Deform geometry along spline in Animation Nodes Is it possible to deform an object along a spline in AN just as it can be done with the curve modifier?

I'm trying to do so with the spline falloff node affecting the vertices of my mesh but I'm getting results I can not understand. 

So an example would be, given a cylinder transform its vertices in a way which follows an spline object.

EDIT 

@Omar Ahmad solution works perfect if our starting point is a clean object. After solving the original question I'm editing my original question for further knowledge. 

If we want to combine a series of deformations and add it to our already answered curve deformation, how would it be done? In the following graph you can see my original state:


This part of the graph deforms in X each element till it reaches a post, is important to state that those elements have already been deformed in Y before reaching this part of the graph. 



So given all this deformations how can I add the deformation of the spline to get my elements to deform like this? (note we have access to yellow spline)
First, you normalize the vertices positions into a unity setting. This is easily done by subtracting the lower-left-forward corner position of the bounding box and dividing by the difference between the upper-right-backward corner position and the lower-left-forward corner position of the bounding box as follows:



You will notice that the vertices are now in a cube located at the origin with length, width, and height of unity. Next, we choose an axis to evaluate the spline at, I will choose the x axis, because I want the cylinder to be deformed along that axis. I will then use the values of that chosen axis to evaluate the spline. We scale the tangent and cotangent based on the values of the other two axis (y and z because we chose x), add the result, and add the evaluated location on top of that as follows:



Want to center it? Just subtract 0.5 from the normalize locations:



You can compute the lower-left-forward and upper-right-backward bounding box points manually from a list of points using the following node tree: