[Tizen] Return Animation information
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Animation.cpp
index 2a46bf5..f3c1d94 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -21,8 +21,8 @@
 #include <stdlib.h>
 #include <dali/public-api/dali-core.h>
 #include <dali/devel-api/actors/actor-devel.h>
-#include <dali/devel-api/object/handle-devel.h>
 #include <dali-test-suite-utils.h>
+#include <dali/devel-api/animation/animation-devel.h>
 
 using std::max;
 using namespace Dali;
@@ -42,6 +42,7 @@ namespace
 
 static const float ROTATION_EPSILON = 0.0001f;
 static const float VECTOR4_EPSILON = 0.0001f;
+static const float VECTOR3_EPSILON = 0.0001f;
 
 // Functor to test whether a Finish signal is emitted
 struct AnimationFinishCheck
@@ -90,6 +91,55 @@ struct AnimationFinishCheck
   bool& mSignalReceived; // owned by individual tests
 };
 
+// Functor to test whether a Progress signal is emitted
+struct AnimationProgressCheck
+{
+  AnimationProgressCheck(bool& signalReceived, std::string name = " ")
+  : mSignalReceived(signalReceived),
+    mName( name )
+  {
+  }
+
+  void operator()(Animation& animation)
+  {
+    mSignalReceived = true;
+  }
+
+  void Reset()
+  {
+    mSignalReceived = false;
+  }
+
+  void CheckSignalReceived()
+  {
+    if (!mSignalReceived)
+    {
+      tet_printf("Expected Progress reached signal was not received %s \n", mName.c_str() );
+      tet_result(TET_FAIL);
+    }
+    else
+    {
+      tet_result(TET_PASS);
+    }
+  }
+
+  void CheckSignalNotReceived()
+  {
+    if (mSignalReceived)
+    {
+      tet_printf("Unexpected Progress reached signal was received %s \n", mName.c_str());
+      tet_result(TET_FAIL);
+    }
+    else
+    {
+      tet_result(TET_PASS);
+    }
+  }
+
+  bool& mSignalReceived; // owned by individual tests
+  std::string mName;
+};
+
 } // anon namespace
 
 int UtcDaliAnimationConstructorP(void)
@@ -766,7 +816,7 @@ int UtcDaliAnimationIsLoopingP(void)
   END_TEST;
 }
 
-int UtcDaliAnimationSetEndActioN(void)
+int UtcDaliAnimationSetEndActionN(void)
 {
   TestApplication application;
 
@@ -2024,7 +2074,7 @@ int UtcDaliAnimationPlayP(void)
   END_TEST;
 }
 
-int UtcDaliAnimationPlayOffStageP(void)
+int UtcDaliAnimationPlayOffStageDiscardP(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
@@ -2035,7 +2085,7 @@ int UtcDaliAnimationPlayOffStageP(void)
   Actor actor = Actor::New();
   Vector3 basePosition(Vector3::ZERO);
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
-  // Not added to the stage!
+  // Not added to the stage yet!
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -2057,7 +2107,99 @@ int UtcDaliAnimationPlayOffStageP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), 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();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+
+  // Remove from the stage
+  Stage::GetCurrent().Remove(actor);
+
+  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(), Vector3::ZERO/*back to start position as disconnect behaviour is discard*/, TEST_LOCATION );
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
+
+  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(), Vector3(80,80,80), 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();
+  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 UtcDaliAnimationPlayOffStageBakeFinalP(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;
+
+  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);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // 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*200.0f)/* 20% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION );
 
   // Add to the stage
   Stage::GetCurrent().Add(actor);
@@ -2068,8 +2210,7 @@ int UtcDaliAnimationPlayOffStageP(void)
   // 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( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
 
