><td class="summaryTableDescription summaryTableCol">Dispatched when a display object is about to be removed from the display list.</td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#event:removedFromStage" class="signatureLink">removedFromStage</a></div></td><td class="summaryTableDescription summaryTableCol">Dispatched when a display object is about to be removed from the display list, either directly or through the removal of a sub tree in which the display object is contained.</td><td class="summaryTableOwnerCol">DisplayObject</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#event:render" class="signatureLink">render</a></div></td><td class="summaryTableDescription summaryTableCol">[broadcast event] Dispatched when the display list is about to be updated and rendered.</td><td class="summaryTableOwnerCol">DisplayObject</td></tr></table></div><script language="javascript" type="text/javascript"><!--
                      showHideInherited();
                      --></script><div class="MainContent"><div class="detailSectionHeader">Property Detail</div><a name="propertyDetail"></a><a name="accessibilityProperties"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">accessibilityProperties</td><td class="detailHeaderType">property</td></tr></table><div class="detailBody"><code>accessibilityProperties:<a href="../../flash/accessibility/AccessibilityProperties.html">AccessibilityProperties</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          The current accessibility options for this display object. If you modify the
          <code>accessibilityProperties</code>
          property or any of the fields within
          <code>accessibilityProperties</code>
          , you must call 
     the
          <code>Accessibility.updateProperties()</code>
          method to make your changes take effect.
          <p>
            <b>Note</b>
            : For an object created in the Flash authoring environment, the value of
            <code>accessibilityProperties</code>
            is prepopulated with any information you entered in the Accessibility panel for
     that object.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get accessibilityProperties():<a href="../../flash/accessibility/AccessibilityProperties.html">AccessibilityProperties</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set accessibilityProperties(value:<a href="../../flash/accessibility/AccessibilityProperties.html">AccessibilityProperties</a>):<a href="../../specialTypes.html#void">void</a></code><br/><p><span class="label">See also</span></p><div class="seeAlso"><a href="../../flash/accessibility/Accessibility.html#updateProperties()" target="">flash.accessibility.Accessibility.updateProperties()</a><br/><a href="../../flash/accessibility/AccessibilityProperties.html" target="">flash.accessibility.AccessibilityProperties</a></div><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following example shows how the to attach a simple AccessibilityProperties
 object to a TextField instance:
          <div class="listing"><pre>import flash.text.TextField;
import flash.accessibility.AccessibilityProperties;
import flash.accessibility.Accessibility;
import flash.system.Capabilities;

var tf:TextField = new TextField();
tf.text = "hello";

var accessProps:AccessibilityProperties = new AccessibilityProperties();
accessProps.name = "Greeting";

tf.accessibilityProperties = accessProps;

if (Capabilities.hasAccessibility) {
    Accessibility.updateProperties();
}

trace(tf.accessibilityProperties.name); // Greeting</pre></div>
        </div></div><a name="propertyDetail"></a><a name="alpha"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">alpha</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>alpha:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Indicates the alpha transparency value of the object specified.
     Valid values are 0 (fully transparent) to 1 (fully opaque).
     The default value is 1. Display objects with
          <code>alpha</code>
          set to 0
          <i>are</i>
          active, even though they are invisible.
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get alpha():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set alpha(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code sets the
          <code>alpha</code>
          property of a sprite
 to 50% when the mouse rolls over the sprite:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.events.MouseEvent;

var circle:Sprite = new Sprite();
circle.graphics.beginFill(0xFF0000);
circle.graphics.drawCircle(40, 40, 40);
addChild(circle);

circle.addEventListener(MouseEvent.MOUSE_OVER, dimObject);
circle.addEventListener(MouseEvent.MOUSE_OUT, restoreObject);

function dimObject(event:MouseEvent):void {
    event.target.alpha = 0.5;
}

function restoreObject(event:MouseEvent):void {
    event.target.alpha = 1.0;
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="blendMode"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">blendMode</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>blendMode:<a href="../../String.html">String</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          A value from the BlendMode class that specifies which blend mode to use.
     A bitmap can be drawn internally in two ways. If you have a blend mode enabled or an
     external clipping mask, the bitmap is drawn by adding a bitmap-filled square shape to the vector
     render. If you attempt to set this property to an invalid value, Flash Player or Adobe AIR sets the value
     to
          <code>BlendMode.NORMAL</code>
          .
          <p>
            The
            <code>blendMode</code>
            property affects each pixel of the display object.
     Each pixel is composed of three constituent
     colors (red, green, and blue), and each constituent color has a value between 0x00 and 0xFF.
     Flash Player or Adobe AIR compares each constituent color of one pixel in the movie clip with
     the corresponding color of the pixel in the background. For example, if
            <code>blendMode</code>
            is set to
            <code>BlendMode.LIGHTEN</code>
            , Flash Player or Adobe AIR compares the red value of the display object with
     the red value of the background, and uses the lighter of the two as the
     value for the red component of the displayed color.
          </p>
          
          <p>
            The following table describes the
            <code>blendMode</code>
            settings. 
     The BlendMode class defines string values you can use.
     The illustrations in the table show
            <code>blendMode</code>
            values applied to a circular
     display object (2) superimposed on another display object (1).
          </p>
          
          <p>
            
            <img src="../../images/blendMode-0a.jpg" alt="Square Number 1"></img>
            
            <img src="../../images/blendMode-0b.jpg" alt="Circle Number 2"></img>
            
          </p>
          
          <table class="innertable" ><tr><th>BlendMode Constant</th><th>Illustration</th><th>Description</th></tr><tr><td>
                    <code>BlendMode.NORMAL</code>
                  </td><td>
                    <img src="../../images/blendMode-1.jpg" alt="blend mode NORMAL"></img>
                  </td><td>The display object appears in front of the background. Pixel values of the display object
     override those of the background. Where the display object is transparent, the background is
     visible.</td></tr><tr><td>
                    <code>BlendMode.LAYER</code>
                  </td><td>
                    <img src="../../images/blendMode-2.jpg" alt="blend mode LAYER"></img>
                  </td><td>
                    Forces the creation of a transparency group for the display object. This means that the display 
     object is pre-composed in a temporary buffer before it is processed further. This is done 
     automatically if the display object is pre-cached using bitmap caching or if the display object is 
     a display object container with at least one child object with a
                    <code>blendMode</code>
                    setting other than
                    <code>BlendMode.NORMAL</code>
                    .
                  </td></tr><tr><td>
                    <code>BlendMode.MULTIPLY</code>
                  </td><td>
                    <img src="../../images/blendMode-3.jpg" alt="blend mode MULTIPLY"></img>
                  </td><td>
                    Multiplies the values of the display object constituent colors by the colors of the background color,
     and then normalizes by dividing by 0xFF,
     resulting in darker colors. This setting is commonly used for shadows and depth effects.
                    <p>For example, if a constituent color (such as red) of one pixel in the display object and the
     corresponding color of the pixel in the background both have the value 0x88, the multiplied
     result is 0x4840. Dividing by 0xFF yields a value of 0x48 for that constituent color,
     which is a darker shade than the color of the display object or the color of the background.</p>
                  </td></tr><tr><td>
                    <code>BlendMode.SCREEN</code>
                  </td><td>
                    <img src="../../images/blendMode-4.jpg" alt="blend mode SCREEN"></img>
                  </td><td>Multiplies the complement (inverse) of the display object color by the complement of the background
     color, resulting in a bleaching effect. This setting is commonly used for highlights or to remove black
     areas of the display object.</td></tr><tr><td>
                    <code>BlendMode.LIGHTEN</code>
                  </td><td>
                    <img src="../../images/blendMode-5.jpg" alt="blend mode LIGHTEN"></img>
                  </td><td>
                    Selects the lighter of the constituent colors of the display object and the color of the background (the
     colors with the larger values). This setting is commonly used for superimposing type.
                    <p>For example, if the display object has a pixel with an RGB value of 0xFFCC33, and the background
     pixel has an RGB value of 0xDDF800, the resulting RGB value for the displayed pixel is
     0xFFF833 (because 0xFF > 0xDD, 0xCC &lt; 0xF8, and 0x33 > 0x00 = 33).</p>
                  </td></tr><tr><td>
                    <code>BlendMode.DARKEN</code>
                  </td><td>
                    <img src="../../images/blendMode-6.jpg" alt="blend mode DARKEN"></img>
                  </td><td>
                    Selects the darker of the constituent colors of the display object and the colors of the 
     background (the colors with the smaller values). This setting is commonly used for superimposing type.
                    <p>For example, if the display object has a pixel with an RGB value of 0xFFCC33, and the background
     pixel has an RGB value of 0xDDF800, the resulting RGB value for the displayed pixel is
     0xDDCC00 (because 0xFF > 0xDD, 0xCC &lt; 0xF8, and 0x33 > 0x00 = 33).</p>
                  </td></tr><tr><td>
                    <code>BlendMode.DIFFERENCE</code>
                  </td><td>
                    <img src="../../images/blendMode-7.jpg" alt="blend mode DIFFERENCE"></img>
                  </td><td>
                    Compares the constituent colors of the display object with the colors of its background, and subtracts
     the darker of the values of the two constituent colors from the lighter value. This setting is commonly
     used for more vibrant colors.
                    <p>For example, if the display object has a pixel with an RGB value of 0xFFCC33, and the background
     pixel has an RGB value of 0xDDF800, the resulting RGB value for the displayed pixel is
     0x222C33 (because 0xFF - 0xDD = 0x22, 0xF8 - 0xCC = 0x2C, and 0x33 - 0x00 = 0x33).</p>
                  </td></tr><tr><td>
                    <code>BlendMode.ADD</code>
                  </td><td>
                    <img src="../../images/blendMode-8.jpg" alt="blend mode ADD"></img>
                  </td><td>
                    Adds the values of the constituent colors of the display object to the colors of its background, applying a
     ceiling of 0xFF. This setting is commonly used for animating a lightening dissolve between
     two objects.
                    <p>For example, if the display object has a pixel with an RGB value of 0xAAA633, and the background
     pixel has an RGB value of 0xDD2200, the resulting RGB value for the displayed pixel is
     0xFFC833 (because 0xAA + 0xDD > 0xFF, 0xA6 + 0x22 = 0xC8, and 0x33 + 0x00 = 0x33).</p>
                  </td></tr><tr><td>
                    <code>BlendMode.SUBTRACT</code>
                  </td><td>
                    <img src="../../images/blendMode-9.jpg" alt="blend mode SUBTRACT"></img>
                  </td><td>
                    Subtracts the values of the constituent colors in the display object from the values of the 
     background color, applying a floor of 0. This setting is commonly used for animating a 
     darkening dissolve between two objects.
                    <p>For example, if the display object has a pixel with an RGB value of 0xAA2233, and the background
     pixel has an RGB value of 0xDDA600, the resulting RGB value for the displayed pixel is
     0x338400 (because 0xDD - 0xAA = 0x33, 0xA6 - 0x22 = 0x84, and 0x00 - 0x33 &lt; 0x00).</p>
                  </td></tr><tr><td>
                    <code>BlendMode.INVERT</code>
                  </td><td>
                    <img src="../../images/blendMode-10.jpg" alt="blend mode INVERT"></img>
                  </td><td>Inverts the background.</td></tr><tr><td>
                    <code>BlendMode.ALPHA</code>
                  </td><td>
                    <img src="../../images/blendMode-11.jpg" alt="blend mode ALPHA"></img>
                  </td><td>
                    Applies the alpha value of each pixel of the display object to the background.
     This requires the
                    <code>blendMode</code>
                    setting of the parent display object to be set to
                    <code>BlendMode.LAYER</code>
                    .
     For example, in the illustration, the parent display object, which is a white background,
     has
                    <code>blendMode = BlendMode.LAYER</code>
                    .
                  </td></tr><tr><td>
                    <code>BlendMode.ERASE</code>
                  </td><td>
                    <img src="../../images/blendMode-12.jpg" alt="blend mode ERASE"></img>
                  </td><td>
                    Erases the background based on the alpha value of the display object. This requires the
                    <code>blendMode</code>
                    of the parent display object to be set to
                    <code>BlendMode.LAYER</code>
                    . For example, in the
     illustration, the parent display object, which is a white background, has
                    <code>blendMode = BlendMode.LAYER</code>
                    .
                  </td></tr><tr><td>
                    <code>BlendMode.OVERLAY</code>
                  </td><td>
                    <img src="../../images/blendMode-13.jpg" alt="blend mode OVERLAY"></img>
                  </td><td>Adjusts the color of each pixel based on the darkness of the background.
     If the background is lighter than 50% gray, the display object and background colors are
     screened, which results in a lighter color. If the background is darker than 50% gray,
     the colors are multiplied, which results in a darker color.
     This setting is commonly used for shading effects.</td></tr><tr><td>
                    <code>BlendMode.HARDLIGHT</code>
                  </td><td>
                    <img src="../../images/blendMode-14.jpg" alt="blend mode HARDLIGHT"></img>
                  </td><td>Adjusts the color of each pixel based on the darkness of the display object.
     If the display object is lighter than 50% gray, the display object and background colors are
     screened, which results in a lighter color. If the display object is darker than 50% gray,
     the colors are multiplied, which results in a darker color.
     This setting is commonly used for shading effects.</td></tr><tr><td>
                    <code>BlendMode.SHADER</code>
                  </td><td align="center">N/A</td><td>
                    Adjusts the color using a custom shader routine. The shader that is used is specified 
     as the Shader instance assigned to the
                    <code>blendShader</code>
                    property. Setting the
                    <code>blendShader</code>
                    property of a display object to a Shader instance 
     automatically sets the display object's
                    <code>blendMode</code>
                    property to
                    <code>BlendMode.SHADER</code>
                    . If the
                    <code>blendMode</code>
                    property is set to
                    <code>BlendMode.SHADER</code>
                    without first setting the
                    <code>blendShader</code>
                    property,
     the
                    <code>blendMode</code>
                    property is set to
                    <code>BlendMode.NORMAL</code>
                    .
                  </td></tr></table>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get blendMode():<a href="../../String.html">String</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set blendMode(value:<a href="../../String.html">String</a>):<a href="../../specialTypes.html#void">void</a></code><br/><p><span class="label">See also</span></p><div class="seeAlso"><a href="BlendMode.html" target="">flash.display.BlendMode</a><br/><a href="DisplayObject.html#blendShader" target="">blendShader</a></div><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates two sprite objects, a square and a circle, 
 and sets the blend mode of the circle (in the foreground) to
          <code>BlendMode.SUBTRACT</code>
          when the pointer rolls over the circle:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.display.BlendMode;
import flash.events.MouseEvent;

