Merge "Update Events' public header comments" into devel/master
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Animation.cpp
index a4917db..5a288f4 100644 (file)
 using std::max;
 using namespace Dali;
 
-void utc_dali_animation_startup(void)
+void utc_dali_animation_startuP(void)
 {
   test_return_value = TET_UNDEF;
 }
 
-void utc_dali_animation_cleanup(void)
+void utc_dali_animation_cleanuP(void)
 {
   test_return_value = TET_PASS;
 }
@@ -90,41 +90,41 @@ struct AnimationFinishCheck
 
 } // anon namespace
 
-int UtcDaliAnimationNew01(void)
+int UtcDaliAnimationConstructorP(void)
 {
   TestApplication application;
 
   Animation animation;
-  DALI_TEST_CHECK(!animation);
 
-  animation = Animation::New(1.0f);
+  DALI_TEST_CHECK( !animation );
+  END_TEST;
+}
+
+int UtcDaliAnimationNewP(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New( 1.0f );
 
   DALI_TEST_CHECK(animation);
   END_TEST;
 }
 
-int UtcDaliAnimationNew02(void)
+int UtcDaliAnimationNewN(void)
 {
   TestApplication application;
 
-  Animation animation;
-  DALI_TEST_CHECK(!animation);
-  try
-  {
-    animation = Animation::New(0.0f);
-  }
-  catch (Dali::DaliException& e)
-  {
-    // Tests that a negative test of an assertion succeeds
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_EQUALS(e.condition, "durationSeconds > 0.0f", TEST_LOCATION);
-  }
+  Animation animation = Animation::New( -1.0f );
+
+  DALI_TEST_CHECK(animation);
+  DALI_TEST_EQUALS(animation.GetDuration(), 0.0f, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationDownCast(void)
+int UtcDaliAnimationDownCastP(void)
 {
   TestApplication application;
+
   tet_infoline("Testing Dali::Animation::DownCast()");
 
   float durationSeconds(1.0f);
@@ -137,17 +137,53 @@ int UtcDaliAnimationDownCast(void)
 
   Animation animation3 = DownCast< Animation >(object);
   DALI_TEST_CHECK(animation3);
+  END_TEST;
+}
+
+int UtcDaliAnimationDownCastN(void)
+{
+  TestApplication application;
 
   BaseHandle unInitializedObject;
-  Animation animation4 = Animation::DownCast(unInitializedObject);
-  DALI_TEST_CHECK(!animation4);
 
-  Animation animation5 = DownCast< Animation >(unInitializedObject);
-  DALI_TEST_CHECK(!animation5);
+  Animation animation1 = Animation::DownCast( unInitializedObject );
+  DALI_TEST_CHECK( !animation1 );
+
+  Animation animation2 = DownCast< Animation >( unInitializedObject );
+  DALI_TEST_CHECK( !animation2 );
+  END_TEST;
+}
+
+int UtcDaliAnimationCopyConstructorP(void)
+{
+  TestApplication application;
+
+  // Initialize an object, ref count == 1
+  Animation animation = Animation::New( 1.0f );
+
+  Animation copy( animation );
+  DALI_TEST_CHECK( copy );
+
+  DALI_TEST_CHECK( copy.GetDuration() == animation.GetDuration() );
   END_TEST;
 }
 
-int UtcDaliAnimationSetDuration(void)
+int UtcDaliAnimationAssignmentOperatorP(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New( 1.0f );
+
+  Animation copy = animation;
+  DALI_TEST_CHECK( copy );
+
+  DALI_TEST_CHECK( animation == copy );
+
+  DALI_TEST_CHECK( copy.GetDuration() == animation.GetDuration() );
+  END_TEST;
+}
+
+int UtcDaliAnimationSetDurationP(void)
 {
   TestApplication application;
 
@@ -161,7 +197,7 @@ int UtcDaliAnimationSetDuration(void)
 
   // Start the animation
   Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
   animation.Play();
 
   bool signalReceived(false);
@@ -212,7 +248,19 @@ int UtcDaliAnimationSetDuration(void)
   END_TEST;
 }
 
-int UtcDaliAnimationGetDuration(void)
+int UtcDaliAnimationSetDurationN(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New( 1.0f );
+  DALI_TEST_EQUALS( animation.GetDuration(), 1.0f, TEST_LOCATION );
+
+  animation.SetDuration( -1.0f );
+  DALI_TEST_EQUALS( animation.GetDuration(), 0.0f, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationGetDurationP(void)
 {
   TestApplication application;
 
@@ -224,7 +272,7 @@ int UtcDaliAnimationGetDuration(void)
   END_TEST;
 }
 
-int UtcDaliAnimationSetLooping(void)
+int UtcDaliAnimationSetLoopingP(void)
 {
   TestApplication application;
 
@@ -235,7 +283,7 @@ int UtcDaliAnimationSetLooping(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.SetLooping(true);
@@ -288,273 +336,363 @@ int UtcDaliAnimationSetLooping(void)
   END_TEST;
 }
 
-int UtcDaliAnimationIsLooping(void)
+int UtcDaliAnimationSetLoopCountP(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New(1.0f);
-  DALI_TEST_CHECK(!animation.IsLooping());
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
 
-  animation.SetLooping(true);
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // Start the animation
+  animation.SetLoopCount(3);
   DALI_TEST_CHECK(animation.IsLooping());
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.Render(0);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+
+  // Loop
+  float intervalSeconds = 3.0f;
+
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+  application.Render(0);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+  finishCheck.Reset();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
   END_TEST;
 }
 
-int UtcDaliAnimationSetEndAction(void)
+int UtcDaliAnimationSetLoopCountP2(void)
 {
   TestApplication application;
 
+  //
+  // switching between forever and loop count
+  //
+
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
-
   Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animation.SetEndAction(Animation::Discard);
 
   // Start the animation
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
   animation.Play();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
+  float intervalSeconds = 3.0f;
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
 
-  // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
 
-  // Go back to the start
-  actor.SetPosition(Vector3::ZERO);
+  finishCheck.Reset();
+
+  // Loop forever
+  animation.SetLooping(true);
+  DALI_TEST_CHECK(animation.IsLooping());
+
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-  // Test BakeFinal, animate again, for half the duration
   finishCheck.Reset();
-  animation.SetEndAction(Animation::BakeFinal);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+
+  // Loop N again
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/);
-
-  // Stop the animation early
-  animation.Stop();
-
-  // We did NOT expect the animation to finish
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION );
 
-  // Go back to the start
-  actor.SetPosition(Vector3::ZERO);
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
 
-  // Test EndAction::Discard, animate again, but don't bake this time
   finishCheck.Reset();
-  animation.SetEndAction(Animation::Discard);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
-  animation.Play();
 
+  // loop forever
+  animation.SetLooping(true);
+  DALI_TEST_CHECK(animation.IsLooping());
+
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
 
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-  // The position should be discarded in the next frame
-  application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION );
+  finishCheck.Reset();
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
-  END_TEST;
-}
+  // Loop N again
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
 
-int UtcDaliAnimationGetEndAction(void)
-{
-  TestApplication application;
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-  Animation animation = Animation::New(1.0f);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived(); // we never hit play
 
-  animation.SetEndAction(Animation::Discard);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+  finishCheck.Reset();
 
-  animation.SetEndAction(Animation::BakeFinal);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
 
   END_TEST;
 }
 
-int UtcDaliAnimationSetDisconnectAction(void)
+int UtcDaliAnimationSetLoopCountP3(void)
 {
   TestApplication application;
-  Stage stage( Stage::GetCurrent() );
 
-  // Default: BakeFinal
-  {
-    Actor actor = Actor::New();
-    stage.Add(actor);
+  //
+  // switching between forever and loop count
+  //
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
 
-    // Build the animation
-    float durationSeconds(1.0f);
-    Animation animation = Animation::New(durationSeconds);
-    DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animation.SetEndAction(Animation::Discard);
 
-    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  float intervalSeconds = 3.0f;
 
-    // Start the animation
-    animation.Play();
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-    application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+  // loop forever
+  animation.SetLooping(true);
+  DALI_TEST_CHECK(animation.IsLooping());
 
-    actor.Unparent();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-    application.SendNotification();
-    application.Render();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-  }
+  finishCheck.Reset();
 
-  // Bake
-  {
-    Actor actor = Actor::New();
-    stage.Add(actor);
+  // Loop N again
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
 
-    // Build the animation
-    float durationSeconds(1.0f);
-    Animation animation = Animation::New(durationSeconds);
-    animation.SetDisconnectAction( Animation::Bake );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived(); // we never hit play
 
-    // Start the animation
-    animation.Play();
+  finishCheck.Reset();
 
-    application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
 
-    actor.Unparent();
+  END_TEST;
+}
 
-    application.SendNotification();
-    application.Render();
-
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
-  }
-
-  // Discard
-  {
-    Actor actor = Actor::New();
-    stage.Add(actor);
-
-    // Build the animation
-    float durationSeconds(1.0f);
-    Animation animation = Animation::New(durationSeconds);
-    animation.SetDisconnectAction( Animation::Discard );
-
-    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
-
-    // Start the animation
-    animation.Play();
+int UtcDaliAnimationSetLoopCountP4(void)
+{
+  TestApplication application;
 
-    application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+  //
+  // ..and play again
+  //
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
 
-    actor.Unparent();
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animation.SetEndAction(Animation::Bake);
 
-    application.SendNotification();
-    application.Render();
+  float intervalSeconds = 3.0f;
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
-  }
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  // Don't play the animation: disconnect action should not be applied
-  {
-    Actor actor = Actor::New();
-    stage.Add(actor);
+  animation.SetLoopCount(1);
+  animation.Play();
+  DALI_TEST_CHECK(!animation.IsLooping());
 
-    // Build the animation
-    float durationSeconds(1.0f);
-    Animation animation = Animation::New(durationSeconds);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
 
-    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) );
 
-    application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+  finishCheck.Reset();
 
-    actor.Unparent();
+  animation.Play(); // again
+  DALI_TEST_CHECK(!animation.IsLooping());
 
-    application.SendNotification();
-    application.Render();
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
-  }
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
 
   END_TEST;
 }
 
-int UtcDaliAnimationGetDisconnectAction(void)
+int UtcDaliAnimationGetLoopCountP(void)
 {
   TestApplication application;
-  Animation animation = Animation::New(1.0f);
-  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
 
-  animation.SetDisconnectAction(Animation::Discard);
-  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
 
-  animation.SetDisconnectAction(Animation::Bake);
-  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  END_TEST;
-}
+  DALI_TEST_CHECK(1 == animation.GetLoopCount());
 
-int UtcDaliAnimationSetDefaultAlphaFunction(void)
-{
-  TestApplication application;
+  // Start the animation
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
+  DALI_TEST_CHECK(3 == animation.GetLoopCount());
 
-  Animation animation = Animation::New(1.0f);
-  AlphaFunction func = animation.GetDefaultAlphaFunction();
-  DALI_TEST_EQUALS(func(0.1f), AlphaFunctions::Linear(0.1f), TEST_LOCATION);
+  animation.Play();
 
-  animation.SetDefaultAlphaFunction(AlphaFunctions::EaseIn);
-  AlphaFunction func2 = animation.GetDefaultAlphaFunction();
-  DALI_TEST_CHECK(func2(0.1f) < AlphaFunctions::Linear(0.1f)); // less progress when easing-in
-  END_TEST;
-}
+  application.Render(0);
+  application.SendNotification();
 
-int UtcDaliAnimationGetDefaultAlphaFunction(void)
-{
-  TestApplication application;
+  // Loop
+  float intervalSeconds = 3.0f;
 
-  Animation animation = Animation::New(1.0f);
-  AlphaFunction func = animation.GetDefaultAlphaFunction();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+  application.Render(0);
+  application.SendNotification();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+
+  animation.SetLoopCount(0);
+  DALI_TEST_CHECK(animation.IsLooping());
+  DALI_TEST_CHECK(0 == animation.GetLoopCount());
+
+  animation.SetLoopCount(1);
+  DALI_TEST_CHECK(!animation.IsLooping());
+  DALI_TEST_CHECK(1 == animation.GetLoopCount());
 
-  // Test that the default is linear
-  DALI_TEST_EQUALS(func(0.1f), AlphaFunctions::Linear(0.1f), TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationPlay(void)
+
+int UtcDaliAnimationGetCurrentLoopP(void)
 {
   TestApplication application;
 
