﻿<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<!-- saved from url=(0014)about:internet -->
<html><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8"><meta name="book" content="ActionScript&nbsp;3.0&nbsp;Language&nbsp;and&nbsp;Components&nbsp;Reference"><link rel="stylesheet" href="../../style.css" type="text/css" media="screen"><link rel="stylesheet" href="../../print.css" type="text/css" media="print"><link rel="stylesheet" href="../../override.css" type="text/css"><meta name="keywords" content="ShaderJob,flash.display.ShaderJob,ACTIONSCRIPT2,ACTIONSCRIPT3,ADD,ALPHA,ALPHA,ALWAYS,AUTO,BEST,BEVEL,BLUE,BOOL2,BOOL3,BOOL4,BOOL,BOTTOM,BOTTOM,BOTTOM,BOTTOM_LEFT,BOTTOM_LEFT,BOTTOM_RIGHT,BOTTOM_RIGHT,CURVE_TO,DARKEN,DEFAULT,DEFAULT_OFF,DEFAULT_ON,DIFFERENCE,ERASE,EVEN_ODD,EXACT_FIT,FAST,FLASH10,FLASH1,FLASH2,FLASH3,FLASH4,FLASH5,FLASH6,FLASH7,FLASH8,FLASH9,FLOAT2,FLOAT3,FLOAT4,FLOAT,FULL,FULL_SCREEN,FULL_SCREEN_INTERACTIVE,GREEN,HARDLIGHT,HIGH,HORIZONTAL,INT2,INT3,INT4,INT,INVERT,LAYER,LEFT,LEFT,LIGHTEN,LIGHTWEIGHT,LINEAR,LINEAR_RGB,LINE_TO,LOW,MATRIX2X2,MATRIX3X3,MATRIX4X4,MAXIMIZED,MEDIUM,MINIMIZED,MITER,MOVE_TO,MULTIPLY,NEGATIVE,NEVER,NONE,NONE,NONE,NONE,NONE,NONE,NON_ZERO,NORMAL,NORMAL,NORMAL,NORMAL,NORMAL,NO_BORDER,NO_OP,NO_SCALE,OFF,ON,OVERLAY,PAD,POSITIVE,RADIAL,RED,REFLECT,REPEAT,RGB,RIGHT,RIGHT,ROUND,ROUND,SCREEN,SHADER,SHOW_ALL,SQUARE,STANDARD,SUBTRACT,TOP,TOP,TOP,TOP_LEFT,TOP_LEFT,TOP_RIGHT,TOP_RIGHT,UNSUPPORTED,UTILITY,VERTICAL,WIDE_LINE_TO,WIDE_MOVE_TO,accessibilityProperties,actionScriptVersion,active,align,alpha,alpha,alphas,alwaysInFront,applicationDomain,bitmapData,bitmapData,blendMode,blendShader,bounds,bounds,buttonMode,byteCode,bytesLoaded,bytes,bytesTotal,cacheAsBitmap,caps,channels,checked,childAllowsParent,childSandboxBridge,closed,colorCorrection,colorCorrectionSupport,colorDepth,color,colors,commands,content,contentLoaderInfo,content,contentType,contextMenu,culling,currentFrameLabel,currentFrame,currentLabel,currentLabels,currentScene,data,data,data,displayState,displayState,doubleClickEnabled,downState,dropTarget,enabled,enabled,enabled,fill,filters,focalPointRatio,focusRect,focus,frameRate,frameRate,frame,framesLoaded,fullScreenHeight,fullScreenSourceRect,fullScreenWidth,graphics,graphics,height,height,height,height,height,height,height,hitArea,hitTestState,index,index,indices,input,interpolationMethod,isSeparator,items,joints,keyEquivalentModifiers,keyEquivalent,label,labels,loaderInfo,loader,loaderURL,mainScreen,mask,matrix,matrix,matrix,maxSize,maximizable,maximizable,menu,menu,minSize,minimizable,minimizable,miterLimit,mnemonicIndex,mouseChildren,mouseChildren,mouseEnabled,mouseX,mouseY,name,name,name,name,nativeWindow,numChildren,numChildren,numFrames,numItems,opaqueBackground,overState,parameters,parentAllowsChild,parent,parentSandboxBridge,parent,pixelHinting,pixelSnapping,precisionHint,progress,quality,ratios,rect,repeat,resizable,resizable,root,rotation,rotationX,rotationY,rotationZ,sameDomain,scale9Grid,scaleMode,scaleMode,scaleX,scaleY,scaleZ,scenes,screens,scrollRect,shader,shader,sharedEvents,showDefaultContextMenu,smooth,smoothing,soundTransform,soundTransform,spreadMethod,stageFocusRect,stageHeight,stage,stage,stageWidth,submenu,supportsMenu,supportsNotification,supportsTransparency,swfVersion,systemChrome,systemChrome,systemMaxSize,systemMinSize,tabChildren,tabChildren,tabEnabled,tabIndex,target,textSnapshot,textSnapshot,thickness,title,totalFrames,trackAsMenu,trackAsMenu,transform,transparent,transparent,transparent,type,type,type,type,upState,url,useHandCursor,useHandCursor,uvtData,value,vertices,visibleBounds,visible,visible,width,width,width,width,width,width,width,winding,x,x,y,y,z,activate,addChild,addChild,addChildAt,addChildAt,addEventListener,addItem,addItemAt,addSubmenu,addSubmenuAt,applyFilter,areInaccessibleObjectsUnderPoint,assignFocus,beginBitmapFill,beginFill,beginGradientFill,beginShaderFill,cancel,clear,clone,clone,clone,close,close,colorTransform,compare,contains,containsItem,copyChannel,copyFrom,copyPixels,curveTo,curveTo,dispatchEvent,display,dispose,drawCircle,draw,drawEllipse,drawGraphicsData,drawPath,drawRect,drawRoundRect,drawTriangles,endFill,fillRect,floodFill,generateFilterRect,getBounds,getChildAt,getChildByName,getChildIndex,getColorBoundsRect,getItemAt,getItemByName,getItemIndex,getLoaderInfoByDefinition,getObjectsUnderPoint,getPixel32,getPixel,getPixels,getRect,getScreensForRectangle,getVector,globalToLocal3D,globalToLocal,globalToScreen,gotoAndPlay,gotoAndStop,hasEventListener,histogram,hitTestObject,hitTest,hitTestPoint,invalidate,isFocusInaccessible,lineBitmapStyle,lineGradientStyle,lineShaderStyle,lineStyle,lineTo,lineTo,loadBytes,load,local3DToGlobal,localToGlobal,lock,maximize,merge,minimize,moveTo,moveTo,nextFrame,nextScene,noise,notifyUser,orderInBackOf,orderInFrontOf,orderToBack,orderToFront,paletteMap,perlinNoise,pixelDissolve,play,prevFrame,prevScene,removeAllItems,removeChildAt,removeChildAt,removeChild,removeItemAt,removeItem,restore,scroll,setChildIndex,setChildIndex,setItemIndex,setPixel32,setPixel,setPixels,setVector,startDrag,startMove,startResize,start,stopDrag,stop,swapChildrenAt,swapChildrenAt,swapChildren,threshold,toString,unloadAndStop,unload,unlock,wideLineTo,wideMoveTo,willTrigger"><title>flash.display.ShaderJob (ActionScript 3.0)</title></head><body><script language="javascript" type="text/javascript" src="../../asdoc.js"></script><script language="javascript" type="text/javascript" src="../../help.js"></script><script language="javascript" type="text/javascript" src="../../cookies.js"></script><script language="javascript" type="text/javascript">  
            <!--  
			    