var square:Sprite = new Sprite();
square.graphics.beginFill(0xFF88CC);
square.graphics.drawRect(0, 0, 80, 80);
addChild(square);

var circle:Sprite = new Sprite();
circle.graphics.beginFill(0xAA0022);
circle.graphics.drawCircle(40, 40, 40);
addChild(circle);

circle.addEventListener(MouseEvent.MOUSE_OVER, dimObject);
circle.addEventListener(MouseEvent.MOUSE_OUT, restoreObject);

function dimObject(event:MouseEvent):void {
    event.target.blendMode = BlendMode.SUBTRACT;
}

function restoreObject(event:MouseEvent):void {
    event.target.blendMode = BlendMode.NORMAL;
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="blendShader"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">blendShader</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>blendShader:<a href="../../flash/display/Shader.html">Shader</a></code>&nbsp;&nbsp;[write-only] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p>
          Sets a shader that is used for blending the foreground and background. When the
          <code>blendMode</code>
          property is set to
          <code>BlendMode.SHADER</code>
          , the specified 
     Shader is used to create the blend mode output for the display object.
          <p>
            Setting the
            <code>blendShader</code>
            property of a display object to a Shader instance 
     automatically sets the display object's
            <code>blendMode</code>
            property to
            <code>BlendMode.SHADER</code>
            . If the
            <code>blendShader</code>
            property is set (which sets the
            <code>blendMode</code>
            property to
            <code>BlendMode.SHADER</code>
            ), then the value of the
            <code>blendMode</code>
            property is changed, the blend mode can be reset to use the blend 
     shader simply by setting the
            <code>blendMode</code>
            property to
            <code>BlendMode.SHADER</code>
            . 
     The
            <code>blendShader</code>
            property does not need to be set again except to change the 
     shader that's used for the blend mode.
          </p>
          
          <p>
            The Shader assigned to the
            <code>blendShader</code>
            property must specify at least two
            <code>image4</code>
            inputs. The inputs
            <b>do not</b>
            need to be specified in code using the 
     associated ShaderInput objects'
            <code>input</code>
            properties. The background display object 
     is automatically 
     used as the first input (the input with
            <code>index</code>
            0). The foreground display object 
     is used as the second input (the input with
            <code>index</code>
            1). A shader used as a blend 
     shader can specify more than two inputs. In that case any additional input must be specified 
     by setting its ShaderInput instance's
            <code>input</code>
            property.
          </p>
          
          <p>When you assign a Shader instance to this property the shader is copied internally. The 
     blend operation uses that internal copy, not a reference to the original shader. Any changes 
     made to the shader, such as changing a parameter value, input, or bytecode, are not applied 
     to the copied shader that's used for the blend mode.</p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set blendShader(value:<a href="../../flash/display/Shader.html">Shader</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Throws </span><br/><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../ArgumentError.html">ArgumentError</a> </code> &mdash; 
              When the shader output type is not compatible with this operation 
                           (the shader must specify a
              <code>pixel4</code>
              output).
            </td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20"></td><td><code><a href="../../ArgumentError.html">ArgumentError</a> </code> &mdash; 
              When the shader specifies fewer than two image inputs or the first
                           two inputs are not an
              <code>image4</code>
              inputs.
            </td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20"></td><td><code><a href="../../ArgumentError.html">ArgumentError</a> </code> &mdash; When the shader specifies an image input that isn't provided.</td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20"></td><td><code><a href="../../ArgumentError.html">ArgumentError</a> </code> &mdash; 
              When a ByteArray or Vector.&lt;Number> instance is used as 
                           an input and the
              <code>width</code>
              and
              <code>height</code>
              properties aren't specified for the 
                           ShaderInput, or the specified values don't match the amount of 
                           data in the input object. See the
              <code>ShaderInput.input</code>
              property for more information.
            </td></tr></table><p><span class="label">See also</span></p><div class="seeAlso"><a href="BlendMode.html" target="">flash.display.BlendMode</a><br/><a href="Shader.html" target="">flash.display.Shader</a><br/><a href="ShaderInput.html" target="">flash.display.ShaderInput</a></div></div><a name="propertyDetail"></a><a name="cacheAsBitmap"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">cacheAsBitmap</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>cacheAsBitmap:<a href="../../Boolean.html">Boolean</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          If set to
          <code>true</code>
          , Flash Player or Adobe AIR caches an internal bitmap representation of the
     display object. This caching can increase performance for display objects that contain complex
     vector content.
          <p>All vector data for a display object that has a cached bitmap is drawn to the bitmap
     instead of the main display. The bitmap is then copied to the main display as unstretched,
     unrotated pixels snapped to the nearest pixel boundaries. Pixels are mapped 1 to 1 with
     the parent object. If the bounds of the bitmap change, the bitmap is recreated instead
     of being stretched.</p>
          
          <p>
            No internal bitmap is created unless the
            <code>cacheAsBitmap</code>
            property is set to
            <code>true</code>
            .
          </p>
          
          <p>
            After you set the
            <code>cacheAsBitmap</code>
            property to
            <code>true</code>
            ,
     the rendering does not change, however the display object performs pixel snapping
     automatically. The animation speed can be significantly faster depending
     on the complexity of the vector content.
          </p>
          
          <p>
            The
            <code>cacheAsBitmap</code>
            property is automatically set to
            <code>true</code>
            whenever you apply a filter to a display object (when its
            <code>filter</code>
            array is not empty),
     and if a display object has a filter applied to it,
            <code>cacheAsBitmap</code>
            is reported as
            <code>true</code>
            for that display object, even if you set the property to
            <code>false</code>
            .
     If you clear all filters for a display object, the
            <code>cacheAsBitmap</code>
            setting changes to
     what it was last set to.
          </p>
          
          <p>
            A display object does not use a bitmap even if the
            <code>cacheAsBitmap</code>
            property is set to
            <code>true</code>
            and instead renders from vector data in the following cases:
          </p>
          
          <ul><li>The bitmap is too large.
     In  AIR 1.5 and Flash Player 10, the maximum size for a bitmap image is 8,192 pixels in width or height, 
     and the total number of pixels cannot exceed 16,777,216 pixels. (So, if a bitmap image is 8,192 pixels 
     wide, it can only be 2,048 pixels high.) In Flash Player 9 and earlier, the limitation is
     is 2880 pixels in height and 2,880 pixels in width.</li><li>The bitmap fails to allocate (out of memory error).</li></ul>
          
          <p>
            The
            <code>cacheAsBitmap</code>
            property is best used with movie clips that have
     mostly static content and that do not scale and rotate frequently. With such movie
     clips,
            <code>cacheAsBitmap</code>
            can lead to performance increases when the
     movie clip is translated (when its
            <i>x</i>
            and
            <i>y</i>
            position is changed).
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get cacheAsBitmap():<a href="../../Boolean.html">Boolean</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set cacheAsBitmap(value:<a href="../../Boolean.html">Boolean</a>):<a href="../../specialTypes.html#void">void</a></code><br/><p><span class="label">See also</span></p><div class="seeAlso"><a href="DisplayObject.html#opaqueBackground" target="">opaqueBackground</a></div><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following example applies a drop shadow to a Shape instance. 
 It then traces the value of the
          <code>cacheAsBitmap</code>
          property, which is set to
          <code>true</code>
          when the filter is applied:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.filters.DropShadowFilter

var circle:Sprite = new Sprite();
circle.graphics.beginFill(0xAA0022);
circle.graphics.drawCircle(40, 40, 40);

addChild(circle);

trace(circle.cacheAsBitmap); // false

var filter:DropShadowFilter = new DropShadowFilter();
circle.filters = [filter];

trace(circle.cacheAsBitmap); // true</pre></div>
        </div></div><a name="propertyDetail"></a><a name="filters"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">filters</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>filters:<a href="../../Array.html">Array</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          An indexed array that contains each filter object currently associated with the display object.
     The flash.filters package contains several classes that define specific filters you can
     use.
          <p>
            Filters can be applied in the Flash authoring tool at design time, or at run time by using
     ActionScript code. To apply a filter by using ActionScript, you must make a temporary copy of the
     entire
            <code>filters</code>
            array, modify the temporary array, then assign the value
     of the temporary array back to the
            <code>filters</code>
            array. You cannot directly
     add a new filter object to the
            <code>filters</code>
            array.
          </p>
          
          <p>
            To add a filter by using ActionScript, perform the following steps (assume that the
     target display object is named
            <code>myDisplayObject</code>
            ):
          </p>
          
          <ol><li>Create a new filter object by using the constructor method of your chosen filter
     class.</li><li>
              Assign the value of the
              <code>myDisplayObject.filters</code>
              array to a temporary array, such
     as one named
              <code>myFilters</code>
              .
            </li><li>
              Add the new filter object to the
              <code>myFilters</code>
              temporary array.
            </li><li>
              Assign the value of the temporary array to the
              <code>myDisplayObject.filters</code>
              array.
            </li></ol>
          
          <p>
            If the
            <code>filters</code>
            array is undefined, you do not need to use a temporary array.
     Instead, you can directly assign an array literal that contains one or more filter objects that
     you create. The first example in the Examples section adds a drop shadow filter by using
     code that handles both defined and undefined
            <code>filters</code>
            arrays.
          </p>
          
          <p>
            To modify an existing filter object,
     you must use the technique of modifying a copy of the
            <code>filters</code>
            array:
          </p>
          
          <ol><li>
              Assign the value of the
              <code>filters</code>
              array to a temporary array, such as one
     named
              <code>myFilters</code>
              .
            </li><li>
              Modify the property by using the temporary array,
              <code>myFilters</code>
              . For example, 
     to set the quality property of the first filter in the array, you could use the
     following code:
              <code>myFilters[0].quality = 1;</code>
            </li><li>
              Assign the value of the temporary array to the
              <code>filters</code>
              array.
            </li></ol>
          
          <p>At load time, if a display object has an associated filter, it is marked to cache itself as a
     transparent bitmap. From this point forward, as long as the display object has a valid filter list,
     the player caches the display object as a bitmap. This source bitmap is used as a source
     image for the filter effects. Each display object usually has two bitmaps: one with the
     original unfiltered source display object and another for the final image after filtering.
     The final image is used when rendering. As long as the display object does not
     change, the final image does not need updating.</p>
          
          <p>The flash.filters package includes classes for filters. For example, to create a DropShadow
     filter, you would write:</p>
          
          <div class="listing"><pre>import flash.filters.DropShadowFilter
     var myFilter:DropShadowFilter = new DropShadowFilter (distance, angle, color, alpha, blurX, blurY, quality, inner, knockout)</pre></div>
          
          <p>
            You can use the
            <code>is</code>
            operator to determine the type of filter assigned to 
     each index position in the
            <code>filter</code>
            array. For example, the following code shows
     how to determine the position of the first filter in the
            <code>filters</code>
            array that 
     is a DropShadowFilter:
          </p>
          
          <div class="listing"><pre>import flash.text.TextField;
     import flash.filters.*;
     var tf:TextField = new TextField();
     var filter1:DropShadowFilter = new DropShadowFilter();
     var filter2:GradientGlowFilter = new GradientGlowFilter();
     tf.filters = [filter1, filter2];
     
     tf.text = "DropShadow index: " + filterPosition(tf, DropShadowFilter).toString(); // 0
     addChild(tf)
     
     function filterPosition(displayObject:DisplayObject, filterClass:Class):int {
         for (var i:uint = 0; i < displayObject.filters.length; i++) {
             if (displayObject.filters[i] is filterClass) {
                 return i;
             }
         }
         return -1;
     }</pre></div>
          
          <p>
            <b>Note:</b>
            Since you cannot directly add a new filter object to the
            <code>DisplayObject.filters</code>
            array, the following code has no
     effect on the target display object, named
            <code>myDisplayObject</code>
            :
          </p>
          
          <div class="listing"><pre>myDisplayObject.filters.push(myDropShadow);</pre></div>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get filters():<a href="../../Array.html">Array</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set filters(value:<a href="../../Array.html">Array</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Throws </span><br/><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../ArgumentError.html">ArgumentError</a> </code> &mdash; 
              When
              <code>filters</code>
              includes a ShaderFilter and the shader 
                           output type is not compatible with this operation 
                           (the shader must specify a
              <code>pixel4</code>
              output).
            </td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20"></td><td><code><a href="../../ArgumentError.html">ArgumentError</a> </code> &mdash; 
              When
              <code>filters</code>
              includes a ShaderFilter and the shader 
                           doesn't specify any image input or the first
                           input is not an
              <code>image4</code>
              inputs.
            </td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20"></td><td><code><a href="../../ArgumentError.html">ArgumentError</a> </code> &mdash; 
              When
              <code>filters</code>
              includes a ShaderFilter and the shader 
                           specifies an image input that isn't provided.
            </td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20"></td><td><code><a href="../../ArgumentError.html">ArgumentError</a> </code> &mdash; 
              When
              <code>filters</code>
              includes a ShaderFilter, a 
                           ByteArray or Vector.&lt;Number> instance is used as 
                           a shader input, and the
              <code>width</code>
              and
              <code>height</code>
              properties aren't specified for the 
                           ShaderInput, or the specified values don't match the amount of 
                           data in the input data. See the
              <code>ShaderInput.input</code>
              property for more information.
            </td></tr></table><p><span class="label">See also</span></p><div class="seeAlso"><a href="../../flash/filters/package-detail.html" target="">flash.filters package</a><br/><a href="ShaderInput.html#input" target="">flash.display.ShaderInput.input</a></div></div><a name="propertyDetail"></a><a name="height"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">height</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>height:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Indicates the height of the display object, in pixels. The height is calculated based on the bounds of the content of the display object.
     When you set the
          <code>height</code>
          property, the
          <code>scaleY</code>
          property is adjusted accordingly, as shown in the 
     following code:
          <div class="listing"><pre>var rect:Shape = new Shape();
    rect.graphics.beginFill(0xFF0000);
    rect.graphics.drawRect(0, 0, 100, 100);
    trace(rect.scaleY) // 1;
    rect.height = 200;
    trace(rect.scaleY) // 2;</pre></div>
          
