[Golist] [goasap commit] r50 - in trunk/goasap/src_go/org/goasap: . items utils

codesite-noreply at google.com codesite-noreply at google.com
Sun Aug 3 23:40:19 PDT 2008


Author: mosesoak
Date: Sun Aug  3 23:39:17 2008
New Revision: 50

Modified:
   trunk/goasap/src_go/org/goasap/GoEngine.as
   trunk/goasap/src_go/org/goasap/items/LinearGo.as
   trunk/goasap/src_go/org/goasap/utils/PlayableGroup.as

Log:
another minor incremental release that fixes the previous one, PlayableGroup was broken.

a few notes,

- discovered an obscure Dictionary bug where setting a value on a dictionary with 20+ keys as it's being looped through results in a duplicate entry. I switched PlayableGroup so it cycles through an array of children before using listenTo() or unListenTo().

- Noticed that Back easing, when you pass it 0 it returns a weird value. Added a caveat to LinearGo that might reduce performance a little so I'm not sure it's worth it. Basically it says if time is 0, set _position to 0 instead of running the easing method.

- Broke out the adoptChildState portion of PlayableGroup.addChild(). However, it is too bulky and complex. I plan to replace it with a simple instance property in the next build like restartActiveChildren:Boolean.

Modified: trunk/goasap/src_go/org/goasap/GoEngine.as
==============================================================================
--- trunk/goasap/src_go/org/goasap/GoEngine.as	(original)
+++ trunk/goasap/src_go/org/goasap/GoEngine.as	Sun Aug  3 23:39:17 2008
@@ -1 +1 @@
-/**
 * Copyright (c) 2007 Moses Gunesch
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package org.goasap {
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.events.TimerEvent;
	import flash.utils.Dictionary;
	import flash.utils.Timer;
	import flash.utils.getQualifiedClassName;
	import flash.utils.getTimer;
	
	import org.goasap.errors.DuplicateManagerError;
	import org.goasap.interfaces.IManageable;
	import org.goasap.interfaces.IManager;
	import org.goasap.interfaces.IUpdatable;
	import org.goasap.interfaces.ILiveManager;	

	/**
	 * Provides <code>update</code> calls to <code>IUpdatable</code> instances on their specified <code>pulseInterval</code>.
	 * 
	 * <blockquote><blockquote>
	 * <p><b>Using these Docs</b></p>
	 * 
	 * <p><i>Protected methods and properties have been excluded in almost all 
	 * cases, but are documented in the classes. Exceptions include key protected
	 * methods or properties that are integral for writing subclasses or understanding 
	 * the basic mechanics of the system. Many Go classes can be used as is without 
	 * subclassing, so the documentation offers an uncluttered view of their public
	 * usage.</i></p>
	 * 
	 * <p><b>Introduction to Go</b> <font color="#CC0000">[This section updated recently!]</font></p>
	 * 
	 * <p>The Go ActionScript Animation Platform ("GOASAP") is a lightweight, portable 
	 * set of generic base classes for buliding AS3 animation tools. It provides structure 
	 * and core functionality, but does not define the specifics of animation-handling 
	 * classes like tweens.</p>
	 * 
	 * <p>GoASAP could be broken up into the following general layers:
	 * <ul>
	 * <li><i>Compatibility:</i> In general, this layer can be used in about any animation 
	 * system. GoEngine, GoEvent, PlayStates and IPlayable.</li>
	 * <li><i>Items:</i> Base classes for utilities and animation items: PlayableBase, GoItem,
	 * LinearGo and PhysicsGo.</li>
	 * <li><i>Utilities:</i> You can write utility classes to manage items. Go ships with a 
	 * few common ones: a parallel item class called PlayableGroup, and several Sequence classes.</li>
	 * <li><i>Automation/Management:</i> GoEngine provides a simple, centralized and fully extensible 
	 * way for you to automate any time-based process and manage multiple items at once.</li>
	 * </ul></p>
	 * 
	 * <p>GoASAP provides an intentionally loose standard, in that it does not intend to limit
	 * the possibilities of what can be built with it. Its primary benefits are compatibility and
	 * synchronicity between animation systems, absolute extensibility into any time-based process,
	 * and a much faster and easier way to build your own animation tools from scratch.</p>
	 * 
	 * <p><i>Important: Store your custom Go classes in a package bearing your own classpath, not 
	 * in the core package! This will help avoid confusion with other authors' work.</i></p>
	 * 
	 * <p><font size="-2">You may modify any class in the goasap package to suit your project's needs. Your input 
	 * is valuable! Please join the mailing list and share your Go-based animation tools at the 
	 * GoPlayground repository. The GoASAP initiative is led by Moses Gunesch at 
	 * <a href="http://www.mosessupposes.com/" target="_top">MosesSupposes.com</a>. Please visit the 
	 * <a href="http://www.goasap.org/" target="_top">Go website</a> for more information.</font></p>
	 * </blockquote></blockquote>
	 * 
	 * <p><b>GoEngine</b> <font color="#CC0000">[This section updated recently!]</font></p>
	 * 
	 * <p>GoEngine sits at the center of the Go system, and along with the IUpdatable 
	 * interface is the only required element for using GoASAP. GoEngine manages tightly 
	 * synchronized item lists, since updating items in groups enhances efficiency. An 
	 * advantage of GoASAP is that wildly different animation systems can be used together
	 * in the same project. Their synchronous updates will remain as efficient as possible, 
	 * instead of fighting one another for processor cycles.</p>
	 * 
	 * <p>GoEngine's default pulse rate is ENTER_FRAME which yields the smoothest processing in the 
	 * Flash Player. However, it does not run on any one specific pulse. Instead, any object that is 
	 * IUpdatable may specify its own pulse rate, and items with matching pulses are automatically 
	 * grouped into update lists for efficiency. On a fine-tuning level, GoEngine uses a few other 
	 * tricks to try and provide the tightest possible visual synchronization for larger batches of
	 * animation items. It passes the clock time at the start of each update cycle to each item in 
	 * that list, which can be used in place of realtime to counteract any offset due to processing 
	 * lag during the cycle. Additionally, items that get added <i>during</i> an update cycle are 
	 * queued until the next update.</p>
	 * 
	 * <p>GoASAP's management layer is made up of three interfaces that are referenced by GoEngine: 
	 * IManager, ILiveManager and IManageable. Managers are always optional in GoASAP, and are only
	 * activated by calling <code>GoEngine.addManager()</code>. Managers can automate processes
	 * as items are added and removed, such as the included OverlapMonitor class which prevents
	 * property conflicts between items, or they can automate "live" processes that occur on each
	 * pulse. No live managers are included but an example might be a class that re-renders a 3D
	 * viewport after all 3D tweens have been processed. This can of course be done without a custom
	 * manager, but by using GoASAP you gain a unique ability to very cleanly and simply tie any
	 * custom routines in your project right into your animation processing, in perfect sync and 
	 * with maximum efficiency.</p>
	 * 
	 * <p></i>{In the game of Go, the wooden playing board, or Goban, features a grid
	 *  on which black & white go-ishi stones are laid at its intersections.}</i></p>
	 * 
	 * @see org.goasap.items.LinearGo LinearGo
	 * @see org.goasap.interfaces.IManager IManager
	 * @author Moses Gunesch
	 */
	public class GoEngine 
	{
		// -== Constants ==-
		
		public static const INFO:String = "GoASAP 0.5.1b (c) Moses Gunesch, MIT Licensed.";
		
		// -== Settable Class Defaults ==-
		
		/**
		 * A pulseInterval that runs on the player's natural framerate, 
		 * which is often most efficient.
		 */
		public static const ENTER_FRAME	: int = -1;

		// -== Protected Properties ==-
		
		// Note: Various formats for item data have been experimented with including breaking the item lists out into
		// a GoEngineList class, which was nicer-looking but did not perform well. Since GoEngine doesn't normally
		// require active work, this less-pretty but efficient flat-data format was opted for. A minor weakness of this
		// format is its use of a Dictionary, which means update calls are not ordered like they would be with an Array.
		// The Dictionary stores items' pulseInterval values, which is safer than relying on items to not change them.
		// Tests also show that Dictionary performs faster than Array for accessing and deleting items.
		private static var managerTable : Object = new Object(); // registration list of IManager instances
		private static var managers : Array = new Array(); // ordered registration list of IManager instances
		private static var liveManagers : uint = 0;
		private static var timers : Dictionary = new Dictionary(false); // key: pulseInterval, value: Timer for that pulse
		private static var items : Dictionary = new Dictionary(false); // key: IUpdatable item, value: pulseInterval at add.
		private static var itemCounts : Dictionary = new Dictionary(false); // key: pulseInterval, value: item count for that pulse
		private static var pulseSprite : Sprite; // used for ENTER_FRAME pulse
		private static var paused : Boolean = false;
		
		// These additional lists enables caching of items that are added during the update cycle for the same pulse.
		// This prevents groups & sequences from going out of sync by ensuring that each cycle completes before new items are added.
		private static var lockedPulses : Dictionary = new Dictionary(false); // key: pulseInterval, value: true
		private static var delayedPulses : Dictionary = new Dictionary(false); // key: pulseInterval, value: true
		private static var addQueue : Dictionary = new Dictionary(false); // key: IUpdatable item, value: true
		
		// -== Public Class Methods ==-
		
		/**
		 * @param className		A string naming the manager class, such as "OverlapMonitor".
		 * @return				The manager instance, if registered.
		 * @see #addManager()
		 * @see #removeManager()
		 */
		public static function getManager(className:String) : IManager
		{
			return managerTable[ className ];
		}
		
		/**
		 * Enables the extending of this class' functionality with a tight
		 * coupling to an IManager. 
		 * 
		 * <p>Tight coupling is crucial in such a time-sensitive context; 
		 * standard events are too asynchronous. All items that implement 
		 * IManageable are reported to registered managers as they add and 
		 * remove themselves from GoEngine.</p>
		 * 
		 * <p>Managers normally act as singletons within the Go system (which 
		 * you are welcome to modify). This method throws a DuplicateManagerError 
		 * if an instance of the same manager class is already registered. Use a 
		 * try/catch block when calling this method if your program might duplicate 
		 * managers, or use getManager() to check for prior registration.</p>
		 * 
		 * @param instance	An instance of a manager you wish to add.
		 * @see #getManager()
		 * @see #removeManager()
		 */
		public static function addManager( instance:IManager ):void
		{
			var className:String = getQualifiedClassName(instance);
			className = className.slice(className.lastIndexOf("::")+2);
			if (managerTable[ className ]) {
				throw new DuplicateManagerError( className );
				return;
			}
			managerTable[ className ] = instance;
			managers.push(instance);
			if (instance is ILiveManager) liveManagers++;
		}
		
		/**
		 * Unregisters any manager set in <code>addManager</code>.
		 * 
		 * @param className		A string naming the manager class, such as "OverlapMonitor".
		 * @see #getManager()
		 * @see #addManager()
		 */
		public static function removeManager( className:String ):void
		{
			managers.splice(managers.indexOf(managerTable[ className ]), 1);
			if (managerTable[ className ] is ILiveManager)
				liveManagers--;
			delete managerTable[ className ]; // leave last
		}
		
		/**
		 * Test whether an item is currently stored and being updated by the engine.
		 * 
		 * @param item		Any object implementing IUpdatable
		 * @return			Whether the IUpdatable is in the engine
		 */
		public static function hasItem( item:IUpdatable ):Boolean
		{
			return (items[ item ]!=null);
		}
		
		/**
		 * Adds an IUpdatable instance to an update-queue corresponding to
		 * the item's pulseInterval property.
		 * 
		 * @param item		Any object implementing IUpdatable that wishes 
		 * 					to receive update calls on a pulse.
		 * 					
		 * @return			Returns false only if this item was already in the
		 * 					engine under the same pulse. (If an existing item is added
		 * 					but the pulseInterval has changed it will be removed,
		 * 					re-added, and true will be returned.)
		 * 					
		 * @see #removeItem()
		 */
		public static function addItem( item:IUpdatable ):Boolean
		{
			// Group items by pulse for efficient update cycles.
			var interval:int = item.pulseInterval;
			if (items[ item ]) {
				if (items[ item ] == item.pulseInterval)
					return false;
				else
					removeItem(item);
			}
			if (lockedPulses[ interval ]==true) { // this prevents items from being added during an update loop in progress.
				delayedPulses[ interval ] = true; // flags update to clear the queue when the in-progress loop completes.
				addQueue[ item ] = true; // for tightest syncing of item groups, read the documentation under GoItem.update().
			}
			items[ item ] = interval; // Tether item to original pulseint. Used in removeItem & setPaused(false).
			if (!timers[ interval ]) {
				addPulse( interval );
				itemCounts[ interval ] = 1;
			}
			else {
				itemCounts[ interval ] ++;
			}
			// Report IManageable instances to registered managers
			if (item is IManageable) {
				for each (var manager:IManager in managers)
					manager.reserve( item as IManageable );
			}
			return true;
		}
		
		/**
		 * Removes an item from the queue and removes its pulse timer if
		 * the queue is depleted.
		 * 
		 * @param item		Any IUpdatable previously added that wishes 
		 * 					to stop receiving update calls.
		 * 					
		 * @return			Returns false if the item was not in the engine.
		 * 
		 * @see #addItem()
		 */
		public static function removeItem( item:IUpdatable ):Boolean
		{
			if (items[ item ]==null)
				return false;
			var interval: int = items[ item ];
			if ( -- itemCounts[ interval ] == 0 ) {
				removePulse( interval );
				delete itemCounts[ interval ];
			}
			delete items[ item ];
			delete addQueue[ item ]; // * see note following update
			// Report IManageable item removal to registered managers.
			if (item is IManageable) {
				for each (var manager:IManager in managers) 
					manager.release( item as IManageable );
			}
			return true;
		}
		
		/**
		 * Removes all items and resets the engine, 
		 * or removes just items running on a specific pulse.
		 * 
		 * @param pulseInterval		Optionally filter by a specific pulse 
		 * 							such as ENTER_FRAME or a number of milliseconds.
		 * @return					The number of items successfully removed.
		 * @see #removeItem()
		 */
		public static function clear(pulseInterval:Number = NaN) : uint
		{
			var all:Boolean = (isNaN(pulseInterval));
			var n:Number = 0;
			for (var item:Object in items) {
				if (all || items[ item ]==pulseInterval)
					if (removeItem(item as IUpdatable)==true)
						n++;
			}
			return n;
		}
		
		/**
		 * Retrieves number of active items in the engine 
		 * or active items running on a specific pulse.
		 * 
		 * @param pulseInterval		Optionally filter by a specific pulseInterval
		 *							such as ENTER_FRAME or a number of milliseconds.
		 * 
		 * @return					Number of active items in the Engine.
		 */
		public static function getCount(pulseInterval:Number = NaN) : uint
		{
			if (!isNaN(pulseInterval))
				return (itemCounts[pulseInterval]);
			var n:Number = 0;
			for each (var count: int in itemCounts)
				n += count;
			return n;
		}
		
		/**
		 * @return			The paused state of engine.
		 * @see #setPaused()
		 */
		public static function getPaused() : Boolean {
			return paused;
		}
		
		/**
		 * Pauses or resumes all animation globally by suspending processing,
		 * and calls pause() or resume() on each item with those methods. 
		 * 
		 * <p>The return value only reflects how many items had pause() or resume()
		 * called on them, but the GoEngine.getPaused() state will change if any 
		 * pulses are suspended or resumed.</p>
		 * 
		 * @param pause				Pass false to resume if currently paused.
		 * @param pulseInterval		Optionally filter by a specific pulse 
		 * 							such as ENTER_FRAME or a number of milliseconds.
		 * @return					The number of items on which a pause() or resume()
		 * 							method was called (0 doesn't necessarily reflect
		 * 							whether the GoEngine.getPaused() state changed, it
		 * 							may simply indicate that no items had that method).
		 * @see #resume()
		 */
		public static function setPaused(pause:Boolean=true, pulseInterval:Number = NaN) : uint
		{
			if (paused==pause) return 0;
			var n:Number = 0;
			var pulseChanged:Boolean = false;
			var all:Boolean = (isNaN(pulseInterval));
			var method:String = (pause ? "pause" : "resume");
			for (var item:Object in items) {
				var pulse:int = (items[item] as int);
				if (all || pulse==pulseInterval) {
					pulseChanged = (pulseChanged || (pause ? removePulse(pulse) : addPulse(pulse)));
					// call pause or resume on the item if it has such a method.
					if (item.hasOwnProperty(method)) {
						if (item[method] is Function) {
							item[method].apply(item);
							n++;
						}
					}
				}
			}
			if (pulseChanged)
				paused = pause;
			return n;
		}
		
		// -== Private Class Methods ==-
		
		/**
		 * Executes the update queue corresponding to the dispatcher's interval.
		 * 
		 * @param event			TimerEvent or Sprite ENTER_FRAME Event
		 */
		private static function update(event:Event) : void 
		{
			var currentTime:Number = getTimer();
			var pulse:int = (event is TimerEvent ? ( event.target as Timer ).delay : ENTER_FRAME);
			lockedPulses[ pulse ] = true;
			var doLiveUpdate:Boolean = (liveManagers > 0);
			var updated:Array;
			if (doLiveUpdate) updated = []; // syncs the live manager list to items actually updated
			for (var item:* in items) {
				if (items[ item ]==pulse && !addQueue[ item ]) {
					(item as IUpdatable).update(currentTime);
					if (doLiveUpdate) updated.push(item);
				}
			}
			lockedPulses[ pulse ] = false;
			if (delayedPulses[ pulse ]) {
				for (item in addQueue) 
					delete addQueue[ item ];
				delete delayedPulses[ pulse ];
			}
// updateAfterEvent() should not be needed as long as items follow tight-syncing instructions in GoItem.update() documentation.
//			if (pulse!=ENTER_FRAME) (event as TimerEvent).updateAfterEvent();
			if (doLiveUpdate)
				for each (var manager:Object in managers)
					if (manager is ILiveManager)
						(manager as ILiveManager).onUpdate(pulse, updated, currentTime);  // * see note
		}
// * note: In one rare case that has not been reported yet but is theoretically possible, the 'updated' list 
// passed could contain already-released items. This could only happen if the item is removed & released 
// just after the main update cycle but before the the doLiveUpdate() routine runs. If you encounter this issue
// please report it to the GoASAP mailing list, it's too involved to bother with before it's a problem.

		/**
		 * Creates new timers when a previously unused interval is specified,
		 * and tracks the number of items associated with that interval.
		 * 
		 * @param pulse			The pulseInterval requested
		 * @return				Whether a pulse was added
		 */
		private static function addPulse(pulse : int) : Boolean
		{
			if (pulse==ENTER_FRAME) {
				if (!pulseSprite) {
					timers[ENTER_FRAME] = pulseSprite = new Sprite();
					pulseSprite.addEventListener(Event.ENTER_FRAME, update);
				}
				return true;
			}
			var t:Timer = timers[ pulse ] as Timer;
			if (!t) {
				t = timers[ pulse ] = new Timer(pulse);
				(timers[ pulse ] as Timer).addEventListener(TimerEvent.TIMER, update);
				t.start();
				return true;
			}
			return false;
		}
		
		/**
		 * Tracks whether a removed item was the last one using a timer 
		 * and if so, removes that timer.
		 * 
		 * @param pulse			The pulseInterval corresponding to an item being removed.
		 * @return				Whether a pulse was removed
		 */
		private static function removePulse(pulse : int) : Boolean
		{
			if (pulse==ENTER_FRAME) {
				if (pulseSprite) {
					pulseSprite.removeEventListener(Event.ENTER_FRAME, update);
					delete timers[ ENTER_FRAME ];
					pulseSprite = null;
					return true;
				}
			}
			var t:Timer = timers[ pulse ] as Timer;
			if (t) {
				t.stop();
				t.removeEventListener(TimerEvent.TIMER, update);
				delete timers[ pulse ];
				return true;
			}
			return false;
		}
	}
}
\ No newline at end of file
+/**
 * Copyright (c) 2007 Moses Gunesch
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package org.goasap {
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.events.TimerEvent;
	import flash.utils.Dictionary;
	import flash.utils.Timer;
	import flash.utils.getQualifiedClassName;
	import flash.utils.getTimer;
	
	import org.goasap.errors.DuplicateManagerError;
	import org.goasap.interfaces.IManageable;
	import org.goasap.interfaces.IManager;
	import org.goasap.interfaces.IUpdatable;
	import org.goasap.interfaces.ILiveManager;	

	/**
	 * Provides <code>update</code> calls to <code>IUpdatable</code> instances on their specified <code>pulseInterval</code>.
	 * 
	 * <blockquote><blockquote>
	 * <p><b>Using these Docs</b></p>
	 * 
	 * <p><i>Protected methods and properties have been excluded in almost all 
	 * cases, but are documented in the classes. Exceptions include key protected
	 * methods or properties that are integral for writing subclasses or understanding 
	 * the basic mechanics of the system. Many Go classes can be used as is without 
	 * subclassing, so the documentation offers an uncluttered view of their public
	 * usage.</i></p>
	 * 
	 * <p><b>Introduction to Go</b> <font color="#CC0000">[This section updated recently!]</font></p>
	 * 
	 * <p>The Go ActionScript Animation Platform ("GOASAP") is a lightweight, portable 
	 * set of generic base classes for buliding AS3 animation tools. It provides structure 
	 * and core functionality, but does not define the specifics of animation-handling 
	 * classes like tweens.</p>
	 * 
	 * <p>GoASAP could be broken up into the following general layers:
	 * <ul>
	 * <li><i>Compatibility:</i> In general, this layer can be used in about any animation 
	 * system. GoEngine, GoEvent, PlayStates and IPlayable.</li>
	 * <li><i>Items:</i> Base classes for utilities and animation items: PlayableBase, GoItem,
	 * LinearGo and PhysicsGo.</li>
	 * <li><i>Utilities:</i> You can write utility classes to manage items. Go ships with a 
	 * few common ones: a parallel item class called PlayableGroup, and several Sequence classes.</li>
	 * <li><i>Automation/Management:</i> GoEngine provides a simple, centralized and fully extensible 
	 * way for you to automate any time-based process and manage multiple items at once.</li>
	 * </ul></p>
	 * 
	 * <p>GoASAP provides an intentionally loose standard, in that it does not intend to limit
	 * the possibilities of what can be built with it. Its primary benefits are compatibility and
	 * synchronicity between animation systems, absolute extensibility into any time-based process,
	 * and a much faster and easier way to build your own animation tools from scratch.</p>
	 * 
	 * <p><i>Important: Store your custom Go classes in a package bearing your own classpath, not 
	 * in the core package! This will help avoid confusion with other authors' work.</i></p>
	 * 
	 * <p><font size="-2">You may modify any class in the goasap package to suit your project's needs. Your input 
	 * is valuable! Please join the mailing list and share your Go-based animation tools at the 
	 * GoPlayground repository. The GoASAP initiative is led by Moses Gunesch at 
	 * <a href="http://www.mosessupposes.com/" target="_top">MosesSupposes.com</a>. Please visit the 
	 * <a href="http://www.goasap.org/" target="_top">Go website</a> for more information.</font></p>
	 * </blockquote></blockquote>
	 * 
	 * <p><b>GoEngine</b> <font color="#CC0000">[This section updated recently!]</font></p>
	 * 
	 * <p>GoEngine sits at the center of the Go system, and along with the IUpdatable 
	 * interface is the only required element for using GoASAP. GoEngine manages tightly 
	 * synchronized item lists, since updating items in groups enhances efficiency. An 
	 * advantage of GoASAP is that wildly different animation systems can be used together
	 * in the same project. Their synchronous updates will remain as efficient as possible, 
	 * instead of fighting one another for processor cycles.</p>
	 * 
	 * <p>GoEngine's default pulse rate is ENTER_FRAME which yields the smoothest processing in the 
	 * Flash Player. However, it does not run on any one specific pulse. Instead, any object that is 
	 * IUpdatable may specify its own pulse rate, and items with matching pulses are automatically 
	 * grouped into update lists for efficiency. On a fine-tuning level, GoEngine uses a few other 
	 * tricks to try and provide the tightest possible visual synchronization for larger batches of
	 * animation items. It passes the clock time at the start of each update cycle to each item in 
	 * that list, which can be used in place of realtime to counteract any offset due to processing 
	 * lag during the cycle. Additionally, items that get added <i>during</i> an update cycle are 
	 * queued until the next update.</p>
	 * 
	 * <p>GoASAP's management layer is made up of three interfaces that are referenced by GoEngine: 
	 * IManager, ILiveManager and IManageable. Managers are always optional in GoASAP, and are only
	 * activated by calling <code>GoEngine.addManager()</code>. Managers can automate processes
	 * as items are added and removed, such as the included OverlapMonitor class which prevents
	 * property conflicts between items, or they can automate "live" processes that occur on each
	 * pulse. No live managers are included but an example might be a class that re-renders a 3D
	 * viewport after all 3D tweens have been processed. This can of course be done without a custom
	 * manager, but by using GoASAP you gain a unique ability to very cleanly and simply tie any
	 * custom routines in your project right into your animation processing, in perfect sync and 
	 * with maximum efficiency.</p>
	 * 
	 * <p></i>{In the game of Go, the wooden playing board, or Goban, features a grid
	 *  on which black & white go-ishi stones are laid at its intersections.}</i></p>
	 * 
	 * @see org.goasap.items.LinearGo LinearGo
	 * @see org.goasap.interfaces.IManager IManager
	 * @author Moses Gunesch
	 */
	public class GoEngine 
	{
		// -== Constants ==-
		
		public static const INFO:String = "GoASAP 0.5.1c (c) Moses Gunesch, MIT Licensed.";
		
		// -== Settable Class Defaults ==-
		
		/**
		 * A pulseInterval that runs on the player's natural framerate, 
		 * which is often most efficient.
		 */
		public static const ENTER_FRAME	: int = -1;

		// -== Protected Properties ==-
		
		// Note: Various formats for item data have been experimented with including breaking the item lists out into
		// a GoEngineList class, which was nicer-looking but did not perform well. Since GoEngine doesn't normally
		// require active work, this less-pretty but efficient flat-data format was opted for. A minor weakness of this
		// format is its use of a Dictionary, which means update calls are not ordered like they would be with an Array.
		// The Dictionary stores items' pulseInterval values, which is safer than relying on items to not change them.
		// Tests also show that Dictionary performs faster than Array for accessing and deleting items.
		private static var managerTable : Object = new Object(); // registration list of IManager instances
		private static var managers : Array = new Array(); // ordered registration list of IManager instances
		private static var liveManagers : uint = 0;
		private static var timers : Dictionary = new Dictionary(false); // key: pulseInterval, value: Timer for that pulse
		private static var items : Dictionary = new Dictionary(false); // key: IUpdatable item, value: pulseInterval at add.
		private static var itemCounts : Dictionary = new Dictionary(false); // key: pulseInterval, value: item count for that pulse
		private static var pulseSprite : Sprite; // used for ENTER_FRAME pulse
		private static var paused : Boolean = false;
		
		// These additional lists enables caching of items that are added during the update cycle for the same pulse.
		// This prevents groups & sequences from going out of sync by ensuring that each cycle completes before new items are added.
		private static var lockedPulses : Dictionary = new Dictionary(false); // key: pulseInterval, value: true
		private static var delayedPulses : Dictionary = new Dictionary(false); // key: pulseInterval, value: true
		private static var addQueue : Dictionary = new Dictionary(false); // key: IUpdatable item, value: true
		
		// -== Public Class Methods ==-
		
		/**
		 * @param className		A string naming the manager class, such as "OverlapMonitor".
		 * @return				The manager instance, if registered.
		 * @see #addManager()
		 * @see #removeManager()
		 */
		public static function getManager(className:String) : IManager
		{
			return managerTable[ className ];
		}
		
		/**
		 * Enables the extending of this class' functionality with a tight
		 * coupling to an IManager. 
		 * 
		 * <p>Tight coupling is crucial in such a time-sensitive context; 
		 * standard events are too asynchronous. All items that implement 
		 * IManageable are reported to registered managers as they add and 
		 * remove themselves from GoEngine.</p>
		 * 
		 * <p>Managers normally act as singletons within the Go system (which 
		 * you are welcome to modify). This method throws a DuplicateManagerError 
		 * if an instance of the same manager class is already registered. Use a 
		 * try/catch block when calling this method if your program might duplicate 
		 * managers, or use getManager() to check for prior registration.</p>
		 * 
		 * @param instance	An instance of a manager you wish to add.
		 * @see #getManager()
		 * @see #removeManager()
		 */
		public static function addManager( instance:IManager ):void
		{
			var className:String = getQualifiedClassName(instance);
			className = className.slice(className.lastIndexOf("::")+2);
			if (managerTable[ className ]) {
				throw new DuplicateManagerError( className );
				return;
			}
			managerTable[ className ] = instance;
			managers.push(instance);
			if (instance is ILiveManager) liveManagers++;
		}
		