				asdocTitle = 'ShaderJob - ActionScript 3.0 Language and Components Reference';

				var baseRef = '../../';

				window.onload = configPage;
			      
			    -->  
            </script>
<script language="javascript" type="text/javascript"><!--
function submitValue(){
var searchStr=document.getElementById('search-livedocs').value;
window.location="../../search.html"+"###"+searchStr;
}
--></script><script type="text/javascript">
		scrollToNameAnchor();
	</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/ShaderJob.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">ShaderJob</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">
                
                    
                

				<!--

				
				    
				

					if (!isEclipse() || window.name != ECLIPSE_FRAME_NAME) {titleBar_setSubTitle("ShaderJob"); titleBar_setSubNav(false,true,false	,false,true,false,true,false,false	,false,false,false,false,false);}

				    
				        
				    
				-->
                
                    
                
			</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  ShaderJob</td></tr><tr><td class="classHeaderTableLabel">Inheritance</td><td class="inheritanceList">ShaderJob  <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></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>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p></p>
        A ShaderJob instance is used to execute a shader operation in stand-alone mode.
  The shader operation executes and returns its result data. It is up to the 
  developer to determine how to use the result.
        <p>There are two primary reasons for using a shader in stand-alone mode:</p>
        
               <ul>
                  <li>Processing non-image data: Using a ShaderJob instance you have control 
        over input values and over how the shader result is used. The shader can 
        return the result as binary data or number data instead of image data.</li>
                  <li>Background processing: Some shaders are complex and require a notable 
        amount of time to execute. Executing a complex shader in the main 
        execution of an application could slow down other parts of the application 
        such as user interaction or updating the screen. Using a ShaderJob instance, 
        you can execute the shader in the background. 
        When the shader is executed in this way, the shader operation runs separate 
        from the main execution of the application.</li>
               </ul>
        
               <p>
          The
          <code>shader</code>
          property (or constructor parameter) specifies the 
  Shader instance representing the shader that is used for the operation. You 
  provide any parameter or input that the shader expects using the 
  associated ShaderParameter or ShaderInput instance.
        </p>
        
               <p>
          Before execution a ShaderJob operation, you provide an object into which the 
  result is written, by setting it as the value of the
          <code>target</code>
          property. 
  When the shader operation completes the result is written into the
          <code>target</code>
          object.
        </p>
        
               <p>
          To begin a background shader operation, 
  call the
          <code>start()</code>
          method. When the operation finishes the result is 
  written into the
          <code>target</code>
          object. At that point the ShaderJob 
  instance dispatches a
          <code>complete</code>
          event, notifying listeners that the result is available.
        </p>
        
               <p>
          To execute a shader synchronously (that is, not running in the background), call 
  the
          <code>start()</code>
          method and pass
          <code>true</code>
          as an argument. The shader 
  runs in the main execution thread and your code pauses until the operation completes. When
  it finishes the result is written into the
          <code>target</code>
          object. At that point
  the application continues running at the next line of code.
        </p>
        
