      */
     mx_internal var nestLevel:int = 0;
 
-    /**
-     *  @private
-     *  The mouseCatcher is the 0th child of the SystemManager,
-     *  behind the application, which is child 1.
-     *  It is the same size as the stage and is filled with
-     *  transparent pixels; i.e., they've been drawn, but with alpha 0.
-     *
-     *  Its purpose is to make every part of the stage
-     *  able to detect the mouse.
-     *  For example, a Button puts a mouseUp handler on the SystemManager
-     *  in order to capture mouseUp events that occur outside the Button.
-     *  But if the children of the SystemManager don't have "drawn-on"
-     *  pixels everywhere, the player won't dispatch the mouseUp.
-     *  We can't simply fill the SystemManager itself with
-     *  transparent pixels, because the player's pixel detection
-     *  logic doesn't look at pixels drawn into the root DisplayObject.
-     *
-     *  Here is an example of what would happen without the mouseCatcher:
-     *  Run a fixed-size Application (e.g. width="600" height="600")
-     *  in the standalone player. Make the player window larger
-     *  to reveal part of the stage. Press a Button, drag off it
-     *  into the stage area, and release the mouse button.
-     *  Without the mouseCatcher, the Button wouldn't return to its "up" state.
-     */
-    private var mouseCatcher:Sprite;
+	/**
+	 *  @private
+	 *  The mouseCatcher is the 0th child of the SystemManager,
+	 *  behind the application, which is child 1.
+	 *  It is the same size as the stage and is filled with
+	 *  transparent pixels; i.e., they've been drawn, but with alpha 0.
+	 *
+	 *  Its purpose is to make every part of the stage
+	 *  able to detect the mouse.
+	 *  For example, a Button puts a mouseUp handler on the SystemManager
+	 *  in order to capture mouseUp events that occur outside the Button.
+	 *  But if the children of the SystemManager don't have "drawn-on"
+	 *  pixels everywhere, the player won't dispatch the mouseUp.
+	 *  We can't simply fill the SystemManager itself with
+	 *  transparent pixels, because the player's pixel detection
+	 *  logic doesn't look at pixels drawn into the root DisplayObject.
+	 *
+	 *  Here is an example of what would happen without the mouseCatcher:
+	 *  Run a fixed-size Application (e.g. width="600" height="600")
+	 *  in the standalone player. Make the player window larger
+	 *  to reveal part of the stage. Press a Button, drag off it
+	 *  into the stage area, and release the mouse button.
+	 *  Without the mouseCatcher, the Button wouldn't return to its "up" state.
+	 */
+	private var mouseCatcher:Sprite;
+	
     
     //----------------------------------
     //  applicationIndex

    public function getDefinitionByName(name:String):Object
    {
        var domain:ApplicationDomain = ApplicationDomain.currentDomain;
    /*      !topLevel && parent is Loader ?
            Loader(parent).contentLoaderInfo.applicationDomain :
            info()["currentDomain"] as ApplicationDomain;
*  
*  @langversion 3.0
*  @playerversion AIR 1.1
*  @productversion Flex 3
*/
        //trace("SysMgr.getDefinitionByName domain",domain,"currentDomain",info()["currentDomain"]);    

        var definition:Object;

        if (!mainClass)
            throw new Error("Class '" + mainClassName + "' not found.");

		var instance:Object = new mainClass();
		if (instance is IFlexModule)
			(IFlexModule(instance)).moduleFactory = this;
		return instance;
	}
	
	/**
	 *  @private
	 *  This is attached as the framescript at the end of frame 2.
	 *  When this function is called, we know that the application
	 *  class has been defined and read in by the Player.
	 */
	protected function docFrameHandler(event:Event = null):void
	{
		removeEventListener(Event.ADDED, docFrameHandler);
		
        // Register singleton classes.
        // Note: getDefinitionByName() will return null
        // if the class can't be found.