   // Remove from the stage
   Stage::GetCurrent().Remove(actor);
@@ -2080,19 +2221,123 @@ int UtcDaliAnimationPlayOffStageP(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 /*bake final*/, TEST_LOCATION );
+
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
+
+  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 /*bake final removed the */, 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();
+  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 UtcDaliAnimationPlayOffStageBakeP(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;
+
+  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::Bake );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // 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*200.0f)/* 20% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), 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();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+
+  // Remove from the stage
+  Stage::GetCurrent().Remove(actor); // baked here
+
+  application.SendNotification();
+  // this render is a no-op in this case as animator is disabled while off stage
+  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(), Vector3(40,40,40) /*baked value*/, TEST_LOCATION );
+
+  // Add back to the stage
+  Stage::GetCurrent().Add(actor);
+
+  application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+
+  // Remove from the stage
+  Stage::GetCurrent().Remove(actor); // baked here
+
+  application.SendNotification();
+  // this render is a no-op in this case as animator is disabled while off stage
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+
+  // Add back to the stage
+  Stage::GetCurrent().Add(actor);
 
   // 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(), Vector3(88,88,88) , TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
@@ -2105,6 +2350,7 @@ int UtcDaliAnimationPlayOffStageP(void)
   // 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;
@@ -2363,6 +2609,8 @@ int UtcDaliAnimationPlayFromP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
 
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
@@ -2372,6 +2620,9 @@ int UtcDaliAnimationPlayFromP(void)
   // Start the animation from 40% progress
   animation.PlayFrom( 0.4f );
 
+  // Target value should be updated straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -2794,7 +3045,7 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -2806,6 +3057,9 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( index ), finalValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -2816,7 +3070,7 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2824,13 +3078,13 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Repeat with relative value "false" - this should be an NOOP
   animation = Animation::New(durationSeconds);
@@ -2849,7 +3103,7 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2857,13 +3111,13 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -2878,7 +3132,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -2900,7 +3154,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2908,13 +3162,13 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Repeat with relative value "false" - this should be an NOOP
   animation = Animation::New(durationSeconds);
@@ -2933,7 +3187,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2941,7 +3195,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -2956,7 +3210,7 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -2981,7 +3235,7 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
@@ -2991,7 +3245,7 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
   finishCheck.CheckSignalNotReceived();
 
   // ...however we should have reached the final value
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
@@ -2999,13 +3253,13 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -3020,7 +3274,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -3046,7 +3300,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
@@ -3056,7 +3310,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
   finishCheck.CheckSignalNotReceived();
 
   // ...however we should have reached the final value
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
@@ -3064,13 +3318,13 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -3085,7 +3339,7 @@ int UtcDaliAnimationAnimateByFloatP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -3099,6 +3353,9 @@ int UtcDaliAnimationAnimateByFloatP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3109,7 +3366,7 @@ int UtcDaliAnimationAnimateByFloatP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3117,13 +3374,13 @@ int UtcDaliAnimationAnimateByFloatP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3138,7 +3395,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3164,7 +3421,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  float current( DevelHandle::GetCurrentProperty< float >( actor, index ) );
+  float current( actor.GetCurrentProperty< float >( index ) );
   DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
@@ -3173,13 +3430,13 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3194,7 +3451,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3219,7 +3476,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3227,7 +3484,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -3235,13 +3492,13 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3256,7 +3513,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3282,7 +3539,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3290,7 +3547,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -3298,13 +3555,13 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3319,7 +3576,7 @@ int UtcDaliAnimationAnimateByIntegerP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -3333,6 +3590,9 @@ int UtcDaliAnimationAnimateByIntegerP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3343,7 +3603,7 @@ int UtcDaliAnimationAnimateByIntegerP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3351,13 +3611,13 @@ int UtcDaliAnimationAnimateByIntegerP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3372,7 +3632,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3398,7 +3658,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  int current( DevelHandle::GetCurrentProperty< int >( actor, index ) );
+  int current( actor.GetCurrentProperty< int >( index ) );
   DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
@@ -3407,13 +3667,13 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3428,7 +3688,7 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3453,7 +3713,7 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3461,7 +3721,7 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -3469,13 +3729,13 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3490,7 +3750,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3516,7 +3776,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3524,7 +3784,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -3532,13 +3792,51 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByQuaternionP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a quaternion property
+  const Quaternion startValue( Degree( 90 ), Vector3::XAXIS );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == startValue );
+
+  // Build the animation
+  float durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  const Quaternion relativeValue( Degree( 90 ), Vector3::ZAXIS );
+  const Quaternion finalValue( startValue * relativeValue );
+  animation.AnimateBy(Property(actor, index), relativeValue);
+
+  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == startValue );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == finalValue );
+
+  application.SendNotification();
+  application.Render( 2000 ); // animation complete
+
+  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == finalValue );
+
   END_TEST;
 }
 