          <p>
            Except for TextField and Video objects, a display object with no content (such as an empty sprite) has a height 
    of 0, even if you try to set
            <code>height</code>
            to a different value.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get height():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set height(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates two TextField objects and adjusts the
          <code>height</code>
          property of each based on the
          <code>textHeight</code>
          property of 
 each; it also positions the second text field by setting its
          <code>y</code>
          property:
          <div class="listing"><pre>import flash.text.TextField;

var tf1:TextField = new TextField();
tf1.text = "Text Field 1";
tf1.border = true;
tf1.wordWrap = true;
tf1.width = 40;
tf1.height = tf1.textHeight + 5;
addChild(tf1);

var tf2:TextField = new TextField();
tf2.text = "Text Field 2";
tf2.border = true;
tf2.wordWrap = true;
tf2.width = 40;
tf2.height = tf2.textHeight + 5;
tf2.y = tf1.y + tf1.height + 5;
addChild(tf2);</pre></div>
        </div></div><a name="propertyDetail"></a><a name="loaderInfo"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">loaderInfo</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>loaderInfo:<a href="../../flash/display/LoaderInfo.html">LoaderInfo</a></code>&nbsp;&nbsp;[read-only] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Returns a LoaderInfo object containing information about loading the file
     to which this display object belongs. The
          <code>loaderInfo</code>
          property is defined only
     for the root display object of a SWF file or for a loaded Bitmap (not for a Bitmap that is drawn 
     with ActionScript). To find the
          <code>loaderInfo</code>
          object associated with the SWF file that contains 
     a display object named
          <code>myDisplayObject</code>
          , use
          <code>myDisplayObject.root.loaderInfo</code>
          .
          <p>
            A large SWF file can monitor its download by calling
            <code>this.root.loaderInfo.addEventListener(Event.COMPLETE, func)</code>
            .
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get loaderInfo():<a href="../../flash/display/LoaderInfo.html">LoaderInfo</a></code><br/><p><span class="label">See also</span></p><div class="seeAlso"><a href="LoaderInfo.html" target="">LoaderInfo class</a></div><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code assumes that
          <code>this</code>
          refers to 
 a display object. The code outputs the URL of the root SWF file for the 
 display object:
          <div class="listing"><pre>trace (this.loaderInfo.url);</pre></div>
        </div></div><a name="propertyDetail"></a><a name="mask"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">mask</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>mask:<a href="../../flash/display/DisplayObject.html">DisplayObject</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          The calling display object is masked by the specified
          <code>mask</code>
          object.
     To ensure that masking works when the Stage is scaled, the
          <code>mask</code>
          display object
     must be in an active part of the display list. The
          <code>mask</code>
          object itself is not drawn.
     Set
          <code>mask</code>
          to
          <code>null</code>
          to remove the mask.
          <p>
            To be able to scale a mask object, it must be on the display list. To be able to drag a mask Sprite object 
     (by calling its
            <code>startDrag()</code>
            method), it must be on the display list. To call the
            <code>startDrag()</code>
            method for a mask sprite based on a
            <code>mouseDown</code>
            event 
     being dispatched by the sprite, set the sprite's
            <code>buttonMode</code>
            property to
            <code>true</code>
            .
          </p>
          
          <p>
            <b>Note:</b>
            A single
            <code>mask</code>
            object cannot be used to mask more than one calling display object. 
     When the
            <code>mask</code>
            is assigned to a second display object, it is removed as the mask of the first 
     object, and that object's
            <code>mask</code>
            property becomes
            <code>null</code>
            .
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get mask():<a href="../../flash/display/DisplayObject.html">DisplayObject</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set mask(value:<a href="../../flash/display/DisplayObject.html">DisplayObject</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates a TextField object as well as a Sprite object
 that is set as a mask for the TextField object. When the user clicks the text
 field, the
          <code>drag()</code>
          event listener function calls the
          <code>startDrag()</code>
          method of the mask Sprite object:
          <div class="listing"><pre>import flash.text.TextField;
import flash.display.Sprite;
import flash.events.MouseEvent;

var tf:TextField = new TextField();
tf.text = "Lorem ipsum dolor sit amet, consectetur adipisicing elit, " 
            + "sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "
tf.selectable = false;
tf.wordWrap = true;
tf.width = 150;
addChild(tf);

var square:Sprite = new Sprite();
square.graphics.beginFill(0xFF0000);
square.graphics.drawRect(0, 0, 40, 40);
addChild(square);

tf.mask = square;

tf.addEventListener(MouseEvent.MOUSE_DOWN, drag);
tf.addEventListener(MouseEvent.MOUSE_UP, noDrag);

function drag(event:MouseEvent):void {
    square.startDrag();
}
function noDrag(event:MouseEvent):void {
    square.stopDrag();
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="mouseX"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">mouseX</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>mouseX:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-only] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Indicates the x coordinate of the mouse position, in pixels.
          <p>
            <b>Note</b>
            : For a DisplayObject that has been rotated, the returned x coordinate will reflect the
     non-rotated object.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get mouseX():<a href="../../Number.html">Number</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates a Sprite object and traces the
          <code>mouseX</code>
          and
          <code>mouseY</code>
          positions when the user clicks the sprite:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.events.MouseEvent;

var square:Sprite = new Sprite();
square.graphics.beginFill(0xFF0000);
square.graphics.drawRect(0, 0, 200, 200);
addChild(square);

square.addEventListener(MouseEvent.CLICK, traceCoordinates);

function traceCoordinates(event:MouseEvent):void {
    trace(square.mouseX, square.mouseY);
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="mouseY"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">mouseY</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>mouseY:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-only] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Indicates the y coordinate of the mouse position, in pixels.
          <p>
            <b>Note</b>
            : For a DisplayObject that has been rotated, the returned y coordinate will reflect the
     non-rotated object.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get mouseY():<a href="../../Number.html">Number</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates a Sprite object and traces the
          <code>mouseX</code>
          and
          <code>mouseY</code>
          positions when the user clicks the sprite:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.events.MouseEvent;

var square:Sprite = new Sprite();
square.graphics.beginFill(0xFF0000);
square.graphics.drawRect(0, 0, 200, 200);
addChild(square);

square.addEventListener(MouseEvent.CLICK, traceCoordinates);

function traceCoordinates(event:MouseEvent):void {
    trace(square.mouseX, square.mouseY);
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="name"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">name</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>name:<a href="../../String.html">String</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Indicates the instance name of the DisplayObject. The object can be identified in 
     the child list of its parent display object container by calling the
          <code>getChildByName()</code>
          method of the display object container.
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get name():<a href="../../String.html">String</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set name(value:<a href="../../String.html">String</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Throws </span><br/><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../flash/errors/IllegalOperationError.html">IllegalOperationError</a> </code> &mdash; If you are attempting to set this property on an object that was 
     placed on the timeline in the Flash authoring tool.</td></tr></table><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates two Sprite object and traces the 
 associated
          <code>name</code>
          property when the user clicks either of the objects:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.events.MouseEvent;

var circle1:Sprite = new Sprite();
circle1.graphics.beginFill(0xFF0000);
circle1.graphics.drawCircle(40, 40, 40);
circle1.name = "circle1";
addChild(circle1);
circle1.addEventListener(MouseEvent.CLICK, traceName);

var circle2:Sprite = new Sprite();
circle2.graphics.beginFill(0x0000FF);
circle2.graphics.drawCircle(140, 40, 40);
circle2.name = "circle2";
addChild(circle2);
circle2.addEventListener(MouseEvent.CLICK, traceName);

function traceName(event:MouseEvent):void {
    trace(event.target.name);
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="opaqueBackground"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">opaqueBackground</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>opaqueBackground:<a href="../../Object.html">Object</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Specifies whether the display object is opaque with a certain background color.
     A transparent bitmap contains alpha
     channel data and is drawn transparently. An opaque bitmap has no alpha channel (and renders faster
     than a transparent bitmap). If the bitmap is opaque, you specify its own background color to use.
          <p>
            If set to a number value, the surface is opaque (not transparent) with the RGB background
     color that the number specifies. If set to
            <code>null</code>
            (the default value), the display 
     object has a transparent background.
          </p>
          
          <p>
            The
            <code>opaqueBackground</code>
            property is intended mainly for use with the
            <code>cacheAsBitmap</code>
            property, for rendering optimization. For display objects in which the
            <code>cacheAsBitmap</code>
            property is set to true, setting
            <code>opaqueBackground</code>
            can 
     improve rendering performance.
          </p>
          
          <p>
            The opaque background region is
            <i>not</i>
            matched when calling the
            <code>hitTestPoint()</code>
            method with the
            <code>shapeFlag</code>
            parameter set to
            <code>true</code>
            .
          </p>
          
          <p>The opaque background region does not respond to mouse events.</p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get opaqueBackground():<a href="../../Object.html">Object</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set opaqueBackground(value:<a href="../../Object.html">Object</a>):<a href="../../specialTypes.html#void">void</a></code><br/><p><span class="label">See also</span></p><div class="seeAlso"><a href="DisplayObject.html#cacheAsBitmap" target="">cacheAsBitmap</a><br/><a href="DisplayObject.html#hitTestPoint()" target="">hitTestPoint()</a></div><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates a Shape object with a blue circle
 and sets its
          <code>opaqueBackground</code>
          property to red (0xFF0000):
          <div class="listing"><pre>import flash.display.Shape;

var circle:Shape = new Shape();
circle.graphics.beginFill(0x0000FF);
circle.graphics.drawCircle(40, 40, 40);
circle.opaqueBackground = 0xFF0000;
addChild(circle);</pre></div>
        </div></div><a name="propertyDetail"></a><a name="parent"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">parent</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>parent:<a href="../../flash/display/DisplayObjectContainer.html">DisplayObjectContainer</a></code>&nbsp;&nbsp;[read-only] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Indicates the DisplayObjectContainer object that contains this display object. Use the
          <code>parent</code>
          property to specify a relative path to display objects that are above the
     current display object in the display list hierarchy.
          <p>
            You can use
            <code>parent</code>
            to move up multiple levels in the display list as in the following:
          </p>
          
          <div class="listing"><pre>this.parent.parent.alpha = 20;</pre></div>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get parent():<a href="../../flash/display/DisplayObjectContainer.html">DisplayObjectContainer</a></code><br/><br/><span class="label"> Throws </span><br/><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../SecurityError.html">SecurityError</a> </code> &mdash; 
              The parent display object belongs to a security sandbox
     to which you do not have access. You can avoid this situation by having
     the parent movie call the
              <code>Security.allowDomain()</code>
              method.
            </td></tr></table><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates three Sprite objects and shows how
 the
          <code>parent</code>
          property reflects the display list hierarchy:
          <div class="listing"><pre>import flash.display.Sprite;

var sprite1:Sprite = new Sprite();
sprite1.name = "sprite1";
var sprite2:Sprite = new Sprite();
sprite2.name = "sprite2";
var sprite3:Sprite = new Sprite();
sprite3.name = "sprite3";

sprite1.addChild(sprite2);
sprite2.addChild(sprite3);

trace(sprite2.parent.name); // sprite1
trace(sprite3.parent.name); // sprite2
trace(sprite3.parent.parent.name); // sprite1</pre></div>
        </div></div><a name="propertyDetail"></a><a name="root"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">root</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>root:<a href="../../flash/display/DisplayObject.html">DisplayObject</a></code>&nbsp;&nbsp;[read-only] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          For a display object in a loaded SWF file, the
          <code>root</code>
          property is the 
     top-most display object in the portion of the display list's tree structure represented by that SWF file.
     For a Bitmap object representing a loaded image file, the
          <code>root</code>
          property is the Bitmap object
     itself. For the instance of the main class of the first SWF file loaded, the
          <code>root</code>
          property is the 
     display object itself. The
          <code>root</code>
          property of the Stage object is the Stage object itself. The
          <code>root</code>
          property is set to
          <code>null</code>
          for any display object that has not been added to the display list, unless 
     it has been added to a display object container that is off the display list but that is a child of the 
     top-most display object in a loaded SWF file.
          <p>
            For example, if you create a new Sprite object by calling the
            <code>Sprite()</code>
            constructor method, 
     its
            <code>root</code>
            property is
            <code>null</code>
            until you add it to the display list (or to a display 
     object container that is off the display list but that is a child of the top-most display object in a SWF file).
          </p>
          
          <p>
            For a loaded SWF file, even though the Loader object used to load the file may not be on the display list, 
     the top-most display object in the SWF file has its
            <code>root</code>
            property set to itself.  The Loader object 
     does not have its
            <code>root</code>
            property set until it is added as a child of a display object for which the
            <code>root</code>
            property is set.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get root():<a href="../../flash/display/DisplayObject.html">DisplayObject</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code shows the difference between the
          <code>root</code>
          property for the Stage object, for a display object (a Loader object) that is not loaded (both before
 and after it has been added to the display list), and for a loaded object (a loaded Bitmap object):
          <div class="listing"><pre>import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.Event;

trace(stage.root); // [object Stage]

var ldr:Loader = new Loader();
trace (ldr.root); // null

addChild(ldr); 
trace (ldr.root); // [object ...]

var urlReq:URLRequest = new URLRequest("example.jpg");
ldr.load(urlReq);

ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, loaded);

function loaded(event:Event):void {
    trace(ldr.content.root); // [object Bitmap]
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="rotation"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">rotation</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>rotation:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Indicates the rotation of the DisplayObject instance, in degrees, from its original orientation. Values from 0 to 180 represent
     clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or
     subtracted from 360 to obtain a value within the range. For example, the statement
          <code>my_video.rotation = 450</code>
          is the
     same as
          <code>my_video.rotation = 90</code>
          .
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get rotation():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set rotation(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates a Sprite object and rotates
 the object when the user clicks it:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.events.MouseEvent;

var square:Sprite = new Sprite();
square.graphics.beginFill(0xFFCC00);
square.graphics.drawRect(-50, -50, 100, 100);
square.x = 150;
square.y = 150;
addChild(square);

square.addEventListener(MouseEvent.CLICK, rotate);

function rotate(event:MouseEvent):void {
        square.rotation += 15;
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="rotationX"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">rotationX</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>rotationX:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p>Indicates the x-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. Values from 0 to 180 represent
     clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or
     subtracted from 360 to obtain a value within the range.</p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get rotationX():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set rotationX(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          In this example, two ellipses rotate using their
          <code>rotationX</code>
          and
          <code>rotationY</code>
          properties. The first ellipse's registration point is set 
 to its center. It rotates around itself. The second ellipse rotates around 
 an external point.
          <div class="listing"><pre>package {
    import flash.display.MovieClip;
    import flash.display.Shape;
    import flash.geom.*;
    import flash.display.Graphics;
    import flash.events.TimerEvent;
    import flash.utils.Timer;

    public class RotationExample1 extends MovieClip {
        private var ellipse:Shape = new Shape();
        private var speed:int = 10;
        private var ellipse1:Shape;
        private var ellipse2:Shape;
        
        public function RotationExample1():void {

            ellipse1 = drawEllipse(-50, -40, (this.stage.stageWidth / 2), 
                                    (this.stage.stageHeight / 2));
            
            ellipse2 = drawEllipse(30, 40, (this.stage.stageWidth / 2), 
                                          (this.stage.stageHeight / 2));

            this.addChild(ellipse1);
            this.addChild(ellipse2);

            var t:Timer = new Timer(50);
            t.addEventListener(TimerEvent.TIMER, timerHandler);
            t.start();
        }

        private function drawEllipse(x1, y1, x2, y2):Shape {
        
            var e:Shape = new Shape();
            e.graphics.beginFill(0xFF0000);
            e.graphics.lineStyle(2);
            e.graphics.drawEllipse(x1, y1, 100, 80);
            e.graphics.endFill();

            e.x  = x2;  
            e.y  = y2;
            e.z = 1;
            return e;
        }

        private function timerHandler(event:TimerEvent):void {
            ellipse1.rotationY += speed;    
            ellipse1.rotationX -= speed;

            ellipse2.rotationY += speed;    
            ellipse2.rotationX -= speed;
        }
    }
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="rotationY"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">rotationY</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>rotationY:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p>Indicates the y-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. Values from 0 to 180 represent
     clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or
     subtracted from 360 to obtain a value within the range.</p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get rotationY():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set rotationY(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          In this example, two ellipses rotate using their
          <code>rotationX</code>
          and
          <code>rotationY</code>
          properties. The first ellipse's registration point is set 
 to its center. It rotates around itself. The second ellipse rotates around 
 an external point.
          <div class="listing"><pre>package {
    import flash.display.MovieClip;
    import flash.display.Shape;
    import flash.geom.*;
    import flash.display.Graphics;
    import flash.events.TimerEvent;
    import flash.utils.Timer;

    public class RotationExample1 extends MovieClip {
        private var ellipse:Shape = new Shape();
        private var speed:int = 10;
        private var ellipse1:Shape;
        private var ellipse2:Shape;
        
        public function RotationExample1():void {

            ellipse1 = drawEllipse(-50, -40, (this.stage.stageWidth / 2), 
                                    (this.stage.stageHeight / 2));
            
            ellipse2 = drawEllipse(30, 40, (this.stage.stageWidth / 2), 
                                          (this.stage.stageHeight / 2));

            this.addChild(ellipse1);
            this.addChild(ellipse2);

            var t:Timer = new Timer(50);
            t.addEventListener(TimerEvent.TIMER, timerHandler);
            t.start();
        }

        private function drawEllipse(x1, y1, x2, y2):Shape {
        
            var e:Shape = new Shape();
            e.graphics.beginFill(0xFF0000);
            e.graphics.lineStyle(2);
            e.graphics.drawEllipse(x1, y1, 100, 80);
            e.graphics.endFill();

            e.x  = x2;  
            e.y  = y2;
            e.z = 1;
            return e;
        }

        private function timerHandler(event:TimerEvent):void {
            ellipse1.rotationY += speed;    
            ellipse1.rotationX -= speed;

            ellipse2.rotationY += speed;    
            ellipse2.rotationX -= speed;
        }
    }
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="rotationZ"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">rotationZ</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>rotationZ:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p>Indicates the z-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. Values from 0 to 180 represent
     clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or
     subtracted from 360 to obtain a value within the range.</p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get rotationZ():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set rotationZ(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/></div><a name="propertyDetail"></a><a name="scale9Grid"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">scale9Grid</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>scale9Grid:<a href="../../flash/geom/Rectangle.html">Rectangle</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          The current scaling grid that is in effect. If set to
          <code>null</code>
          ,
     the entire display object is scaled normally when any scale transformation is
     applied.
          <p>
            When you define the
            <code>scale9Grid</code>
            property, the display object is divided into a
     grid with nine regions based on the
            <code>scale9Grid</code>
            rectangle, which defines the
     center region of the grid. The eight other regions of the grid are the following areas:
          </p>
          
          <ul><li>The upper-left corner outside of the rectangle</li><li>The area above the rectangle</li><li>The upper-right corner outside of the rectangle</li><li>The area to the left of the rectangle</li><li>The area to the right of the rectangle</li><li>The lower-left corner outside of the rectangle</li><li>The area below the rectangle</li><li>The lower-right corner outside of the rectangle</li></ul>
          
          <p>You can think of the eight regions outside of the center (defined by the rectangle)
     as being like a picture frame that has special rules applied to it when scaled.</p>
          
          <p>
            When the
            <code>scale9Grid</code>
            property is set and a display object is scaled, all text and
     gradients are scaled normally; however, for other types of objects the following rules apply:
          </p>
          
          <ul><li>Content in the center region is scaled normally.</li><li>Content in the corners is not scaled.</li><li>Content in the top and bottom regions is scaled horizontally only. Content in the
     left and right regions is scaled vertically only.</li><li>All fills (including bitmaps, video, and gradients) are stretched to fit their shapes.</li></ul>
          
          <p>
            If a display object is rotated, all subsequent scaling is normal (and the
            <code>scale9Grid</code>
            property is ignored).
          </p>
          
          <p>
            For example, consider the following display object and a rectangle that is applied as the display
     object's
            <code>scale9Grid</code>
            :
          </p>
          
          <table class="+ topic/table adobe-d/adobetable " ><tr><td align="center">
                    <img src="../../images/scale9Grid-a.jpg" alt="display object image"></img>
                    
                    <p>The display object.</p>
                  </td><td align="center">
                    <img src="../../images/scale9Grid-b.jpg" alt="display object scale 9 region"></img>
                    
                    <p>
                      The red rectangle shows the
                      <code>scale9Grid</code>
                      .
                    </p>
                  </td></tr></table>
          
          <p>
            When the display object is scaled or stretched, the objects within the rectangle scale
     normally, but the objects outside of the rectangle scale according to the
            <code>scale9Grid</code>
            rules:
          </p>
          
          <table class="+ topic/table adobe-d/adobetable " ><tr><td>Scaled to 75%:</td><td>
                    <img src="../../images/scale9Grid-c.jpg" alt="display object at 75%"></img>
                  </td></tr><tr><td>Scaled to 50%:</td><td>
                    <img src="../../images/scale9Grid-d.jpg" alt="display object at 50%"></img>
                  </td></tr><tr><td>Scaled to 25%:</td><td>
                    <img src="../../images/scale9Grid-e.jpg" alt="display object at 25%"></img>
                  </td></tr><tr><td>Stretched horizontally 150%:</td><td>
                    <img src="../../images/scale9Grid-f.jpg" alt="display stretched 150%"></img>
                  </td></tr></table>
          
          <p>
            A common use for setting
            <code>scale9Grid</code>
            is to set up a display object to be used
     as a component, in which edge regions retain the same width when the component is scaled.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get scale9Grid():<a href="../../flash/geom/Rectangle.html">Rectangle</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set scale9Grid(value:<a href="../../flash/geom/Rectangle.html">Rectangle</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Throws </span><br/><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../ArgumentError.html">ArgumentError</a> </code> &mdash; If you pass an invalid argument to the method.</td></tr></table><p><span class="label">See also</span></p><div class="seeAlso"><a href="../../flash/geom/Rectangle.html" target="">flash.geom.Rectangle</a></div><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates a Shape object with a rectangle drawn in its
          <code>graphics</code>
          property. The rectangle has a 20-pixel-thick line as the border and 
 it is filled with a gradient. The timer event calls the
          <code>scale()</code>
          function, which
 scales the Shape object by adjusting the
          <code>scaleX</code>
          and
          <code>scaleY</code>
          properties.
 The
          <code>scale9Grid</code>
          applied to the Shape object prevents the rectangle's border line 
 from scaling &mdash; only the gradient fill scales:
          <div class="listing"><pre>import flash.display.Shape;
import flash.display.GradientType;
import flash.display.SpreadMethod;
import flash.display.InterpolationMethod;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.utils.Timer;
import flash.events.TimerEvent;

var square:Shape = new Shape();
square.graphics.lineStyle(20, 0xFFCC00);
var gradientMatrix:Matrix = new Matrix();
gradientMatrix.createGradientBox(15, 15, Math.PI, 10, 10);
square.graphics.beginGradientFill(GradientType.RADIAL, 
            [0xffff00, 0x0000ff], 
            [100, 100], 
            [0, 0xFF], 
            gradientMatrix, 
            SpreadMethod.REFLECT, 
            InterpolationMethod.RGB, 
            0.9);
square.graphics.drawRect(0, 0, 100, 100);

var grid:Rectangle = new Rectangle(20, 20, 60, 60);
square.scale9Grid = grid ;

addChild(square);

var tim:Timer = new Timer(100);
tim.start();
tim.addEventListener(TimerEvent.TIMER, scale);

var scaleFactor:Number = 1.01;

function scale(event:TimerEvent):void {
    square.scaleX *= scaleFactor;
    square.scaleY *= scaleFactor;
    
    if (square.scaleX &gt; 2.0) {
        scaleFactor = 0.99;
    }
    if (square.scaleX &lt; 1.0) {
        scaleFactor = 1.01;
    }
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="scaleX"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">scaleX</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>scaleX:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Indicates the horizontal scale (percentage) of the object as applied from the registration point. The default
     registration point is (0,0). 1.0 equals 100% scale.
          <p>
            Scaling the local coordinate system changes the
            <code>x</code>
            and
            <code>y</code>
            property values, which are defined in
     whole pixels.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get scaleX():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set scaleX(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates a Sprite object with a rectangle drawn in its
          <code>graphics</code>
          property. When the user clicks the sprite, it scales by 10%:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.events.MouseEvent;

var square:Sprite = new Sprite();
square.graphics.beginFill(0xFFCC00);
square.graphics.drawRect(0, 0, 100, 100);
addChild(square);

square.addEventListener(MouseEvent.CLICK, scale);

function scale(event:MouseEvent):void {
    square.scaleX *= 1.10;
    square.scaleY *= 1.10;
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="scaleY"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">scaleY</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>scaleY:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Indicates the vertical scale (percentage) of an object as applied from the registration point of the object. The
     default registration point is (0,0). 1.0 is 100% scale.
          <p>
            Scaling the local coordinate system changes the
            <code>x</code>
            and
            <code>y</code>
            property values, which are defined in
     whole pixels.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get scaleY():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set scaleY(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates a Sprite object with a rectangle drawn in its
          <code>graphics</code>
          property. When the user clicks the sprite, it scales by 10%:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.events.MouseEvent;

var square:Sprite = new Sprite();
square.graphics.beginFill(0xFFCC00);
square.graphics.drawRect(0, 0, 100, 100);
addChild(square);

square.addEventListener(MouseEvent.CLICK, scale);

function scale(event:MouseEvent):void {
    square.scaleX *= 1.10;
    square.scaleY *= 1.10;
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="scaleZ"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">scaleZ</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>scaleZ:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p>
          Indicates the depth scale (percentage) of an object as applied from the registration point of the object. The
     default registration point is (0,0). 1.0 is 100% scale.
          <p>
            Scaling the local coordinate system changes the
            <code>x</code>
            ,
            <code>y</code>
            and
            <code>z</code>
            property values, which are defined in
     whole pixels.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get scaleZ():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set scaleZ(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/><p><span class="label">See also</span></p><div class="seeAlso"><a href="DisplayObject.html#z" target="">z</a></div></div><a name="propertyDetail"></a><a name="scrollRect"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">scrollRect</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>scrollRect:<a href="../../flash/geom/Rectangle.html">Rectangle</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          The scroll rectangle bounds of the display object. The display object is cropped to the size 
     defined by the rectangle, and it scrolls within the rectangle when you change the
          <code>x</code>
          and
          <code>y</code>
          properties of the
          <code>scrollRect</code>
          object.
          <p>
            The properties of the
            <code>scrollRect</code>
            Rectangle object use the display object's coordinate space 
     and are scaled just like the overall display object. The corner bounds of the cropped window on the scrolling 
     display object are the origin of the display object (0,0) and the point defined by the
     width and height of the rectangle. They are not centered around the origin, but 
     use the origin to define the upper-left corner of the area. A scrolled display object always 
     scrolls in whole pixel increments.
          </p>
          
