 		 * }
 		 *
 		 * // Check if a jump was activated (includes just before falling, for a more user-friendly control):
+		 * // Setup:
+		 * myBinder.addGamepadActionBinding("jump", GamepadControls.ACTION_DOWN);
+		 * // In the game loop:
 		 * if (isTouchingSurface && myBinder.isActionActivated("jump"), 0.1) {
 		 *     player.performJump();
 		 * }

		}

		/**
		 * Toggles whether KeyActionBinder tries to maintain the player positions based on unique device ids.
		 *
		 * <p>When this is set to false, the list of connected devices (via <code>getNumDevices()</code> and others) will
		 * always reflect Flash's list of GameInput devices. This means that the connected gamepad devices can get
		 * shuffled around when a device is added or removed, and potentially cause players to have their gamepads
		 * swapped.</p>
		 *
		 * <p>When this is true, the class uses device ids to try and maintain a consistent list of devices, without
		 * shuffling them around. This has several implications, both positive and negative:</p>
		 *
		 * <p>* A removed device will continue to exist in the list (as a null device), unless it's the last device listed</p>
		 * <p>* An added will try to be re-added to its previously existing position, if one can be found</p>
		 * <p>* If a previously existing position cannot be found, the device takes the first available position (first
		 * null position, or at the end of the list if none is found)</p>
		 *
		 * <p>In general, you should set this option before gameplay starts.</p>
		 *
		 * <p>If you set this to <code>false</code> after it was set to <code>true</code>, it will cause a gamepad refresh, potentially shuffling
		 * player positions around if a null device is currently listed.</p>
		 *
		 * <p>The default is <code>false</code>.</p>
		 *

			return _isRunning;
		}

		/**
		 * Whether to run <code>preventDefault()</code> on Keyboard events or not.
		 *