@@ -3553,7 +3851,7 @@ int UtcDaliAnimationAnimateByVector2P(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -3567,6 +3865,9 @@ int UtcDaliAnimationAnimateByVector2P(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3577,7 +3878,7 @@ int UtcDaliAnimationAnimateByVector2P(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3585,13 +3886,13 @@ int UtcDaliAnimationAnimateByVector2P(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3606,7 +3907,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3632,7 +3933,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) );
+  Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) );
   DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
 
@@ -3642,13 +3943,13 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3663,7 +3964,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3688,7 +3989,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3696,7 +3997,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -3704,13 +4005,13 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3725,7 +4026,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3751,7 +4052,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3759,7 +4060,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -3767,13 +4068,13 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3788,7 +4089,7 @@ int UtcDaliAnimationAnimateByVector3P(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -3802,6 +4103,9 @@ int UtcDaliAnimationAnimateByVector3P(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3812,7 +4116,7 @@ int UtcDaliAnimationAnimateByVector3P(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3820,13 +4124,13 @@ int UtcDaliAnimationAnimateByVector3P(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3841,7 +4145,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3867,7 +4171,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector3 current(DevelHandle::GetCurrentProperty< Vector3 >( actor, index ));
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( index ));
   DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
   DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
@@ -3878,13 +4182,13 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3899,7 +4203,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3924,7 +4228,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3932,7 +4236,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -3940,13 +4244,13 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3961,7 +4265,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3987,7 +4291,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3995,7 +4299,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -4003,13 +4307,13 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4024,7 +4328,7 @@ int UtcDaliAnimationAnimateByVector4P(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -4038,6 +4342,9 @@ int UtcDaliAnimationAnimateByVector4P(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -4048,7 +4355,7 @@ int UtcDaliAnimationAnimateByVector4P(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4056,13 +4363,13 @@ int UtcDaliAnimationAnimateByVector4P(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4077,7 +4384,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4103,7 +4410,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ) );
+  Vector4 current( actor.GetCurrentProperty< Vector4 >( index ) );
   DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
   DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
@@ -4115,13 +4422,13 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4136,7 +4443,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4161,7 +4468,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -4169,7 +4476,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4177,13 +4484,13 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4198,7 +4505,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4224,7 +4531,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -4232,7 +4539,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4240,13 +4547,13 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4274,6 +4581,9 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -4302,6 +4612,45 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
   END_TEST;
 }
 
+int UtcDaliAnimationAnimateByActorPositionComponentsP(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, 300.0f, 400.0f);
+  Vector3 relativePosition(targetPosition - Vector3::ZERO);
+  animation.AnimateBy( Property( actor, Actor::Property::POSITION_X ), relativePosition.x );
+  animation.AnimateBy( Property( actor, Actor::Property::POSITION_Y ), relativePosition.y );
+  animation.AnimateBy( Property( actor, Actor::Property::POSITION_Z ), relativePosition.z );
+
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetPosition.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetPosition.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetPosition.z, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  END_TEST;
+}
+
 int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
 {
   TestApplication application;
@@ -4489,6 +4838,9 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -4791,6 +5143,9 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -4880,6 +5235,239 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   END_TEST;
 }
 