		/**
		 * Unregisters any manager set in <code>addManager</code>.
		 * 
		 * @param className		A string naming the manager class, such as "OverlapMonitor".
		 * @see #getManager()
		 * @see #addManager()
		 */
		public static function removeManager( className:String ):void
		{
			managers.splice(managers.indexOf(managerTable[ className ]), 1);
			if (managerTable[ className ] is ILiveManager)
				liveManagers--;
			delete managerTable[ className ]; // leave last
		}
		
		/**
		 * Test whether an item is currently stored and being updated by the engine.
		 * 
		 * @param item		Any object implementing IUpdatable
		 * @return			Whether the IUpdatable is in the engine
		 */
		public static function hasItem( item:IUpdatable ):Boolean
		{
			return (items[ item ]!=null);
		}
		
		/**
		 * Adds an IUpdatable instance to an update-queue corresponding to
		 * the item's pulseInterval property.
		 * 
		 * @param item		Any object implementing IUpdatable that wishes 
		 * 					to receive update calls on a pulse.
		 * 					
		 * @return			Returns false only if this item was already in the
		 * 					engine under the same pulse. (If an existing item is added
		 * 					but the pulseInterval has changed it will be removed,
		 * 					re-added, and true will be returned.)
		 * 					
		 * @see #removeItem()
		 */
		public static function addItem( item:IUpdatable ):Boolean
		{
			// Group items by pulse for efficient update cycles.
			var interval:int = item.pulseInterval;
			if (items[ item ]) {
				if (items[ item ] == item.pulseInterval)
					return false;
				else
					removeItem(item);
			}
			if (lockedPulses[ interval ]==true) { // this prevents items from being added during an update loop in progress.
				delayedPulses[ interval ] = true; // flags update to clear the queue when the in-progress loop completes.
				addQueue[ item ] = true; // for tightest syncing of item groups, read the documentation under GoItem.update().
			}
			items[ item ] = interval; // Tether item to original pulseint. Used in removeItem & setPaused(false).
			if (!timers[ interval ]) {
				addPulse( interval );
				itemCounts[ interval ] = 1;
			}
			else {
				itemCounts[ interval ] ++;
			}
			// Report IManageable instances to registered managers
			if (item is IManageable) {
				for each (var manager:IManager in managers)
					manager.reserve( item as IManageable );
			}
			return true;
		}
		
		/**
		 * Removes an item from the queue and removes its pulse timer if
		 * the queue is depleted.
		 * 
		 * @param item		Any IUpdatable previously added that wishes 
		 * 					to stop receiving update calls.
		 * 					
		 * @return			Returns false if the item was not in the engine.
		 * 
		 * @see #addItem()
		 */
		public static function removeItem( item:IUpdatable ):Boolean
		{
			if (items[ item ]==null)
				return false;
			var interval: int = items[ item ];
			if ( -- itemCounts[ interval ] == 0 ) {
				removePulse( interval );
				delete itemCounts[ interval ];
			}
			delete items[ item ];
			delete addQueue[ item ]; // * see note following update
			// Report IManageable item removal to registered managers.
			if (item is IManageable) {
				for each (var manager:IManager in managers) 
					manager.release( item as IManageable );
			}
			return true;
		}
		
		/**
		 * Removes all items and resets the engine, 
		 * or removes just items running on a specific pulse.
		 * 
		 * @param pulseInterval		Optionally filter by a specific pulse 
		 * 							such as ENTER_FRAME or a number of milliseconds.
		 * @return					The number of items successfully removed.
		 * @see #removeItem()
		 */
		public static function clear(pulseInterval:Number = NaN) : uint
		{
			var all:Boolean = (isNaN(pulseInterval));
			var n:Number = 0;
			for (var item:Object in items) {
				if (all || items[ item ]==pulseInterval)
					if (removeItem(item as IUpdatable)==true)
						n++;
			}
			return n;
		}
		
		/**
		 * Retrieves number of active items in the engine 
		 * or active items running on a specific pulse.
		 * 
		 * @param pulseInterval		Optionally filter by a specific pulseInterval
		 *							such as ENTER_FRAME or a number of milliseconds.
		 * 
		 * @return					Number of active items in the Engine.
		 */
		public static function getCount(pulseInterval:Number = NaN) : uint
		{
			if (!isNaN(pulseInterval))
				return (itemCounts[pulseInterval]);
			var n:Number = 0;
			for each (var count: int in itemCounts)
				n += count;
			return n;
		}
		
		/**
		 * @return			The paused state of engine.
		 * @see #setPaused()
		 */
		public static function getPaused() : Boolean {
			return paused;
		}
		
		/**
		 * Pauses or resumes all animation globally by suspending processing,
		 * and calls pause() or resume() on each item with those methods. 
		 * 
		 * <p>The return value only reflects how many items had pause() or resume()
		 * called on them, but the GoEngine.getPaused() state will change if any 
		 * pulses are suspended or resumed.</p>
		 * 
		 * @param pause				Pass false to resume if currently paused.
		 * @param pulseInterval		Optionally filter by a specific pulse 
		 * 							such as ENTER_FRAME or a number of milliseconds.
		 * @return					The number of items on which a pause() or resume()
		 * 							method was called (0 doesn't necessarily reflect
		 * 							whether the GoEngine.getPaused() state changed, it
		 * 							may simply indicate that no items had that method).
		 * @see #resume()
		 */
		public static function setPaused(pause:Boolean=true, pulseInterval:Number = NaN) : uint
		{
			if (paused==pause) return 0;
			var n:Number = 0;
			var pulseChanged:Boolean = false;
			var all:Boolean = (isNaN(pulseInterval));
			var method:String = (pause ? "pause" : "resume");
			for (var item:Object in items) {
				var pulse:int = (items[item] as int);
				if (all || pulse==pulseInterval) {
					pulseChanged = (pulseChanged || (pause ? removePulse(pulse) : addPulse(pulse)));
					// call pause or resume on the item if it has such a method.
					if (item.hasOwnProperty(method)) {
						if (item[method] is Function) {
							item[method].apply(item);
							n++;
						}
					}
				}
			}
			if (pulseChanged)
				paused = pause;
			return n;
		}
		
		// -== Private Class Methods ==-
		
		/**
		 * Executes the update queue corresponding to the dispatcher's interval.
		 * 
		 * @param event			TimerEvent or Sprite ENTER_FRAME Event
		 */
		private static function update(event:Event) : void 
		{
			var currentTime:Number = getTimer();
			var pulse:int = (event is TimerEvent ? ( event.target as Timer ).delay : ENTER_FRAME);
			lockedPulses[ pulse ] = true;
			var doLiveUpdate:Boolean = (liveManagers > 0);
			var updated:Array;
			if (doLiveUpdate) updated = []; // syncs the live manager list to items actually updated
			for (var item:* in items) {
				if (items[ item ]==pulse && !addQueue[ item ]) {
					(item as IUpdatable).update(currentTime);
					if (doLiveUpdate) updated.push(item);
				}
			}
			lockedPulses[ pulse ] = false;
			if (delayedPulses[ pulse ]) {
				for (item in addQueue) 
					delete addQueue[ item ];
				delete delayedPulses[ pulse ];
			}
// updateAfterEvent() should not be needed as long as items follow tight-syncing instructions in GoItem.update() documentation.
//			if (pulse!=ENTER_FRAME) (event as TimerEvent).updateAfterEvent();
			if (doLiveUpdate)
				for each (var manager:Object in managers)
					if (manager is ILiveManager)
						(manager as ILiveManager).onUpdate(pulse, updated, currentTime);  // * see note
		}
// * note: In one rare case that has not been reported yet but is theoretically possible, the 'updated' list 
// passed could contain already-released items. This could only happen if the item is removed & released 
// just after the main update cycle but before the the doLiveUpdate() routine runs. If you encounter this issue
// please report it to the GoASAP mailing list, it's too involved to bother with before it's a problem.

		/**
		 * Creates new timers when a previously unused interval is specified,
		 * and tracks the number of items associated with that interval.
		 * 
		 * @param pulse			The pulseInterval requested
		 * @return				Whether a pulse was added
		 */
		private static function addPulse(pulse : int) : Boolean
		{
			if (pulse==ENTER_FRAME) {
				if (!pulseSprite) {
					timers[ENTER_FRAME] = pulseSprite = new Sprite();
					pulseSprite.addEventListener(Event.ENTER_FRAME, update);
				}
				return true;
			}
			var t:Timer = timers[ pulse ] as Timer;
			if (!t) {
				t = timers[ pulse ] = new Timer(pulse);
				(timers[ pulse ] as Timer).addEventListener(TimerEvent.TIMER, update);
				t.start();
				return true;
			}
			return false;
		}
		
		/**
		 * Tracks whether a removed item was the last one using a timer 
		 * and if so, removes that timer.
		 * 
		 * @param pulse			The pulseInterval corresponding to an item being removed.
		 * @return				Whether a pulse was removed
		 */
		private static function removePulse(pulse : int) : Boolean
		{
			if (pulse==ENTER_FRAME) {
				if (pulseSprite) {
					pulseSprite.removeEventListener(Event.ENTER_FRAME, update);
					delete timers[ ENTER_FRAME ];
					pulseSprite = null;
					return true;
				}
			}
			var t:Timer = timers[ pulse ] as Timer;
			if (t) {
				t.stop();
				t.removeEventListener(TimerEvent.TIMER, update);
				delete timers[ pulse ];
				return true;
			}
			return false;
		}
	}
}
\ No newline at end of file

Modified: trunk/goasap/src_go/org/goasap/items/LinearGo.as
==============================================================================
--- trunk/goasap/src_go/org/goasap/items/LinearGo.as	(original)
+++ trunk/goasap/src_go/org/goasap/items/LinearGo.as	Sun Aug  3 23:39:17 2008
@@ -6,4 +6,4 @@
 	import org.goasap.events.GoEvent;
 	import org.goasap.interfaces.IPlayable;
 	import org.goasap.managers.LinearGoRepeater;	

-	/**
	 * Dispatched during an animation's first update after the delay 
	 * has completed, if one was set. Any number of callbacks may also be 
	 * associated with this event using <code>addCallback</code>.
	 * @eventType org.goasap.events.START
	 */
	[Event(name="START", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched on the animation's update pulse. Any number of callbacks
	 * may also be associated with this event using <code>addCallback</code>.
	 * @eventType org.goasap.events.UPDATE
	 */
	[Event(name="UPDATE", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched when pause() is called successfully.  Any number of callbacks
	 * may also be associated with this event using <code>addCallback</code>.
	 * @eventType org.goasap.events.PAUSE
	 */
	[Event(name="PAUSE", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched when resume() is called successfully. Any number of callbacks
	 * may also be associated with this event using <code>addCallback</code>.
	 * @eventType org.goasap.events.RESUME
	 */
	[Event(name="RESUME", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched at the end of each cycle if the tween has more than one.
	 * Any number of callbacks may also be associated with this event using 
	 * <code>addCallback</code>.
	 * @eventType org.goasap.events.CYCLE
	 */
	[Event(name="CYCLE", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched if an animation is manually stopped. Any number of callbacks
	 * may also be associated with this event using <code>addCallback</code>.
	 * @eventType org.goasap.events.STOP
	 */
	[Event(name="STOP", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched on an animation's final update, just after the last update event.
	 * Any number of callbacks may also be associated with this event using 
	 * <code>addCallback</code>.
	 * @eventType org.goasap.events.COMPLETE
	 */
	[Event(name="COMPLETE", type="org.goasap.events.GoEvent")]

	/**
	 * LinearGo extends the base class GoItem to define a playable A-to-B animation. 
	 * 
	 * <p><b>LinearGo: A very simple tween</b></p>
	 * 
	 * <p>A LinearGo instance is a playable object that animates a single number. It dispatches events 
	 * and callbacks associated with the animation's start, update and completion. Instances can be used 
	 * directly, or easily subclassed to build custom tweening APIs. LinearGo extends GoItem, which 
	 * provides basic settings shared by physics and tween items. These include a <code>state</code> property, 
	 * <code>pulseInterval</code>, and the two common animation options <code>useRounding</code> and 
	 * <code>useRelative</code>.</p>
	 * 
	 * <p>The tween can be customized using the instance properties <code>duration</code>, <code>easing</code> 
	 * and <code>delay</code>. The number crunched by a LinearGo is readable in its <code>position</code> 
	 * property. This number always starts at 0 and completes at 1, regardless of the tween's duration 
	 * or easing (those parameters are factored in to produce accurate fractional in-between values).  
	 * As the tween runs, you can use <code>position</code> as a multiplier to animate virtually anything: 
	 * motion, alpha, a sound level, the values in a ColorTransform, BitmapFilter, a 3D scene, and so on.
	 * Note that at times position may be less than 0 or greater than 1 depending on the easing function.</p>
	 * 
	 * <p>The START event occurs just before the first update (after the delay). UPDATE is fired once on 
	 * <i>every</i> update pulse, and COMPLETE just after the final update. The STOP event is fired by LinearGo 
	 * only if a tween is stopped before it completes. Additional events are fired on PAUSE, RESUME and at
	 * the end of each CYCLE if the tween plays more than one cycle. Besides standard events, you can store 
	 * callback functions (method-closures) using <code>addCallback</code>. Any number of callbacks can be 
	 * associated with each GoEvent type. This alternative to the standard event model was included in 
	 * LinearGo since it's a common feature of many modern tweening APIs, and very slightly more efficient 
	 * than standard events.</p>
	 * 
	 * <p>LinearGo can play multiple back-and-forth tween cycles or repeat forward-play any number of times.
	 * This functionality is handled by the LinearGo's <code>repeater</code> instance, which has settings for
	 * alternate easing on reverse-cycles, infinite cycling, plus <code>currentCycle</code> and <code>done</code> 
	 * state properties.</p>
	 * 
	 * <p><b>Subclassing to create custom tweens</b></p>
	 * 
	 * <p><i>Important: Store your custom tween classes in a package bearing your own classpath, not in the core 
	 * package! This will help avoid confusion with other authors' work.</i></p>
	 * 
	 * <p>It's possible to build virtually any tweening API over LinearGo because all of the specifics are left 
	 * up to you: target objects, tweenable properties, tween values — and importantly, the datatypes of all of these.</p>
	 * 
	 * <p>A basic subclass can be created in three steps: Gathering target & property information, subclassing the 
	 * <code>start</code> method to set up the tween, and finally subclassing the <code>onUpdate</code> method 
	 * to affect the tween. The first step, gathering tween target and property information, can be done by writing 
	 * getter/setter properties, customizing the constructor, or both. Consider various options such as allowing for 
	 * single vs. multiple target objects, open vs. specific tween properties, and so on. The next step, subclassing 
	 * <code>start</code>, involves figuring the tween's amount of change and implementing a standard Go convention, 
	 * <code>useRelative</code>. This option should enable the user to declare tween values as relative to existing 
	 * values instead of as fixed absolutes. In the final step, you subclass <code>onUpdate</code> to apply the tween, 
	 * using the <code>_position</code> calculated by this base class:</p>
	 * 
	 * <pre>target[ propName ] = super.correctValue(start + change * _position);</pre>
	 * 
	 * <p>The helper method <code>correctValue</code> is provided in the superclass GoItem, to clean up NaN values 
	 * and apply rounding when <code>useRounding</code> is activated. That's it — events and callbacks are 
	 * dispatched by LinearGo, so subclasses can remain simple.</p>
	 * 
	 * <p>An optional fourth step will make your custom tween compatible with Go managers. To do this, implement 
	 * the IManageable interface. (OverlapMonitor prevents different tween instances from handling the same 
	 * property at once; you can build other managers as well.)</p>
	 * 
	 * {In the game of Go a black or white stone is called a go-ishi.}
	 * 
	 * @author Moses Gunesch
	 */
	public class LinearGo extends GoItem implements IPlayable
	{
		// -== Settable Class Defaults ==-
		