            <p></p><p><span class="classHeaderTableLabel">See also</span></p><div class="seeAlso"><a href="Shader.html" target="">Shader</a><br/><a href="ShaderInput.html" target="">ShaderInput</a><br/><a href="ShaderParameter.html" target="">ShaderParameter</a><br/><a href="../../flash/events/ShaderEvent.html" target="">ShaderEvent</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="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="#height" class="signatureLink">height</a> : <a href="../../int.html">int</a><div class="summaryTableDescription">The height of the result data in the target if it is 
   a ByteArray or Vector.&lt;Number> instance.</div></td><td class="summaryTableOwnerCol">ShaderJob</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#progress" class="signatureLink">progress</a> : <a href="../../Number.html">Number</a><div class="summaryTableDescription">[read-only] The progress of a running shader.</div></td><td class="summaryTableOwnerCol">ShaderJob</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="#shader" class="signatureLink">shader</a> : <a href="../../flash/display/Shader.html">Shader</a><div class="summaryTableDescription">The shader that's used for the operation.</div></td><td class="summaryTableOwnerCol">ShaderJob</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#target" class="signatureLink">target</a> : <a href="../../Object.html">Object</a><div class="summaryTableDescription">The object into which the result of the shader operation is written.</div></td><td class="summaryTableOwnerCol">ShaderJob</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="../../int.html">int</a><div class="summaryTableDescription">The width of the result data in the target if it is 
   a ByteArray or Vector.&lt;Number> instance.</div></td><td class="summaryTableOwnerCol">ShaderJob</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=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#ShaderJob()" class="signatureLink">ShaderJob</a>(shader:<a href="../../flash/display/Shader.html">Shader</a> = null, target:<a href="../../Object.html">Object</a> = null, width:<a href="../../int.html">int</a> = 0, height:<a href="../../int.html">int</a> = 0)</div><div class="summaryTableDescription"></div></td><td class="summaryTableOwnerCol">ShaderJob</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#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=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#cancel()" class="signatureLink">cancel</a>():<a href="../../specialTypes.html#void">void</a></div><div class="summaryTableDescription">Cancels the currently running shader operation.</div></td><td class="summaryTableOwnerCol">ShaderJob</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="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="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="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=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#start()" class="signatureLink">start</a>(waitForCompletion:<a href="../../Boolean.html">Boolean</a> = false):<a href="../../specialTypes.html#void">void</a></div><div class="summaryTableDescription">Starts a shader operation in synchronous or asynchronous mode, according to the 
   value of the waitForCompletion parameter.</div></td><td class="summaryTableOwnerCol">ShaderJob</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:complete" class="signatureLink">complete</a></div></td><td class="summaryTableDescription summaryTableCol">Dispatched when a ShaderJob that executes asynchronously finishes processing the data using the shader.</td><td class="summaryTableOwnerCol">ShaderJob</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></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="height"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">height</td><td class="detailHeaderType">property</td></tr></table><div class="detailBody"><code>height:<a href="../../int.html">int</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>
          The height of the result data in the
          <code>target</code>
          if it is 
   a ByteArray or Vector.&lt;Number> instance. The size of the 
   ByteArray or Vector.&lt;Number> instance is enlarged 
   if necessary and existing data is overwritten.
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get height():<a href="../../int.html">int</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set height(value:<a href="../../int.html">int</a>):<a href="../../specialTypes.html#void">void</a></code><br/></div><a name="propertyDetail"></a><a name="progress"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">progress</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>progress:<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>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p>
          The progress of a running shader. This property is a value from 0 through 1.  
   Zero is the initial value (0% complete). One indicates that the shader 
   has completed its operation.
          <p>
            If the
            <code>cancel()</code>
            method is called this property becomes
            <code>undefined</code>
            , and its value cannot be used reliably until the 
   shader operation starts again.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get progress():<a href="../../Number.html">Number</a></code><br/></div><a name="propertyDetail"></a><a name="shader"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">shader</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>shader:<a href="../../flash/display/Shader.html">Shader</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>
          The shader that's used for the operation. Any input or parameter that the 