@@ -564,10 +702,13 @@ int UtcDaliAnimationPlay(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
+  DALI_TEST_CHECK(0 == animation.GetCurrentLoop());
   animation.Play();
 
   bool signalReceived(false);
@@ -575,58 +716,55 @@ int UtcDaliAnimationPlay(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  // Loop
+  float intervalSeconds = 3.0f;
 
-  animation.Play(); // Test that calling play has no effect, when animation is already playing
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_CHECK(2 == animation.GetCurrentLoop());
 
-  animation.Play(); // Test that calling play has no effect, when animation is already playing
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
+  DALI_TEST_CHECK(animation.GetLoopCount() == animation.GetCurrentLoop());
 
-  animation.Play(); // Test that calling play has no effect, when animation is already playing
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  finishCheck.Reset();
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
 
-  animation.Play(); // Test that calling play has no effect, when animation is already playing
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  END_TEST;
+}
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+int UtcDaliAnimationIsLoopingP(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_CHECK(!animation.IsLooping());
+
+  animation.SetLooping(true);
+  DALI_TEST_CHECK(animation.IsLooping());
   END_TEST;
 }
 
-int UtcDaliAnimationSetSpeedFactor(void)
+int UtcDaliAnimationSetEndActioN(void)
 {
   TestApplication application;
 
@@ -636,17 +774,10 @@ int UtcDaliAnimationSetSpeedFactor(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
 
-  const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
-  const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-
-  KeyFrames keyframes = KeyFrames::New();
-  keyframes.Add( 0.0f, initialPosition);
-  keyframes.Add( 1.0f, targetPosition );
-  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunctions::Linear);
-
-  //Set speed to be x2
-  animation.SetSpeedFactor(2.0f);
+  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
@@ -656,202 +787,271 @@ int UtcDaliAnimationSetSpeedFactor(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
   DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+  // Go back to the start
+  actor.SetPosition(Vector3::ZERO);
+  application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
 
+  // Test BakeFinal, animate again, for half the duration
   finishCheck.Reset();
-
-  //Test -1 speed factor. Animation will play in reverse at normal speed
-  animation.SetSpeedFactor( -1.0f );
-
-  // Start the animation
+  animation.SetEndAction(Animation::BakeFinal);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  // Stop the animation early
+  animation.Stop();
 
-  // We didn't expect the animation to finish yet
+  // We did NOT expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  // The position should be same with target position in the next frame
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  // Go back to the start
+  actor.SetPosition(Vector3::ZERO);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  // Test EndAction::Discard, animate again, but don't bake this time
+  finishCheck.Reset();
+  animation.SetEndAction(Animation::Discard);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+  animation.Play();
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+  // The position should be discarded in the next frame
+  application.Render(0);
+  DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  END_TEST;
+}
 
+int UtcDaliAnimationGetEndActionP(void)
+{
+  TestApplication application;
 
-  //Test change speed factor on the fly
-  finishCheck.Reset();
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
 
-  //Set speed to be half of normal speed
-  animation.SetSpeedFactor( 0.5f );
+  animation.SetEndAction(Animation::Discard);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
 
-  // Start the animation
-  animation.Play();
+  animation.SetEndAction(Animation::BakeFinal);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+  END_TEST;
+}
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+int UtcDaliAnimationSetDisconnectActionP(void)
+{
+  TestApplication application;
+  Stage stage( Stage::GetCurrent() );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  // Default: BakeFinal
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+    // Start the animation
+    animation.Play();
 
-  //Change speed factor while animation still playing.
-  animation.SetSpeedFactor(-1.0f);
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+    actor.Unparent();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond the animation duration*/);
+    application.SendNotification();
+    application.Render();
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  }
+
+  // Bake
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetDisconnectAction( Animation::Bake );
+
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+    actor.Unparent();
+
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
+  }
+
+  // Discard
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetDisconnectAction( Animation::Discard );
+
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+    actor.Unparent();
+
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  }
+
+  // Don't play the animation: disconnect action should not be applied
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+    actor.Unparent();
+
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationGetDisconnectActionP(void)
+{
+  TestApplication application;
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
+
+  animation.SetDisconnectAction(Animation::Discard);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
+
+  animation.SetDisconnectAction(Animation::Bake);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationGetSpeedFactor(void)
+int UtcDaliAnimationSetDefaultAlphaFunctionP(void)
 {
   TestApplication application;
 
   Animation animation = Animation::New(1.0f);
-  animation.SetSpeedFactor(0.5f);
-  DALI_TEST_EQUALS(animation.GetSpeedFactor(), 0.5f, TEST_LOCATION);
+  AlphaFunction func = animation.GetDefaultAlphaFunction();
+  DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
 
-  animation.SetSpeedFactor(-2.5f);
-  DALI_TEST_EQUALS(animation.GetSpeedFactor(), -2.5f, TEST_LOCATION);
+  animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
+  AlphaFunction func2 = animation.GetDefaultAlphaFunction();
+  DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationPlayOffStage(void)
+int UtcDaliAnimationGetDefaultAlphaFunctionP(void)
 {
-  // Test that an animation can be played, when the actor is off-stage.
-  // When the actor is added to the stage, it should appear at the current position
-  // i.e. where it would have been anyway, if on-stage from the beginning.
+  TestApplication application;
+
+  Animation animation = Animation::New(1.0f);
+  AlphaFunction func = animation.GetDefaultAlphaFunction();
+
+  // Test that the default is linear
+  DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
+
+  animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
+  AlphaFunction func2 = animation.GetDefaultAlphaFunction();
+  DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION);
+
+  END_TEST;
+}
 
+int UtcDaliAnimationSetCurrentProgressP(void)
+{
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
-  // Not added to the stage!
+  Stage::GetCurrent().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  animation.SetDisconnectAction( Animation::Discard );
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  Animation animation = Animation::New(0.0f);
 
-  // Start the animation
-  animation.Play();
+  //Set duration
+  float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
-
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
-
-  // Add to the stage
-  Stage::GetCurrent().Add(actor);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  // Remove from the stage
-  Stage::GetCurrent().Remove(actor);
+  // Start the animation from 40% progress
+  animation.SetCurrentProgress( 0.4f );
+  animation.Play();
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
@@ -859,23 +1059,24 @@ int UtcDaliAnimationPlayOffStage(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // Add to the stage
-  Stage::GetCurrent().Add(actor);
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
+  application.SendNotification();
 
+  //Set the progress to 70%
+  animation.SetCurrentProgress( 0.7f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
-
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
@@ -889,7 +1090,7 @@ int UtcDaliAnimationPlayOffStage(void)
   END_TEST;
 }
 
-int UtcDaliAnimationPlayDiscardHandle(void)
+int UtcDaliAnimationSetCurrentProgressN(void)
 {
   TestApplication application;
 
@@ -897,38 +1098,68 @@ int UtcDaliAnimationPlayDiscardHandle(void)
   Stage::GetCurrent().Add(actor);
 
   // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
   float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.SetDuration(durationSeconds);
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
 
-  // Start the animation
-  animation.Play();
-
-  // This is a test of the "Fire and Forget" behaviour
-  // Discard the animation handle!
-  animation.Reset();
-  DALI_TEST_CHECK( !animation );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
+  //Trying to set the current cursor outside the range [0..1] is ignored
+  animation.SetCurrentProgress( -1.0f);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  animation.SetCurrentProgress( 100.0f);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  END_TEST;
+}
 
+int UtcDaliAnimationGetCurrentProgressP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+  animation.Play();
+
+  //Test GetCurrentProgress return 0.0 as the duration is 0.0
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  animation.SetCurrentProgress( 0.5f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  application.Render(static_cast<unsigned int>(100.0f));
 
-  // We didn't expect the animation to finish yet
+  //Progress should still be 0.0
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  //Set duration
+  float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // Start the animation from 40% progress
+  animation.SetCurrentProgress( 0.4f );
+  animation.Play();
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
@@ -936,33 +1167,29 @@ int UtcDaliAnimationPlayDiscardHandle(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
 
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
-  // We didn't expect the animation to finish yet
+  //Set the progress to 70%
+  animation.SetCurrentProgress( 0.7f );
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPlayStopDiscardHandle(void)
+int UtcDaliAnimationSetSpeedFactorP(void)
 {
   TestApplication application;
 
@@ -972,8 +1199,17 @@ int UtcDaliAnimationPlayStopDiscardHandle(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+  const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( 0.0f, initialPosition);
+  keyframes.Add( 1.0f, targetPosition );
+  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+  //Set speed to be x2
+  animation.SetSpeedFactor(2.0f);
 
   // Start the animation
   animation.Play();
@@ -983,202 +1219,254 @@ int UtcDaliAnimationPlayStopDiscardHandle(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
 
-  // This is a test of the "Fire and Forget" behaviour
-  // Stop the animation, and Discard the animation handle!
-  animation.Stop();
-  animation.Reset();
-  DALI_TEST_CHECK( !animation );
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
 
-  // We expect the animation to finish at 20% progress
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
+
+  // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
   finishCheck.Reset();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  //Test -1 speed factor. Animation will play in reverse at normal speed
+  animation.SetSpeedFactor( -1.0f );
+
+  // Start the animation
+  animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
-  // Check that nothing has changed
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
-  // Check that nothing has changed
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
 
-  // Check that nothing has changed
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
-  END_TEST;
-}
 
-int UtcDaliAnimationPlayFrom(void)
-{
-  TestApplication application;
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
 
-  //PlayFrom with an argument outside the range [0..1] will be ignored
-  animation.PlayFrom(-1.0f);
-  application.SendNotification();
-  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  //Test change speed factor on the fly
+  finishCheck.Reset();
+
+  //Set speed to be half of normal speed
+  animation.SetSpeedFactor( 0.5f );
+
+  // Start the animation
+  animation.Play();
 
-  animation.PlayFrom(100.0f);
   application.SendNotification();
-  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
 
-  // Start the animation from 40% progress
-  animation.PlayFrom( 0.4f );
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
 
-  animation.Play(); // Test that calling play has no effect, when animation is already playing
+  //Change speed factor while animation still playing.
+  animation.SetSpeedFactor(-1.0f);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond the animation duration*/);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationSetCurrentProgress(void)
+int UtcDaliAnimationGetSpeedFactorP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-
-  // Build the animation
-  Animation animation = Animation::New(0.0f);
-  animation.Play();
+  Animation animation = Animation::New(1.0f);
+  animation.SetSpeedFactor(0.5f);
+  DALI_TEST_EQUALS(animation.GetSpeedFactor(), 0.5f, TEST_LOCATION);
 
-  //Test GetCurrentProgress return 0.0 as the duration is 0.0
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  animation.SetSpeedFactor(-2.5f);
+  DALI_TEST_EQUALS(animation.GetSpeedFactor(), -2.5f, TEST_LOCATION);
+  END_TEST;
+}
 
-  animation.SetCurrentProgress( 0.5f );
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(100.0f));
+int UtcDaliAnimationSetPlayRangeP(void)
+{
+  TestApplication application;
 
-  //Progress should still be 0.0
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
 
-  //Set duration
-  float durationSeconds(1.0f);
-  animation.SetDuration(durationSeconds);
-  application.SendNotification();
+  // Build the animation
+  float durationSeconds( 1.0f );
+  Animation animation = Animation::New( durationSeconds );
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  bool signalReceived( false );
+  AnimationFinishCheck finishCheck( signalReceived );
+  animation.FinishedSignal().Connect( &application, finishCheck );
   application.SendNotification();
 
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
-
-  //Trying to set the current cursor outside the range [0..1] is ignored
-  animation.SetCurrentProgress( -1.0f);
+  // Set range between 0.4 and 0.8
+  animation.SetPlayRange( Vector2( 0.4f, 0.9f ) );
   application.SendNotification();
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector2( 0.4f, 0.9f ), animation.GetPlayRange(), TEST_LOCATION );
 
-  animation.SetCurrentProgress( 100.0f);
-  application.SendNotification();
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
 
   // Start the animation from 40% progress
-  animation.SetCurrentProgress( 0.4f );
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 60% progress */ );
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
-  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
-
-  animation.Play(); // Test that calling play has no effect, when animation is already playing
-  application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.6f ), TEST_LOCATION );
 
-  //Set the progress to 70%
-  animation.SetCurrentProgress( 0.7f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
-  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
-
+  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
-  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.8f ), TEST_LOCATION );
 
-  //
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 1u/*just beyond the animation duration*/ );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationSetPlayRangeN(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0);
+  application.SendNotification();
+
+  //PlayRange out of bounds
+  animation.SetPlayRange( Vector2(-1.0f,1.0f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+  animation.SetPlayRange( Vector2(0.0f,2.0f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+
+  //If playRange is not in the correct order it has to be ordered
+  animation.SetPlayRange( Vector2(0.8f,0.2f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationGetPlayRangeP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  // Build the animation
+  Animation animation = Animation::New( 1.0f );
+  application.SendNotification();
+
+  //If PlayRange not specified it should be 0.0-1.0 by default
+  DALI_TEST_EQUALS( Vector2( 0.0f,1.0f ), animation.GetPlayRange(), TEST_LOCATION );
+
+  // Set range between 0.4 and 0.8
+  animation.SetPlayRange( Vector2( 0.4f, 0.8f ) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2( 0.4f, 0.8f ), animation.GetPlayRange(), TEST_LOCATION );
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPlayRange(void)
+int UtcDaliAnimationPlayP(void)
 {
   TestApplication application;
 
@@ -1189,30 +1477,33 @@ int UtcDaliAnimationPlayRange(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  KeyFrames keyframes = KeyFrames::New();
-  keyframes.Add( 0.0f , Vector3(0.0f,0.0f,0.0f ) );
-  keyframes.Add( 1.0f , Vector3(100.0f,100.0f,100.0f ) );
-
-  animation.AnimateBetween( Property( actor, Actor::Property::POSITION), keyframes );
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  // Set range between 0.4 and 0.8
-  animation.SetPlayRange( Vector2(0.4f,0.8f) );
+  // Start the animation
   animation.Play();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
-  //Test that setting progress outside the range doesn't work
-  animation.SetCurrentProgress( 0.9f );
   application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
-  animation.SetCurrentProgress( 0.2f );
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
 
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
@@ -1223,101 +1514,117 @@ int UtcDaliAnimationPlayRange(void)
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  END_TEST;
+}
 
+int UtcDaliAnimationPlayOffStageP(void)
+{
+  // Test that an animation can be played, when the actor is off-stage.
+  // When the actor is added to the stage, it should appear at the current position
+  // i.e. where it would have been anyway, if on-stage from the beginning.
 
-  //Loop inside the range
-  finishCheck.Reset();
-  animation.SetLooping( true );
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Vector3 basePosition(Vector3::ZERO);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
+  // Not added to the stage!
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.SetDisconnectAction( Animation::Discard );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // Start the animation
   animation.Play();
-  application.SendNotification();
-  float intervalSeconds = 0.1f;
-  float progress = 0.4f;
-  for (int iterations = 0; iterations < 10; ++iterations )
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
-    progress += intervalSeconds;
-    if (progress > 0.8f)
-    {
-      progress = progress - 0.4f;
-    }
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
-  }
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
 
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
 
-  //Test change range on the fly
-  animation.SetPlayRange( Vector2( 0.2f, 0.9f ) );
   application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
-  for (int iterations = 0; iterations < 10; ++iterations )
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-
-    progress += intervalSeconds;
-    if (progress > 0.9f)
-    {
-      progress = progress - 0.7f;
-    }
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION );
 
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
-  }
+  // Remove from the stage
+  Stage::GetCurrent().Remove(actor);
 
-  END_TEST;
-}
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
-int UtcDaliAnimationSetPlayRange(void)
-{
-  TestApplication application;
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position*/, TEST_LOCATION );
 
-  Actor actor = Actor::New();
+  // Add to the stage
   Stage::GetCurrent().Add(actor);
 
-  // Build the animation
-  Animation animation = Animation::New(0);
   application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
-  //If PlayRange not specified it should be 0.0-1.0 by default
-  DALI_TEST_EQUALS( Vector2(0.0,1.0), animation.GetPlayRange(), TEST_LOCATION );
-
-  //PlayRange out of bounds
-  animation.SetPlayRange( Vector2(-1.0f,1.0f) );
-  application.SendNotification();
-  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
-  animation.SetPlayRange( Vector2(0.0f,2.0f) );
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, TEST_LOCATION );
 
-  //If playRange is not in the correct order it has to be ordered
-  animation.SetPlayRange( Vector2(0.8f,0.2f) );
   application.SendNotification();
-  DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
-  // Set range between 0.4 and 0.8
-  animation.SetPlayRange( Vector2(0.4f,0.8f) );
+  // We did expect the animation to finish
   application.SendNotification();
-  DALI_TEST_EQUALS( Vector2(0.4f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
 
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPause(void)
+int UtcDaliAnimationPlayDiscardHandleP(void)
 {
   TestApplication application;
 
@@ -1328,51 +1635,54 @@ int UtcDaliAnimationPause(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  // This is a test of the "Fire and Forget" behaviour
+  // Discard the animation handle!
+  animation.Reset();
+  DALI_TEST_CHECK( !animation );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
 
-  // Pause the animation
-  animation.Pause();
   application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
-  // Loop 5 times
-  for (int i=0; i<5; ++i)
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
 
-    // We didn't expect the animation to finish yet
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
-  }
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
-  // Keep going
-  animation.Play();
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
@@ -1387,7 +1697,7 @@ int UtcDaliAnimationPause(void)
   END_TEST;
 }
 
-int UtcDaliAnimationStop(void)
+int UtcDaliAnimationPlayStopDiscardHandleP(void)
 {
   TestApplication application;
 
@@ -1398,9 +1708,7 @@ int UtcDaliAnimationStop(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
-
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
@@ -1410,35 +1718,56 @@ int UtcDaliAnimationStop(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
 
-  // Stop the animation
+  // This is a test of the "Fire and Forget" behaviour
+  // Stop the animation, and Discard the animation handle!
   animation.Stop();
-  application.SendNotification();
-
-  // Loop 5 times
-  for (int i=0; i<5; ++i)
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  animation.Reset();
+  DALI_TEST_CHECK( !animation );
 
-    // We did expect the animation to finish
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
-  }
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+
+  // We expect the animation to finish at 20% progress
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  finishCheck.Reset();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+
+  // Check that nothing has changed
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+
+  // Check that nothing has changed
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+
+  // Check that nothing has changed
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationStopSetPosition(void)
+int UtcDaliAnimationPlayRangeP(void)
 {
-  // Test that Animation::Stop & Actor::SetPosition can be used in conjunction
-  // i.e. to check that the animation does not interfere with the position set.
-
   TestApplication application;
 
   Actor actor = Actor::New();
@@ -1448,45 +1777,100 @@ int UtcDaliAnimationStopSetPosition(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( 0.0f , Vector3(0.0f,0.0f,0.0f ) );
+  keyframes.Add( 1.0f , Vector3(100.0f,100.0f,100.0f ) );
 
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+  animation.AnimateBetween( Property( actor, Actor::Property::POSITION), keyframes );
 
-  // Start the animation
+  // Set range between 0.4 and 0.8
+  animation.SetPlayRange( Vector2(0.4f,0.8f) );
   animation.Play();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
+  //Test that setting progress outside the range doesn't work
+  animation.SetCurrentProgress( 0.9f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(0);
+  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+  animation.SetCurrentProgress( 0.2f );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
 
-  // Stop the animation
-  animation.Stop();
-  Vector3 positionSet(2.0f, 3.0f, 4.0f);
-  actor.SetPosition(positionSet);
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/* 80% progress */);
 
-  // Loop 5 times
-  for (int i=0; i<5; ++i)
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+
+
+  //Loop inside the range
+  finishCheck.Reset();
+  animation.SetLooping( true );
+  animation.Play();
+  application.SendNotification();
+  float intervalSeconds = 0.1f;
+  float progress = 0.4f;
+  for (int iterations = 0; iterations < 10; ++iterations )
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
-    // We did expect the animation to finish
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
+    progress += intervalSeconds;
+    if (progress > 0.8f)
+    {
+      progress = progress - 0.4f;
+    }
+
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+  }
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+
+  //Test change range on the fly
+  animation.SetPlayRange( Vector2( 0.2f, 0.9f ) );
+  application.SendNotification();
+
+  for (int iterations = 0; iterations < 10; ++iterations )
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+    progress += intervalSeconds;
+    if (progress > 0.9f)
+    {
+      progress = progress - 0.7f;
+    }
+
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
   }
+
   END_TEST;
 }
 
-int UtcDaliAnimationClear(void)
+int UtcDaliAnimationPlayFromP(void)
 {
   TestApplication application;
 
@@ -1497,102 +1881,84 @@ int UtcDaliAnimationClear(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
-
-  // Start the animation
-  animation.Play();
+  // Start the animation from 40% progress
+  animation.PlayFrom( 0.4f );
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
-
-  // Clear the animation
-  animation.Clear();
-  application.SendNotification();
-
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We don't expect the animation to finish now
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
-
-  // Restart as a scale animation; this should not move the actor's position
-  finishCheck.Reset();
-  actor.SetPosition(Vector3::ZERO);
-  Vector3 targetScale(3.0f, 3.0f, 3.0f);
-  animation.ScaleTo(actor, targetScale, AlphaFunctions::Linear);
-  animation.Play();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
 
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationSignalFinish(void)
+int UtcDaliAnimationPlayFromN(void)
 {
   TestApplication application;
 
-  // Start the empty animation
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
+  //PlayFrom with an argument outside the range [0..1] will be ignored
+  animation.PlayFrom(-1.0f);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*beyond the animation duration*/);
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // We did expect the animation to finish
+  animation.PlayFrom(100.0f);
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByBoolean(void)
+int UtcDaliAnimationPauseP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  const bool relativeValue(true);
-  const bool finalValue( false || relativeValue );
-  animation.AnimateBy(Property(actor, index), relativeValue);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
@@ -1602,160 +1968,211 @@ int UtcDaliAnimationAnimateByBoolean(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
 
-  // We did expect the animation to finish
+  // Pause the animation
+  animation.Pause();
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
 
-  // Repeat with relative value "false" - this should be an NOOP
-  animation = Animation::New(durationSeconds);
-  bool noOpValue(false);
-  animation.AnimateBy(Property(actor, index), noOpValue);
+    // We didn't expect the animation to finish yet
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+  }
 
-  // Start the animation
+  // Keep going
   animation.Play();
-
-  finishCheck.Reset();
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByBooleanAlphaFunction(void)
+
+int UtcDaliAnimationGetStateP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool relativeValue(true);
-  bool finalValue( false || relativeValue );
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseIn);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
 
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
 
+  // Pause the animation
+  animation.Pause();
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(0.f);
+
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+
+    // We didn't expect the animation to finish yet
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+    DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+  }
+
+  // Keep going
+  finishCheck.Reset();
+  animation.Play();
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
 
-  // Repeat with relative value "false" - this should be an NOOP
-  animation = Animation::New(durationSeconds);
-  bool noOpValue(false);
-  animation.AnimateBy(Property(actor, index), noOpValue, AlphaFunctions::EaseIn);
+  // re-play
+  finishCheck.Reset();
+  animation.Play();
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+
+  END_TEST;
+}
+
+int UtcDaliAnimationStopP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
 
-  finishCheck.Reset();
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
 
+  // Stop the animation
+  animation.Stop();
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+
+    // We did expect the animation to finish
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
+  }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByBooleanTimePeriod(void)
+int UtcDaliAnimationStopSetPositionP(void)
 {
+  // Test that Animation::Stop & Actor::SetPosition can be used in conjunction
+  // i.e. to check that the animation does not interfere with the position set.
+
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool relativeValue(true);
-  bool finalValue( false || relativeValue );
-  float animatorDurationSeconds(durationSeconds * 0.5f);
-  animation.AnimateBy( Property(actor, index),
-                       relativeValue,
-                       TimePeriod( animatorDurationSeconds ) );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
@@ -1765,61 +2182,46 @@ int UtcDaliAnimationAnimateByBooleanTimePeriod(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
-
-  // We didn't expect the animation to finish yet...
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
 
+  // Stop the animation
+  animation.Stop();
+  Vector3 positionSet(2.0f, 3.0f, 4.0f);
+  actor.SetPosition(positionSet);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+    // We did expect the animation to finish
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
+  }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationClearP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool relativeValue(true);
-  bool finalValue( false || relativeValue );
-  float animatorDurationSeconds(durationSeconds * 0.5f);
-  animation.AnimateBy( Property(actor, index),
-                       relativeValue,
-                       AlphaFunctions::EaseInOut,
-                       TimePeriod( animatorDurationSeconds ) );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
@@ -1829,61 +2231,57 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriod(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
 