		/**
		 * Class default for the instance property delay.
		 * @default 0
		 * @see #delay
		 */
		public static var defaultDelay : Number = 0;
		
		/**
		 * Class default for the instance property duration.
		 * @default 1
		 * @see #duration
		 */
		public static var defaultDuration : Number = 1;
		
		/**
		 * Class default for the instance property easing.
		 * Note that this property is left null until the first LinearGo
		 * is instantiated, at which time it is set to Quintic.easeOut.
		 * @default fl.motion.easing.Quintic.easeOut
		 * @see #easing
		 */
		public static var defaultEasing:Function;
		
		/**
		 * Normal default easing, this is Quintic.easeOut.
		 * (The two default easings in this class are included because there's
		 * currently no single easing classpath shared between Flash & Flex.)
		 */
		public static function easeOut(t:Number, b:Number, c:Number, d:Number) : Number {
			return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
		};
		
		// -== Class Methods ==-
		
		/**
		 * An alternative default easing with no acceleration.
		 * (The two default easings in this class are included because there's
		 * currently no single easing classpath shared between Flash & Flex.)
		 */
		public static function easeNone(t:Number, b:Number, c:Number, d:Number) : Number {
			return c * t / d + b;
		};
		
		/**
		 * A quick one-time setup command that lets you turn on useFrames mode
		 * as a default for all new tweens and adjust some related settings.
		 * (Note that useFrames mode is normally only used for specialty situations.)
		 * 
		 * @param defaultToFramesMode		Sets an internal default so all new LinearGo instances
		 * 									will be set to use framecounts for their delay and duration. 
		 * 									Also sets GoItem.defaultPulseInterval to enterframe which is 
		 * 									most normal for frame-based updates.
		 * @param useZeroBasedFrameIndex	Normally currentFrame reads 1 on first update, like the Flash
		 * 									timeline starts at Frame 1. Set this option to use a zero-based 
		 * 									index on all tweens instead.
		 * @see #useFrames
		 * @see #currentFrame
		 */
		public static function setupUseFramesMode( defaultToFramesMode: Boolean = true,
								   				   useZeroBasedFrameIndex: Boolean=false):void {
			GoItem.defaultPulseInterval = GoEngine.ENTER_FRAME;
			_useFramesMode = defaultToFramesMode;
			if (useZeroBasedFrameIndex) { _framesBase = 0; }
		}

		// -== Pulic Properties ==-
		
		/**
		 * Number of seconds after start() call that the LinearGo begins processing.
		 * <p>If not set manually, the class default defaultDelay is adopted.</p>
		 * @see #defaultDelay
		 */
		public function get delay():Number {
			return _delay;
		}
		public function set delay(seconds:Number):void {
			if (_state==PlayStates.STOPPED && seconds >= 0) {
				_delay = seconds;
			}
		}
		
		/**
		 * Number of seconds the LinearGo takes to process.
		 * <p>If not set manually, the class default defaultDuration is adopted.</p>
		 * @see #defaultDuration
		 */
		public function get duration():Number {
			return _duration;
		}
		public function set duration(seconds:Number):void {
			if (_state==PlayStates.STOPPED && seconds >= 0) {
				_duration = seconds;
			}
		}
		
		/**
		 * Any standard easing-equation function such as the ones found in
		 * the Flash package fl.motion.easing or the flex package mx.effects.easing.
		 * 
		 * <p>If not set manually, the class default defaultEasing is adopted. An error
		 * is thrown if the function does not follow the typical format. For easings 
		 * that accept more than four parameters use <code>extraEasingParams</code>.
		 * </p>
		 * 
		 * @see #defaultEasing
		 * @see #extraEasingParams
		 */
		public function get easing():Function {
			return _easing;
		}
		public function set easing(type:Function):void {
			if (_state==PlayStates.STOPPED) {
				try {
					if (type(1,1,1,1) is Number) {
						_easing = type;
						return;
					}
				} catch (e:Error) {}
				throw new EasingFormatError();
			}
		}
		
		/**
		 * Additional parameters to pass to easing functions that accept more than four.
		 * @see #easing
		 */
		public function get extraEasingParams() : Array {
			return _extraEaseParams;
		}
		public function set extraEasingParams(params:Array):void {
			if (_state==PlayStates.STOPPED && params is Array && params.length>0) {
				_extraEaseParams = params;
			}
		}
		
		/**
		 * A LinearGoRepeater instance that defines options for repeated 
		 * or back-and-forth cycling animation.
		 * 
		 * <p>You may pass a LinearGoRepeater instance to the constructor's
		 * repeater parameter to set all options at instantiation. The 
		 * repeater's cycles property can be set to an integer, or
		 * to Repeater.INFINITE or 0 to repeat indefinitely, and checked using
		 * <code>linearGo.repeater.currentCycle</code>. LinearGoRepeater's 
		 * <code>reverseOnCycle</code> flag is true by default, which
		 * causes animation to cycle back and forth. In that mode you can
		 * also specify a separate easing function (plus extraEasingParams)
		 * to use for the reverse animation cycle. For example, an easeOut
		 * easing with an easeIn easingOnCycle will produce a more 
		 * natural-looking result. If <code>reverseOnCycle</code> is disabled, 
		 * the animation will repeat its play forward each time.</p>
		 * 
		 * <p>(The repeater property replaces the cycles, easeOnCycle and 
		 * currentCycle parameters in earlier releases of LinearGo).</p>
		 * 
		 * @see org.goasap.managers.LinearGoRepeater LinearGoRepeater
		 */
		public function get repeater(): LinearGoRepeater {
			return _repeater;
		}
		
		/**
		 * When useFrames mode is activated, duration and delay are treated
		 * as update-counts instead of time values.
		 * 
		 * <p>(This mode is normally only used for specialty situations.)</p>
		 * 
		 * <p>Using this feature with a pulseInterval of GoEngine.ENTER_FRAME 
		 * will result in a frame-based update that mimics the behavior of the 
		 * flash timeline. As with the timeline, frame-based tween durations can 
		 * vary based on the host computer's processor load and other factors.</p>
		 * 
		 * <p>The <code>setupUseFramesMode()</code> class method is a much easier
		 * way to use frames in your project, instead of setting this property
		 * on every tween individually.</p>
		 * 
		 * @see #setupUseFramesMode()
		 */
		public function set useFrames(value:Boolean):void {
			if (_state==PlayStates.STOPPED)
				_useFrames = value;
		}
		public function get useFrames():Boolean {
			return _useFrames;
		}
		
		/**
		 * A number between 0 and 1 representing the current tween value.
		 * 
		 * <p>Use this number as a multiplier to apply values to targets 
		 * across time.<p> 
		 * 
		 * <p>Here's an example of what an overridden update method might contain:</p>
		 * <pre>
		 * super.update(currentTime);
		 * target[ propName ] = super.correctValue(startValue + change*_position);
		 * </pre> 
		 * @see #timePosition
		 */
		public function get position():Number {
			return _position;
		}
		
		/**
		 * For time-based tweens, returns a time value which is negative during delay 
		 * then spans the tween duration in positive values, ignoring repeat cycles.
		 * 
		 * <p>In useFrames mode, this getter differs from <code>currentFrame</code>
		 * significantly. Instead of constantly increasing through all cycles as if
		 * tweens were back-to-back in a timeline layer, this method acts more like
		 * a single tween placed at frame 1, with a timeline playhead that scans back 
		 * and forth or loops during cycles. So for a 10-frame tween with a 5-frame 
		 * delay and 2 repeater cycles with reverseOnCycle set to true, this method 
		 * will return values starting at -5, start the animation at 1, play to 10 
		 * then step backward to 1 again.</p>
		 * 
		 * @see #position
		 * @see #currentFrame
		 * @see #duration
		 * @see #delay
		 * @see #setupUseFramesMode()
		 */
		public function get timePosition():Number {
			if (_state==PlayStates.STOPPED)
				return 0;
			var mult:Number = Math.max(0, timeMultiplier);
			if (_useFrames) {
				if (_currentFrame>_framesBase) {
					var cf:uint = _currentFrame-_framesBase;
					if (_repeater.direction==-1) {
						return ((_duration-1) - cf%_duration) + _framesBase;
					}
					return cf%_duration + _framesBase;
				}
				return _currentFrame;
			}
			return ((getTimer()-_startTime) / 1000 / mult);
		}

		/**
		 * Returns the number of updates that have occured since start.
		 * 
		 * <p>This update-count property does not necessarily correspond 
		 * to the actual player framerate, just the instance's pulseInterval.</p>
		 * 
		 * <p>This property is set up to mirror the flash timeline. Imagine a timeline 
		 * layer with a delay being a set of blank frames followed by the tween, 
		 * followed by subsequent cycles as additional tweens: this is the way 
		 * the <code>currentFrame</code> property works. Its first value is 1 by 
		 * default, which can be changed to 0 in <code>setupUseFramesMode()</code>.
		 * This differs significantly from <code>timePosition</code>, which places 
		 * the start of a single instance of the tween at frame 1 and steps its
		 * values from negative during delay then cycling through the single tween.</p> 
		 * 
		 * 
		 * @see #useFrames
		 * @see #setupUseFramesMode()
		 * @see #timePosition
		 */
		public function get currentFrame():uint {
			return _currentFrame;
		}
		
		// -== Protected Properties ==-
		
		/** @private */
		protected static var _useFramesMode : Boolean = false;
		
		/** @private */
		protected static var _framesBase : Number = 1;
		
		/** @private */
		protected var _delay 			: Number;
		
		/** @private */
		protected var _duration 		: Number;
		
		/** @private */
		protected var _tweenDuration	: Number;
		
		/** @private */
		protected var _easing 			: Function;
		
		/** @private */
		protected var _easeParams		: Array;
		
		/** @private */
		protected var _extraEaseParams	: Array;
		
		/** @private */
		protected var _repeater			: LinearGoRepeater;
		
		/** @private */
		protected var _currentEasing	: Function;
		
		/** @private */
		protected var _useFrames		: Boolean;
		
		/** @private */
		protected var _started			: Boolean = false;
		
		/** @private */
		protected var _currentFrame		: int;
		
		/** @private */
		protected var _position			: Number;
		
		/** @private */
		protected var _change			: Number;
		
		/** @private */
		protected var _startTime		: Number;
		
		/** @private */
		protected var _endTime 			: Number;
		
		/** @private */
		protected var _pauseTime 		: Number;
		
		/** @private */
		protected var _callbacks		: Object = new Object(); // In tests, creating this object up front is more efficient.
		
		// -== Public Methods ==-
		
		/**
		 * The inputs here are not a convention, subclasses should design
		 * their own constructors appropriate to usage. They are provided
		 * here primarily as a convenience for subclasses. However, do not
		 * omit calling super() from subclass constructors: LinearGo's
		 * constructor sets and validates class defaults and sets up the
		 * repeater instance.
		 */
		public function LinearGo(	delay	 			: Number=NaN,
									duration 			: Number=NaN,
									easing 				: Function=null,
									extraEasingParams	: Array=null,
									repeater			: LinearGoRepeater=null,
									useRelative			: Boolean=false,
									useRounding			: Boolean=false,
									useFrames			: Boolean=false,
									pulseInterval		: Number=NaN ) {
			// validate & set class defaults first
			if (isNaN(defaultDelay))
				defaultDelay = 0;
			if (isNaN(defaultDuration))
				defaultDuration = 1;
			try { this.easing = defaultEasing; }
			catch (e1:EasingFormatError) { defaultEasing = easeOut; }
			// set params
			if (!isNaN(delay)) _delay = delay;
			else _delay = defaultDelay;
			if (!isNaN(duration)) _duration = duration;
			else _duration = defaultDuration;
			try { this.easing = easing; }
			catch (e2:EasingFormatError) {
				if (easing!=null) { throw e2; } // user passed invalid easing function
				this.easing = defaultEasing;
			}
			if (extraEasingParams) _extraEaseParams = extraEasingParams;
			if (useRelative) this.useRelative = true;
			if (useRounding) this.useRounding = true;
			_useFrames = (useFrames || _useFramesMode);
			if (!isNaN(pulseInterval)) _pulse = pulseInterval;
			if (repeater!=null) _repeater = repeater; // repeater setup makes super() call important for all subclasses.
			else _repeater = new LinearGoRepeater(); 
			_repeater.setParent(this);
		}
		
		/**
		 * Starts play for this LinearGo instance using GoEngine.
		 * 
		 * <p>CONVENTION ALERT: If <code>useRelative</code> is true, calculate tween values
		 * relative to the target object's existing value as in the example below.</p>
		 * 
		 * <p>Most typically you should also store the tween's start and change values
		 * for later use in <code>onUpdate</code>.</p>
		 * 
		 * <pre>
		 * protected var _target : DisplayObject;
		 * protected var _width : Number;
		 * protected var _changeWidth : Number;
		 * 
		 * public function start():Boolean 
		 * {
		 *     if (!_target || !_width || isNaN(_width))
		 *         return false;
		 * 
		 *     _startWidth = _target.width;
		 * 
		 *     if (useRelative) {
		 *         _changeWidth = _width;
		 *     } else {
		 *         _changeWidth = (_width - _startWidth);
		 *     }
		 *     
		 *     return (super.start());
		 * }
		 * </pre>
		 * 
		 * @return Successful addition of the item to GoEngine
		 * 
		 * @see GoItem#useRelative
		 * @see #onUpdate()
		 */
		public function start() : Boolean {
			stop(); // does nothing if already stopped.
			if (GoEngine.addItem(this)==false)
				return false;
			reset();
			_state = (_delay > 0 ? PlayStates.PLAYING_DELAY : PlayStates.PLAYING); // has to be set here since delay is not included in PlayableBase.
			// note: start event is dispatched on the first update cycle for tighter cross-item syncing.
			return true;
		}
		