   shader expects must be provided using the ShaderInput or ShaderParameter 
   property of the Shader instance's
          <code>data</code>
          property. An input must 
   be provided using its corresponding ShaderInput even if it is the same as 
   the
          <code>target</code>
          object.
          <p>
            To process a ByteArray containing a linear array of data (as opposed to 
   image data) set the corresponding ShaderInput instance's
            <code>height</code>
            to 1 and
            <code>width</code>
            to the number of 32-bit floating-point values in 
   the ByteArray. In that case, the input in the shader must be defined with 
   the
            <code>image1</code>
            data type.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get shader():<a href="../../flash/display/Shader.html">Shader</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set shader(value:<a href="../../flash/display/Shader.html">Shader</a>):<a href="../../specialTypes.html#void">void</a></code><br/><p><span class="label">See also</span></p><div class="seeAlso"><a href="ShaderData.html" target="">flash.display.ShaderData</a><br/><a href="ShaderInput.html" target="">flash.display.ShaderInput</a><br/><a href="ShaderParameter.html" target="">flash.display.ShaderParameter</a></div></div><a name="propertyDetail"></a><a name="target"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">target</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>target:<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>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p>The object into which the result of the shader operation is written. 
   This object must be a BitmapData, ByteArray, or Vector.&lt;Number> instance.</p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get target():<a href="../../Object.html">Object</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set target(value:<a href="../../Object.html">Object</a>):<a href="../../specialTypes.html#void">void</a></code><br/></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="../../int.html">int</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>
          The width of the result data in the
          <code>target</code>
          if it is 
   a ByteArray or Vector.&lt;Number> instance. The size of the 
   ByteArray or Vector.&lt;Number> instance is enlarged 
   if necessary and existing data is overwritten.
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get width():<a href="../../int.html">int</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set width(value:<a href="../../int.html">int</a>):<a href="../../specialTypes.html#void">void</a></code><br/></div><a name="constructorDetail"></a><div class="detailSectionHeader">Constructor Detail</div><a name="ShaderJob()"></a><a name="ShaderJob(flash.display.Shader,Object,int,int)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">ShaderJob</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">Constructor</td></tr></table><div class="detailBody"><code>public function ShaderJob(shader:<a href="../../flash/display/Shader.html">Shader</a> = null, target:<a href="../../Object.html">Object</a> = null, width:<a href="../../int.html">int</a> = 0, height:<a href="../../int.html">int</a> = 0)</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><br/><br/><span class="label"> Parameters </span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><span class="label">shader</span>:<a href="../../flash/display/Shader.html">Shader</a></code> (default = <code>null</code>)<code></code> &mdash; The shader to use for the operation.</td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20px"></td><td><code><span class="label">target</span>:<a href="../../Object.html">Object</a></code> (default = <code>null</code>)<code></code> &mdash; The object into which the result of the shader operation
                   is written. This argument must be a BitmapData, ByteArray, or 
                   Vector.&lt;Number> instance.</td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20px"></td><td><code><span class="label">width</span>:<a href="../../int.html">int</a></code> (default = <code>0</code>)<code></code> &mdash; 
              The width of the result data in the
              <code>target</code>
              if it is 
                  a ByteArray or Vector.&lt;Number> instance. The size of the 
                  ByteArray or Vector.&lt;Number> instance is enlarged 
                  if necessary and existing data is overwritten.
            </td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20px"></td><td><code><span class="label">height</span>:<a href="../../int.html">int</a></code> (default = <code>0</code>)<code></code> &mdash; 
              The height of the result data in the
              <code>target</code>
              if it is 
                   a ByteArray or Vector.&lt;Number> instance. The size of the 
                   ByteArray or Vector.&lt;Number> instance is enlarged 
                   if necessary and existing data is overwritten.
            </td></tr></table></div><a name="methodDetail"></a><div class="detailSectionHeader">Method Detail</div><a name="cancel()"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">cancel</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td></tr></table><div class="detailBody"><code> public function cancel():<a href="../../specialTypes.html#void">void</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>
          Cancels the currently running shader operation. Any result data that is already 
   computed is discarded. The
          <code>complete</code>
          event is not dispatched.
          <p>
            Calling
            <code>cancel()</code>
            multiple times has no additional effect.
          </p>
          