+  // Clear the animation
+  animation.Clear();
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
 
-  // We didn't expect the animation to finish yet...
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+
+  // We don't expect the animation to finish now
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
 
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  // Restart as a scale animation; this should not move the actor's position
+  finishCheck.Reset();
+  actor.SetPosition(Vector3::ZERO);
+  Vector3 targetScale(3.0f, 3.0f, 3.0f);
+  animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale, AlphaFunction::LINEAR );
+  animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloat(void)
+int UtcDaliAnimationFinishedSignalP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(2.0f);
+  // Start the empty animation
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(50.0f);
-  float relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue);
-
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
-
-  // Start the animation
   animation.Play();
 
   bool signalReceived(false);
@@ -1891,49 +2289,32 @@ int UtcDaliAnimationAnimateByFloat(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatAlphaFunction(void)
+int UtcDaliAnimationAnimateByBooleanP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a boolean property
+  bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(90.0f);
-  float relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
-
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  const bool relativeValue(true);
+  const bool finalValue( false || relativeValue );
+  animation.AnimateBy(Property(actor, index), relativeValue);
 
   // Start the animation
   animation.Play();
@@ -1948,10 +2329,40 @@ int UtcDaliAnimationAnimateByFloatAlphaFunction(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
-  // The position should have moved more, than with a linear alpha function
-  float current(actor.GetProperty<float>(index));
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  // Repeat with relative value "false" - this should be an NOOP
+  animation = Animation::New(durationSeconds);
+  bool noOpValue(false);
+  animation.AnimateBy(Property(actor, index), noOpValue);
+
+  // Start the animation
+  animation.Play();
+
+  finishCheck.Reset();
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -1959,37 +2370,34 @@ int UtcDaliAnimationAnimateByFloatAlphaFunction(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatTimePeriod(void)
+int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a boolean property
+  bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateBy(Property(actor, index),
-                      relativeValue,
-                      TimePeriod(delay, durationSeconds - delay));
+  bool relativeValue(true);
+  bool finalValue( false || relativeValue );
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_IN);
 
   // Start the animation
   animation.Play();
@@ -1999,59 +2407,77 @@ int UtcDaliAnimationAnimateByFloatTimePeriod(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  // Repeat with relative value "false" - this should be an NOOP
+  animation = Animation::New(durationSeconds);
+  bool noOpValue(false);
+  animation.AnimateBy(Property(actor, index), noOpValue, AlphaFunction::EASE_IN);
+
+  // Start the animation
+  animation.Play();
+
+  finishCheck.Reset();
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a boolean property
+  bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateBy(Property(actor, index),
-                      relativeValue,
-                      AlphaFunctions::Linear,
-                      TimePeriod(delay, durationSeconds - delay));
+  bool relativeValue(true);
+  bool finalValue( false || relativeValue );
+  float animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateBy( Property(actor, index),
+                       relativeValue,
+                       TimePeriod( animatorDurationSeconds ) );
 
   // Start the animation
   animation.Play();
@@ -2061,57 +2487,61 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
 
-  // We didn't expect the animation to finish yet
+  // We didn't expect the animation to finish yet...
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByInteger(void)
+int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a boolean property
+  bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(50);
-  int relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue);
-
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  bool relativeValue(true);
+  bool finalValue( false || relativeValue );
+  float animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateBy( Property(actor, index),
+                       relativeValue,
+                       AlphaFunction::EASE_IN_OUT,
+                       TimePeriod( animatorDurationSeconds ) );
 
   // Start the animation
   animation.Play();
@@ -2121,49 +2551,59 @@ int UtcDaliAnimationAnimateByInteger(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+
+  // We didn't expect the animation to finish yet...
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByIntegerAlphaFunction(void)
+int UtcDaliAnimationAnimateByFloatP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(90);
-  int relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+  float targetValue(50.0f);
+  float relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue);
 
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -2178,10 +2618,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunction(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-
-  // The position should have moved more, than with a linear alpha function
-  int current(actor.GetProperty<int>(index));
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2189,37 +2626,36 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunction(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByIntegerTimePeriod(void)
+int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateBy(Property(actor, index),
-                      relativeValue,
-                      TimePeriod(delay, durationSeconds - delay));
+  float targetValue(90.0f);
+  float relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
+
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -2229,58 +2665,52 @@ int UtcDaliAnimationAnimateByIntegerTimePeriod(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  // The position should have moved more, than with a linear alpha function
+  float current(actor.GetProperty<float>(index));
+  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
-                      AlphaFunctions::Linear,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -2296,7 +2726,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -2304,7 +2734,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -2312,36 +2742,98 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector2(void)
+int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByIntegerP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register an integer property
+  int startValue(1);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(60.0f, 60.0f);
-  Vector2 relativeValue(targetValue - startValue);
+  int targetValue(50);
+  int relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
@@ -2356,7 +2848,7 @@ int UtcDaliAnimationAnimateByVector2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2364,36 +2856,36 @@ int UtcDaliAnimationAnimateByVector2(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector2AlphaFunction(void)
+int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(100.0f, 100.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register an integer property
+  int startValue(1);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(20.0f, 20.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+  int targetValue(90);
+  int relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
@@ -2410,9 +2902,8 @@ int UtcDaliAnimationAnimateByVector2AlphaFunction(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector2 current(actor.GetProperty<Vector2>(index));
-  DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
+  int current(actor.GetProperty<int>(index));
+  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2420,33 +2911,33 @@ int UtcDaliAnimationAnimateByVector2AlphaFunction(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector2TimePeriod(void)
+int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register an integer property
+  int startValue(10);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(30.0f, 30.0f);
-  Vector2 relativeValue(targetValue - startValue);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
@@ -2465,7 +2956,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -2473,7 +2964,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -2481,37 +2972,37 @@ int UtcDaliAnimationAnimateByVector2TimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(5.0f, 5.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register an integer property
+  int startValue(10);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(10.0f, 10.0f);
-  Vector2 relativeValue(targetValue - startValue);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -2527,7 +3018,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -2535,7 +3026,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -2543,36 +3034,36 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector3(void)
+int UtcDaliAnimationAnimateByVector2P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector2 property
+  Vector2 startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(60.0f, 60.0f, 60.0f);
-  Vector3 relativeValue(targetValue - startValue);
+  Vector2 targetValue(60.0f, 60.0f);
+  Vector2 relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -2587,7 +3078,7 @@ int UtcDaliAnimationAnimateByVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2595,36 +3086,36 @@ int UtcDaliAnimationAnimateByVector3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector3AlphaFunction(void)
+int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(100.0f, 100.0f, 100.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector2 property
+  Vector2 startValue(100.0f, 100.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(20.0f, 20.0f, 20.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+  Vector2 targetValue(20.0f, 20.0f);
+  Vector2 relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -2641,10 +3132,9 @@ int UtcDaliAnimationAnimateByVector3AlphaFunction(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector3 current(actor.GetProperty<Vector3>(index));
+  Vector2 current(actor.GetProperty<Vector2>(index));
   DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2652,33 +3142,33 @@ int UtcDaliAnimationAnimateByVector3AlphaFunction(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector3TimePeriod(void)
+int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector2 property
+  Vector2 startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(30.0f, 30.0f, 30.0f);
-  Vector3 relativeValue(targetValue - startValue);
+  Vector2 targetValue(30.0f, 30.0f);
+  Vector2 relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
@@ -2697,7 +3187,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -2705,7 +3195,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -2713,37 +3203,37 @@ int UtcDaliAnimationAnimateByVector3TimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(5.0f, 5.0f, 5.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector2 property
+  Vector2 startValue(5.0f, 5.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(10.0f, 10.0f, 10.0f);
-  Vector3 relativeValue(targetValue - startValue);
+  Vector2 targetValue(10.0f, 10.0f);
+  Vector2 relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -2759,7 +3249,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -2767,7 +3257,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -2775,36 +3265,36 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector4(void)
+int UtcDaliAnimationAnimateByVector3P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector4 property
-  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector3 property
+  Vector3 startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(60.0f, 60.0f, 60.0f, 60.0f);
-  Vector4 relativeValue(targetValue - startValue);
+  Vector3 targetValue(60.0f, 60.0f, 60.0f);
+  Vector3 relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -2819,7 +3309,7 @@ int UtcDaliAnimationAnimateByVector4(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2827,34 +3317,266 @@ int UtcDaliAnimationAnimateByVector4(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector4AlphaFunction(void)
+int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector4 property
-  Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector3 property
+  Vector3 startValue(100.0f, 100.0f, 100.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(20.0f, 20.0f, 20.0f, 20.0f);
+  Vector3 targetValue(20.0f, 20.0f, 20.0f);
+  Vector3 relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
+
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // The position should have moved more, than with a linear alpha function
+  Vector3 current(actor.GetProperty<Vector3>(index));
+  DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
+  DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
+  DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a Vector3 property
+  Vector3 startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetValue(30.0f, 30.0f, 30.0f);
+  Vector3 relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      TimePeriod(delay, durationSeconds - delay));
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a Vector3 property
+  Vector3 startValue(5.0f, 5.0f, 5.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetValue(10.0f, 10.0f, 10.0f);
+  Vector3 relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByVector4P(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a Vector4 property
+  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector4 targetValue(60.0f, 60.0f, 60.0f, 60.0f);
+  Vector4 relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue);
+
+  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), ninetyFivePercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a Vector4 property
+  Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector4 targetValue(20.0f, 20.0f, 20.0f, 20.0f);
   Vector4 relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
   Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
@@ -2895,7 +3617,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunction(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector4TimePeriod(void)
+int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
 {
   TestApplication application;
 
@@ -2903,7 +3625,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriod(void)
 
   // Register a Vector4 property
   Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
 
@@ -2956,7 +3678,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
@@ -2964,7 +3686,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriod(void)
 
   // Register a Vector4 property
   Vector4 startValue(5.0f, 5.0f, 5.0f, 5.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
 
@@ -2976,7 +3698,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriod(void)
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -3018,7 +3740,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorPosition(void)
+int UtcDaliAnimationAnimateByActorPositionP(void)
 {
   TestApplication application;
 
@@ -3070,7 +3792,7 @@ int UtcDaliAnimationAnimateByActorPosition(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorPositionAlphaFunction(void)
+int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
 {
   TestApplication application;
 
@@ -3087,7 +3809,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunction(void)
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(20.0f, 20.0f, 20.0f);
   Vector3 relativePosition(targetPosition - startPosition);
-  animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunctions::EaseOut);
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunction::EASE_OUT);
 
   Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
 
@@ -3127,7 +3849,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunction(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorPositionTimePeriod(void)
+int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
 {
   TestApplication application;
 
@@ -3182,7 +3904,7 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
@@ -3202,7 +3924,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriod(void)
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, Actor::Property::POSITION),
                       relativePosition,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
@@ -3238,23 +3960,21 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBoolean(void)
+int UtcDaliAnimationAnimateByActorOrientationP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  const bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  const bool targetValue( !startValue );
-  animation.AnimateTo(Property(actor, index), targetValue);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ) );
 
   // Start the animation
   animation.Play();
@@ -3264,22 +3984,309 @@ int UtcDaliAnimationAnimateToBoolean(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  END_TEST;
+}
 
-  // Check that nothing has changed after a couple of buffer swaps
+int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ), AlphaFunction::EASE_IN );
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  float delay = 0.3f;
+  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ),
+                       AlphaFunction::EASE_IN, TimePeriod( delay, durationSeconds - delay ) );
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorScaleP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetScale(2.0f, 2.0f, 2.0f);
+  Vector3 relativeScale(targetScale - Vector3::ONE);
+  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), Vector3( relativeScale.x, relativeScale.y, relativeScale.z ) );
+
+  Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetScale(Vector3::ONE);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+  // Repeat with a different (ease-in) alpha function
+  animation = Animation::New(durationSeconds);
+  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::EASE_IN );
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // The scale should have grown less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentScale());
+  DALI_TEST_CHECK( current.x > 1.0f );
+  DALI_TEST_CHECK( current.y > 1.0f );
+  DALI_TEST_CHECK( current.z > 1.0f );
+  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
+  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
+  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetScale(Vector3::ONE);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+  // Repeat with a delay
+  float delay = 0.5f;
+  animation = Animation::New(durationSeconds);
+  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToBooleanP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a boolean property
+  const bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+
+  // Build the animation
+  float durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  const bool targetValue( !startValue );
+  animation.AnimateTo(Property(actor, index), targetValue);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
   application.Render(0);
@@ -3320,7 +4327,7 @@ int UtcDaliAnimationAnimateToBoolean(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleanAlphaFunction(void)
+int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
 {
   TestApplication application;
 
@@ -3328,7 +4335,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunction(void)
 
   // Register a boolean property
   const bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
@@ -3336,7 +4343,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunction(void)
   float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
   const bool targetValue( !startValue );
-  animation.AnimateTo(Property(actor, "test-property"), targetValue, AlphaFunctions::EaseOut);
+  animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
 
   // Start the animation
   animation.Play();
@@ -3370,7 +4377,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunction(void)
   // Repeat with target value "false"
   animation = Animation::New(durationSeconds);
   const bool finalValue( !targetValue );
-  animation.AnimateTo(Property(actor, index), finalValue, AlphaFunctions::EaseOut);
+  animation.AnimateTo(Property(actor, index), finalValue, AlphaFunction::EASE_OUT);
 
   // Start the animation
   animation.Play();
@@ -3402,7 +4409,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunction(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleanTimePeriod(void)
+int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
 {
   TestApplication application;
 
@@ -3410,7 +4417,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriod(void)
 
   // Register a boolean property
   bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
@@ -3464,7 +4471,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
@@ -3472,7 +4479,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriod(void)
 
   // Register a boolean property
   bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
@@ -3483,7 +4490,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriod(void)
   float animatorDurationSeconds(durationSeconds * 0.5f);
   animation.AnimateTo( Property(actor, index),
                        finalValue,
-                       AlphaFunctions::Linear,
+                       AlphaFunction::LINEAR,
                        TimePeriod( animatorDurationSeconds ) );
 
   // Start the animation
@@ -3527,7 +4534,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloat(void)
+int UtcDaliAnimationAnimateToFloatP(void)
 {
   TestApplication application;
 
@@ -3535,7 +4542,7 @@ int UtcDaliAnimationAnimateToFloat(void)
 
   // Register a float property
   float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
@@ -3544,7 +4551,7 @@ int UtcDaliAnimationAnimateToFloat(void)
   Animation animation = Animation::New(durationSeconds);
   float targetValue(50.0f);
   float relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, "test-property"), targetValue);
+  animation.AnimateTo(Property(actor, "testProperty"), targetValue);
 
   float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
@@ -3573,7 +4580,7 @@ int UtcDaliAnimationAnimateToFloat(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
+int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void)
 {
   TestApplication application;
 
@@ -3581,7 +4588,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
 
   // Register a float property
   float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
@@ -3590,7 +4597,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
   Animation animation = Animation::New(durationSeconds);
   float targetValue(90.0f);
   float relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
   float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
@@ -3622,7 +4629,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatTimePeriod(void)
+int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
 {
   TestApplication application;
 
@@ -3630,7 +4637,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriod(void)
 
   // Register a float property
   float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
@@ -3677,7 +4684,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
@@ -3685,7 +4692,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
 
   // Register a float property
   float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
@@ -3697,7 +4704,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
   float delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -3733,7 +4740,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToInteger(void)
+int UtcDaliAnimationAnimateToIntegerP(void)
 {
   TestApplication application;
 
@@ -3741,7 +4748,7 @@ int UtcDaliAnimationAnimateToInteger(void)
 
   // Register an integer property
   int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
@@ -3750,7 +4757,7 @@ int UtcDaliAnimationAnimateToInteger(void)
   Animation animation = Animation::New(durationSeconds);
   int targetValue(50);
   int relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, "test-property"), targetValue);
+  animation.AnimateTo(Property(actor, "testProperty"), targetValue);
 
   int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
@@ -3779,7 +4786,7 @@ int UtcDaliAnimationAnimateToInteger(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToIntegerAlphaFunction(void)
+int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void)
 {
   TestApplication application;
 
@@ -3787,7 +4794,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunction(void)
 
   // Register an integer property
   int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
@@ -3796,7 +4803,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunction(void)
   Animation animation = Animation::New(durationSeconds);
   int targetValue(90);
   int relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
   int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
@@ -3828,7 +4835,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunction(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToIntegerTimePeriod(void)
+int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
 {
   TestApplication application;
 
@@ -3836,7 +4843,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriod(void)
 
   // Register an integer property
   int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
@@ -3883,7 +4890,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
@@ -3891,7 +4898,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriod(void)
 
   // Register an integer property
   int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
@@ -3903,7 +4910,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriod(void)
   float delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -3939,7 +4946,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector2(void)
+int UtcDaliAnimationAnimateToVector2P(void)
 {
   TestApplication application;
 
@@ -3947,7 +4954,7 @@ int UtcDaliAnimationAnimateToVector2(void)
 
   // Register a Vector2 property
   Vector2 startValue(-50.0f, -50.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
 
@@ -3985,7 +4992,7 @@ int UtcDaliAnimationAnimateToVector2(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector2AlphaFunction(void)
+int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void)
 {
   TestApplication application;
 
@@ -3993,7 +5000,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunction(void)
 
   // Register a Vector2 property
   Vector2 startValue(1000.0f, 1000.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
 
@@ -4002,7 +5009,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunction(void)
   Animation animation = Animation::New(durationSeconds);
   Vector2 targetValue(9000.0f, 9000.0f);
   Vector2 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, "test-property"), targetValue, AlphaFunctions::EaseOut);
+  animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
 
   Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
@@ -4035,7 +5042,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunction(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector2TimePeriod(void)
+int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
 {
   TestApplication application;
 
@@ -4043,7 +5050,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriod(void)
 
   // Register a Vector2 property
   Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
 
@@ -4090,7 +5097,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
@@ -4098,7 +5105,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriod(void)
 
   // Register a Vector2 property
   Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
 
@@ -4110,7 +5117,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriod(void)
   float delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -4146,7 +5153,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3(void)
+int UtcDaliAnimationAnimateToVector3P(void)
 {
   TestApplication application;
 
@@ -4154,7 +5161,7 @@ int UtcDaliAnimationAnimateToVector3(void)
 
   // Register a Vector3 property
   Vector3 startValue(-50.0f, -50.0f, -50.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
 
@@ -4192,7 +5199,7 @@ int UtcDaliAnimationAnimateToVector3(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3AlphaFunction(void)
+int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void)
 {
   TestApplication application;
 
@@ -4200,7 +5207,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunction(void)
 
   // Register a Vector3 property
   Vector3 startValue(1000.0f, 1000.0f, 1000.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
 
@@ -4209,7 +5216,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunction(void)
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetValue(9000.0f, 9000.0f, 9000.0f);
   Vector3 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
   Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
@@ -4243,7 +5250,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunction(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3TimePeriod(void)
+int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
 {
   TestApplication application;
 
@@ -4251,7 +5258,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriod(void)
 
   // Register a Vector3 property
   Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
 
@@ -4298,7 +5305,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
@@ -4306,7 +5313,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriod(void)
 
   // Register a Vector3 property
   Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
 
@@ -4316,9 +5323,9 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriod(void)
   Vector3 targetValue(30.0f, 30.0f, 30.0f);
   Vector3 relativeValue(targetValue - startValue);
   float delay = 0.5f;
-  animation.AnimateTo(Property(actor, "test-property"),
+  animation.AnimateTo(Property(actor, "testProperty"),
                       targetValue,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -4354,7 +5361,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3Component(void)
+int UtcDaliAnimationAnimateToVector3ComponentP(void)
 {
   TestApplication application;
 
@@ -4362,7 +5369,7 @@ int UtcDaliAnimationAnimateToVector3Component(void)
 
   // Register a Vector3 property
   Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
 
@@ -4372,13 +5379,13 @@ int UtcDaliAnimationAnimateToVector3Component(void)
   Vector3 targetValue(30.0f, 30.0f, 10.0f);
   Vector3 relativeValue(targetValue - startValue);
   float delay = 0.5f;
-  animation.AnimateTo(Property(actor, "test-property", 0),
+  animation.AnimateTo(Property(actor, "testProperty",  0),
                       30.0f,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
   animation.AnimateTo(Property(actor, index, 1),
                       30.0f,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -4414,7 +5421,7 @@ int UtcDaliAnimationAnimateToVector3Component(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector4(void)
+int UtcDaliAnimationAnimateToVector4P(void)
 {
   TestApplication application;
 
@@ -4422,7 +5429,7 @@ int UtcDaliAnimationAnimateToVector4(void)
 
   // Register a Vector4 property
   Vector4 startValue(-50.0f, -40.0f, -30.0f, -20.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
 
@@ -4460,7 +5467,7 @@ int UtcDaliAnimationAnimateToVector4(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector4AlphaFunction(void)
+int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void)
 {
   TestApplication application;
 
@@ -4468,7 +5475,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunction(void)
 
   // Register a Vector4 property
   Vector4 startValue(1000.0f, 1000.0f, 1000.0f, 1000.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
 
@@ -4477,7 +5484,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunction(void)
   Animation animation = Animation::New(durationSeconds);
   Vector4 targetValue(9000.0f, 9000.0f, 9000.0f, 9000.0f);
   Vector4 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
   Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
@@ -4512,7 +5519,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunction(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector4TimePeriod(void)
+int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
 {
   TestApplication application;
 
@@ -4520,7 +5527,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriod(void)
 
   // Register a Vector4 property
   Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, VECTOR4_EPSILON, TEST_LOCATION );
 
@@ -4567,7 +5574,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
@@ -4575,7 +5582,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriod(void)
 
   // Register a Vector4 property
   Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
 
@@ -4587,7 +5594,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriod(void)
   float delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -4623,7 +5630,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOrigin(void)
+int UtcDaliAnimationAnimateToActorParentOriginP(void)
 {
   TestApplication application;
 
@@ -4643,12 +5650,12 @@ int UtcDaliAnimationAnimateToActorParentOrigin(void)
   catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
   }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginX(void)
+int UtcDaliAnimationAnimateToActorParentOriginXP(void)
 {
   TestApplication application;
 
@@ -4670,12 +5677,12 @@ int UtcDaliAnimationAnimateToActorParentOriginX(void)
   catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
   }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginY(void)
+int UtcDaliAnimationAnimateToActorParentOriginYP(void)
 {
   TestApplication application;
 
@@ -4697,12 +5704,12 @@ int UtcDaliAnimationAnimateToActorParentOriginY(void)
   catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
   }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginZ(void)
+int UtcDaliAnimationAnimateToActorParentOriginZP(void)
 {
   TestApplication application;
 
@@ -4724,12 +5731,12 @@ int UtcDaliAnimationAnimateToActorParentOriginZ(void)
   catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
   }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPoint(void)
+int UtcDaliAnimationAnimateToActorAnchorPointP(void)
 {
   TestApplication application;
 
@@ -4749,12 +5756,12 @@ int UtcDaliAnimationAnimateToActorAnchorPoint(void)
   catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
   }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointX(void)
+int UtcDaliAnimationAnimateToActorAnchorPointXP(void)
 {
   TestApplication application;
 
@@ -4776,12 +5783,12 @@ int UtcDaliAnimationAnimateToActorAnchorPointX(void)
   catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
   }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointY(void)
+int UtcDaliAnimationAnimateToActorAnchorPointYP(void)
 {
   TestApplication application;
 
@@ -4803,12 +5810,12 @@ int UtcDaliAnimationAnimateToActorAnchorPointY(void)
   catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
   }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointZ(void)
+int UtcDaliAnimationAnimateToActorAnchorPointZP(void)
 {
   TestApplication application;
 
@@ -4830,12 +5837,12 @@ int UtcDaliAnimationAnimateToActorAnchorPointZ(void)
   catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
   }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSize(void)
+int UtcDaliAnimationAnimateToActorSizeP(void)
 {
   TestApplication application;
 
@@ -4883,7 +5890,7 @@ int UtcDaliAnimationAnimateToActorSize(void)
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::EASE_IN);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -4921,7 +5928,7 @@ int UtcDaliAnimationAnimateToActorSize(void)
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -4943,7 +5950,7 @@ int UtcDaliAnimationAnimateToActorSize(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSizeWidth(void)
+int UtcDaliAnimationAnimateToActorSizeWidthP(void)
 {
   TestApplication application;
 
