     }
     
     @IBAction func pauseTapped(_ sender: Any) {
-        /*
-         Note: .pause() doesn't render the view at it's current position, you need to call .finish() in order to render the view and its subviews at the desired finishing position (.start, .current, or .end)
-         */
+        // Note: .pause() doesn't render the view at it's current position, you need to call .finish(at:) in order to render the view and its subviews at the desired finishing position (.start, .current, or .end)
         
         circle.dance.pause()
     }

         
         This way you can keep track of you views' dance animations and easily handle any of Dance's error print logs.
         */
        
    }
    
    @IBAction func startTapped(_ sender: Any) {

    }
    
    @IBAction func reverseTapped(_ sender: Any) {
        // .reverse() reverses the animation block. Think of the animation block as a movie, and .reverse() plays the movie backwards.
 
        circle.dance.reverse()
        
        /*
         You could just as easily do:
         circle.dance.isReversed = true
         */
        
        /*
         Note: you can only reverse an animation if it's been started at least once. If you want to reverse an animation from the first start(), you could do something like:
         circle.dance.start().reverse()
         */
    }
    