          <p>
            You can scroll an object left and right by setting the
            <code>x</code>
            property of the
            <code>scrollRect</code>
            Rectangle object. You can scroll an object up and down by setting 
     the
            <code>y</code>
            property of the
            <code>scrollRect</code>
            Rectangle object. If the display object 
     is rotated 90&deg; and you scroll it left and right, the display object actually scrolls up and down.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get scrollRect():<a href="../../flash/geom/Rectangle.html">Rectangle</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set scrollRect(value:<a href="../../flash/geom/Rectangle.html">Rectangle</a>):<a href="../../specialTypes.html#void">void</a></code><br/><p><span class="label">See also</span></p><div class="seeAlso"><a href="../../flash/geom/Rectangle.html" target="">flash.geom.Rectangle</a></div><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following example shows how the
          <code>scrollRect</code>
          property defines the
 scrolling area for a display object,
          <code>circle</code>
          . When you click the
          <code>circle</code>
          object,
 the
          <code>clicked()</code>
          event handler method adjusts the
          <code>y</code>
          property of the
          <code>scrollRect</code>
          property of the
          <code>circle</code>
          object, causing the object to scroll down:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.geom.Rectangle;
import flash.events.MouseEvent;

var circle:Sprite = new Sprite();
circle.graphics.beginFill(0xFFCC00);
circle.graphics.drawCircle(200, 200, 200);
circle.scrollRect = new Rectangle(0, 0, 200, 200);
addChild(circle);

circle.addEventListener(MouseEvent.CLICK, clicked);

function clicked(event:MouseEvent):void {
    var rect:Rectangle = event.target.scrollRect;
    rect.y -= 5;
    event.target.scrollRect = rect;
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="stage"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">stage</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>stage:<a href="../../flash/display/Stage.html">Stage</a></code>&nbsp;&nbsp;[read-only] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          The Stage of the display object. A Flash application has only one Stage object.
     For example, you can create and load multiple display objects into the display list, and the
          <code>stage</code>
          property of each display object refers to the same Stage object (even if the
     display object belongs to a loaded SWF file).
          <p>
            If a display object is not added to the display list, its
            <code>stage</code>
            property is set to
            <code>null</code>
            .
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get stage():<a href="../../flash/display/Stage.html">Stage</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates two TextField objects and uses the
          <code>width</code>
          property of the Stage object to position the text fields:
          <div class="listing"><pre>import flash.text.TextField;

var tf1:TextField = new TextField();
tf1.text = "Text Field 1";
tf1.border = true;
tf1.x = 10;
addChild(tf1);
tf1.width = tf1.stage.stageWidth / 2 - 10;

var tf2:TextField = new TextField();
tf2.text = "Text Field 2";
tf2.border = true;
tf2.x = tf1.x + tf1.width + 5;
addChild(tf2);
tf2.width = tf2.stage.stageWidth / 2 - 10;

trace(stage.stageWidth);</pre></div>
        </div></div><a name="propertyDetail"></a><a name="transform"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">transform</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>transform:<a href="../../flash/geom/Transform.html">Transform</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          An object with properties pertaining to a display object's matrix, color transform, and pixel bounds.
    The specific properties &mdash; matrix, colorTransform, and three read-only properties 
    (
          <code>concatenatedMatrix</code>
          ,
          <code>concatenatedColorTransform</code>
          , 
    and
          <code>pixelBounds</code>
          ) &mdash; are described in the entry for the Transform class.
          <p>Each of the transform object's properties is itself an object. This concept is important because the only
    way to set new values for the matrix or colorTransform objects is to create a new object and copy that
    object into the transform.matrix or transform.colorTransform property.</p>
          
          <p>
            For example, to increase the
            <code>tx</code>
            value of a display object's matrix, you must make a
    copy of the entire matrix object, then copy the new object into the matrix property of the transform
    object:
          </p>
          
          <pre>
            <code>var myMatrix:Matrix = myDisplayObject.transform.matrix;  
    myMatrix.tx += 10; 
    myDisplayObject.transform.matrix = myMatrix;</code>
          </pre>
          
          <p>
            You cannot directly set the
            <code>tx</code>
            property. The following code has
    no effect on
            <code>myDisplayObject</code>
            :
          </p>
          
          <pre>
            <code>myDisplayObject.transform.matrix.tx += 10;</code>
          </pre>
          
          <p>
            You can also copy an entire transform object and assign it to another
    display object's transform property. For example, the following code 
    copies the entire transform object from
            <code>myOldDisplayObj</code>
            to
            <code>myNewDisplayObj</code>
            :
          </p>
          
          <code>myNewDisplayObj.transform = myOldDisplayObj.transform;</code>
          
          <p>
            The resulting display object,
            <code>myNewDisplayObj</code>
            , now has the same values for its
    matrix, color transform, and pixel bounds as the old display object,
            <code>myOldDisplayObj</code>
            .
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get transform():<a href="../../flash/geom/Transform.html">Transform</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set transform(value:<a href="../../flash/geom/Transform.html">Transform</a>):<a href="../../specialTypes.html#void">void</a></code><br/><p><span class="label">See also</span></p><div class="seeAlso"><a href="../../flash/geom/Transform.html" target="">Transform class</a></div><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code sets up a
          <code>square</code>
          Sprite object. 
 When the user clicks the sprite, the
          <code>transformer()</code>
          method adjusts
 the
          <code>colorTransform</code>
          and
          <code>matrix</code>
          properties of the
          <code>transform</code>
          property of the sprite:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Transform;
import flash.events.MouseEvent;

var square:Sprite = new Sprite();
square.graphics.lineStyle(20, 0xFF2200);
square.graphics.beginFill(0x0000DD);
square.graphics.drawRect(0, 0, 100, 100);
addChild(square);

var resultColorTransform:ColorTransform = new ColorTransform();
resultColorTransform.alphaMultiplier = 0.5;
resultColorTransform.redOffset = 155;
resultColorTransform.greenMultiplier = 0.5;

var skewMatrix:Matrix = new Matrix(1, 1, 0, 1);

square.addEventListener(MouseEvent.CLICK, transformer);

function transformer(event:MouseEvent):void {
    var transformation:Transform = square.transform;
    var tempMatrix:Matrix = square.transform.matrix;
    tempMatrix.concat(skewMatrix);
    square.transform.colorTransform = resultColorTransform;
    
    square.transform.matrix = tempMatrix;
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="visible"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">visible</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>visible:<a href="../../Boolean.html">Boolean</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Whether or not the display object is visible. Display objects that are not visible
     are disabled. For example, if
          <code>visible=false</code>
          for an InteractiveObject instance,
     it cannot be clicked.
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get visible():<a href="../../Boolean.html">Boolean</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set visible(value:<a href="../../Boolean.html">Boolean</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code uses a Timer object to call a function that 
 periodically changes the
          <code>visible</code>
          property of a display object,
 resulting in a blinking effect:
          <div class="listing"><pre>import flash.text.TextField;
import flash.utils.Timer;
import flash.events.TimerEvent;

var tf:TextField = new TextField();
tf.text = "Hello.";
addChild(tf);

var tim:Timer = new Timer(250);
tim.start();
tim.addEventListener(TimerEvent.TIMER, blinker);

function blinker(event:TimerEvent):void {
    tf.visible = !tf.visible;
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="width"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">width</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>width:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Indicates the width of the display object, in pixels. The width is calculated based on the bounds of the content of the display object.
     When you set the
          <code>width</code>
          property, the
          <code>scaleX</code>
          property is adjusted accordingly, as shown in the 
     following code:
          <div class="listing"><pre>var rect:Shape = new Shape();
    rect.graphics.beginFill(0xFF0000);
    rect.graphics.drawRect(0, 0, 100, 100);
    trace(rect.scaleX) // 1;
    rect.width = 200;
    trace(rect.scaleX) // 2;</pre></div>
          
          <p>
            Except for TextField and Video objects, a display object with no content (such as an empty sprite) has a width 
    of 0, even if you try to set
            <code>width</code>
            to a different value.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get width():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set width(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code sets up a
          <code>square</code>
          Sprite object. 
 When the user clicks the sprite, the
          <code>widen()</code>
          method increases
 the
          <code>width</code>
          property of the sprite:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.events.MouseEvent;

var square:Sprite = new Sprite();
square.graphics.beginFill(0xFF0000);
square.graphics.drawRect(0, 0, 100, 100);
addChild(square);

square.addEventListener(MouseEvent.CLICK, widen);

function widen(event:MouseEvent):void {
    square.width += 10;
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="x"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">x</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>x:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Indicates the
          <i>x</i>
          coordinate of the DisplayObject instance relative to the local coordinates of
     the parent DisplayObjectContainer. If the object is inside a DisplayObjectContainer that has
     transformations, it is in the local coordinate system of the enclosing DisplayObjectContainer.
     Thus, for a DisplayObjectContainer rotated 90&deg; counterclockwise, the DisplayObjectContainer's
     children inherit a coordinate system that is rotated 90&deg; counterclockwise.
     The object's coordinates refer to the registration point position.
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get x():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set x(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code sets up a
          <code>circle</code>
          Sprite object. 
 A Timer object is used to change the
          <code>x</code>
          property of the sprite
 every 50 milliseconds:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.utils.Timer;
import flash.events.TimerEvent;

var circle:Sprite = new Sprite();
circle.graphics.beginFill(0xFF0000);
circle.graphics.drawCircle(100, 100, 100);
addChild(circle);

var tim:Timer = new Timer(50);
tim.start();
tim.addEventListener(TimerEvent.TIMER, bounce);

var xInc:Number = 2;

function bounce(event:TimerEvent):void {
    circle.x += xInc;
    if (circle.x &gt; circle.width) {
        xInc = -2;
    }
    if (circle.x &lt; 0) {
        xInc = 2;
    }
}</pre></div>
        </div></div><a name="propertyDetail"></a><a name="y"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">y</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>y:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Indicates the
          <i>y</i>
          coordinate of the DisplayObject instance relative to the local coordinates of
     the parent DisplayObjectContainer. If the object is inside a DisplayObjectContainer that has
     transformations, it is in the local coordinate system of the enclosing DisplayObjectContainer.
     Thus, for a DisplayObjectContainer rotated 90&deg; counterclockwise, the DisplayObjectContainer's
     children inherit a coordinate system that is rotated 90&deg; counterclockwise.
     The object's coordinates refer to the registration point position.
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get y():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set y(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/><br/><span class="label"> Example </span><br/><div class="detailBody">
          The following code creates two TextField objects and adjusts the
          <code>height</code>
          property of each based on the
          <code>textHeight</code>
          property of 
 each; it also positions the second text field by setting its
          <code>y</code>
          property:
          <div class="listing"><pre>import flash.text.TextField;

var tf1:TextField = new TextField();
tf1.text = "Text Field 1";
tf1.border = true;
tf1.wordWrap = true;
tf1.width = 40;
tf1.height = tf1.textHeight + 5;
addChild(tf1);

var tf2:TextField = new TextField();
tf2.text = "Text Field 2";
tf2.border = true;
tf2.wordWrap = true;
tf2.width = 40;
tf2.height = tf2.textHeight + 5;
tf2.y = tf1.y + tf1.height + 5;
addChild(tf2);</pre></div>
        </div></div><a name="propertyDetail"></a><a name="z"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">z</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>z:<a href="../../Number.html">Number</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p>
          Indicates the z coordinate position along the z-axis of the DisplayObject
     instance relative to the 3D parent container. The z property is used for
     3D coordinates, not screen or pixel coordinates.
          <p>
            When you set a
            <code>z</code>
            property for a display object to something other than the default 
     value of
            <code>0</code>
            , a corresponding Matrix3D object is automatically created. for adjusting a 
     display object's position and orientation
     in three dimensions. When working with the z-axis, 
     the existing behavior of x and y properties changes from screen or pixel coordinates to
     positions relative to the 3D parent container.
          </p>
          
          <p>
            For example, a child of the
            <code>_root</code>
            at position x = 100, y = 100, z = 200
     is not drawn at pixel location (100,100). The child is drawn wherever the 3D projection
     calculation puts it. The calculation is:
          </p>
          
          <p>
            <code>(x*cameraFocalLength/cameraRelativeZPosition, y*cameraFocalLength/cameraRelativeZPosition)</code>
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get z():<a href="../../Number.html">Number</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set z(value:<a href="../../Number.html">Number</a>):<a href="../../specialTypes.html#void">void</a></code><br/><p><span class="label">See also</span></p><div class="seeAlso"><a href="../../flash/geom/PerspectiveProjection.html" target="">flash.geom.PerspectiveProjection</a><br/><a href="../../flash/geom/Matrix3D.html" target="">flash.geom.Matrix3D</a><br/><a href="DisplayObject.html#transform" target="">transform</a></div><br/><span class="label"> Example </span><br/><div class="detailBody">
          This example draws two ellipses and has them go back and forth (down and up the
          <code>z</code>
          axis) toward the vanishing point. One ellipse is set to move faster 
 than the other.
          <div class="listing"><pre>package {
    import flash.display.MovieClip;
    import flash.display.Shape;
    import flash.display.Graphics;
    import flash.events.Event;
    import flash.geom.*;

    public class ZAxisExample1 extends MovieClip {
        private var ellipse1Back:int = 1;
        private var ellipse2Back:int = 1;
        private var depth:int = 1000;
        
        public function ZAxisExample1():void {
            
            var ellipse1 = drawEllipse((this.stage.stageWidth / 2) - 100, 
                                      (this.stage.stageHeight / 2), 100, 80, 10);
            var ellipse2 = drawEllipse((this.stage.stageWidth / 2) + 100, 
                                      (this.stage.stageHeight / 2), 100, 80, 300);

            this.addChild(ellipse1);
            this.addChild(ellipse2);
            
            ellipse1.addEventListener(Event.ENTER_FRAME, ellipse1FrameHandler);
            ellipse2.addEventListener(Event.ENTER_FRAME, ellipse2FrameHandler);
        }

        private function drawEllipse(x:Number, y:Number, w:Number, h:Number, z:Number):Shape {
            var s:Shape = new Shape();                            
            s.z = z;
            s.graphics.beginFill(0xFF0000);
            s.graphics.lineStyle(2);
            s.graphics.drawEllipse(x, y, w, h);
            s.graphics.endFill();
            return s;
        }

        private function ellipse1FrameHandler(e:Event):void {
            ellipse1Back = setDepth(e, ellipse1Back);
            e.currentTarget.z += ellipse1Back * 10;
        }

        private function ellipse2FrameHandler(e:Event):void {
            ellipse2Back = setDepth(e, ellipse2Back);
            e.currentTarget.z += ellipse2Back * 20;
        }

        private function setDepth(e:Event, d:int):int {
            if(e.currentTarget.z &gt; depth) {
                e.currentTarget.z = depth; 
                d = -1;
            }else if (e.currentTarget.z &lt;  0) {
                e.currentTarget.z = 0;
                d = 1;
            }
            return d;
        }
    }
}</pre></div>
        </div></div><a name="methodDetail"></a><div class="detailSectionHeader">Method Detail</div><a name="getBounds()"></a><a name="getBounds(flash.display.DisplayObject)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">getBounds</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td></tr></table><div class="detailBody"><code> public function getBounds(targetCoordinateSpace:<a href="../../flash/display/DisplayObject.html">DisplayObject</a>):<a href="../../flash/geom/Rectangle.html">Rectangle</a></code><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Returns a rectangle that defines the area of the display object relative to the coordinate system
     of the
          <code>targetCoordinateSpace</code>
          object.
     Consider the following code, which shows how the rectangle returned can vary depending on the
          <code>targetCoordinateSpace</code>
          parameter that you pass to the method:
          <div class="listing"><pre>var container:Sprite = new Sprite();
     container.x = 100;
     container.y = 100;
     this.addChild(container);
     var contents:Shape = new Shape();
     contents.graphics.drawCircle(0,0,100);
     container.addChild(contents);
     trace(contents.getBounds(container));
      // (x=-100, y=-100, w=200, h=200)
     trace(contents.getBounds(this));
      // (x=0, y=0, w=200, h=200)</pre></div>
          