@@ -4975,7 +5982,6 @@ int UtcDaliAnimationAnimateToActorSizeWidth(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4988,7 +5994,7 @@ int UtcDaliAnimationAnimateToActorSizeWidth(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSizeHeight(void)
+int UtcDaliAnimationAnimateToActorSizeHeightP(void)
 {
   TestApplication application;
 
@@ -5020,7 +6026,6 @@ int UtcDaliAnimationAnimateToActorSizeHeight(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentSize().height, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5033,7 +6038,7 @@ int UtcDaliAnimationAnimateToActorSizeHeight(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSizeDepth(void)
+int UtcDaliAnimationAnimateToActorSizeDepthP(void)
 {
   TestApplication application;
 
@@ -5065,7 +6070,6 @@ int UtcDaliAnimationAnimateToActorSizeDepth(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5078,21 +6082,21 @@ int UtcDaliAnimationAnimateToActorSizeDepth(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPosition(void)
+int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+  Vector3 targetSize(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetSize );
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
 
   // Start the animation
   animation.Play();
@@ -5102,7 +6106,117 @@ int UtcDaliAnimationAnimateToActorPosition(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetSize(Vector3::ZERO);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+
+  // Repeat with a different (ease-in) alpha function
+  animation = Animation::New(durationSeconds);
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::EASE_IN );
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::EASE_IN );
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // The size should have travelled less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentSize());
+  DALI_TEST_CHECK( current.x > 0.0f );
+  DALI_TEST_CHECK( current.y > 0.0f );
+  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
+  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
+
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetSize(Vector3::ZERO);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+
+  // Repeat with a delay
+  float delay = 0.5f;
+  animation = Animation::New(durationSeconds);
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorPositionP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
@@ -5119,7 +6233,7 @@ int UtcDaliAnimationAnimateToActorPosition(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionX(void)
+int UtcDaliAnimationAnimateToActorPositionXP(void)
 {
   TestApplication application;
 
@@ -5153,9 +6267,6 @@ int UtcDaliAnimationAnimateToActorPositionX(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5170,7 +6281,7 @@ int UtcDaliAnimationAnimateToActorPositionX(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionY(void)
+int UtcDaliAnimationAnimateToActorPositionYP(void)
 {
   TestApplication application;
 
@@ -5204,9 +6315,6 @@ int UtcDaliAnimationAnimateToActorPositionY(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5221,7 +6329,7 @@ int UtcDaliAnimationAnimateToActorPositionY(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionZ(void)
+int UtcDaliAnimationAnimateToActorPositionZP(void)
 {
   TestApplication application;
 
@@ -5255,9 +6363,6 @@ int UtcDaliAnimationAnimateToActorPositionZ(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5272,7 +6377,7 @@ int UtcDaliAnimationAnimateToActorPositionZ(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionAlphaFunction(void)
+int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
 {
   TestApplication application;
 
@@ -5284,7 +6389,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunction(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::EaseIn);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::EASE_IN);
 
   Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
@@ -5321,7 +6426,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunction(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionTimePeriod(void)
+int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
 {
   TestApplication application;
 
@@ -5373,7 +6478,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
@@ -5388,7 +6493,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriod(void)
   float delay = 0.5f;
   animation.AnimateTo( Property(actor, Actor::Property::POSITION),
                        targetPosition,
-                       AlphaFunctions::Linear,
+                       AlphaFunction::LINEAR,
                        TimePeriod( delay, durationSeconds - delay ) );
 
   Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
@@ -5426,21 +6531,21 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
+int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
-  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
+  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
 
   // Start the animation
   animation.Play();
@@ -5455,7 +6560,7 @@ int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -5463,7 +6568,7 @@ int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -5471,7 +6576,7 @@ int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5479,18 +6584,18 @@ int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
+int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5498,7 +6603,7 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
   Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), targetRotation );
+  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), targetRotation );
 
   // Start the animation
   animation.Play();
@@ -5513,7 +6618,7 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -5521,7 +6626,7 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -5529,7 +6634,7 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5537,25 +6642,25 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
+int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
-  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN);
 
   // Start the animation
   animation.Play();
@@ -5570,7 +6675,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -5578,7 +6683,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -5586,7 +6691,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5594,18 +6699,18 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
+int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5613,7 +6718,7 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
   float delay(0.1f);
-  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
@@ -5629,7 +6734,7 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -5638,7 +6743,7 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -5647,7 +6752,7 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5655,18 +6760,18 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5674,7 +6779,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
   float delay(0.1f);
-  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn, TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
@@ -5690,7 +6795,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -5699,7 +6804,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -5708,7 +6813,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5716,11 +6821,11 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorScale(void)
+int UtcDaliAnimationAnimateToActorScaleP(void)
 {
   TestApplication application;
 
@@ -5768,7 +6873,7 @@ int UtcDaliAnimationAnimateToActorScale(void)
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::EASE_IN);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -5806,7 +6911,7 @@ int UtcDaliAnimationAnimateToActorScale(void)
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -5828,7 +6933,7 @@ int UtcDaliAnimationAnimateToActorScale(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorScaleX(void)
+int UtcDaliAnimationAnimateToActorScaleXP(void)
 {
   TestApplication application;
 
@@ -5879,7 +6984,7 @@ int UtcDaliAnimationAnimateToActorScaleX(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorScaleY(void)
+int UtcDaliAnimationAnimateToActorScaleYP(void)
 {
   TestApplication application;
 
@@ -5930,7 +7035,7 @@ int UtcDaliAnimationAnimateToActorScaleY(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorScaleZ(void)
+int UtcDaliAnimationAnimateToActorScaleZP(void)
 {
   TestApplication application;
 
@@ -5981,7 +7086,7 @@ int UtcDaliAnimationAnimateToActorScaleZ(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColor(void)
+int UtcDaliAnimationAnimateToActorColorP(void)
 {
   TestApplication application;
 
@@ -6030,7 +7135,7 @@ int UtcDaliAnimationAnimateToActorColor(void)
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -6068,7 +7173,7 @@ int UtcDaliAnimationAnimateToActorColor(void)
   // Repeat with a shorter animator duration
   float animatorDuration = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunctions::Linear, TimePeriod(animatorDuration));
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::LINEAR, TimePeriod(animatorDuration));
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -6098,7 +7203,7 @@ int UtcDaliAnimationAnimateToActorColor(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorRed(void)
+int UtcDaliAnimationAnimateToActorColorRedP(void)
 {
   TestApplication application;
 
@@ -6152,7 +7257,7 @@ int UtcDaliAnimationAnimateToActorColorRed(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorGreen(void)
+int UtcDaliAnimationAnimateToActorColorGreenP(void)
 {
   TestApplication application;
 
@@ -6206,7 +7311,7 @@ int UtcDaliAnimationAnimateToActorColorGreen(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorBlue(void)
+int UtcDaliAnimationAnimateToActorColorBlueP(void)
 {
   TestApplication application;
 
@@ -6260,7 +7365,7 @@ int UtcDaliAnimationAnimateToActorColorBlue(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorAlpha(void)
+int UtcDaliAnimationAnimateToActorColorAlphaP(void)
 {
   TestApplication application;
 
@@ -6314,9 +7419,34 @@ int UtcDaliAnimationAnimateToActorColorAlpha(void)
   END_TEST;
 }
 
+int UtcDaliAnimationKeyFrames01P(void)
+{
+  TestApplication application;
+
+  KeyFrames keyFrames = KeyFrames::New();
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+
+  keyFrames.Add(0.0f, 0.1f);
+
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
+
+  KeyFrames keyFrames2( keyFrames);
+  DALI_TEST_CHECK( keyFrames2 );
+  DALI_TEST_EQUALS(keyFrames2.GetType(), Property::FLOAT, TEST_LOCATION);
+
+  KeyFrames keyFrames3 = KeyFrames::New();
+  keyFrames3.Add(0.6f, true);
+  DALI_TEST_CHECK( keyFrames3 );
+  DALI_TEST_EQUALS(keyFrames3.GetType(), Property::BOOLEAN, TEST_LOCATION);
 
+  keyFrames3 = keyFrames;
+  DALI_TEST_CHECK( keyFrames3 );
+  DALI_TEST_EQUALS(keyFrames3.GetType(), Property::FLOAT, TEST_LOCATION);
+
+  END_TEST;
+}
 
-int UtcDaliAnimationKeyFrames01(void)
+int UtcDaliAnimationKeyFrames02P(void)
 {
   TestApplication application;
 
@@ -6344,7 +7474,7 @@ int UtcDaliAnimationKeyFrames01(void)
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames02(void)
+int UtcDaliAnimationKeyFrames03P(void)
 {
   TestApplication application;
 
@@ -6372,8 +7502,7 @@ int UtcDaliAnimationKeyFrames02(void)
   END_TEST;
 }
 
-
-int UtcDaliAnimationKeyFrames03(void)
+int UtcDaliAnimationKeyFrames04P(void)
 {
   TestApplication application;
 
@@ -6401,8 +7530,7 @@ int UtcDaliAnimationKeyFrames03(void)
   END_TEST;
 }
 
-
-int UtcDaliAnimationKeyFrames04(void)
+int UtcDaliAnimationKeyFrames05P(void)
 {
   TestApplication application;
 
@@ -6430,7 +7558,7 @@ int UtcDaliAnimationKeyFrames04(void)
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames05(void)
+int UtcDaliAnimationKeyFrames06P(void)
 {
   TestApplication application;
 
@@ -6448,7 +7576,7 @@ int UtcDaliAnimationKeyFrames05(void)
 
   try
   {
-    keyFrames.Add(0.7f, Quaternion(1.717f, Vector3::XAXIS));
+    keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
   }
   catch (Dali::DaliException& e)
   {
@@ -6458,20 +7586,19 @@ int UtcDaliAnimationKeyFrames05(void)
   END_TEST;
 }
 
-
-int UtcDaliAnimationKeyFrames06(void)
+int UtcDaliAnimationKeyFrames07P(void)
 {
   TestApplication application;
 
   KeyFrames keyFrames = KeyFrames::New();
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
 
-  keyFrames.Add(0.0f, Quaternion(1.717f, Vector3::XAXIS));
-  keyFrames.Add(0.2f, Quaternion(2.0f, Vector3::XAXIS));
-  keyFrames.Add(0.4f, Quaternion(3.0f, Vector3::ZAXIS));
-  keyFrames.Add(0.6f, Quaternion(4.0f, Vector3(1.0f, 1.0f, 1.0f)));
+  keyFrames.Add(0.0f, Quaternion(Radian(1.717f), Vector3::XAXIS));
+  keyFrames.Add(0.2f, Quaternion(Radian(2.0f), Vector3::XAXIS));
+  keyFrames.Add(0.4f, Quaternion(Radian(3.0f), Vector3::ZAXIS));
+  keyFrames.Add(0.6f, Quaternion(Radian(4.0f), Vector3(1.0f, 1.0f, 1.0f)));
   keyFrames.Add(0.8f, AngleAxis(Degree(90), Vector3::XAXIS));
-  keyFrames.Add(1.0f, Quaternion(3.0f, Vector3::YAXIS));
+  keyFrames.Add(1.0f, Quaternion(Radian(3.0f), Vector3::YAXIS));
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
 
@@ -6487,11 +7614,7 @@ int UtcDaliAnimationKeyFrames06(void)
   END_TEST;
 }
 
-
-
-
-
-int UtcDaliAnimationAnimateBetweenActorColorAlpha(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
 {
   TestApplication application;
 
@@ -6586,7 +7709,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlpha(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorAlphaCubic(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
 {
   TestApplication application;
 
@@ -6681,7 +7804,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubic(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColor(void)
+int UtcDaliAnimationAnimateBetweenActorColorP(void)
 {
   TestApplication application;
 
@@ -6756,7 +7879,7 @@ int UtcDaliAnimationAnimateBetweenActorColor(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorCubic(void)
+int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
 {
   TestApplication application;
 
@@ -6831,13 +7954,13 @@ int UtcDaliAnimationAnimateBetweenActorColorCubic(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorVisible(void)
+int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
+  actor.SetOrientation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
@@ -6876,13 +7999,13 @@ int UtcDaliAnimationAnimateBetweenActorVisible(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorVisibleCubic(void)
+int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
+  actor.SetOrientation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
@@ -6922,19 +8045,19 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubic(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorRotation01(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
+  actor.SetOrientation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(0);
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6943,7 +8066,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation01(void)
   KeyFrames keyFrames = KeyFrames::New();
   keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
 