		/**
		 * Ends play for this LinearGo instance and dispatches a GoEvent.STOP
		 * event if the tween is incomplete. This method does not typically 
		 * require subclassing.
		 * 
		 * @return Successful removal of the item from GoEngine
		 */
		public function stop() : Boolean {
			if (_state==PlayStates.STOPPED || GoEngine.removeItem(this)==false)
				return false;
			_state = PlayStates.STOPPED;
			var completed:Boolean = (_easeParams!=null && _position==_easeParams[1]+_change);
			reset();
			if (!completed) // otherwise a COMPLETE event was dispatched.
				dispatch( GoEvent.STOP );
			return true;
		}

		/**
		 * Pauses play (including delay) for this LinearGo instance.
		 * This method does not typically require subclassing.
		 * 
		 * @return Success
		 * @see #resume()
		 * @see org.goasap.GoEngine#setPaused GoEngine.setPaused()
		 */
		public function pause() : Boolean {
			if (_state==PlayStates.STOPPED || _state==PlayStates.PAUSED)
				return false;
			_state = PlayStates.PAUSED;
			_pauseTime = (_useFrames ? _currentFrame : getTimer()); // This causes update() to skip processing.
			dispatch(GoEvent.PAUSE);
			return true;
		}
		
		/**
		 * Resumes previously paused play, including delay.
		 * This method does not typically require subclassing.
		 * 
		 * @return Success
		 * @see #pause()
		 * @see org.goasap.GoEngine#setPaused GoEngine.setPaused()
		 */
		public function resume() : Boolean {
			if (_state != PlayStates.PAUSED)
				return false;
			var currentTime:Number = (_useFrames ? _currentFrame : getTimer());
			setup(currentTime - (_pauseTime - _startTime)); 
			_pauseTime = NaN;
			_state = (_startTime > currentTime ? PlayStates.PLAYING_DELAY : PlayStates.PLAYING);
			dispatch(GoEvent.RESUME);
			return true;
		}
		
		/**
		 * Skips to a point in the tween's duration and plays, from any state. 
		 * This method does not typically require subclassing.
		 * 
		 * <p>If GoItem.timeMultiplier is set to a custom value, you should still pass a 
		 * seconds value based on the tween's real duration setting.</p>
		 * 
		 * @param time		Seconds or frames to jump to across all cycles, where 0 (or 1 in useFramesMode)
		 * 					represents tween start, numbers greater than duration represent higher repeat cycles,
		 * 					and negative numbers represent a new delay to play before tween start.
		 * @return Success
		 * @see #timePosition
		 */
		public function skipTo(time : Number) : Boolean 
		{
			if (_state==PlayStates.STOPPED) {
				if (start()==false) 
					return false;
			}
			if (isNaN(time)) { time = 0; }
			var mult:Number = Math.max(0, timeMultiplier) * (_useFrames ? 1 : 1000);
			var startTime:Number;
			var currentTime:Number;
			if (time < _framesBase) { // Negative value: rewind and add a new delay.
				_repeater.reset();
				if (_position>0) { skipTo(_framesBase); } // skips to start so new pause occurs in starting position
			}
			else {
				time = _repeater.skipTo(_duration, time-_framesBase); // sets cycles and returns new position
			}
			if (_useFrames) {
				startTime = _framesBase;
				currentTime = _currentFrame = Math.round(time*mult);
			}
			else {
				currentTime = getTimer();
				startTime = (currentTime - (time * mult)); // skipTo operation is performed by altering the tween's start & end times.
			}
			setup(startTime);
			_state = (_startTime > currentTime ? PlayStates.PLAYING_DELAY : PlayStates.PLAYING);
			update(currentTime); // sets _position
			return true;
		}
		
		/**
		 * An alternative to subscribing to events is to store callbacks. You can 
		 * associate any number of callbacks with the primary GoEvent types START,
		 * UPDATE, COMPLETE, and STOP (only fired if the tween is stopped before it 
		 * completes).
		 * 
		 * <p>
		 * Note that there is little difference between using callbacks and events.
		 * Both are common techniques used in many various modern tweening APIs. Callbacks 
		 * are slightly faster, but this won't normally be noticeable unless thousands of 
		 * tweens are being run at once.
		 * </p>
		 * 
		 * @param closure	A reference to a callback function
		 * @param type		Any GoEvent type constant, the default is COMPLETE.
		 * @see #removeCallback
		 * @see org.goasap.events.GoEvent GoEvent
		 */
		public function addCallback(closure : Function, type : String=GoEvent.COMPLETE):void {
			if (!_callbacks[ type ]) 
				_callbacks[ type ] = new Array();
			var a:Array = (_callbacks[ type ] as Array);
			if (a.indexOf(closure)==-1)
				a.push(closure);
		}
		
		/**
		 * Removes a method closure previously stored using addCallback.
		 * 
		 * @param closure	A reference to a function
		 * @param type		A GoEvent constant, default is COMPLETE.
		 * @see #addCallback
		 * @see org.goasap.events.GoEvent GoEvent
		 */
		public function removeCallback(closure : Function, type : String=GoEvent.COMPLETE):void {
			var a:Array = (_callbacks[ type ] as Array);
			if (a) 
				while (a.indexOf(closure)>-1)
					a.splice(a.indexOf(closure), 1);
		}
		
		/**
		 * Performs tween calculations on GoEngine pulse.
		 * 
		 * <p>Subclass <code>onUpdate</code> instead of this method.
		 * 
		 * @param currentTime	Clock time for the current block of updates.
		 * @see #onUpdate()
		 */
		override public function update(currentTime:Number) : void 
		{
			if (_state==PlayStates.PAUSED)
				return;
			
			_currentFrame ++;
			if (_useFrames) 
				currentTime = _currentFrame;
			
			if (isNaN(_startTime))		// setup() must be called once prior to tween's 1st update. 
				setup(currentTime);		// This is done here, not in start, for tighter syncing of items.
			
			if (_startTime > currentTime) 
				return; // still PlayStates.PLAYING_DELAY
			
			// (1.) Set _position and determine primary update type.
			var type:String = GoEvent.UPDATE;
			if (currentTime < _endTime) { // start, update...
				if (!_started)
					type = GoEvent.START;
				_easeParams[0] = (currentTime - _startTime);
				_position = _currentEasing.apply(null, _easeParams); // update position using easing function
			}
			else { // complete, cycle...
				_position = _easeParams[1] + _change; // set absolute 1 or 0 position at end of cycle
				type = (_repeater.hasNext() ? GoEvent.CYCLE : GoEvent.COMPLETE);
			}
			
			// (2.) Run onUpdate() passing the primary update type, then
			// (3.) dispatch up to three events in correct order.
			onUpdate(type);
			if (!_started) {
				_state = PlayStates.PLAYING;
				_started = true;
				dispatch(GoEvent.START);
			}
			dispatch(GoEvent.UPDATE);
			if (type==GoEvent.COMPLETE) {
				stop();
				dispatch(GoEvent.COMPLETE);
			}
			else if (type==GoEvent.CYCLE) {
				_repeater.next();
				dispatch(GoEvent.CYCLE);
				_startTime = NaN; // causes setup() to be called again on next update to prep next cycle.
			}
		}
		
		// -== Protected Methods ==-
		
		/**
		 * Subclass this method (instead of the update method) for simplicity. 
		 * 
		 * <p>Use this method to manipulate targets based on the current _position 
		 * setting, which is a 0-1 multiplier precalculated to the tween's position
		 * based on its easing style and the current time in the tween.</p> 
		 * 
		 * <p>CONVENTION ALERT: To implement the Go convention <code>useRounding</code>,
		 * always call GoItem's <code>correctValue()</code> method on each calculated 
		 * tween value before you apply it to a target. This corrects NaN to 0 and 
		 * rounds the value if <code>useRounding</code> is true.</p>
		 * 
		 * Example:
		 * <pre>
		 * override protected function onUpdate(type:String):void
		 * {
		 *     target[ propName ] = super.correctValue(startValue + change*_position);
		 * }
		 * </pre>
		 * 
		 * @param type	A constant from the class GoEvent: START, UPDATE, CYCLE, or COMPLETE.
		 * @see GoItem#correctValue()
		 * @see GoItem#useRounding
		 * @see #update()
		 */
		protected function onUpdate(type : String) : void 
		{
			// Subclass this method and start to implement your tween class.
		}
		
		/**
		 * @private
		 * Internal setup routine used by start() and other methods.
		 * 
		 * @param time			Tween start time based on getTimer
		 */
		protected function setup(startTime : Number) : void 
		{
			_startTime = startTime;
			var mult:Number = Math.max(0, timeMultiplier) * (_useFrames ? 1 : 1000);
			_tweenDuration = (_useFrames ? Math.round(_duration * mult)-1 : (_duration * mult));
			_endTime = _startTime + _tweenDuration;
			if (!_started) {
				var d:Number = (_useFrames ? Math.round(_delay * mult) : (_delay * mult));
				_startTime += d;
				_endTime += d;
			}
			// Set up a tween cycle: _currentEasing, _change, _position, and _easeParams. 
			// Be sure _repeater is updated before this call so the next cycle gets set up.
			var useCycleEase:Boolean = _repeater.currentCycleHasEasing;  
			_currentEasing = (useCycleEase ? _repeater.easingOnCycle : _easing);
			var extras:Array = (useCycleEase ? _repeater.extraEasingParams : _extraEaseParams);
			_change = _repeater.direction;
			_position = (_repeater.direction==-1 ? 1 : 0);
			_easeParams = new Array(0, _position, _change, _tweenDuration); // stored to reduce runtime object-creation
			if (extras) _easeParams = _easeParams.concat(extras);
		}
		
		/**
		 * @private
		 * Internal, dispatches events and executes callbacks of any pre-verified type.
		 *  
		 * @param type	Verified in addCallback, not in this method.
		 * @see #org.goasap.events.GoEvent GoEvent
		 */
		protected function dispatch(type:String):void 
		{
			var a:Array = (_callbacks[ type ] as Array);
			if (a)
				for each (var callback:Function in a)
					callback();
			if (hasEventListener(type))
				dispatchEvent(new GoEvent( type ));
		}
		
		/**
		 * @private
		 */
		protected function reset() : void {
			_position = 0;
			_change = 1;
			_repeater.reset();
			_currentFrame = _framesBase-1;
			_currentEasing = _easing;
			_easeParams = null;
			_started = false;
			_pauseTime = NaN;
			_startTime = NaN;
		}
	}
}
\ No newline at end of file
+	/**
	 * Dispatched during an animation's first update after the delay 
	 * has completed, if one was set. Any number of callbacks may also be 
	 * associated with this event using <code>addCallback</code>.
	 * @eventType org.goasap.events.START
	 */
	[Event(name="START", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched on the animation's update pulse. Any number of callbacks
	 * may also be associated with this event using <code>addCallback</code>.
	 * @eventType org.goasap.events.UPDATE
	 */
	[Event(name="UPDATE", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched when pause() is called successfully.  Any number of callbacks
	 * may also be associated with this event using <code>addCallback</code>.
	 * @eventType org.goasap.events.PAUSE
	 */
	[Event(name="PAUSE", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched when resume() is called successfully. Any number of callbacks
	 * may also be associated with this event using <code>addCallback</code>.
	 * @eventType org.goasap.events.RESUME
	 */
	[Event(name="RESUME", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched at the end of each cycle if the tween has more than one.
	 * Any number of callbacks may also be associated with this event using 
	 * <code>addCallback</code>.
	 * @eventType org.goasap.events.CYCLE
	 */
	[Event(name="CYCLE", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched if an animation is manually stopped. Any number of callbacks
	 * may also be associated with this event using <code>addCallback</code>.
	 * @eventType org.goasap.events.STOP
	 */
	[Event(name="STOP", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched on an animation's final update, just after the last update event.
	 * Any number of callbacks may also be associated with this event using 
	 * <code>addCallback</code>.
	 * @eventType org.goasap.events.COMPLETE
	 */
	[Event(name="COMPLETE", type="org.goasap.events.GoEvent")]