+int UtcDaliAnimationAnimateByActorScaleComponentsP(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, 3.0f, 4.0f);
+  Vector3 relativeScale(targetScale - Vector3::ONE);
+  animation.AnimateBy( Property( actor, Actor::Property::SCALE_X ), relativeScale.x );
+  animation.AnimateBy( Property( actor, Actor::Property::SCALE_Y ), relativeScale.y );
+  animation.AnimateBy( Property( actor, Actor::Property::SCALE_Z ), relativeScale.z );
+
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetScale.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetScale.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetScale.z, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorColorP(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( 0.5f, 0.75f, 0.8f, 0.1f );
+  Vector4 relativeColor( targetColor - Color::WHITE );
+  animation.AnimateBy( Property( actor, Actor::Property::COLOR ), relativeColor );
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorColorComponentsP(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( 0.5f, 0.75f, 0.8f, 0.1f );
+  Vector4 relativeColor( targetColor - Color::WHITE );
+  animation.AnimateBy( Property( actor, Actor::Property::COLOR_RED ), relativeColor.r );
+  animation.AnimateBy( Property( actor, Actor::Property::COLOR_GREEN ), relativeColor.g );
+  animation.AnimateBy( Property( actor, Actor::Property::COLOR_BLUE ), relativeColor.b );
+  animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), relativeColor.a );
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorSizeP(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, 200.0f, 300.0f );
+  Vector3 relativeSize( targetSize - Vector3::ZERO );
+  animation.AnimateBy( Property( actor, Actor::Property::SIZE ), relativeSize );
+
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorSizeComponentsP(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, 200.0f, 300.0f );
+  Vector3 relativeSize( targetSize - Vector3::ZERO );
+  animation.AnimateBy( Property( actor, Actor::Property::SIZE_WIDTH ), relativeSize.width );
+  animation.AnimateBy( Property( actor, Actor::Property::SIZE_HEIGHT ), relativeSize.height );
+  animation.AnimateBy( Property( actor, Actor::Property::SIZE_DEPTH ), relativeSize.depth );
+
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorVisibilityP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+
+  actor.SetVisible( false );
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( actor.IsVisible(), false, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  bool targetVisibility( true );
+  bool relativeVisibility( targetVisibility );
+  animation.AnimateBy( Property( actor, Actor::Property::VISIBLE ), relativeVisibility );
+
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), targetVisibility, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.IsVisible(), false, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+
+  END_TEST;
+}
+
 int UtcDaliAnimationAnimateToBooleanP(void)
 {
   TestApplication application;
@@ -4891,7 +5479,7 @@ int UtcDaliAnimationAnimateToBooleanP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -4912,7 +5500,7 @@ int UtcDaliAnimationAnimateToBooleanP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4920,13 +5508,13 @@ int UtcDaliAnimationAnimateToBooleanP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
 
   // Repeat with target value "false"
   animation = Animation::New(durationSeconds);
@@ -4945,7 +5533,7 @@ int UtcDaliAnimationAnimateToBooleanP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4953,13 +5541,13 @@ int UtcDaliAnimationAnimateToBooleanP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -4974,7 +5562,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -4995,7 +5583,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -5003,13 +5591,13 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
 
   // Repeat with target value "false"
   animation = Animation::New(durationSeconds);
@@ -5028,7 +5616,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -5036,13 +5624,13 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -5057,7 +5645,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -5081,7 +5669,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
@@ -5091,7 +5679,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
   finishCheck.CheckSignalNotReceived();
 
   // ...however we should have reached the final value
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
@@ -5099,13 +5687,13 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -5120,7 +5708,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -5145,7 +5733,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
@@ -5155,7 +5743,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
   finishCheck.CheckSignalNotReceived();
 