          <p>
            <b>Note:</b>
            Use the
            <code>localToGlobal()</code>
            and
            <code>globalToLocal()</code>
            methods to convert the display object's local coordinates
     to display coordinates, or display coordinates to local coordinates, respectively.
          </p>
          
          <p>
            The
            <code>getBounds()</code>
            method is similar to the
            <code>getRect()</code>
            method; 
     however, the Rectangle returned by the
            <code>getBounds()</code>
            method includes any strokes 
     on shapes, whereas the Rectangle returned by the
            <code>getRect()</code>
            method does not. 
     For an example, see the description of the
            <code>getRect()</code>
            method.
          </p>
          
        </p><p><span class="label"> Parameters </span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><span class="label">targetCoordinateSpace</span>:<a href="../../flash/display/DisplayObject.html">DisplayObject</a></code> &mdash; The display object that defines the coordinate system to use.</td></tr></table></p><p></p><span class="label">Returns</span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../flash/geom/Rectangle.html">Rectangle</a></code> &mdash; 
              The rectangle that defines the area of the display object relative to
     the
              <code>targetCoordinateSpace</code>
              object's coordinate system.
            </td></tr></table><p><span class="label">See also</span></p><div class="seeAlso"><a href="DisplayObject.html#getRect()" target="">getRect()</a><br/><a href="DisplayObject.html#globalToLocal()" target="">globalToLocal()</a><br/><a href="DisplayObject.html#localToGlobal()" target="">localToGlobal()</a></div></div><a name="getRect()"></a><a name="getRect(flash.display.DisplayObject)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">getRect</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code> public function getRect(targetCoordinateSpace:<a href="../../flash/display/DisplayObject.html">DisplayObject</a>):<a href="../../flash/geom/Rectangle.html">Rectangle</a></code><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Returns a rectangle that defines the boundary of the display object, 
    based on the coordinate system defined by the
          <code>targetCoordinateSpace</code>
          parameter, excluding any strokes on shapes. The values that the
          <code>getRect()</code>
          method
    returns are the same or smaller than those returned by the
          <code>getBounds()</code>
          method.
          <p>
            <b>Note:</b>
            Use
            <code>localToGlobal()</code>
            and
            <code>globalToLocal()</code>
            methods 
    to convert the display object's local coordinates to Stage coordinates, or Stage coordinates to 
    local coordinates, respectively.
          </p>
          
        </p><p><span class="label"> Parameters </span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><span class="label">targetCoordinateSpace</span>:<a href="../../flash/display/DisplayObject.html">DisplayObject</a></code> &mdash; The display object that defines the coordinate system to use.</td></tr></table></p><p></p><span class="label">Returns</span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../flash/geom/Rectangle.html">Rectangle</a></code> &mdash; 
              The rectangle that defines the area of the display object relative to
    the
              <code>targetCoordinateSpace</code>
              object's coordinate system.
            </td></tr></table><p><span class="label">See also</span></p><div class="seeAlso"><a href="DisplayObject.html#getBounds()" target="">getBounds()</a></div><br/><span class="label"> Example </span><br/><br/><div class="detailBody">
          The following example shows how the
          <code>getBounds()</code>
          method can return a larger
 rectangle than the
          <code>getRect()</code>
          method does, because of the additional area taken up by
 strokes. In this case, the
          <code>triangle</code>
          sprite includes extra strokes because of the
          <code>width</code>
          and
          <code>jointStyle</code>
          parameters of the
          <code>lineStyle()</code>
          method. The
          <code>trace()</code>
          output (in the last two lines) shows the differences between
 the
          <code>getRect()</code>
          and
          <code>getBounds()</code>
          rectangles:
          <div class="listing"><pre>import flash.display.CapsStyle;
import flash.display.JointStyle;
import flash.display.LineScaleMode;
import flash.display.Sprite;
import flash.geom.Rectangle;

var triangle:Sprite = new Sprite();
var color:uint = 0xFF0044;
var width:Number = 20;
var alpha:Number = 1.0;
var pixelHinting:Boolean = true;
var scaleMode:String = LineScaleMode.NORMAL;
var caps:String = CapsStyle.SQUARE;
var joints:String = JointStyle.MITER;
triangle.graphics.lineStyle(width, color, alpha, pixelHinting, scaleMode, caps, joints);

var triangleSide:Number = 100;
triangle.graphics.moveTo(0, 0);
triangle.graphics.lineTo(0, triangleSide);
triangle.graphics.lineTo(triangleSide, triangleSide);
triangle.graphics.lineTo(0, 0);

addChild(triangle);

trace(triangle.getBounds(this)); // (x=-10, y=-24.1, w=134.10000000000002, h=134.1)
trace(triangle.getRect(this));     // (x=0, y=0, w=100, h=100)</pre></div>
        </div></div><a name="globalToLocal()"></a><a name="globalToLocal(flash.geom.Point)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">globalToLocal</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code> public function globalToLocal(point:<a href="../../flash/geom/Point.html">Point</a>):<a href="../../flash/geom/Point.html">Point</a></code><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Converts the
          <code>point</code>
          object from the Stage (global) coordinates
     to the display object's (local) coordinates.
          <p>
            To use this method, first create an instance of the Point class. The
            <i>x</i>
            and
            <i>y</i>
            values that you assign represent global coordinates because they
     relate to the origin (0,0) of the main display area. Then pass the Point instance
     as the parameter to the
            <code>globalToLocal()</code>
            method. The method returns a new Point object with
            <i>x</i>
            and
            <i>y</i>
            values that relate to the origin of the display object
     instead of the origin of the Stage.
          </p>
          
        </p><p><span class="label"> Parameters </span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><span class="label">point</span>:<a href="../../flash/geom/Point.html">Point</a></code> &mdash; 
              An object created with the Point class. The Point object
     specifies the
              <i>x</i>
              and
              <i>y</i>
              coordinates as properties.
            </td></tr></table></p><p></p><span class="label">Returns</span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../flash/geom/Point.html">Point</a></code> &mdash; A Point object with coordinates relative to the display object.</td></tr></table><p><span class="label">See also</span></p><div class="seeAlso"><a href="DisplayObject.html#localToGlobal()" target="">localToGlobal()</a><br/><a href="../../flash/geom/Point.html" target="">flash.geom.Point class</a></div><br/><span class="label"> Example </span><br/><br/><div class="detailBody">
          The following code creates a Shape object and shows the
 result of calling the
          <code>hitTestPoint()</code>
          method, using different
 points as parameters. The
          <code>globalToLocal()</code>
          method converts the 
 point from Stage coordinates to the coordinate space of the shape:
          <div class="listing"><pre>import flash.display.Shape;
import flash.geom.Point;

var circle:Shape = new Shape();
circle.graphics.beginFill(0x0000FF);
circle.graphics.drawCircle(40, 40, 40);
circle.x = 10;
addChild(circle);

var point1:Point = new Point(0, 0);
trace(circle.hitTestPoint(point1.x, point1.y, true)); // false
trace(circle.hitTestPoint(point1.x, point1.y, false)); // false
trace(circle.globalToLocal(point1)); // [x=-10, y=0]

var point2:Point = new Point(10, 1);
trace(circle.hitTestPoint(point2.x, point2.y, true)); // false
trace(circle.hitTestPoint(point2.x, point2.y, false)); // true
trace(circle.globalToLocal(point2)); // [x=0, y=1]

var point3:Point = new Point(30, 20);
trace(circle.hitTestPoint(point3.x, point3.y, true)); // true
trace(circle.hitTestPoint(point3.x, point3.y, false)); // true
trace(circle.globalToLocal(point3)); // [x=20, y=20]</pre></div>
        </div></div><a name="globalToLocal3D()"></a><a name="globalToLocal3D(flash.geom.Point)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">globalToLocal3D</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code> public function globalToLocal3D(point:<a href="../../flash/geom/Point.html">Point</a>):<a href="../../flash/geom/Vector3D.html">Vector3D</a></code><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p>
          Converts a two-dimensional point from the Stage (global) coordinates to a
     three-dimensional display object's (local) coordinates.
          <p>
            To use this method, first create an instance of the Point class. 
     The x and y values that you assign to the Point object represent global 
     coordinates because they are relative to the origin (0,0) of the main display area. 
     Then pass the Point object to the
            <code>globalToLocal3D()</code>
            method as the
            <code>point</code>
            parameter. The method returns three-dimensional 
     coordinates as a Vector3D object containing
            <code>x</code>
            ,
            <code>y</code>
            , and
            <code>z</code>
            values that are relative to the origin 
     of the three-dimensional display object.
          </p>
          
        </p><p><span class="label"> Parameters </span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><span class="label">point</span>:<a href="../../flash/geom/Point.html">Point</a></code> &mdash; A two dimensional Point object representing global x and y coordinates.</td></tr></table></p><p></p><span class="label">Returns</span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../flash/geom/Vector3D.html">Vector3D</a></code> &mdash; A Vector3D object with coordinates relative to the three-dimensional
     display object.</td></tr></table></div><a name="hitTestObject()"></a><a name="hitTestObject(flash.display.DisplayObject)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">hitTestObject</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code> public function hitTestObject(obj:<a href="../../flash/display/DisplayObject.html">DisplayObject</a>):<a href="../../Boolean.html">Boolean</a></code><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Evaluates the display object to see if it overlaps or intersects with the
          <code>obj</code>
          display object.
        </p><p><span class="label"> Parameters </span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><span class="label">obj</span>:<a href="../../flash/display/DisplayObject.html">DisplayObject</a></code> &mdash; The display object to test against.</td></tr></table></p><p></p><span class="label">Returns</span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../Boolean.html">Boolean</a></code> &mdash; 
              <code>true</code>
              if the display objects intersect;
              <code>false</code>
              if not.
            </td></tr></table><br/><span class="label"> Example </span><br/><br/><div class="detailBody">
          The following code creates three Shape objects and shows the
 result of calling the
          <code>hitTestObject()</code>
          method:
          <div class="listing"><pre>import flash.display.Shape;

var circle1:Shape = new Shape();
circle1.graphics.beginFill(0x0000FF);
circle1.graphics.drawCircle(40, 40, 40);
addChild(circle1);

var circle2:Shape = new Shape();
circle2.graphics.beginFill(0x00FF00);
circle2.graphics.drawCircle(40, 40, 40);
circle2.x = 50;
addChild(circle2);

var circle3:Shape = new Shape();
circle3.graphics.beginFill(0xFF0000);
circle3.graphics.drawCircle(40, 40, 40);
circle3.x = 100;
circle3.y = 67;
addChild(circle3);

trace(circle1.hitTestObject(circle2)); // true
trace(circle1.hitTestObject(circle3)); // true
trace(circle2.hitTestObject(circle3)); // true</pre></div>
        </div></div><a name="hitTestPoint()"></a><a name="hitTestPoint(Number,Number,Boolean)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">hitTestPoint</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code> public function hitTestPoint(x:<a href="../../Number.html">Number</a>, y:<a href="../../Number.html">Number</a>, shapeFlag:<a href="../../Boolean.html">Boolean</a> = false):<a href="../../Boolean.html">Boolean</a></code><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Evaluates the display object to see if it overlaps or intersects with the
     point specified by the
          <code>x</code>
          and
          <code>y</code>
          parameters.
     The
          <code>x</code>
          and
          <code>y</code>
          parameters specify a point in the 
     coordinate space of the Stage, not the display object container that contains the 
     display object (unless that display object container is the Stage).
        </p><p><span class="label"> Parameters </span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><span class="label">x</span>:<a href="../../Number.html">Number</a></code> &mdash; 
              The
              <i>x</i>
              coordinate to test against this object.
            </td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20px"></td><td><code><span class="label">y</span>:<a href="../../Number.html">Number</a></code> &mdash; 
              The
              <i>y</i>
              coordinate to test against this object.
            </td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20px"></td><td><code><span class="label">shapeFlag</span>:<a href="../../Boolean.html">Boolean</a></code> (default = <code>false</code>)<code></code> &mdash; 
              Whether to check against the actual pixels of the object (
              <code>true</code>
              )
     or the bounding box (
              <code>false</code>
              ).
            </td></tr></table></p><p></p><span class="label">Returns</span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../Boolean.html">Boolean</a></code> &mdash; 
              <code>true</code>
              if the display object overlaps or intersects with the specified point;
              <code>false</code>
              otherwise.
            </td></tr></table><p><span class="label">See also</span></p><div class="seeAlso"><a href="DisplayObject.html#opaqueBackground" target="">opaqueBackground</a></div><br/><span class="label"> Example </span><br/><br/><div class="detailBody">
          The following code creates a Shape object and shows the
 result of calling the
          <code>hitTestPoint()</code>
          method, using different
 points as parameters. The
          <code>globalToLocal()</code>
          method converts the 
 point from Stage coordinates to the coordinate space of the shape:
          <div class="listing"><pre>import flash.display.Shape;
import flash.geom.Point;