   // Start the animation
   animation.Play();
@@ -6958,26 +8081,26 @@ int UtcDaliAnimationAnimateBetweenActorRotation01(void)
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
   application.SendNotification();
 
-  Quaternion check = Quaternion::FromAxisAngle(Vector4::ZAXIS, Radian(Degree(60)));
+  Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
 
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorRotation02(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
+  actor.SetOrientation(aa.angle, aa.axis);
   application.SendNotification();
   application.Render(0);
   Stage::GetCurrent().Add(actor);
 
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6988,7 +8111,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation02(void)
   keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
   keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
 
   // Start the animation
   animation.Play();
@@ -7002,27 +8125,27 @@ int UtcDaliAnimationAnimateBetweenActorRotation02(void)
   finishCheck.CheckSignalNotReceived();
 
   Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(90)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4(0.5f, 0.5f, 0.0f, 0.0f), Radian(Degree(101.5)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::YAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -7030,19 +8153,19 @@ int UtcDaliAnimationAnimateBetweenActorRotation02(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorRotation01Cubic(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
+  actor.SetOrientation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(0);
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7052,7 +8175,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation01Cubic(void)
   keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
 
   //Cubic interpolation should be ignored for quaternions
-  animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames, Animation::Cubic );
+  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -7067,26 +8190,26 @@ int UtcDaliAnimationAnimateBetweenActorRotation01Cubic(void)
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
   application.SendNotification();
 
-  Quaternion check = Quaternion::FromAxisAngle(Vector4::ZAXIS, Radian(Degree(60)));
+  Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
 
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorRotation02Cubic(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
+  actor.SetOrientation(aa.angle, aa.axis);
   application.SendNotification();
   application.Render(0);
   Stage::GetCurrent().Add(actor);
 
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7098,7 +8221,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation02Cubic(void)
   keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
 
   //Cubic interpolation should be ignored for quaternions
-  animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames, Animation::Cubic );
+  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -7112,27 +8235,27 @@ int UtcDaliAnimationAnimateBetweenActorRotation02Cubic(void)
   finishCheck.CheckSignalNotReceived();
 
   Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(90)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4(0.5f, 0.5f, 0.0f, 0.0f), Radian(Degree(101.5)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f ) );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::YAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -7140,27 +8263,31 @@ int UtcDaliAnimationAnimateBetweenActorRotation02Cubic(void)
   END_TEST;
 }
 
-
-int UtcDaliAnimationMoveByFloat3(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetPosition(startPosition);
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
-  animation.MoveBy(actor, relativePosition.x, relativePosition.y, relativePosition.z);
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR );
 
   // Start the animation
   animation.Play();
@@ -7168,45 +8295,74 @@ int UtcDaliAnimationMoveByFloat3(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
 
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+
+  // We did expect the animation to finish
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationMoveByVector3Alpha(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetPosition(startPosition);
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
-  animation.MoveBy(actor, relativePosition, AlphaFunctions::EaseOut);
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -7214,51 +8370,75 @@ int UtcDaliAnimationMoveByVector3Alpha(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
 
-  // The position should have moved more, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
-  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
-  application.SendNotification();
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationMoveByVector3AlphaFloat2(void)
+int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetPosition(startPosition);
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
   float delay = 0.5f;
-  animation.MoveBy(actor, relativePosition, AlphaFunctions::Linear, delay, durationSeconds - delay);
+  Animation animation = Animation::New(durationSeconds);
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ) );
 
   // Start the animation
   animation.Play();
@@ -7266,40 +8446,76 @@ int UtcDaliAnimationMoveByVector3AlphaFloat2(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
 
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+
+  // We did expect the animation to finish
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationMoveToFloat3(void)
+int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
+  float delay = 0.5f;
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.MoveTo(actor, targetPosition.x, targetPosition.y, targetPosition.z);
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -7307,40 +8523,76 @@ int UtcDaliAnimationMoveToFloat3(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
 
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+
+  // We did expect the animation to finish
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationMoveToVector3Alpha(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
+  float delay = 0.5f;
   Actor actor = Actor::New();
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::EaseIn);
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
 
   // Start the animation
   animation.Play();
@@ -7348,49 +8600,76 @@ int UtcDaliAnimationMoveToVector3Alpha(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
 
-  // The position should have moved less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
-  DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
-  DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
-  DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
-  DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z );
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
 
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+
+  // We did expect the animation to finish
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationMoveToVector3AlphaFloat2(void)
+int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
   float delay = 0.5f;
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear, delay, durationSeconds - delay);
+  Animation animation = Animation::New(durationSeconds);
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -7398,48 +8677,79 @@ int UtcDaliAnimationMoveToVector3AlphaFloat2(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
 
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+
+  // We did expect the animation to finish
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateByDegreeVector3(void)
+int UtcDaliAnimationAnimateP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  //Build the path
+  Vector3 position0( 30.0,  80.0,  0.0);
+  Vector3 position1( 70.0,  120.0, 0.0);
+  Vector3 position2( 100.0, 100.0, 0.0);
+
+  Dali::Path path = Dali::Path::New();
+  path.AddPoint(position0);
+  path.AddPoint(position1);
+  path.AddPoint(position2);
+
+  //Control points for first segment
+  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
+  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+
+  //Control points for second segment
+  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds( 1.0f );
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS);
+  animation.Animate(actor, path, Vector3::XAXIS);
 
   // Start the animation
   animation.Play();
@@ -7447,113 +8757,78 @@ int UtcDaliAnimationRotateByDegreeVector3(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
+  application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  Vector3 position, tangent;
+  Quaternion rotation;
+  path.Sample( 0.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  path.Sample( 0.25f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  path.Sample( 0.5f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  path.Sample( 0.75f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  path.Sample( 1.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  // We did expect the animation to finish
-  application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateByRadianVector3(void)
+int UtcDaliAnimationAnimateAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  //Build the path
+  Vector3 position0( 30.0,  80.0,  0.0);
+  Vector3 position1( 70.0,  120.0, 0.0);
+  Vector3 position2( 100.0, 100.0, 0.0);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
+  Dali::Path path = Dali::Path::New();
+  path.AddPoint(position0);
+  path.AddPoint(position1);
+  path.AddPoint(position2);
 
-int UtcDaliAnimationRotateByDegreeVector3Alpha(void)
-{
-  TestApplication application;
+  //Control points for first segment
+  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
+  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
 
-  Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  //Control points for second segment
+  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds( 1.0f );
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
+  animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
@@ -7561,56 +8836,78 @@ int UtcDaliAnimationRotateByDegreeVector3Alpha(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
+  application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  Vector3 position, tangent;
+  Quaternion rotation;
+  path.Sample( 0.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  path.Sample( 0.25f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  path.Sample( 0.5f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  path.Sample( 0.75f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  path.Sample( 1.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  // We did expect the animation to finish
-  application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateByRadianVector3Alpha(void)
+int UtcDaliAnimationAnimateTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  //Build the path
+  Vector3 position0( 30.0,  80.0,  0.0);
+  Vector3 position1( 70.0,  120.0, 0.0);
+  Vector3 position2( 100.0, 100.0, 0.0);
+
+  Dali::Path path = Dali::Path::New();
+  path.AddPoint(position0);
+  path.AddPoint(position1);
+  path.AddPoint(position2);
+
+  //Control points for first segment
+  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
+  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+
+  //Control points for second segment
+  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds( 1.0f );
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
+  animation.Animate(actor, path, Vector3::XAXIS, TimePeriod(0.0f, 1.0f));
 
   // Start the animation
   animation.Play();
@@ -7618,57 +8915,78 @@ int UtcDaliAnimationRotateByRadianVector3Alpha(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
+  application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  Vector3 position, tangent;
+  Quaternion rotation;
+  path.Sample( 0.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  path.Sample( 0.25f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  path.Sample( 0.5f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  path.Sample( 0.75f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  path.Sample( 1.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  // We did expect the animation to finish
-  application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
+int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  //Build the path
+  Vector3 position0( 30.0,  80.0,  0.0);
+  Vector3 position1( 70.0,  120.0, 0.0);
+  Vector3 position2( 100.0, 100.0, 0.0);
+
+  Dali::Path path = Dali::Path::New();
+  path.AddPoint(position0);
+  path.AddPoint(position1);
+  path.AddPoint(position2);
+
+  //Control points for first segment
+  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
+  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+
+  //Control points for second segment
+  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds( 1.0f );
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  float delay = 0.3f;
-  animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+  animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR, TimePeriod(0.0f, 1.0f));
 