   // ...however we should have reached the final value
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
@@ -5163,13 +5751,13 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -5184,7 +5772,7 @@ int UtcDaliAnimationAnimateToFloatP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -5208,7 +5796,7 @@ int UtcDaliAnimationAnimateToFloatP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -5216,7 +5804,7 @@ int UtcDaliAnimationAnimateToFloatP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5231,7 +5819,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5257,7 +5845,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  float current( DevelHandle::GetCurrentProperty< float >( actor, index ) );
+  float current( actor.GetCurrentProperty< float >( index ) );
   DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
@@ -5266,7 +5854,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5281,7 +5869,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5306,7 +5894,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5314,7 +5902,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -5322,7 +5910,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5337,7 +5925,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5363,7 +5951,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5371,7 +5959,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -5379,7 +5967,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5394,7 +5982,7 @@ int UtcDaliAnimationAnimateToIntegerP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -5418,7 +6006,7 @@ int UtcDaliAnimationAnimateToIntegerP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -5426,7 +6014,7 @@ int UtcDaliAnimationAnimateToIntegerP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5441,7 +6029,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5467,7 +6055,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  int current( DevelHandle::GetCurrentProperty< int >( actor, index ) );
+  int current( actor.GetCurrentProperty< int >( index ) );
   DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
@@ -5476,7 +6064,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5491,7 +6079,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5516,7 +6104,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5524,7 +6112,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -5532,7 +6120,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5547,7 +6135,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5573,7 +6161,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5581,7 +6169,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -5589,7 +6177,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5604,7 +6192,7 @@ int UtcDaliAnimationAnimateToVector2P(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -5628,7 +6216,7 @@ int UtcDaliAnimationAnimateToVector2P(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -5636,7 +6224,7 @@ int UtcDaliAnimationAnimateToVector2P(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5651,7 +6239,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5677,7 +6265,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) );
+  Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) );
   DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
 
@@ -5687,7 +6275,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5702,7 +6290,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5727,7 +6315,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5735,7 +6323,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -5743,7 +6331,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5758,7 +6346,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5785,7 +6373,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty<Vector2>( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty<Vector2>( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5793,7 +6381,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -5801,7 +6389,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
@@ -5817,7 +6405,7 @@ int UtcDaliAnimationAnimateToVector3P(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -5841,7 +6429,7 @@ int UtcDaliAnimationAnimateToVector3P(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -5849,7 +6437,7 @@ int UtcDaliAnimationAnimateToVector3P(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5864,7 +6452,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5890,7 +6478,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector3 current( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ) );
+  Vector3 current( actor.GetCurrentProperty< Vector3 >( index ) );
   DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
   DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
@@ -5901,7 +6489,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5916,7 +6504,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5941,7 +6529,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5949,7 +6537,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -5957,7 +6545,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5972,7 +6560,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5998,7 +6586,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -6006,7 +6594,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -6014,7 +6602,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6029,7 +6617,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6059,7 +6647,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -6067,7 +6655,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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*/);
@@ -6075,7 +6663,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6090,7 +6678,7 @@ int UtcDaliAnimationAnimateToVector4P(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -6114,7 +6702,7 @@ int UtcDaliAnimationAnimateToVector4P(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -6122,7 +6710,7 @@ int UtcDaliAnimationAnimateToVector4P(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6137,7 +6725,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6163,7 +6751,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ) );
+  Vector4 current( actor.GetCurrentProperty< Vector4 >( index ) );
   DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
   DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
@@ -6175,7 +6763,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6190,7 +6778,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6215,7 +6803,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -6223,7 +6811,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6231,7 +6819,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, VECTOR4_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6246,7 +6834,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6272,7 +6860,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -6280,7 +6868,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6288,7 +6876,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6305,19 +6893,15 @@ int UtcDaliAnimationAnimateToActorParentOriginP(void)
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginXP(void)
+int UtcDaliAnimationAnimateToActorParentOriginXN(void)
 {
   TestApplication application;
 
@@ -6332,19 +6916,15 @@ int UtcDaliAnimationAnimateToActorParentOriginXP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetX(1.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginYP(void)
+int UtcDaliAnimationAnimateToActorParentOriginYN(void)
 {
   TestApplication application;
 