	/**
	 * LinearGo extends the base class GoItem to define a playable A-to-B animation. 
	 * 
	 * <p><b>LinearGo: A very simple tween</b></p>
	 * 
	 * <p>A LinearGo instance is a playable object that animates a single number. It dispatches events 
	 * and callbacks associated with the animation's start, update and completion. Instances can be used 
	 * directly, or easily subclassed to build custom tweening APIs. LinearGo extends GoItem, which 
	 * provides basic settings shared by physics and tween items. These include a <code>state</code> property, 
	 * <code>pulseInterval</code>, and the two common animation options <code>useRounding</code> and 
	 * <code>useRelative</code>.</p>
	 * 
	 * <p>The tween can be customized using the instance properties <code>duration</code>, <code>easing</code> 
	 * and <code>delay</code>. The number crunched by a LinearGo is readable in its <code>position</code> 
	 * property. This number always starts at 0 and completes at 1, regardless of the tween's duration 
	 * or easing (those parameters are factored in to produce accurate fractional in-between values).  
	 * As the tween runs, you can use <code>position</code> as a multiplier to animate virtually anything: 
	 * motion, alpha, a sound level, the values in a ColorTransform, BitmapFilter, a 3D scene, and so on.
	 * Note that at times position may be less than 0 or greater than 1 depending on the easing function.</p>
	 * 
	 * <p>The START event occurs just before the first update (after the delay). UPDATE is fired once on 
	 * <i>every</i> update pulse, and COMPLETE just after the final update. The STOP event is fired by LinearGo 
	 * only if a tween is stopped before it completes. Additional events are fired on PAUSE, RESUME and at
	 * the end of each CYCLE if the tween plays more than one cycle. Besides standard events, you can store 
	 * callback functions (method-closures) using <code>addCallback</code>. Any number of callbacks can be 
	 * associated with each GoEvent type. This alternative to the standard event model was included in 
	 * LinearGo since it's a common feature of many modern tweening APIs, and very slightly more efficient 
	 * than standard events.</p>
	 * 
	 * <p>LinearGo can play multiple back-and-forth tween cycles or repeat forward-play any number of times.
	 * This functionality is handled by the LinearGo's <code>repeater</code> instance, which has settings for
	 * alternate easing on reverse-cycles, infinite cycling, plus <code>currentCycle</code> and <code>done</code> 
	 * state properties.</p>
	 * 
	 * <p><b>Subclassing to create custom tweens</b></p>
	 * 
	 * <p><i>Important: Store your custom tween classes in a package bearing your own classpath, not in the core 
	 * package! This will help avoid confusion with other authors' work.</i></p>
	 * 
	 * <p>It's possible to build virtually any tweening API over LinearGo because all of the specifics are left 
	 * up to you: target objects, tweenable properties, tween values — and importantly, the datatypes of all of these.</p>
	 * 
	 * <p>A basic subclass can be created in three steps: Gathering target & property information, subclassing the 
	 * <code>start</code> method to set up the tween, and finally subclassing the <code>onUpdate</code> method 
	 * to affect the tween. The first step, gathering tween target and property information, can be done by writing 
	 * getter/setter properties, customizing the constructor, or both. Consider various options such as allowing for 
	 * single vs. multiple target objects, open vs. specific tween properties, and so on. The next step, subclassing 
	 * <code>start</code>, involves figuring the tween's amount of change and implementing a standard Go convention, 
	 * <code>useRelative</code>. This option should enable the user to declare tween values as relative to existing 
	 * values instead of as fixed absolutes. In the final step, you subclass <code>onUpdate</code> to apply the tween, 
	 * using the <code>_position</code> calculated by this base class:</p>
	 * 
	 * <pre>target[ propName ] = super.correctValue(start + change * _position);</pre>
	 * 
	 * <p>The helper method <code>correctValue</code> is provided in the superclass GoItem, to clean up NaN values 
	 * and apply rounding when <code>useRounding</code> is activated. That's it — events and callbacks are 
	 * dispatched by LinearGo, so subclasses can remain simple.</p>
	 * 
	 * <p>An optional fourth step will make your custom tween compatible with Go managers. To do this, implement 
	 * the IManageable interface. (OverlapMonitor prevents different tween instances from handling the same 
	 * property at once; you can build other managers as well.)</p>
	 * 
	 * {In the game of Go a black or white stone is called a go-ishi.}
	 * 
	 * @author Moses Gunesch
	 */
	public class LinearGo extends GoItem implements IPlayable
	{
		// -== Settable Class Defaults ==-
		
		/**
		 * Class default for the instance property delay.
		 * @default 0
		 * @see #delay
		 */
		public static var defaultDelay : Number = 0;
		
		/**
		 * Class default for the instance property duration.
		 * @default 1
		 * @see #duration
		 */
		public static var defaultDuration : Number = 1;
		
		/**
		 * Class default for the instance property easing.
		 * Note that this property is left null until the first LinearGo
		 * is instantiated, at which time it is set to Quintic.easeOut.
		 * @default fl.motion.easing.Quintic.easeOut
		 * @see #easing
		 */
		public static var defaultEasing:Function;
		
		/**
		 * Normal default easing, this is Quintic.easeOut.
		 * (The two default easings in this class are included because there's
		 * currently no single easing classpath shared between Flash & Flex.)
		 */
		public static function easeOut(t:Number, b:Number, c:Number, d:Number) : Number {
			return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
		};
		
		// -== Class Methods ==-
		
		/**
		 * An alternative default easing with no acceleration.
		 * (The two default easings in this class are included because there's
		 * currently no single easing classpath shared between Flash & Flex.)
		 */
		public static function easeNone(t:Number, b:Number, c:Number, d:Number) : Number {
			return c * t / d + b;
		};
		
		/**
		 * A quick one-time setup command that lets you turn on useFrames mode
		 * as a default for all new tweens and adjust some related settings.
		 * (Note that useFrames mode is normally only used for specialty situations.)
		 * 
		 * @param defaultToFramesMode		Sets an internal default so all new LinearGo instances
		 * 									will be set to use framecounts for their delay and duration. 
		 * 									Also sets GoItem.defaultPulseInterval to enterframe which is 
		 * 									most normal for frame-based updates.
		 * @param useZeroBasedFrameIndex	Normally currentFrame reads 1 on first update, like the Flash
		 * 									timeline starts at Frame 1. Set this option to use a zero-based 
		 * 									index on all tweens instead.
		 * @see #useFrames
		 * @see #currentFrame
		 */
		public static function setupUseFramesMode( defaultToFramesMode: Boolean = true,
								   				   useZeroBasedFrameIndex: Boolean=false):void {
			GoItem.defaultPulseInterval = GoEngine.ENTER_FRAME;
			_useFramesMode = defaultToFramesMode;
			if (useZeroBasedFrameIndex) { _framesBase = 0; }
		}

		// -== Pulic Properties ==-
		
		/**
		 * Number of seconds after start() call that the LinearGo begins processing.
		 * <p>If not set manually, the class default defaultDelay is adopted.</p>
		 * @see #defaultDelay
		 */
		public function get delay():Number {
			return _delay;
		}
		public function set delay(seconds:Number):void {
			if (_state==PlayStates.STOPPED && seconds >= 0) {
				_delay = seconds;
			}
		}
		
		/**
		 * Number of seconds the LinearGo takes to process.
		 * <p>If not set manually, the class default defaultDuration is adopted.</p>
		 * @see #defaultDuration
		 */
		public function get duration():Number {
			return _duration;
		}
		public function set duration(seconds:Number):void {
			if (_state==PlayStates.STOPPED && seconds >= 0) {
				_duration = seconds;
			}
		}
		
		/**
		 * Any standard easing-equation function such as the ones found in
		 * the Flash package fl.motion.easing or the flex package mx.effects.easing.
		 * 
		 * <p>If not set manually, the class default defaultEasing is adopted. An error
		 * is thrown if the function does not follow the typical format. For easings 
		 * that accept more than four parameters use <code>extraEasingParams</code>.
		 * </p>
		 * 
		 * @see #defaultEasing
		 * @see #extraEasingParams
		 */
		public function get easing():Function {
			return _easing;
		}
		public function set easing(type:Function):void {
			if (_state==PlayStates.STOPPED) {
				try {
					if (type(1,1,1,1) is Number) {
						_easing = type;
						return;
					}
				} catch (e:Error) {}
				throw new EasingFormatError();
			}
		}
		
		/**
		 * Additional parameters to pass to easing functions that accept more than four.
		 * @see #easing
		 */
		public function get extraEasingParams() : Array {
			return _extraEaseParams;
		}
		public function set extraEasingParams(params:Array):void {
			if (_state==PlayStates.STOPPED && params is Array && params.length>0) {
				_extraEaseParams = params;
			}
		}
		
		/**
		 * A LinearGoRepeater instance that defines options for repeated 
		 * or back-and-forth cycling animation.
		 * 
		 * <p>You may pass a LinearGoRepeater instance to the constructor's
		 * repeater parameter to set all options at instantiation. The 
		 * repeater's cycles property can be set to an integer, or
		 * to Repeater.INFINITE or 0 to repeat indefinitely, and checked using
		 * <code>linearGo.repeater.currentCycle</code>. LinearGoRepeater's 
		 * <code>reverseOnCycle</code> flag is true by default, which
		 * causes animation to cycle back and forth. In that mode you can
		 * also specify a separate easing function (plus extraEasingParams)
		 * to use for the reverse animation cycle. For example, an easeOut
		 * easing with an easeIn easingOnCycle will produce a more 
		 * natural-looking result. If <code>reverseOnCycle</code> is disabled, 
		 * the animation will repeat its play forward each time.</p>
		 * 
		 * <p>(The repeater property replaces the cycles, easeOnCycle and 
		 * currentCycle parameters in earlier releases of LinearGo).</p>
		 * 
		 * @see org.goasap.managers.LinearGoRepeater LinearGoRepeater
		 */
		public function get repeater(): LinearGoRepeater {
			return _repeater;
		}
		
		/**
		 * When useFrames mode is activated, duration and delay are treated
		 * as update-counts instead of time values.
		 * 
		 * <p>(This mode is normally only used for specialty situations.)</p>
		 * 
		 * <p>Using this feature with a pulseInterval of GoEngine.ENTER_FRAME 
		 * will result in a frame-based update that mimics the behavior of the 
		 * flash timeline. As with the timeline, frame-based tween durations can 
		 * vary based on the host computer's processor load and other factors.</p>
		 * 
		 * <p>The <code>setupUseFramesMode()</code> class method is a much easier
		 * way to use frames in your project, instead of setting this property
		 * on every tween individually.</p>
		 * 
		 * @see #setupUseFramesMode()
		 */
		public function set useFrames(value:Boolean):void {
			if (_state==PlayStates.STOPPED)
				_useFrames = value;
		}
		public function get useFrames():Boolean {
			return _useFrames;
		}
		
		/**
		 * A number between 0 and 1 representing the current tween value.
		 * 
		 * <p>Use this number as a multiplier to apply values to targets 
		 * across time.<p> 
		 * 
		 * <p>Here's an example of what an overridden update method might contain:</p>
		 * <pre>
		 * super.update(currentTime);
		 * target[ propName ] = super.correctValue(startValue + change*_position);
		 * </pre> 
		 * @see #timePosition
		 */
		public function get position():Number {
			return _position;
		}
		
		/**
		 * For time-based tweens, returns a time value which is negative during delay 
		 * then spans the tween duration in positive values, ignoring repeat cycles.
		 * 
		 * <p>In useFrames mode, this getter differs from <code>currentFrame</code>
		 * significantly. Instead of constantly increasing through all cycles as if
		 * tweens were back-to-back in a timeline layer, this method acts more like
		 * a single tween placed at frame 1, with a timeline playhead that scans back 
		 * and forth or loops during cycles. So for a 10-frame tween with a 5-frame 
		 * delay and 2 repeater cycles with reverseOnCycle set to true, this method 
		 * will return values starting at -5, start the animation at 1, play to 10 
		 * then step backward to 1 again.</p>
		 * 
		 * @see #position
		 * @see #currentFrame
		 * @see #duration
		 * @see #delay
		 * @see #setupUseFramesMode()
		 */
		public function get timePosition():Number {
			if (_state==PlayStates.STOPPED)
				return 0;
			var mult:Number = Math.max(0, timeMultiplier);
			if (_useFrames) {
				if (_currentFrame>_framesBase) {
					var cf:uint = _currentFrame-_framesBase;
					if (_repeater.direction==-1) {
						return ((_duration-1) - cf%_duration) + _framesBase;
					}
					return cf%_duration + _framesBase;
				}
				return _currentFrame;
			}
			return ((getTimer()-_startTime) / 1000 / mult);
		}

		/**
		 * Returns the number of updates that have occured since start.
		 * 
		 * <p>This update-count property does not necessarily correspond 
		 * to the actual player framerate, just the instance's pulseInterval.</p>
		 * 
		 * <p>This property is set up to mirror the flash timeline. Imagine a timeline 
		 * layer with a delay being a set of blank frames followed by the tween, 
		 * followed by subsequent cycles as additional tweens: this is the way 
		 * the <code>currentFrame</code> property works. Its first value is 1 by 
		 * default, which can be changed to 0 in <code>setupUseFramesMode()</code>.
		 * This differs significantly from <code>timePosition</code>, which places 
		 * the start of a single instance of the tween at frame 1 and steps its
		 * values from negative during delay then cycling through the single tween.</p> 
		 * 
		 * 
		 * @see #useFrames
		 * @see #setupUseFramesMode()
		 * @see #timePosition
		 */
		public function get currentFrame():uint {
			return _currentFrame;
		}
		
		// -== Protected Properties ==-
		
		/** @private */
		protected static var _useFramesMode : Boolean = false;
		
		/** @private */
		protected static var _framesBase : Number = 1;
		
		/** @private */
		protected var _delay 			: Number;
		
		/** @private */
		protected var _duration 		: Number;
		
		/** @private */
		protected var _tweenDuration	: Number;
		
		/** @private */
		protected var _easing 			: Function;
		
		/** @private */
		protected var _easeParams		: Array;
		
		/** @private */
		protected var _extraEaseParams	: Array;
		
		/** @private */
		protected var _repeater			: LinearGoRepeater;
		
		/** @private */
		protected var _currentEasing	: Function;
		
		/** @private */
		protected var _useFrames		: Boolean;
		
		/** @private */
		protected var _started			: Boolean = false;
		
		/** @private */
		protected var _currentFrame		: int;
		
		/** @private */
		protected var _position			: Number;
		
		/** @private */
		protected var _change			: Number;
		
		/** @private */
		protected var _startTime		: Number;
		
		/** @private */
		protected var _endTime 			: Number;
		
		/** @private */
		protected var _pauseTime 		: Number;
		
		/** @private */
		protected var _callbacks		: Object = new Object(); // In tests, creating this object up front is more efficient.
		
