 		 * Add an action bound to a keyboard key. When a key with the given <code>keyCode</code> is pressed, the
 		 * desired action is activated. Optionally, keys can be restricted to a specific <code>keyLocation</code>.
 		 *
-		 * @param action		An arbritrary String id identifying the action that should be dispatched once this
+		 * @param action		An arbitrary String id identifying the action that should be dispatched once this
 		 *						key combination is detected.
 		 * @param keyCode		The code of a key, as expressed in AS3's Keyboard constants.
 		 * @param keyLocation	The code of a key's location, as expressed in AS3's KeyLocation constants. If a

			prepareAction(__action);
		}

		public function addGamepadSensitiveActionBinding(__action:String, __controlId:String, __gamepadIndex:int = -1):void {
			// Create a binding to be verified later
			bindings.push(new BindingInfo(__action, new GamepadSensitiveBinding(__controlId, __gamepadIndex >= 0 ? __gamepadIndex : GamepadBinding.GAMEPAD_INDEX_ANY)));
			prepareAction(__action);
		}

		public function getActionValue(__action:String):Number {
			return actionsActivations.hasOwnProperty(__action) ? (actionsActivations[__action] as ActivationInfo).getValue() : 0;
		}

		/**
		 * Checks whether an action is currently activated (in practice, a button is pressed).
		 *
		 * @param action				An arbritrary String id identifying the action that should be checked.
		 * @param timeToleranceSeconds	Time tolerance, in seconds, before the action is assumed to be expired. If < 0, no time is checked.
		 *
		 * <p>Examples:</p>
		 *
		 * <pre>
		 * // Moves player right when right is pressed
		 * // Setup:
		 * addGamepadActionBinding("move-right", GamepadControls.DPAD_RIGHT);
		 * // In the game loop:
		 * if (isActionActivated("move-right")) {
		 *     player.moveRight();
		 * }
		 *
		 * // Check if a jump was activated (includes just before falling, for a more user-friendly control):
		 * if (isTouchingSurface && isActionActivated("jump"), 0.1) {
		 *     player.moveRight();
		 * }
		 * </pre>
		 *

		 *
		 * <pre>
		 * // Left arrow key to move left
		 * myBinder.addKeyboardActionBinding("move-left", Keyboard.LEFT);
		 *
		 * // SPACE key to jump
		 * myBinder.addKeyboardActionBinding("jump", Keyboard.SPACE);
		 *
		 * // Any SHIFT key to shoot
		 * myBinder.addKeyboardActionBinding("shoot", Keyboard.SHIFT);
		 *
		 * // Left SHIFT key to boost
		 * myBinder.addKeyboardActionBinding("boost", Keyboard.SHIFT, KeyLocation.LEFT);
		 * </pre>
		 *
		 * @see flash.ui.Keyboard