var circle:Shape = new Shape();
circle.graphics.beginFill(0x0000FF);
circle.graphics.drawCircle(40, 40, 40);
circle.x = 10;
addChild(circle);

var point1:Point = new Point(0, 0);
trace(circle.hitTestPoint(point1.x, point1.y, true)); // false
trace(circle.hitTestPoint(point1.x, point1.y, false)); // false
trace(circle.globalToLocal(point1)); // [x=-10, y=0]

var point2:Point = new Point(10, 1);
trace(circle.hitTestPoint(point2.x, point2.y, true)); // false
trace(circle.hitTestPoint(point2.x, point2.y, false)); // true
trace(circle.globalToLocal(point2)); // [x=0, y=1]

var point3:Point = new Point(30, 20);
trace(circle.hitTestPoint(point3.x, point3.y, true)); // true
trace(circle.hitTestPoint(point3.x, point3.y, false)); // true
trace(circle.globalToLocal(point3)); // [x=20, y=20]</pre></div>
        </div></div><a name="local3DToGlobal()"></a><a name="local3DToGlobal(flash.geom.Vector3D)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">local3DToGlobal</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code> public function local3DToGlobal(point3d:<a href="../../flash/geom/Vector3D.html">Vector3D</a>):<a href="../../flash/geom/Point.html">Point</a></code><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p>
          Converts a three-dimensional point of the three-dimensional display 
     object's (local) coordinates to a two-dimensional point in the Stage (global) coordinates.
          <p>
            For example, you can only use two-dimensional coordinates (x,y) to
     draw with the
            <code>display.Graphics</code>
            methods. To draw a three-dimensional
     object, you need to map the three-dimensional coordinates of a
     display object to two-dimensional coordinates. First, create an instance of 
     the Vector3D class that holds the x-, y-, and z- coordinates of the three-dimensional
     display object. Then pass the Vector3D object to the
            <code>local3DToGlobal()</code>
            method as the
            <code>point3d</code>
            parameter. The method returns a two-dimensional Point 
     object that can be used 
     with the Graphics API to draw the three-dimensional object.
          </p>
          
        </p><p><span class="label"> Parameters </span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><span class="label">point3d</span>:<a href="../../flash/geom/Vector3D.html">Vector3D</a></code> &mdash; A Vector3D object containing either a three-dimensional point or 
     the coordinates of the three-dimensional display object.</td></tr></table></p><p></p><span class="label">Returns</span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../flash/geom/Point.html">Point</a></code> &mdash; A two-dimensional point representing a three-dimensional point
     in two-dimensional space.</td></tr></table><br/><span class="label"> Example </span><br/><br/><div class="detailBody">
          This example draws a simple three-dimensional cube in a two dimensional space
 using
          <code>display.Graphics</code>
          methods. The location of
          <code>this</code>
          display 
 object is offset, so the cube's registration point is in its center. A vector 
 of Vector3D objects holds the cube's three dimensional coordinates. The top 
 of the cube is draw first, the bottom is drawn second, and then the top and bottom 
 four corners are connected. You need to add the cube to the display object 
 container before drawing the cube in order to use the
          <code>local3DToGlobal()</code>
          method.
          <div class="listing"><pre>package {
    import flash.display.MovieClip;
    import flash.display.Sprite;
    import flash.display.Graphics;
    import flash.geom.*;

    public class Local3DToGlobalExample extends MovieClip {
        private var myCube:Sprite = new Sprite();
        private var v8:Vector.&lt;Vector3D&gt; = new Vector.&lt;Vector3D&gt;(8);

        public function Local3DToGlobalExample():void {
            this.x = -(this.stage.stageWidth / 2);
            this.y = -(this.stage.stageWidth / 2);

            v8[0] = new Vector3D(-40,-40,-40);
            v8[1] = new Vector3D(40,-40,-40);
            v8[2] = new Vector3D(40,-40,40);
            v8[3] = new Vector3D(-40,-40,40);
            v8[4] = new Vector3D(-40,100,-40);
            v8[5] = new Vector3D(40,100,-40);
            v8[6] = new Vector3D(40,100,40);
            v8[7] = new Vector3D(-40,100,40);

            myCube.x = (this.stage.stageWidth / 2);
            myCube.y = (this.stage.stageWidth / 2);
            myCube.z = 1;
            addChild(myCube);

            Cube();         
        }

        private function Cube():void {
            var ps:Point = new Point(0,0);

            myCube.graphics.lineStyle(2,0xFF0000);

            ps = myCube.local3DToGlobal(v8[0]);
            myCube.graphics.moveTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[1]);
            myCube.graphics.lineTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[2]);
            myCube.graphics.lineTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[3]);
            myCube.graphics.lineTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[0]);
            myCube.graphics.lineTo(ps.x, ps.y);

            ps = myCube.local3DToGlobal(v8[4]);
            myCube.graphics.moveTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[5]);
            myCube.graphics.lineTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[6]);
            myCube.graphics.lineTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[7]);
            myCube.graphics.lineTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[4]);
            myCube.graphics.lineTo(ps.x, ps.y);

            ps = myCube.local3DToGlobal(v8[0]);
            myCube.graphics.moveTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[4]);
            myCube.graphics.lineTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[1]);
            myCube.graphics.moveTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[5]);
            myCube.graphics.lineTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[2]);
            myCube.graphics.moveTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[6]);
            myCube.graphics.lineTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[3]);
            myCube.graphics.moveTo(ps.x, ps.y);
            ps = myCube.local3DToGlobal(v8[7]);
            myCube.graphics.lineTo(ps.x, ps.y);
        }
    }
}</pre></div>
        </div></div><a name="localToGlobal()"></a><a name="localToGlobal(flash.geom.Point)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">localToGlobal</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code> public function localToGlobal(point:<a href="../../flash/geom/Point.html">Point</a>):<a href="../../flash/geom/Point.html">Point</a></code><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Converts the
          <code>point</code>
          object from the display object's (local) coordinates to the
     Stage (global) coordinates.
          <p>
            This method allows you to convert any given
            <i>x</i>
            and
            <i>y</i>
            coordinates from
     values that are relative to the origin (0,0) of a specific display object (local coordinates)
     to values that are relative to the origin of the Stage (global coordinates).
          </p>
          
          <p>
            To use this method, first create an instance of the Point class. The
            <i>x</i>
            and
            <i>y</i>
            values that you assign represent local coordinates because they
     relate to the origin of the display object.
          </p>
          
          <p>
            You then pass the Point instance that you created as the parameter to
     the
            <code>localToGlobal()</code>
            method. The method returns a new Point object with
            <i>x</i>
            and
            <i>y</i>
            values that relate to the origin of the Stage
     instead of the origin of the display object.
          </p>
          
        </p><p><span class="label"> Parameters </span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><span class="label">point</span>:<a href="../../flash/geom/Point.html">Point</a></code> &mdash; 
              The name or identifier of a point created with the Point class, specifying the
              <i>x</i>
              and
              <i>y</i>
              coordinates as properties.
            </td></tr></table></p><p></p><span class="label">Returns</span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../flash/geom/Point.html">Point</a></code> &mdash; A Point object with coordinates relative to the Stage.</td></tr></table><p><span class="label">See also</span></p><div class="seeAlso"><a href="DisplayObject.html#globalToLocal()" target="">globalToLocal()</a><br/><a href="../../flash/geom/Point.html" target="">flash.geom.Point class</a></div><br/><span class="label"> Example </span><br/><br/><div class="detailBody">
          The following code creates a Sprite object. The
          <code>mouseX</code>
          and
          <code>mouseY</code>
          properties of the sprite are in the coordinate space of the display 
 object. This code uses the
          <code>localToGlobal()</code>
          method to translate these 
 properties to the global (Stage) coordinates:
          <div class="listing"><pre>import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.geom.Point;

var square:Sprite = new Sprite();
square.graphics.beginFill(0xFFCC00);
square.graphics.drawRect(0, 0, 100, 100);
square.x = 100;
square.y = 200;

addChild(square);

square.addEventListener(MouseEvent.CLICK, traceCoordinates)

function traceCoordinates(event:MouseEvent):void {
    var clickPoint:Point = new Point(square.mouseX, square.mouseY);
    trace("display object coordinates:", clickPoint);
    trace("stage coordinates:", square.localToGlobal(clickPoint));
}</pre></div>
        </div></div><div class="detailSectionHeader"> Event Detail </div><a name="event:added"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">added</td><td class="detailHeaderType"> Event </td></tr></table><div class="detailBody"><span class="label">Event Object Type: </span><a href="../../flash/events/Event.html"><code>flash.events.Event</code></a><br/><span class="label">property Event.type  =  </span><a href="../../flash/events/Event.html#ADDED"><code>flash.events.Event.ADDED</code></a><br/><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Dispatched when a display object is added to the display list. The 
 following methods trigger this event:
          <code>DisplayObjectContainer.addChild()</code>
          ,
          <code>DisplayObjectContainer.addChildAt()</code>
          .
        </p>
          The
          <code>Event.ADDED</code>
          constant defines the value of the
          <code>type</code>
          property of 
 an
          <code>added</code>
          event object.
          
          
          <p>This event has the following properties:</p>
          
          <table class="innertable" ><tr><th>Property</th><th>Value</th></tr><tr><td>
                    <code>bubbles</code>
                  </td><td>
                    <code>true</code>
                  </td></tr><tr><td>
                    <code>cancelable</code>
                  </td><td>
                    <code>false</code>
                    ; there is no default behavior to cancel.
                  </td></tr><tr><td>
                    <code>currentTarget</code>
                  </td><td>The object that is actively processing the Event 
 object with an event listener.</td></tr><tr><td>
                    <code>target</code>
                  </td><td>
                    The DisplayObject instance being added to the display list.
 The
                    <code>target</code>
                    is not always the object in the display list 
 that registered the event listener. Use the
                    <code>currentTarget</code>
                    property to access the object in the display list that is currently processing the event.
                  </td></tr></table>
          
        <p><span class="label">See also</span></p><div class="seeAlso"><a href="DisplayObjectContainer.html#addChild()" target="">flash.display.DisplayObjectContainer.addChild()</a><br/><a href="DisplayObjectContainer.html#addChildAt()" target="">flash.display.DisplayObjectContainer.addChildAt()</a></div></div><a name="event:addedToStage"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">addedToStage</td><td class="detailHeaderType"> Event </td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><span class="label">Event Object Type: </span><a href="../../flash/events/Event.html"><code>flash.events.Event</code></a><br/><span class="label">property Event.type  =  </span><a href="../../flash/events/Event.html#ADDED_TO_STAGE"><code>flash.events.Event.ADDED_TO_STAGE</code></a><br/><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9.0.28.0</td></tr></table><p></p><p></p><p>
          Dispatched when a display object is added to the on stage display list, 
 either directly or through the addition of a sub tree in which the display object is contained. The 
 following methods trigger this event:
          <code>DisplayObjectContainer.addChild()</code>
          ,
          <code>DisplayObjectContainer.addChildAt()</code>
          .
        </p>
          The
          <code>Event.ADDED_TO_STAGE</code>
          constant defines the value of the
          <code>type</code>
          property of an
          <code>addedToStage</code>
          event object.
          
