anchor.diff:  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|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.
  
positive.code: a|SimpleApplication Class Field
  a|Purpose
  
  a|rootNode +getRootNode()
  a|The root node of the scene graph. Attach a <<jme3/advanced/spatial#,Spatial>> to the rootNode and it appears in the 3D scene.
  
  a|guiNode +getGuiNode()
  a|Attach flat +++<abbr title="Graphical User Interface">GUI</abbr>+++ elements (such as <<jme3/advanced/hud#,HUD>> images and text) to this orthogonal +++<abbr title="Graphical User Interface">GUI</abbr>+++ node to make them appear on the screen.
  
  a|flyCam +getFlyByCamera()
  a|The default first-person fly-by camera control. This default camera control lets you navigate the 3D scene using the preconfigured WASD and arrow keys and the mouse.
  
  |===
  
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()
  