		// -== Public Methods ==-
		
		/**
		 * The inputs here are not a convention, subclasses should design
		 * their own constructors appropriate to usage. They are provided
		 * here primarily as a convenience for subclasses. However, do not
		 * omit calling super() from subclass constructors: LinearGo's
		 * constructor sets and validates class defaults and sets up the
		 * repeater instance.
		 */
		public function LinearGo(	delay	 			: Number=NaN,
									duration 			: Number=NaN,
									easing 				: Function=null,
									extraEasingParams	: Array=null,
									repeater			: LinearGoRepeater=null,
									useRelative			: Boolean=false,
									useRounding			: Boolean=false,
									useFrames			: Boolean=false,
									pulseInterval		: Number=NaN ) {
			// validate & set class defaults first
			if (isNaN(defaultDelay))
				defaultDelay = 0;
			if (isNaN(defaultDuration))
				defaultDuration = 1;
			try { this.easing = defaultEasing; }
			catch (e1:EasingFormatError) { defaultEasing = easeOut; }
			// set params
			if (!isNaN(delay)) _delay = delay;
			else _delay = defaultDelay;
			if (!isNaN(duration)) _duration = duration;
			else _duration = defaultDuration;
			try { this.easing = easing; }
			catch (e2:EasingFormatError) {
				if (easing!=null) { throw e2; } // user passed invalid easing function
				this.easing = defaultEasing;
			}
			if (extraEasingParams) _extraEaseParams = extraEasingParams;
			if (useRelative) this.useRelative = true;
			if (useRounding) this.useRounding = true;
			_useFrames = (useFrames || _useFramesMode);
			if (!isNaN(pulseInterval)) _pulse = pulseInterval;
			if (repeater!=null) _repeater = repeater; // repeater setup makes super() call important for all subclasses.
			else _repeater = new LinearGoRepeater(); 
			_repeater.setParent(this);
		}
		
		/**
		 * Starts play for this LinearGo instance using GoEngine.
		 * 
		 * <p>CONVENTION ALERT: If <code>useRelative</code> is true, calculate tween values
		 * relative to the target object's existing value as in the example below.</p>
		 * 
		 * <p>Most typically you should also store the tween's start and change values
		 * for later use in <code>onUpdate</code>.</p>
		 * 
		 * <pre>
		 * protected var _target : DisplayObject;
		 * protected var _width : Number;
		 * protected var _changeWidth : Number;
		 * 
		 * public function start():Boolean 
		 * {
		 *     if (!_target || !_width || isNaN(_width))
		 *         return false;
		 * 
		 *     _startWidth = _target.width;
		 * 
		 *     if (useRelative) {
		 *         _changeWidth = _width;
		 *     } else {
		 *         _changeWidth = (_width - _startWidth);
		 *     }
		 *     
		 *     return (super.start());
		 * }
		 * </pre>
		 * 
		 * @return Successful addition of the item to GoEngine
		 * 
		 * @see GoItem#useRelative
		 * @see #onUpdate()
		 */
		public function start() : Boolean {
			stop(); // does nothing if already stopped.
			if (GoEngine.addItem(this)==false)
				return false;
			reset();
			_state = (_delay > 0 ? PlayStates.PLAYING_DELAY : PlayStates.PLAYING); // has to be set here since delay is not included in PlayableBase.
			// note: start event is dispatched on the first update cycle for tighter cross-item syncing.
			return true;
		}
		
		/**
		 * Ends play for this LinearGo instance and dispatches a GoEvent.STOP
		 * event if the tween is incomplete. This method does not typically 
		 * require subclassing.
		 * 
		 * @return Successful removal of the item from GoEngine
		 */
		public function stop() : Boolean {
			if (_state==PlayStates.STOPPED || GoEngine.removeItem(this)==false)
				return false;
			_state = PlayStates.STOPPED;
			var completed:Boolean = (_easeParams!=null && _position==_easeParams[1]+_change);
			reset();
			if (!completed) // otherwise a COMPLETE event was dispatched.
				dispatch( GoEvent.STOP );
			return true;
		}

		/**
		 * Pauses play (including delay) for this LinearGo instance.
		 * This method does not typically require subclassing.
		 * 
		 * @return Success
		 * @see #resume()
		 * @see org.goasap.GoEngine#setPaused GoEngine.setPaused()
		 */
		public function pause() : Boolean {
			if (_state==PlayStates.STOPPED || _state==PlayStates.PAUSED)
				return false;
			_state = PlayStates.PAUSED;
			_pauseTime = (_useFrames ? _currentFrame : getTimer()); // This causes update() to skip processing.
			dispatch(GoEvent.PAUSE);
			return true;
		}
		
		/**
		 * Resumes previously paused play, including delay.
		 * This method does not typically require subclassing.
		 * 
		 * @return Success
		 * @see #pause()
		 * @see org.goasap.GoEngine#setPaused GoEngine.setPaused()
		 */
		public function resume() : Boolean {
			if (_state != PlayStates.PAUSED)
				return false;
			var currentTime:Number = (_useFrames ? _currentFrame : getTimer());
			setup(currentTime - (_pauseTime - _startTime)); 
			_pauseTime = NaN;
			_state = (_startTime > currentTime ? PlayStates.PLAYING_DELAY : PlayStates.PLAYING);
			dispatch(GoEvent.RESUME);
			return true;
		}
		
		/**
		 * Skips to a point in the tween's duration and plays, from any state. 
		 * This method does not typically require subclassing.
		 * 
		 * <p>If GoItem.timeMultiplier is set to a custom value, you should still pass a 
		 * seconds value based on the tween's real duration setting.</p>
		 * 
		 * @param time		Seconds or frames to jump to across all cycles, where 0 (or 1 in useFramesMode)
		 * 					represents tween start, numbers greater than duration represent higher repeat cycles,
		 * 					and negative numbers represent a new delay to play before tween start.
		 * @return Success
		 * @see #timePosition
		 */
		public function skipTo(time : Number) : Boolean 
		{
			if (_state==PlayStates.STOPPED) {
				if (start()==false) 
					return false;
			}
			if (isNaN(time)) { time = 0; }
			var mult:Number = Math.max(0, timeMultiplier) * (_useFrames ? 1 : 1000);
			var startTime:Number;
			var currentTime:Number;
			if (time < _framesBase) { // Negative value: rewind and add a new delay.
				_repeater.reset();
				if (_position>0) { skipTo(_framesBase); } // skips to start so new pause occurs in starting position
			}
			else {
				time = _repeater.skipTo(_duration, time-_framesBase); // sets cycles and returns new position
			}
			if (_useFrames) {
				startTime = _framesBase;
				currentTime = _currentFrame = Math.round(time*mult);
			}
			else {
				currentTime = getTimer();
				startTime = (currentTime - (time * mult)); // skipTo operation is performed by altering the tween's start & end times.
			}
			setup(startTime);
			_state = (_startTime > currentTime ? PlayStates.PLAYING_DELAY : PlayStates.PLAYING);
			update(currentTime); // sets _position
			return true;
		}
		
		/**
		 * An alternative to subscribing to events is to store callbacks. You can 
		 * associate any number of callbacks with the primary GoEvent types START,
		 * UPDATE, COMPLETE, and STOP (only fired if the tween is stopped before it 
		 * completes).
		 * 
		 * <p>
		 * Note that there is little difference between using callbacks and events.
		 * Both are common techniques used in many various modern tweening APIs. Callbacks 
		 * are slightly faster, but this won't normally be noticeable unless thousands of 
		 * tweens are being run at once.
		 * </p>
		 * 
		 * @param closure	A reference to a callback function
		 * @param type		Any GoEvent type constant, the default is COMPLETE.
		 * @see #removeCallback
		 * @see org.goasap.events.GoEvent GoEvent
		 */
		public function addCallback(closure : Function, type : String=GoEvent.COMPLETE):void {
			if (!_callbacks[ type ]) 
				_callbacks[ type ] = new Array();
			var a:Array = (_callbacks[ type ] as Array);
			if (a.indexOf(closure)==-1)
				a.push(closure);
		}
		
		/**
		 * Removes a method closure previously stored using addCallback.
		 * 
		 * @param closure	A reference to a function
		 * @param type		A GoEvent constant, default is COMPLETE.
		 * @see #addCallback
		 * @see org.goasap.events.GoEvent GoEvent
		 */
		public function removeCallback(closure : Function, type : String=GoEvent.COMPLETE):void {
			var a:Array = (_callbacks[ type ] as Array);
			if (a) 
				while (a.indexOf(closure)>-1)
					a.splice(a.indexOf(closure), 1);
		}
		
		/**
		 * Performs tween calculations on GoEngine pulse.
		 * 
		 * <p>Subclass <code>onUpdate</code> instead of this method.
		 * 
		 * @param currentTime	Clock time for the current block of updates.
		 * @see #onUpdate()
		 */
		override public function update(currentTime:Number) : void 
		{
			if (_state==PlayStates.PAUSED)
				return;
			
			_currentFrame ++;
			if (_useFrames) 
				currentTime = _currentFrame;
			
			if (isNaN(_startTime))		// setup() must be called once prior to tween's 1st update. 
				setup(currentTime);		// This is done here, not in start, for tighter syncing of items.
			
			if (_startTime > currentTime) 
				return; // still PlayStates.PLAYING_DELAY
			
			// (1.) Set _position and determine primary update type.
			var type:String = GoEvent.UPDATE;
			if (currentTime < _endTime) { // start, update...
				if (!_started)
					type = GoEvent.START;
				var time:Number = _easeParams[0] = (currentTime - _startTime);
				_position = (time==0 ? 0 : _currentEasing.apply(null, _easeParams)); // update position using easing function.
			}																		// [note: checking for zero may reduce efficiency a little. Back easing gives a faulty return value @ 0.]
			else { // complete, cycle...
				_position = _easeParams[1] + _change; // set absolute 1 or 0 position at end of cycle
				type = (_repeater.hasNext() ? GoEvent.CYCLE : GoEvent.COMPLETE);
			}
			
			// (2.) Run onUpdate() passing the primary update type, then
			// (3.) dispatch up to three events in correct order.
			onUpdate(type);
			if (!_started) {
				_state = PlayStates.PLAYING;
				_started = true;
				dispatch(GoEvent.START);
			}
			dispatch(GoEvent.UPDATE);
			if (type==GoEvent.COMPLETE) {
				stop();
				dispatch(GoEvent.COMPLETE);
			}
			else if (type==GoEvent.CYCLE) {
				_repeater.next();
				dispatch(GoEvent.CYCLE);
				_startTime = NaN; // causes setup() to be called again on next update to prep next cycle.
			}
		}
		
		// -== Protected Methods ==-
		
		/**
		 * Subclass this method (instead of the update method) for simplicity. 
		 * 
		 * <p>Use this method to manipulate targets based on the current _position 
		 * setting, which is a 0-1 multiplier precalculated to the tween's position
		 * based on its easing style and the current time in the tween.</p> 
		 * 
		 * <p>CONVENTION ALERT: To implement the Go convention <code>useRounding</code>,
		 * always call GoItem's <code>correctValue()</code> method on each calculated 
		 * tween value before you apply it to a target. This corrects NaN to 0 and 
		 * rounds the value if <code>useRounding</code> is true.</p>
		 * 
		 * Example:
		 * <pre>
		 * override protected function onUpdate(type:String):void
		 * {
		 *     target[ propName ] = super.correctValue(startValue + change*_position);
		 * }
		 * </pre>
		 * 
		 * @param type	A constant from the class GoEvent: START, UPDATE, CYCLE, or COMPLETE.
		 * @see GoItem#correctValue()
		 * @see GoItem#useRounding
		 * @see #update()
		 */
		protected function onUpdate(type : String) : void 
		{
			// Subclass this method and start to implement your tween class.
		}
		
		/**
		 * @private
		 * Internal setup routine used by start() and other methods.
		 * 
		 * @param time			Tween start time based on getTimer
		 */
		protected function setup(startTime : Number) : void 
		{
			_startTime = startTime;
			var mult:Number = Math.max(0, timeMultiplier) * (_useFrames ? 1 : 1000);
			_tweenDuration = (_useFrames ? Math.round(_duration * mult)-1 : (_duration * mult));
			_endTime = _startTime + _tweenDuration;
			if (!_started) {
				var d:Number = (_useFrames ? Math.round(_delay * mult) : (_delay * mult));
				_startTime += d;
				_endTime += d;
			}
			// Set up a tween cycle: _currentEasing, _change, _position, and _easeParams. 
			// Be sure _repeater is updated before this call so the next cycle gets set up.
			var useCycleEase:Boolean = _repeater.currentCycleHasEasing;  
			_currentEasing = (useCycleEase ? _repeater.easingOnCycle : _easing);
			var extras:Array = (useCycleEase ? _repeater.extraEasingParams : _extraEaseParams);
			_change = _repeater.direction;
			_position = (_repeater.direction==-1 ? 1 : 0);
			_easeParams = new Array(0, _position, _change, _tweenDuration); // stored to reduce runtime object-creation
			if (extras) _easeParams = _easeParams.concat(extras);
		}
		
		/**
		 * @private
		 * Internal, dispatches events and executes callbacks of any pre-verified type.
		 *  
		 * @param type	Verified in addCallback, not in this method.
		 * @see #org.goasap.events.GoEvent GoEvent
		 */
		protected function dispatch(type:String):void 
		{
			var a:Array = (_callbacks[ type ] as Array);
			if (a)
				for each (var callback:Function in a)
					callback();
			if (hasEventListener(type))
				dispatchEvent(new GoEvent( type ));
		}
		
		/**
		 * @private
		 */
		protected function reset() : void {
			_position = 0;
			_change = 1;
			_repeater.reset();
			_currentFrame = _framesBase-1;
			_currentEasing = _easing;
			_easeParams = null;
			_started = false;
			_pauseTime = NaN;
			_startTime = NaN;
		}
	}
}
\ No newline at end of file

Modified: trunk/goasap/src_go/org/goasap/utils/PlayableGroup.as
==============================================================================
--- trunk/goasap/src_go/org/goasap/utils/PlayableGroup.as	(original)
+++ trunk/goasap/src_go/org/goasap/utils/PlayableGroup.as	Sun Aug  3 23:39:17 2008
@@ -1 +1 @@
-/**
 * Copyright (c) 2007 Moses Gunesch
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package org.goasap.utils {
	import flash.utils.Dictionary;
	
	import org.goasap.PlayStates;
	import org.goasap.PlayableBase;
	import org.goasap.events.GoEvent;
	import org.goasap.interfaces.IPlayable;
	import org.goasap.managers.Repeater;	

	/**
	 * Dispatched when the group starts.
	 * @eventType org.goasap.events.START
	 */
	[Event(name="START", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched when the group is paused successfully.
	 * @eventType org.goasap.events.PAUSE
	 */
	[Event(name="PAUSE", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched when the group is resumed successfully.
	 * @eventType org.goasap.events.RESUME
	 */
	[Event(name="RESUME", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched at the end the group if <code>repeater.cycles</code> is set to
	 * a value other than one, just before the group starts its next play cycle.
	 * @eventType org.goasap.events.CYCLE
	 */
	[Event(name="CYCLE", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched if the group is manually stopped.
	 * @eventType org.goasap.events.STOP
	 */
	[Event(name="STOP", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched after all children have dispatched a STOP or COMPLETE event.
	 * @eventType org.goasap.events.COMPLETE
	 */
	[Event(name="COMPLETE", type="org.goasap.events.GoEvent")]


	/**
	 * Batch-play a set of items and receive an event when all of them have finished.
	 * 
	 * <p>PlayableGroup accepts any IPlayable for its children, which can include
	 * tweens, other groups, sequences and so forth. The group listens for both 
	 * GoEvent.STOP and GoEvent.COMPLETE events from its children, either of which 
	 * are counted toward group completion.</p>
	 * 
	 * <p>The <code>repeater</code> property of PlayableGroup allows you to loop play 
	 * any number of times, or indefinitely by setting its cycles to Repeater.INFINITE. 
	 * GoEvent.CYCLE is dispatched on each loop and GoEvent.COMPLETE when finished.
	 * Other events dispatched include the GoEvent types START, STOP, PAUSE, and RESUME.</p>
	 * 
	 * @author Moses Gunesch
	 */
	public class PlayableGroup extends PlayableBase implements IPlayable {
		
