 
     private var _cycleTime:Number = 0;
     /**
-     *  @private
      *  The current millisecond position in the current cycle animation.
      *  This value is between 0 and <code>duration</code>.
      *  An animation 'cycle' is defined as a single repetition of the animation,

     *  Constructor. 
     *  The optional <code>property</code>, <code>startValue</code>, and 
     *  <code>endValue</code> parameters define a simple
     *  animation with a single MotionPath object with two KeyFrames. 
     *  If either value is non-null,
     *  <code>startValue</code> becomes the <code>value</code> of the
     *  first keyframe, at time=0, and 

    private static var activeAnimations:Array = [];
    private static var timer:Timer = null;

    /**
     * @private
     * Default easer used if easer is set to null
     */
    private static var linearEaser:IEaser;
    
    private var arrayMode:Boolean;
    // TODO: more efficient way to store/remove these than in an array?
    // Dictionary, perhaps (although that may be unordered and less