        </p></div><a name="start()"></a><a name="start(Boolean)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">start</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code> public function start(waitForCompletion:<a href="../../Boolean.html">Boolean</a> = false):<a href="../../specialTypes.html#void">void</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>
          Starts a shader operation in synchronous or asynchronous mode, according to the 
   value of the
          <code>waitForCompletion</code>
          parameter.
          <p>
            In asynchronous mode (when
            <code>waitForCompletion</code>
            is
            <code>false</code>
            ), which is the default, the 
   ShaderJob execution runs in the background. The shader operation does not affect the 
   responsiveness of the display or other operations. In asynchronous mode the
            <code>start()</code>
            call returns immediately and the program continues with the next line of code. When the asynchronous 
   shader operation finishes, the result is available and the
            <code>complete</code>
            event is dispatched.
          </p>
          
          <p>
            Only one background ShaderJob operation 
   executes at a time. Shader operations are held in a queue until they execute. 
   If you call the
            <code>start()</code>
            method while a shader 
   operation is executing, the additional operation is added to the end of the queue. 
   Later, when its turn comes, it executes.
          </p>
          
          <p>
            To execute a shader operation in synchronous mode, call
            <code>start()</code>
            with a
            <code>true</code>
            value for the
            <code>waitForCompletion</code>
            parameter (the only parameter). 
   Your code pauses at the point where
            <code>start()</code>
            is called until the shader operation 
   completes. At that point the result is available and execution continues with the next line 
   of code.
          </p>
          
          <p>
            When you call the
            <code>start()</code>
            method the Shader instance in the
            <code>shader</code>
            property is copied internally. The 
   shader 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 shader processing. To incorporate shader changes 
   into the shader processing, call the
            <code>cancel()</code>
            method 
   (if necessary) and call the
            <code>start()</code>
            method again to restart the shader processing.
          </p>
          
          <p>
            While a shader operation is executing, the
            <code>target</code>
            object's value 
   is not changed. When the operation finishes (and the
            <code>complete</code>
            event is dispatched in asynchronous mode) the entire result is written to the
            <code>target</code>
            object at one time. If the
            <code>target</code>
            object is a 
   BitmapData instance and its
            <code>dispose()</code>
            method is called 
   before the operation finishes, the
            <code>complete</code>
            event is still 
   dispatched in asynchronous mode. However, the result data is not 
   written to the BitmapData object because it is in a disposed state.
          </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">waitForCompletion</span>:<a href="../../Boolean.html">Boolean</a></code> (default = <code>false</code>)<code></code> &mdash; 
              Specifies whether to execute the shader in the background 
                            (
              <code>false</code>
              , the default) or in the main program 
                            execution (
              <code>true</code>
              ).
            </td></tr></table></p><br/><span class="label">Events</span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><b>complete</b>:<a href="../../flash/events/ShaderEvent.html"><code>ShaderEvent</code></a></code> &mdash; Dispatched when the operation finishes, if the 
                               <code>start()</code> method is called with a 
                               <code>waitForCompletion</code> argument of <code>true</code>.</td></tr></table><br/><span class="label">Throws</span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../ArgumentError.html">ArgumentError</a> </code> &mdash; 
              When the
              <code>target</code>
              property is
              <code>null</code>
              or is not 
                         a BitmapData, ByteArray, or Vector.&lt;Number> instance.
            </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></div><div class="detailSectionHeader"> Event Detail </div><a name="event:complete"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">complete</td><td class="detailHeaderType"> Event </td></tr></table><div class="detailBody"><span class="label">Event Object Type: </span><a href="../../flash/events/ShaderEvent.html"><code>flash.events.ShaderEvent</code></a><br/><span class="label">property ShaderEvent.type  =  </span><a href="../../flash/events/ShaderEvent.html#COMPLETE"><code>flash.events.ShaderEvent.COMPLETE</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>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p>
          Dispatched when a ShaderJob that executes asynchronously finishes processing 
  the data using the shader. A ShaderJob instance executes asynchronously when the
          <code>start()</code>
          method is called with a
          <code>false</code>
          value for the
          <code>waitForCompletion</code>
          parameter.
        </p>
          Defines the value of the
          <code>type</code>
          property of a
          <code>complete</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>bitmapData</code>
                  </td><td>
                    The BitmapData object 
               containing the result of the operation that finished (or
                    <code>null</code>
                    if the target wasn't a BitmapData object).
                  </td></tr><tr><td>
                    <code>byteArray</code>
                  </td><td>
                    The ByteArray object containing 
               the result of the operation that finished (or
                    <code>null</code>
                    if 
               the target wasn't a ByteArray object).
                  </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 ShaderJob object reporting completion.</td></tr><tr><td>
                    <code>vector</code>
                  </td><td>
                    The Vector.&lt;Number> instance 
               containing the result of the operation that finished (or
                    <code>null</code>
                    if 
               the target wasn't a Vector.&lt;Number> instance).
                  </td></tr></table>
          
        </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">ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob ShaderJob </div><div style="display:none">flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob flash.display.ShaderJob </div></div></body></html><!-- &copy; 2004-2008 Adobe Systems Incorporated. All rights reserved. <br/>Thu Oct 30 2008, 07:08 PM -07:00  -->