@@ -6359,19 +6939,15 @@ int UtcDaliAnimationAnimateToActorParentOriginYP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetY(1.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginZP(void)
+int UtcDaliAnimationAnimateToActorParentOriginZN(void)
 {
   TestApplication application;
 
@@ -6386,19 +6962,15 @@ int UtcDaliAnimationAnimateToActorParentOriginZP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetZ(1.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointN(void)
 {
   TestApplication application;
 
@@ -6411,19 +6983,15 @@ int UtcDaliAnimationAnimateToActorAnchorPointP(void)
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointXP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointXN(void)
 {
   TestApplication application;
 
@@ -6438,19 +7006,15 @@ int UtcDaliAnimationAnimateToActorAnchorPointXP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetX(1.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointYP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointYN(void)
 {
   TestApplication application;
 
@@ -6465,19 +7029,15 @@ int UtcDaliAnimationAnimateToActorAnchorPointYP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetY(0.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointZP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointZN(void)
 {
   TestApplication application;
 
@@ -6492,15 +7052,11 @@ int UtcDaliAnimationAnimateToActorAnchorPointZP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetZ(100.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
@@ -7687,9 +8243,9 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7717,9 +8273,9 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7728,9 +8284,9 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentScale().x, targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7745,9 +8301,9 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7775,9 +8331,9 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7786,9 +8342,9 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentScale().y, targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7803,9 +8359,9 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7833,9 +8389,9 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7844,9 +8400,9 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentScale().z, targetZ, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7987,10 +8543,10 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8018,10 +8574,10 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -8030,10 +8586,10 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   targetRed,  TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   targetRed,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8049,10 +8605,10 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8080,10 +8636,10 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -8092,10 +8648,10 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().g, targetGreen, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue,  TEST_LOCATION );
   END_TEST;
 }
 
@@ -8111,10 +8667,10 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8142,10 +8698,10 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue,           TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -8154,10 +8710,10 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().b, targetBlue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  targetBlue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  targetBlue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8173,10 +8729,10 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8205,10 +8761,10 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -8217,10 +8773,10 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, targetAlpha, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8251,7 +8807,7 @@ int UtcDaliAnimationKeyFrames01P(void)
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames02P(void)
+int UtcDaliAnimationKeyFrames02N(void)
 {
   TestApplication application;
 
@@ -8267,19 +8823,15 @@ int UtcDaliAnimationKeyFrames02P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(1.9f, false);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames03P(void)
+int UtcDaliAnimationKeyFrames03N(void)
 {
   TestApplication application;
 
@@ -8295,19 +8847,15 @@ int UtcDaliAnimationKeyFrames03P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames04P(void)
+int UtcDaliAnimationKeyFrames04N(void)
 {
   TestApplication application;
 
@@ -8323,19 +8871,15 @@ int UtcDaliAnimationKeyFrames04P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames05P(void)
+int UtcDaliAnimationKeyFrames05N(void)
 {
   TestApplication application;
 
@@ -8351,19 +8895,15 @@ int UtcDaliAnimationKeyFrames05P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(0.7f, 1.0f);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames06P(void)
+int UtcDaliAnimationKeyFrames06N(void)
 {
   TestApplication application;
 
@@ -8379,19 +8919,15 @@ int UtcDaliAnimationKeyFrames06P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames07P(void)
+int UtcDaliAnimationKeyFrames07N(void)
 {
   TestApplication application;
 
@@ -8407,15 +8943,11 @@ int UtcDaliAnimationKeyFrames07P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(0.7f, 1.1f);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
@@ -8433,10 +8965,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8455,6 +8987,9 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   // Start the animation
   animation.Play();
 
+  // Final key frame value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -8466,50 +9001,50 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
@@ -8532,10 +9067,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8565,50 +9100,50 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
@@ -8631,10 +9166,10 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8657,38 +9192,38 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8710,10 +9245,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8736,38 +9271,38 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8805,6 +9340,9 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
   // Start the animation
   animation.Play();
 