		// -== Public Properties ==-
		
		/**
		 * Get or set the children array. Only IPlayable items are stored. Note that 
		 * unlike the methods <code>addChild</code> and <code>removeChild</code>, 
		 * setting this property will stop any group play currently in progress.
		 */
		public function get children():Array {
			var a:Array = [];
			for (var item:Object in _children)
				a.push(item);
			return a;
		}
		public function set children(a:Array):void {
			if (_listeners > 0)
				stop();
			for each (var item:Object in a)
				if (item is IPlayable)
					addChild(item as IPlayable);
		}
		
		/**
		 * The groups's Repeater instance, which may be used to make
		 * it loop and play more than one time.
		 * 
		 * <p>The Repeater's cycles property can be set to an integer, or
		 * to Repeater.INFINITE or 0 to repeat indefinitely.</p> 
		 * 
		 * <pre>
		 * var group:PlayableGroup = new PlayableGroup(tween1, tween2, tween3);
		 * group.repeater.cycles = 2;
		 * group.start();
		 * trace(group.repeater.currentCycle); // output: 0
		 * </pre>
		 */
		public function get repeater(): Repeater {
			return _repeater;
		}
		
		/**
		 * Determines the number of children currently being monitored 
		 * for completion by the group.
		 */
		public function get listenerCount() : uint {
			return _listeners;
		}

		// -== Protected Properties ==-
		
		/** @private */
		protected var _children: Dictionary = new Dictionary();
		
		/** @private */
		protected var _listeners: uint = 0;
		
		/** @private */
		protected var _repeater: Repeater;
		
		// -== Public Methods ==-
		
		/**
		 * Constructor.
		 * 
		 * @param items	Any number of IPlayable items as separate arguments, 
		 * 					or a single array of them.
		 */
		public function PlayableGroup(...items) {
			super();
			if (items.length > 0)
				this.children = ((items[ 0 ] is Array) ? items[ 0 ] : items);
			_repeater = new Repeater();
			_repeater.setParent(this);
		}
		
		/**
		 * Searches for a child with the specified playableID.
		 * 
		 * @param playableID	The item playableID to search for. (The item must have a
		 * 						property called <code>playableID</code> which is a general
		 * 						GoASAP convention established in PlayableBase.)
		 * @param deepSearch	If child is not found in the group, this option runs a 
		 * 						recursive search on any children that are PlayableGroup.
		 * @return				The SequenceStep with the matching playableID.
		 */
		public function getChildByID(playableID:*, deepSearch:Boolean=true):IPlayable {
			for (var item:Object in _children)
				if (item.hasOwnProperty("playableID") && item["playableID"]===playableID)
					return (item as IPlayable);
			if (deepSearch) {
				for (item in _children) {
					if (item is PlayableGroup) {
						var match:IPlayable = ((item as PlayableGroup).getChildByID(playableID, true));
						if (match) { return (match as IPlayable); }
					}
				}
			}
			return null;
		}
		
		/**
		 * Adds a single IPlayable to the children array (duplicates are rejected) and
		 * syncs up the group and child play-states based on various conditions.
		 * 
		 * <p>If both the group and the item being added are STOPPED, the item is simply
		 * added to the children list.</p>
		 * 
		 * <p>If both items are PAUSED or PLAYING (including PLAYING_DELAY for children), 
		 * the child is actively added to the group during play and will be monitored for 
		 * completion along with others.</p>
		 * 
		 * <p>In other cases where the child's state mismatches the group's state, there
		 * are several behaviors available. Normally if the second parameter <code>adoptChildState</code>
		 * is left false, the child's mismatched state will be updated to match the group's
		 * state. This can result in it being stopped, paused, or started/resumed and monitored 
		 * for completion along with other children. Passing true for <code>adoptChildState</code> 
		 * results in updating the group's state to match the child's. This option could be used, for 
		 * example, if you wanted to build a group of already-playing items without disrupting their
		 * play cycle with a start() call to the group.</p>
		 * 
		 * @param item				Any instance that implements IPlayable and uses PlayState constants.
		 * @param adoptChildState	Makes this group change its play-state to match the state of the new child.
		 * @return Success.
		 */
		public function addChild(item:IPlayable, adoptChildState:Boolean=false): Boolean {
			if (_children[ item ])
				return false;
			if (item.state!=_state) { // Resolve an obvious mismatched play state...
									  // Normally states are both STOPPED, so the following ugliness is rarely used.
				var primary:IPlayable = (adoptChildState ? item : this);
				var primaryPlaying:Boolean = (primary.state==PlayStates.PLAYING || primary.state==PlayStates.PLAYING_DELAY); // Less obvious, but treat PLAYING_DELAY & PLAYING as "playing."
				var secondary:IPlayable = (adoptChildState ? this : item);
				var secondaryPlaying:Boolean = (secondary.state==PlayStates.PLAYING || secondary.state==PlayStates.PLAYING_DELAY);
				_children[ item ] = false;
				if (primaryPlaying && secondaryPlaying) {
					return true; // If both items are playing, we're done.
				}
				var startFail:Boolean = false;
				switch (primary.state) {
					case PlayStates.STOPPED:
						secondary.stop();
						return true;
					case PlayStates.PAUSED: // This case works either way. Both START & PAUSE events will result.
						if (secondary.state==PlayStates.STOPPED) {
							if (item==secondary)
								listenTo(item); // done before start in case of immediate action
							startFail = (secondary.start()==false);
						}
						secondary.pause();
						break;
					case PlayStates.PLAYING: 
					case PlayStates.PLAYING_DELAY:
						if (secondary.state==PlayStates.PAUSED)
							secondary.resume();
						else if (secondary.state==PlayStates.STOPPED) {
							if (item==primary) {
								_state = PlayStates.PLAYING; // Group adopts child playing state
								dispatchEvent(new GoEvent( GoEvent.START));
							} 
							else {
								listenTo(item); // done before start in case of immediate action
								startFail = item.start();
							}
						}
						break;
				}
			}
			if (startFail || item.state==PlayStates.STOPPED)
				unListenTo(item);
			return true;
		}
		
		/**
		 * Removes a single IPlayable from the children array.
		 * 
		 * <p>Note that if play is in progress when a child is added it does not
		 * interrupt play and the child is monitored for completion along with
		 * others.</p>
		 * 
		 * @param item		Any instance that implements IPlayable and uses PlayState constants.
		 * @return Success.
		 */
		public function removeChild(item:IPlayable): Boolean {
			var v:* = _children[ item ];
			if (v===null)
				return false;
			if (v===true)
				unListenTo( item );
			delete _children[ item ];
			return true;
		}
		
		/**
		 * Test whether any child has a particular PlayState.
		 * 
		 * <pre>
		 * // Example: resume a paused group
		 * if ( myGroup.anyChildHasState(PlayStates.PlayStates.PAUSED) ) {
		 *     myGroup.resume();
		 * }
		 * </pre>
		 * @see org.goasap.PlayStates PlayStates
		 */
		public function anyChildHasState(state:String): Boolean {
			for (var item:Object in _children)
				if ((item as IPlayable).state==state)
					return true;
			return false;
		}
		
		// -== IPlayable implementation ==-
		
		/**
		 * Calls start on all children. 
		 * 
		 * <p>If the group is active when this method is called, a <code>stop</code> call 
		 * is automated which will result in a GoEVent.STOP event being dispatched.</p>
		 * 
		 * @return Returns true if any child in the group starts successfully.
		 */
		public function start() : Boolean {
			stop();
			var r:Boolean = false;
			for (var item:Object in _children) {
				listenTo(item as IPlayable); // first in case of immediate STOP/COMPLETE.
				var started:Boolean = (item as IPlayable).start();
				if (!started || (item as IPlayable).state==PlayStates.STOPPED) {
					unListenTo(item as IPlayable);
					started = false;
				}
				r = (started || r);
			}
			if (!r) return false; // all starts failed
			_state = PlayStates.PLAYING;
			dispatchEvent(new GoEvent( GoEvent.START));
			_playRetainer[ this ] = 1; // Developers - Important! Look up _playRetainer.
			return true;
		}

		/**
		 * If the group is active, this method stops all child items and 
		 * dispatches a GoEvent.STOP event.
		 * 
		 * @return Returns true only if all children in the group stop successfully.
		 */
		public function stop() : Boolean {
			if (_state == PlayStates.STOPPED)
				return false;
			_state = PlayStates.STOPPED;
			_repeater.reset();
			delete _playRetainer[ this ]; // Developers - Important! Look up _playRetainer.
			if (_listeners==0) {
				dispatchEvent(new GoEvent( GoEvent.COMPLETE ));
				return true;
			}
			var r:Boolean = true;
			for (var item:Object in _children) {
				unListenTo(item as IPlayable);
				r = ((item as IPlayable).stop() && r);
			}
			dispatchEvent(new GoEvent( GoEvent.STOP ));
			return r;
		}
		
		/**
		 * Calls <code>pause</code> on all children.
		 * 
		 * @return  Returns true only if all playing children in the group paused successfully
		 * 			and at least one child was paused.
		 */
		public function pause() : Boolean {
			if (_state!= PlayStates.PLAYING)
				return false;
			var r:Boolean = true;
			var n:uint = 0;
			for (var item:Object in _children) {
				var success:Boolean = (item as IPlayable).pause();
				if (success) n++;
				r = (r && success);
			}
			if (n>0) {
				_state = PlayStates.PAUSED; // state should reflect that at least one item was paused,
								  // while return value may indicate that not all pause calls succeeded.
				dispatchEvent(new GoEvent( GoEvent.PAUSE ));
			}
			return (n>0 && r);
		}
		
		/**
		 * Calls <code>resume</code> on all children.
		 * 
		 * @return	Returns true only if all paused children in the group resumed successfully
		 * 			and at least one child was resumed.
		 */
		public function resume() : Boolean {
			if (_state!= PlayStates.PAUSED)
				return false;
			var r:Boolean = true;
			var n:uint = 0;
			for (var item:Object in _children) {
				var success:Boolean = (item as IPlayable).resume();
				if (success) n++;
				r = (r && success);
			}
			if (n>0) {
				_state = PlayStates.PLAYING; // state should reflect that at least one item was resumed,
								  // while return value may indicate that not all resume calls succeeded.
				dispatchEvent(new GoEvent( GoEvent.RESUME ));
			}
			return (n>0 && r);
		}
		
		/**
		 * Calls <code>skipTo</code> on all children.
		 * 
		 * @return	Returns true only if all children in the group skipTo the position successfully
		 * 			and at least one child was affected.
		 */
		public function skipTo(position : Number) : Boolean {
			var r:Boolean = true;
			var n:uint = 0;
			position = _repeater.skipTo(_repeater.cycles, position); // TODO: TEST
			for (var item:Object in _children) {
				listenTo(item as IPlayable); // first in case of immediate STOP/COMPLETE.
				var started:Boolean = (item as IPlayable).skipTo(position);
				if (!started || (item as IPlayable).state==PlayStates.STOPPED) {
					unListenTo(item as IPlayable);
					started = false;
				}
				r = (started && r);
				n++;
			}
			_state = (r ? PlayStates.PLAYING : PlayStates.STOPPED);
			return (n>0 && r);
		}
		
		// -== Protected Methods ==-
		
		/**
		 * @private
		 * Internal handler for item completion.
		 * @param event		GoEvent dispatched by child item. 
		 */
		protected function onItemEnd(event:GoEvent) : void {
			unListenTo(event.target as IPlayable);
			if (_listeners==0) {
				complete();
			}
		}
		
		/**
		 * @private
		 * Internal handler for group completion.
		 */
		protected function complete() : void {
			if (_repeater.next()) {
				dispatchEvent(new GoEvent( GoEvent.CYCLE ));
				for (var item:Object in _children) {
					listenTo(item as IPlayable); // first in case of immediate STOP/COMPLETE.
					var started:Boolean = (item as IPlayable).start();
					if (!started || (item as IPlayable).state==PlayStates.STOPPED)
						unListenTo(item as IPlayable);
				}
			}
			else {
				stop();
			}
		}

		/**
		 * @private
		 * Internal. Listen for item completion, keeping tight track of listeners.
		 * @param item	Any instance that extends IPlayable (IPlayable itself should not be used directly).
		 */
		protected function listenTo(item:IPlayable) : void {
			if (_children[ item ] === false) {
				item.addEventListener(GoEvent.STOP, onItemEnd, false, 0, true);
				item.addEventListener(GoEvent.COMPLETE, onItemEnd, false, 0, true);
				_children[ item ] = true;
				_listeners++;
			}
		}
		
		/**
		 * @private
		 * Internal. Stop listening for item completion.
		 * @param item	Any instance that extends IPlayable (IPlayable itself should not be used directly).
		 * @return Number of completion listeners remaining.
		 */
		protected function unListenTo(item:IPlayable) : void {
			if (_children[ item ] === true) {
				item.removeEventListener(GoEvent.STOP, onItemEnd);
				item.removeEventListener(GoEvent.COMPLETE, onItemEnd);
				_children[ item ] = false;
				_listeners--;
			}
		}
	}
}
\ No newline at end of file
+/**
 * Copyright (c) 2007 Moses Gunesch
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package org.goasap.utils {
	import flash.utils.Dictionary;
	
	import org.goasap.PlayStates;
	import org.goasap.PlayableBase;
	import org.goasap.events.GoEvent;
	import org.goasap.interfaces.IPlayable;
	import org.goasap.managers.Repeater;	

	/**
	 * Dispatched when the group starts.
	 * @eventType org.goasap.events.START
	 */
	[Event(name="START", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched when the group is paused successfully.
	 * @eventType org.goasap.events.PAUSE
	 */
	[Event(name="PAUSE", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched when the group is resumed successfully.
	 * @eventType org.goasap.events.RESUME
	 */
	[Event(name="RESUME", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched at the end the group if <code>repeater.cycles</code> is set to
	 * a value other than one, just before the group starts its next play cycle.
	 * @eventType org.goasap.events.CYCLE
	 */
	[Event(name="CYCLE", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched if the group is manually stopped.
	 * @eventType org.goasap.events.STOP
	 */
	[Event(name="STOP", type="org.goasap.events.GoEvent")]

	/**
	 * Dispatched after all children have dispatched a STOP or COMPLETE event.
	 * @eventType org.goasap.events.COMPLETE
	 */
	[Event(name="COMPLETE", type="org.goasap.events.GoEvent")]


	/**
	 * Batch-play a set of items and receive an event when all of them have finished.
	 * 
	 * <p>PlayableGroup accepts any IPlayable for its children, which can include
	 * tweens, other groups, sequences and so forth. The group listens for both 
	 * GoEvent.STOP and GoEvent.COMPLETE events from its children, either of which 
	 * are counted toward group completion.</p>
	 * 
	 * <p>The <code>repeater</code> property of PlayableGroup allows you to loop play