   // Start the animation
   animation.Play();
@@ -7676,1919 +8994,219 @@ int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
+  application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  Vector3 position, tangent;
+  Quaternion rotation;
+  path.Sample( 0.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  path.Sample( 0.25f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  path.Sample( 0.5f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  path.Sample( 0.75f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  path.Sample( 1.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  // We did expect the animation to finish
-  application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-
-int UtcDaliAnimationRotateByRadianVector3AlphaFloat2(void)
+int UtcDaliAnimationShowP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  float delay = 0.3f;
-  animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateToDegreeVector3(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateToRadianVector3(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateToQuaternion(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.RotateTo(actor, targetRotation/*Quaternion version*/);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateToRadianVector3Alpha(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateToQuaternionAlpha(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.RotateTo(actor, targetRotation/*Quaternion version*/, AlphaFunctions::EaseIn);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  float delay(0.1f);
-  animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  float delay(0.1f);
-  animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  float delay(0.1f);
-  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.RotateTo(actor, targetRotation/*Quaternion version*/, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationScaleBy(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetScale(2.0f, 2.0f, 2.0f);
-  Vector3 relativeScale(targetScale - Vector3::ONE);
-  animation.ScaleBy(actor, relativeScale.x, relativeScale.y, relativeScale.z);
-
-  Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.ScaleBy(actor, relativeScale, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentScale());
-  DALI_TEST_CHECK( current.x > 1.0f );
-  DALI_TEST_CHECK( current.y > 1.0f );
-  DALI_TEST_CHECK( current.z > 1.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.ScaleBy(actor, relativeScale, AlphaFunctions::Linear, delay, durationSeconds - delay);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationScaleTo(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetScale(2.0f, 2.0f, 2.0f);
-  animation.ScaleTo(actor, targetScale.x, targetScale.y, targetScale.z);
-
-  Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.ScaleTo(actor, targetScale, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentScale());
-  DALI_TEST_CHECK( current.x > 1.0f );
-  DALI_TEST_CHECK( current.y > 1.0f );
-  DALI_TEST_CHECK( current.z > 1.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.ScaleTo(actor, targetScale, AlphaFunctions::Linear, delay, durationSeconds - delay);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationShow(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetVisible(false);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_CHECK( !actor.IsVisible() );
-  Stage::GetCurrent().Add(actor);
-
-  // Start the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  animation.Show(actor, durationSeconds*0.5f);
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
-  END_TEST;
-}
-
-int UtcDaliAnimationHide(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.IsVisible() );
-  Stage::GetCurrent().Add(actor);
-
-  // Start the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  animation.Hide(actor, durationSeconds*0.5f);
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
-  END_TEST;
-}
-
-int UtcDaliAnimationShowHideAtEnd(void)
-{
-  // Test that show/hide delay can be the same as animation duration
-  // i.e. to show/hide at the end of the animation
-
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.IsVisible() );
-  Stage::GetCurrent().Add(actor);
-
-  // Start Hide animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  animation.Hide(actor, durationSeconds/*Hide at end*/);
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
-
-  // Start Show animation
-  animation = Animation::New(durationSeconds);
-  animation.Show(actor, durationSeconds/*Show at end*/);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
-  END_TEST;
-}
-
-int UtcDaliAnimationOpacityBy(void)
-{
-  TestApplication application;
-  Actor actor = Actor::New();
-  float startingOpacity(0.5f);
-  actor.SetOpacity(startingOpacity);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
-  Stage::GetCurrent().Add(actor);
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  float relativeOpacity(-0.5f); // target of zero
-  animation.OpacityBy(actor, relativeOpacity);
-
-  float seventyFivePercentProgress((1.0f - 0.75f) * startingOpacity);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), seventyFivePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetOpacity(startingOpacity);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.OpacityBy(actor, relativeOpacity, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The opacity should reduce less, than with a linear alpha function
-  float current(actor.GetCurrentOpacity());
-  DALI_TEST_CHECK( current < 1.0f );
-  DALI_TEST_CHECK( current > seventyFivePercentProgress );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetOpacity(startingOpacity);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.OpacityBy(actor, relativeOpacity, AlphaFunctions::Linear, delay, durationSeconds - delay);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), seventyFivePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationOpacityTo(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  float targetOpacity(0.0f);
-  animation.OpacityTo(actor, targetOpacity);
-
-  float ninetyNinePercentProgress(0.01f);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), ninetyNinePercentProgress, 0.001f, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), targetOpacity, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetOpacity(1.0f);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.OpacityTo(actor, targetOpacity, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The opacity should reduce less, than with a linear alpha function
-  float current(actor.GetCurrentOpacity());
-  DALI_TEST_CHECK( current < 1.0f );
-  DALI_TEST_CHECK( current > ninetyNinePercentProgress );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), targetOpacity, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetOpacity(1.0f);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.OpacityTo(actor, targetOpacity, AlphaFunctions::Linear, delay, durationSeconds - delay);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), targetOpacity, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationColorBy(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetColor(Color::BLACK);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::BLACK, TEST_LOCATION );
-  Stage::GetCurrent().Add(actor);
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector4 targetColor(Color::GREEN);
-  Vector4 relativeColor(Color::GREEN); // Note the alpha is automatically clamped <= 1.0f in world color
-  animation.ColorBy(actor, relativeColor);
-
-  Vector4 tenPercentProgress(Vector4(0.0f, 0.1f, 0.0f, 1.0f));
-  Vector4 twentyPercentProgress(Vector4(0.0f, 0.2f, 0.0f, 1.0f));
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), tenPercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetColor(Color::BLACK);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), Color::BLACK, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.ColorBy(actor, relativeColor, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The color should have changed less, than with a linear alpha function
-  Vector4 current(actor.GetCurrentWorldColor());
-  DALI_TEST_CHECK( current.x == 0.0f ); // doesn't change
-  DALI_TEST_CHECK( current.y > 0.0f );
-  DALI_TEST_CHECK( current.y < tenPercentProgress.y );
-  DALI_TEST_CHECK( current.z == 0.0f ); // doesn't change
-  DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetColor(Color::BLACK);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), Color::BLACK, TEST_LOCATION );
-
-  // Repeat with a shorter animator duration
-  float animatorDuration = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.ColorBy(actor, relativeColor, AlphaFunctions::Linear, 0, animatorDuration);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), twentyPercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationColorTo(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector4 targetColor(Color::RED);
-  animation.ColorTo(actor, targetColor);
-
-  Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
-  Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), tenPercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetColor(Color::WHITE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.ColorTo(actor, targetColor, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The color should have changed less, than with a linear alpha function
-  Vector4 current(actor.GetCurrentColor());
-  DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
-  DALI_TEST_CHECK( current.y < 1.0f );
-  DALI_TEST_CHECK( current.y > tenPercentProgress.y );
-  DALI_TEST_CHECK( current.z  < 1.0f );
-  DALI_TEST_CHECK( current.z  > tenPercentProgress.z );
-  DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetColor(Color::WHITE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
-
-  // Repeat with a shorter animator duration
-  float animatorDuration = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.ColorTo(actor, targetColor, AlphaFunctions::Linear, 0, animatorDuration);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationResize(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetSize(100.0f, 100.0f, 100.0f);
-  animation.Resize(actor, targetSize);
-
-  Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetSize(Vector3::ZERO);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.Resize(actor, targetSize, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentSize());
-  DALI_TEST_CHECK( current.x > 0.0f );
-  DALI_TEST_CHECK( current.y > 0.0f );
-  DALI_TEST_CHECK( current.z > 0.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetSize(Vector3::ZERO);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.Resize(actor, targetSize, AlphaFunctions::Linear, delay, durationSeconds - delay);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliKeyFramesCreateDestroy(void)
-{
-  tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()");
-
-  KeyFrames* keyFrames = new KeyFrames;
-  delete keyFrames;
-  DALI_TEST_CHECK( true );
-  END_TEST;
-}
-
-int UtcDaliKeyFramesDownCast(void)
-{
-  TestApplication application;
-  tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
-
-  KeyFrames keyFrames = KeyFrames::New();
-  BaseHandle object(keyFrames);
-
-  KeyFrames keyFrames2 = KeyFrames::DownCast(object);
-  DALI_TEST_CHECK(keyFrames2);
-
-  KeyFrames keyFrames3 = DownCast< KeyFrames >(object);
-  DALI_TEST_CHECK(keyFrames3);
-
-  BaseHandle unInitializedObject;
-  KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
-  DALI_TEST_CHECK(!keyFrames4);
-
-  KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject);
-  DALI_TEST_CHECK(!keyFrames5);
-  END_TEST;
-}
-
-int UtcDaliAnimationResizeByXY(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetSize(100.0f, 100.0f, 100.0f);
-  animation.Resize(actor, targetSize);
-
-  Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetSize(Vector3::ZERO);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.Resize(actor, targetSize.x, targetSize.y, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentSize());
-  DALI_TEST_CHECK( current.x > 0.0f );
-  DALI_TEST_CHECK( current.y > 0.0f );
-  DALI_TEST_CHECK( current.z > 0.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetSize(Vector3::ZERO);
+  actor.SetVisible(false);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.Resize(actor, targetSize.x, targetSize.y, AlphaFunctions::Linear, delay, durationSeconds - delay);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
-  END_TEST;
-}
-
-
-int UtcDaliAnimationAnimateBetweenActorColorTimePeriod(void)
-{
-  TestApplication application;
-
-  float startValue(1.0f);
-  Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
-  Stage::GetCurrent().Add(actor);
-
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-
-  KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
-  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
-  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
-
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( 1.0f) );
+  DALI_TEST_CHECK( !actor.IsVisible() );
+  Stage::GetCurrent().Add(actor);
 
   // Start the animation
+  float durationSeconds(10.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Show(actor, durationSeconds*0.5f);
   animation.Play();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+
   application.SendNotification();
-  application.Render(0);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( !actor.IsVisible() );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( actor.IsVisible() );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
-
+  application.SendNotification();
   finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( actor.IsVisible() );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorFunction(void)
+int UtcDaliAnimationHideP(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  DALI_TEST_CHECK( actor.IsVisible() );
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-
-  KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
-  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
-  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
-
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunctions::Linear );
-
   // Start the animation
+  float durationSeconds(10.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Hide(actor, durationSeconds*0.5f);
   animation.Play();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+
   application.SendNotification();
-  application.Render(0);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( actor.IsVisible() );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( !actor.IsVisible() );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
-
+  application.SendNotification();
   finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( !actor.IsVisible() );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorFunctionTimePeriod(void)
+int UtcDaliAnimationShowHideAtEndP(void)
 {
+  // Test that show/hide delay can be the same as animation duration
+  // i.e. to show/hide at the end of the animation
+
   TestApplication application;
 
-  float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  DALI_TEST_CHECK( actor.IsVisible() );
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
+  // Start Hide animation
+  float durationSeconds(10.0f);
   Animation animation = Animation::New(durationSeconds);
-
-  KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
-  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
-  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
-
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunctions::Linear, TimePeriod( 1.0f) );
-
-  // Start the animation
+  animation.Hide(actor, durationSeconds/*Hide at end*/);
   animation.Play();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
-  application.Render(0);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  // We did expect the animation to finish
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( !actor.IsVisible() );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  // Start Show animation
+  animation = Animation::New(durationSeconds);
+  animation.Show(actor, durationSeconds/*Show at end*/);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
-
+  application.SendNotification();
   finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( actor.IsVisible() );
+  END_TEST;
+}
+
+int UtcDaliKeyFramesCreateDestroyP(void)
+{
+  tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()");
+
+  KeyFrames* keyFrames = new KeyFrames;
+  delete keyFrames;
+  DALI_TEST_CHECK( true );
+  END_TEST;
+}
+
+int UtcDaliKeyFramesDownCastP(void)
+{
+  TestApplication application;
+  tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
+
+  KeyFrames keyFrames = KeyFrames::New();
+  BaseHandle object(keyFrames);
+
+  KeyFrames keyFrames2 = KeyFrames::DownCast(object);
+  DALI_TEST_CHECK(keyFrames2);
+
+  KeyFrames keyFrames3 = DownCast< KeyFrames >(object);
+  DALI_TEST_CHECK(keyFrames3);
+
+  BaseHandle unInitializedObject;
+  KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
+  DALI_TEST_CHECK(!keyFrames4);
+
+  KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject);
+  DALI_TEST_CHECK(!keyFrames5);
   END_TEST;
 }
 
-int UtcDaliAnimationCreateDestroy(void)
+int UtcDaliAnimationCreateDestroyP(void)
 {
   TestApplication application;
   Animation* animation = new Animation;
@@ -9604,16 +9222,15 @@ struct UpdateManagerTestConstraint
   {
   }
 
-  Vector3 operator()(const Vector3& current)
+  void operator()( Vector3& current, const PropertyInputContainer& /* inputs */)
   {
     mApplication.SendNotification();  // Process events
-    return current;
   }
 
   TestApplication& mApplication;
 };
 
-int UtcDaliAnimationUpdateManager(void)
+int UtcDaliAnimationUpdateManagerP(void)
 {
   TestApplication application;
 
@@ -9628,12 +9245,12 @@ int UtcDaliAnimationUpdateManager(void)
   animation.FinishedSignal().Connect( &application, finishCheck );
 
   Vector3 startValue(1.0f, 1.0f, 1.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  Constraint constraint = Constraint::New<Vector3>( index, UpdateManagerTestConstraint( application ) );
-  actor.ApplyConstraint( constraint );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Constraint constraint = Constraint::New<Vector3>( actor, index, UpdateManagerTestConstraint( application ) );
+  constraint.Apply();
 
   // Apply animation to actor
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunctions::Linear );
+  animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunction::LINEAR );
 
   animation.Play();
 
@@ -9649,7 +9266,7 @@ int UtcDaliAnimationUpdateManager(void)
   END_TEST;
 }
 
-int UtcDaliAnimationSignalOrder(void)
+int UtcDaliAnimationSignalOrderP(void)
 {
   TestApplication application;
 
@@ -9667,9 +9284,9 @@ int UtcDaliAnimationSignalOrder(void)
   animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) );
 
   // Apply animations to actor
-  animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunctions::Linear );
+  animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunction::LINEAR );
   animation1.Play();
-  animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunctions::Linear );
+  animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunction::LINEAR );
   animation2.Play();
 
   DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
@@ -9702,7 +9319,7 @@ int UtcDaliAnimationSignalOrder(void)
   END_TEST;
 }
 
-int UtcDaliAnimationExtendDuration(void)
+int UtcDaliAnimationExtendDurationP(void)
 {
   TestApplication application;
 
@@ -9710,7 +9327,7 @@ int UtcDaliAnimationExtendDuration(void)
 
   // Register a float property
   float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
@@ -9763,35 +9380,21 @@ int UtcDaliAnimationExtendDuration(void)
   END_TEST;
 }
 
-int UtcDaliAnimationPath(void)
+int UtcDaliAnimationCustomIntProperty(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
+  int startValue(0u);
 
-  //Build the path
-  Vector3 position0( 30.0,  80.0,  0.0);
-  Vector3 position1( 70.0,  120.0, 0.0);
-  Vector3 position2( 100.0, 100.0, 0.0);
-
-  Dali::Path path = Dali::Path::New();
-  path.AddPoint(position0);
-  path.AddPoint(position1);
-  path.AddPoint(position2);
-
-  //Control points for first segment
-  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
-  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
-
-  //Control points for second segment
-  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
-  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+  Property::Index index = actor.RegisterProperty("anIndex",  startValue);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds( 1.0f );
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Animate(actor, path, Vector3::XAXIS, AlphaFunctions::Linear, TimePeriod(0.0f, 1.0f ));
+  animation.AnimateTo( Property(actor, index), 20 );
 
   // Start the animation
   animation.Play();
@@ -9799,45 +9402,21 @@ int UtcDaliAnimationPath(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
-  application.Render(0);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  Vector3 position, tangent;
-  Quaternion rotation;
-  path.Sample( 0.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  path.Sample( 0.25f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  path.Sample( 0.5f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), 10, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  path.Sample( 0.75f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  // We did expect the animation to finish
   application.SendNotification();
-  path.Sample( 1.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
-
   finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), 20, TEST_LOCATION );
   END_TEST;
 }