anchor.diff:  a|Application class fields
   a|Purpose
   
  -a|viewPort +getViewPort()
  +a|viewPort +
  +getViewPort()
   a|The view object for the default camera. You can register advanced <<jme3/advanced/effects_overview#,post-processor filters>> here.
   
  -a|settings +setSettings()
  +a|settings +
  +setSettings()
   a|Use this <<jme3/intermediate/appsettings#,AppSettings>> object to specify the display width and height (by default 640x480), color bit depth, z-buffer bits, anti-aliasing samples, and update frequency, video and audio renderer, asset manager. See: <<jme3/intermediate/appsettings#,AppSettings>>.
   
  -a|cam +getCamera()
  +a|cam +
  +getCamera()
   a|The default <<jme3/advanced/camera#,camera>> provides perspective projection, 45° field of view, near plane = 1 wu, far plane = 1000 wu.
   
  -a|assetManager +getAssetManager()
  +a|assetManager +
  +getAssetManager()
   a|An object that manages paths for loading models, textures, materials, sounds, etc. By default the <<jme3/advanced/asset_manager#,Asset Manager>> paths are relative to your project's root directory. 
   
  -a|audioRenderer +getAudioRenderer()
  +a|audioRenderer +
  +getAudioRenderer()
   a|This object gives you access to the jME3 <<jme3/advanced/audio#,audio>> system. 
   
  -a|listener +getListener()
  +a|listener +
  +getListener()
   a|This object represents the user's ear for the jME3 <<jme3/advanced/audio#,audio>> system. 
   
  -a|inputManager +getInputManager()
  +a|inputManager +
  +getInputManager()
   a|Use the <<jme3/advanced/input_handling#,inputManager>> to configure your custom inputs (mouse movement, clicks, key presses, etc) and set mouse pointer visibility.
   
  -a|stateManager +getStateManager()
  +a|stateManager +
  +getStateManager()
   a|You use the Application's state manager to activate <<jme3/advanced/application_states#,AppStates>>, such as <<jme3/advanced/physics#,Physics>>.
   
   |===
  
positive.code: a|Override this method to initialize the game scene. Here you load and create objects, attach Spatials to the rootNode, and bring everything in its starts position. See also <<jme3/advanced/application_states#,Application States>> for best practices.
  
  a|public void simpleUpdate(float tpf)
  a|Override this method to hook into the <<jme3/advanced/update_loop#,update loop>>, all code you put here is repeated in a loop. Use this loop to poll the current game state and respond to changes, or to let the game mechanics generate encounters and initiate state changes. Use the float `tpf` as a factor to time actions relative to the _time per frame_ in seconds: `tpf` is large on slow PCs, and small on fast PCs. +For more info on how to hook into the <<jme3/advanced/update_loop#,update loop>>, see <<jme3/advanced/application_states#,Application States>> and <<jme3/advanced/custom_controls#,Custom Controls>>. 
  
  a|public void simpleRender(RenderManager rm)
  a|*Optional:* Advanced developers can override this method if the need to modify the frameBuffer and scene graph directly.
  
negative.code: a|Internal class field/method
  a|Purpose
  
  a|context +
  getContext()
  a|The application context contains the renderer, <<jme3/intermediate/appsettings#,AppSettings>>, timer, etc. Typically, you do not directly access the context object.
  
  a|inputEnabled
  a|this internal boolean is true if you want the system to listen for user inputs, and false if you just want to play a non-interactive scene. You change the boolean using <<jme3/intermediate/appsettings#,AppSettings>>.
  
  a|keyInput, mouseInput, joyInput, touchInput
  a|Default input contexts for keyboard, mouse, and joystick. Internally used to enable handling of joysticks or touch devices. The base classes contain key and mouse button enums.
  
  a|renderManager +
  getRenderManager() +
  renderer +
  getRenderer();
  a|Low-level and high-level rendering interface. Mostly used internally.
  
  a|guiViewPort +getGuiViewPort()
  