          
          <p>This event has the following properties:</p>
          
          <table class="innertable" ><tr><th>Property</th><th>Value</th></tr><tr><td>
                    <code>bubbles</code>
                  </td><td>
                    <code>false</code>
                  </td></tr><tr><td>
                    <code>cancelable</code>
                  </td><td>
                    <code>false</code>
                    ; there is no default behavior to cancel.
                  </td></tr><tr><td>
                    <code>currentTarget</code>
                  </td><td>The object that is actively processing the Event 
 object with an event listener.</td></tr><tr><td>
                    <code>target</code>
                  </td><td>
                    The DisplayObject instance being added to the on stage display list,
 either directly or through the addition of a sub tree in which the DisplayObject instance is contained.
 If the DisplayObject instance is being directly added, the
                    <code>added</code>
                    event occurs before this event.
                  </td></tr></table>
          
        <p><span class="label">See also</span></p><div class="seeAlso"><a href="DisplayObjectContainer.html#addChild()" target="">flash.display.DisplayObjectContainer.addChild()</a><br/><a href="DisplayObjectContainer.html#addChildAt()" target="">flash.display.DisplayObjectContainer.addChildAt()</a></div></div><a name="event:enterFrame"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">enterFrame</td><td class="detailHeaderType"> Event </td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><span class="label">Event Object Type: </span><a href="../../flash/events/Event.html"><code>flash.events.Event</code></a><br/><span class="label">property Event.type  =  </span><a href="../../flash/events/Event.html#ENTER_FRAME"><code>flash.events.Event.ENTER_FRAME</code></a><br/><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>[broadcast event] Dispatched when the playhead is entering a new 
 frame. If the playhead is not moving, or if there is only one frame, this event
 is dispatched continuously in conjunction with the frame rate. 
 This event is a broadcast event, which means that it is dispatched 
 by all display objects with a listener registered for this event.</p>
          The
          <code>Event.ENTER_FRAME</code>
          constant defines the value of the
          <code>type</code>
          property of an
          <code>enterFrame</code>
          event object.
          <p>
            <b>Note:</b>
            This event has neither a "capture phase" nor a "bubble phase",
 which means that event listeners must be added directly to any potential targets, 
 whether the target is on the display list or not.
          </p>
          
          <p>This event has the following properties:</p>
          
          <table class="innertable" ><tr><th>Property</th><th>Value</th></tr><tr><td>
                    <code>bubbles</code>
                  </td><td>
                    <code>false</code>
                  </td></tr><tr><td>
                    <code>cancelable</code>
                  </td><td>
                    <code>false</code>
                    ; there is no default behavior to cancel.
                  </td></tr><tr><td>
                    <code>currentTarget</code>
                  </td><td>The object that is actively processing the Event 
 object with an event listener.</td></tr><tr><td>
                    <code>target</code>
                  </td><td>
                    Any DisplayObject instance with a listener registered for the
                    <code>enterFrame</code>
                    event.
                  </td></tr></table>
          
        </div><a name="event:exitFrame"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">exitFrame</td><td class="detailHeaderType"> Event </td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><span class="label">Event Object Type: </span><a href="../../flash/events/Event.html"><code>flash.events.Event</code></a><br/><span class="label">property Event.type  =  </span><a href="../../flash/events/Event.html#EXIT_FRAME"><code>flash.events.Event.EXIT_FRAME</code></a><br/><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>[broadcast event] Dispatched when the playhead is exiting the current frame. 
 All frame scripts have been run. If the playhead is not moving, or if there is only one frame, this event
 is dispatched continuously in conjunction with the frame rate. 
 This event is a broadcast event, which means that it is dispatched 
 by all display objects with a listener registered for this event.</p>
          The
          <code>Event.EXIT_FRAME</code>
          constant defines the value of the
          <code>type</code>
          property of an
          <code>exitFrame</code>
          event object.
          <p>
            <b>Note:</b>
            This event has neither a "capture phase" nor a "bubble phase",
 which means that event listeners must be added directly to any potential targets, 
 whether the target is on the display list or not.
          </p>
          
          <p>This event has the following properties:</p>
          
          <table class="innertable" ><tr><th>Property</th><th>Value</th></tr><tr><td>
                    <code>bubbles</code>
                  </td><td>
                    <code>false</code>
                  </td></tr><tr><td>
                    <code>cancelable</code>
                  </td><td>
                    <code>false</code>
                    ; there is no default behavior to cancel.
                  </td></tr><tr><td>
                    <code>currentTarget</code>
                  </td><td>The object that is actively processing the Event 
 object with an event listener.</td></tr><tr><td>
                    <code>target</code>
                  </td><td>
                    Any DisplayObject instance with a listener registered for the
                    <code>enterFrame</code>
                    event.
                  </td></tr></table>
          
        </div><a name="event:frameConstructed"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">frameConstructed</td><td class="detailHeaderType"> Event </td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><span class="label">Event Object Type: </span><a href="../../flash/events/Event.html"><code>flash.events.Event</code></a><br/><span class="label">property Event.type  =  </span><a href="../../flash/events/Event.html#FRAME_CONSTRUCTED"><code>flash.events.Event.FRAME_CONSTRUCTED</code></a><br/><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>[broadcast event] Dispatched after the constructors of frame display objects have run but before frame scripts have run. 
 If the playhead is not moving, or if there is only one frame, this event
 is dispatched continuously in conjunction with the frame rate. 
 This event is a broadcast event, which means that it is dispatched 
 by all display objects with a listener registered for this event.</p>
          The
          <code>Event.FRAME_CONSTRUCTED</code>
          constant defines the value of the
          <code>type</code>
          property of an
          <code>frameConstructed</code>
          event object.
          <p>
            <b>Note:</b>
            This event has neither a "capture phase" nor a "bubble phase",
 which means that event listeners must be added directly to any potential targets, 
 whether the target is on the display list or not.
          </p>
          
          <p>This event has the following properties:</p>
          
          <table class="innertable" ><tr><th>Property</th><th>Value</th></tr><tr><td>
                    <code>bubbles</code>
                  </td><td>
                    <code>false</code>
                  </td></tr><tr><td>
                    <code>cancelable</code>
                  </td><td>
                    <code>false</code>
                    ; there is no default behavior to cancel.
                  </td></tr><tr><td>
                    <code>currentTarget</code>
                  </td><td>The object that is actively processing the Event 
 object with an event listener.</td></tr><tr><td>
                    <code>target</code>
                  </td><td>
                    Any DisplayObject instance with a listener registered for the
                    <code>frameConstructed</code>
                    event.
                  </td></tr></table>
          
        </div><a name="event:removed"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">removed</td><td class="detailHeaderType"> Event </td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><span class="label">Event Object Type: </span><a href="../../flash/events/Event.html"><code>flash.events.Event</code></a><br/><span class="label">property Event.type  =  </span><a href="../../flash/events/Event.html#REMOVED"><code>flash.events.Event.REMOVED</code></a><br/><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Dispatched when a display object is about to be removed from the display list. 
 Two methods of the DisplayObjectContainer class generate this event:
          <code>removeChild()</code>
          and
          <code>removeChildAt()</code>
          .
          <p>
            The following methods of a DisplayObjectContainer object also generate this event if an object must be removed 
 to make room for the new object:
            <code>addChild()</code>
            ,
            <code>addChildAt()</code>
            , and
            <code>setChildIndex()</code>
            .
          </p>
          
        </p>
          The
          <code>Event.REMOVED</code>
          constant defines the value of the
          <code>type</code>
          property of
 a
          <code>removed</code>
          event object.
          
          
          <p>This event has the following properties:</p>
          
          <table class="innertable" ><tr><th>Property</th><th>Value</th></tr><tr><td>
                    <code>bubbles</code>
                  </td><td>
                    <code>true</code>
                  </td></tr><tr><td>
                    <code>cancelable</code>
                  </td><td>
                    <code>false</code>
                    ; there is no default behavior to cancel.
                  </td></tr><tr><td>
                    <code>currentTarget</code>
                  </td><td>The object that is actively processing the Event 
 object with an event listener.</td></tr><tr><td>
                    <code>target</code>
                  </td><td>
                    The DisplayObject instance to be removed from the display list. 
 The
                    <code>target</code>
                    is not always the object in the display list 
 that registered the event listener. Use the
                    <code>currentTarget</code>
                    property to access the object in the display list that is currently processing the event.
                  </td></tr></table>
          
        </div><a name="event:removedFromStage"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">removedFromStage</td><td class="detailHeaderType"> Event </td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><span class="label">Event Object Type: </span><a href="../../flash/events/Event.html"><code>flash.events.Event</code></a><br/><span class="label">property Event.type  =  </span><a href="../../flash/events/Event.html#REMOVED_FROM_STAGE"><code>flash.events.Event.REMOVED_FROM_STAGE</code></a><br/><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9.0.28.0</td></tr></table><p></p><p></p><p>
          Dispatched when a display object is about to be removed from the display list, 
 either directly or through the removal of a sub tree in which the display object is contained. 
 Two methods of the DisplayObjectContainer class generate this event:
          <code>removeChild()</code>
          and
          <code>removeChildAt()</code>
          .
          <p>
            The following methods of a DisplayObjectContainer object also generate this event if an object must be removed 
 to make room for the new object:
            <code>addChild()</code>
            ,
            <code>addChildAt()</code>
            , and
            <code>setChildIndex()</code>
            .
          </p>
          
        </p>
          The
          <code>Event.REMOVED_FROM_STAGE</code>
          constant defines the value of the
          <code>type</code>
          property of a
          <code>removedFromStage</code>
          event object.
          
          
          <p>This event has the following properties:</p>
          
          <table class="innertable" ><tr><th>Property</th><th>Value</th></tr><tr><td>
                    <code>bubbles</code>
                  </td><td>
                    <code>false</code>
                  </td></tr><tr><td>
                    <code>cancelable</code>
                  </td><td>
                    <code>false</code>
                    ; there is no default behavior to cancel.
                  </td></tr><tr><td>
                    <code>currentTarget</code>
                  </td><td>The object that is actively processing the Event 
 object with an event listener.</td></tr><tr><td>
                    <code>target</code>
                  </td><td>
                    The DisplayObject instance being removed from the on stage display list,
 either directly or through the removal of a sub tree in which the DisplayObject instance is contained.
 If the DisplayObject instance is being directly removed, the
                    <code>removed</code>
                    event occurs before this event.
                  </td></tr></table>
          
        </div><a name="event:render"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">render</td><td class="detailHeaderType"> Event </td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><span class="label">Event Object Type: </span><a href="../../flash/events/Event.html"><code>flash.events.Event</code></a><br/><span class="label">property Event.type  =  </span><a href="../../flash/events/Event.html#RENDER"><code>flash.events.Event.RENDER</code></a><br/><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          [broadcast event] Dispatched when the display list is about to be updated and rendered. This event provides the last opportunity 
 for objects listening for this event to make changes before the display list is rendered. 
 You must call the
          <code>invalidate()</code>
          method 
 of the Stage object 
 each time you want a
          <code>render</code>
          event to be dispatched.
          <code>Render</code>
          events 
 are dispatched to an object only if there is mutual trust between it and the object that called
          <code>Stage.invalidate()</code>
          .
 This event is a broadcast event, which means that it is dispatched 
 by all display objects with a listener registered for this event.
          <p>
            <b>Note:</b>
            This event is not dispatched if the display is 
 not rendering. This is the case when the content is either minimized or obscured.
          </p>
          
        </p>
          The
          <code>Event.RENDER</code>
          constant defines the value of the
          <code>type</code>
          property of a
          <code>render</code>
          event object.
          <p>
            <b>Note:</b>
            This event has neither a "capture phase" nor a "bubble phase",
 which means that event listeners must be added directly to any potential targets, 
 whether the target is on the display list or not.
          </p>
          
          <p>This event has the following properties:</p>
          
          <table class="innertable" ><tr><th>Property</th><th>Value</th></tr><tr><td>
                    <code>bubbles</code>
                  </td><td>
                    <code>false</code>
                  </td></tr><tr><td>
                    <code>cancelable</code>
                  </td><td>
                    <code>false</code>
                    ; the default behavior cannot be canceled.
                  </td></tr><tr><td>
                    <code>currentTarget</code>
                  </td><td>The object that is actively processing the Event 
 object with an event listener.</td></tr><tr><td>
                    <code>target</code>
                  </td><td>
                    Any DisplayObject instance with a listener registered for the
                    <code>render</code>
                    event.
                  </td></tr></table>
          
        </div><a name="includeExamplesSummary"></a><div class="detailSectionHeader">Examples<span class="usage"><a href="../../ExampleInstruct.html"> How to use examples </a></span></div><div class="exampleHeader">DisplayObjectExample.as</div><br/><div class="detailBody">
        The following example uses the
        <code>DisplayObjectExample</code>
        class to
 draw an orange square in the corner of the Stage and then respond to events by displaying text
 information for each event.  This task is accomplished by performing the following steps:
        <ol><li>Class properties are declared for the color and size of the square.</li><li>
            The constructor calls the
            <code>draw()</code>
            method, which draws an orange square on
 	the Stage at the default coordinates of
            <i>x = 0, y = 0</i>
            .
          </li><li>
            The following event listener methods are attached to the square:
            <ul><li>
                <code>addedHandler()</code>
                listens for
                <code>added</code>
                events, dispatched when the
 		square is added to the display list.
              </li><li>
                <code>enterFrameHandler()</code>
                listens for
                <code>enterFrame</code>
                events, which have no
 		real meaning in this example.
              </li><li>
                <code>removedHandler()</code>
                listens for
                <code>removed</code>
                events, dispatched when
 		the square is removed from the display list, which happens when the square is clicked.
              </li><li>
                <code>clickHandler()</code>
                listens for
                <code>click</code>
                events, dispatched when the
 		orange square is clicked.
              </li><li>
                <code>renderHandler()</code>
                listens for
                <code>render</code>
                events after the display
 		list is updated.
              </li></ul>
          </li></ol>
        
        <div class="listing"><pre>package {
    import flash.display.Sprite;

    public class DisplayObjectExample extends Sprite {
        public function DisplayObjectExample() {
            var child:CustomDisplayObject = new CustomDisplayObject();
            addChild(child);
        }
    }
}

import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.display.Stage;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.*;

class CustomDisplayObject extends Sprite {
    private var bgColor:uint = 0xFFCC00;
    private var size:uint    = 80;

    public function CustomDisplayObject() {
        draw();
        addEventListener(Event.ADDED, addedHandler);
        addEventListener(Event.ENTER_FRAME, enterFrameHandler);
        addEventListener(Event.REMOVED, removedHandler);
        addEventListener(MouseEvent.CLICK, clickHandler);
        addEventListener(Event.RENDER, renderHandler);
    }

    private function draw():void {
        graphics.beginFill(bgColor);
        graphics.drawRect(0, 0, size, size);
        graphics.endFill();
    }

    private function clickHandler(event:MouseEvent):void {
        trace("clickHandler: " + event);
        parent.removeChild(this);
    }

    private function addedHandler(event:Event):void {
        trace("addedHandler: " + event);
        stage.scaleMode = StageScaleMode.NO_SCALE;
        stage.align = StageAlign.TOP_LEFT;
        stage.addEventListener("resize", resizeHandler);
    }

    private function enterFrameHandler(event:Event):void {
        trace("enterFrameHandler: " + event);
        removeEventListener("enterFrame", enterFrameHandler);
    }

    private function removedHandler(event:Event):void {
        trace("removedHandler: " + event);
        stage.removeEventListener("resize", resizeHandler);
    }

    private function renderHandler(event:Event):void {
        trace("renderHandler: " + event);
    }

    private function resizeHandler(event:Event):void {
        trace("resizeHandler: " + event);
    }
}</pre></div>
      </div><br/><br/><hr><br/><p></p><center class="copyright"> &copy; 2004-2008 Adobe Systems Incorporated. All rights reserved. <br/>Thu Oct 30 2008, 07:08 PM -07:00  </center><div style="display:none">DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject DisplayObject 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