     }
     
     /**
-     * Returns a value that represents the eased fraction during the 
-     * ease-out part of the curve. The value returned by this class 
-     * is simply the fraction itself, which represents a linear 
-     * interpolation of the fraction. More interesting behavior is
-     * implemented by subclasses of <code>EaseInOutBase</code>.
+     *  Returns a value that represents the eased fraction during the 
+     *  ease out phase of the animation. The value returned by this class 
+     *  is simply the fraction itself, which represents a linear 
+     *  interpolation of the fraction. More interesting behavior is
+     *  implemented by subclasses of EaseInOutBase.
+     *  
+     *  @param fraction The fraction elapsed of the easing out phase
+     *  of the animation, between 0.0 and 1.0.
      * 
-     * @param fraction The fraction elapsed of the easing-out portion
-     * of the animation.
-     * @return A value that represents the eased value for this
-     * part of the animation.
+     *  @return A value that represents the eased value for this
+     *  phase of the animation.
      *  
      *  @langversion 3.0
      *  @playerversion Flash 10

    }

    /**
     * @inheritDoc
     * 
     * Calculates the eased fraction value based on the 
     * <code>easeInFraction</code> property. If the given
     * <code>fraction</code> is less than <code>easeInFraction</code>,
     * this will call the <code>easeIn()</code> function, otherwise it
     * will call the <code>easeOut()</code> function. It is expected
     * that these functions are overridden in a subclass.
     * 
     * @param fraction The elapsed fraction of the animation
     * @return The eased fraction of the animation
     *  
     *  @langversion 3.0
     *  @playerversion Flash 10

    private var _easeInFraction:Number = .5;
    
    /**
     *  The percentage of an animation that should be spent accelerating. 
     *  This factor sets an implicit
     *  "easeOut" parameter, equal to (1 - <code>easeIn</code>), so that any time not
     *  spent easing in is spent easing out. For example, to have an easing
     *  equation that spends half the time easing in and half easing out,
     *  set <code>easeIn</code> to .5.
     *
     *  <p>Valid values are between 0.0 and 1.0.</p>
     *  
     *  @default .5
     *  
     *  @langversion 3.0
     *  @playerversion Flash 10