+  // Final key frame value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -8892,6 +9430,9 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
   // Start the animation
   animation.Play();
 
+  // Final key frame value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Degree( 60 ), Vector3::ZAXIS ), TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -9098,10 +9639,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9124,38 +9665,38 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -9177,10 +9718,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9203,38 +9744,38 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -9256,10 +9797,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9284,38 +9825,38 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
   application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -9337,10 +9878,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9365,38 +9906,38 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
   application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -9419,10 +9960,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9446,38 +9987,38 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
   application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -9499,10 +10040,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
   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 );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
 
   // Build the animation
@@ -9528,38 +10069,38 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
   application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -10177,7 +10718,7 @@ int UtcDaliAnimationExtendDurationP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float initialDurationSeconds(1.0f);
@@ -10209,7 +10750,7 @@ int UtcDaliAnimationExtendDurationP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -10217,7 +10758,7 @@ int UtcDaliAnimationExtendDurationP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -10225,7 +10766,7 @@ int UtcDaliAnimationExtendDurationP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
@@ -10239,7 +10780,8 @@ int UtcDaliAnimationCustomIntProperty(void)
   int startValue(0u);
 
   Property::Index index = actor.RegisterProperty("anIndex",  startValue);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -10249,6 +10791,9 @@ int UtcDaliAnimationCustomIntProperty(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -10259,7 +10804,7 @@ int UtcDaliAnimationCustomIntProperty(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 10, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), 10, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -10267,7 +10812,8 @@ int UtcDaliAnimationCustomIntProperty(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 20, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), 20, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
   END_TEST;
 }
 
@@ -10304,19 +10850,14 @@ int UtcDaliAnimationAnimateByNonAnimateableTypeN(void)
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
-  try
+  DALI_TEST_ASSERTION(
   {
     // Build the animation
     Animation animation = Animation::New( 2.0f );
     std::string relativeValue = "relative string";
     animation.AnimateBy( Property(actor, index), relativeValue );
     tet_result(TET_FAIL);
-  }
-  catch ( Dali::DaliException& e )
-  {
-    DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
-  }
-
+  }, "Target value is not animatable" );
 
   END_TEST;
 }
@@ -10334,19 +10875,13 @@ int UtcDaliAnimationAnimateToNonAnimateableTypeN(void)
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
-  try
+  DALI_TEST_ASSERTION(
   {
     // Build the animation
     Animation animation = Animation::New( 2.0f );
     std::string relativeValue = "relative string";
     animation.AnimateTo( Property(actor, index), relativeValue );
-
-    tet_result(TET_FAIL);
-  }
-  catch ( Dali::DaliException& e )
-  {
-   DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
-  }
+  }, "Target value is not animatable" );
 
   END_TEST;
 }
@@ -10363,20 +10898,14 @@ int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void)
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
-  try
+  DALI_TEST_ASSERTION(
   {
     // Build the animation
     KeyFrames keyFrames = KeyFrames::New();
     keyFrames.Add( 0.0f, std::string("relative string1") );
     keyFrames.Add( 1.0f, std::string("relative string2") );
     // no need to really create the animation as keyframes do the check
-
-    tet_result(TET_FAIL);
-  }
-  catch ( Dali::DaliException& e )
-  {
-    DALI_TEST_ASSERT( e, "Type not animateable", TEST_LOCATION );
-  }
+  }, "Property type is not animatable" );
 
   END_TEST;
 }
@@ -10642,6 +11171,12 @@ int UtcDaliAnimationTimePeriodOrder(void)
   application.Render();
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
 
   tet_infoline( "With two AnimateTo calls" );
 
@@ -10650,34 +11185,74 @@ int UtcDaliAnimationTimePeriodOrder(void)
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
   animation.Play();
 
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(5000); // After the animation is complete
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
 
   tet_infoline( "Same animation again but in a different order - should yield the same result" );
 
   actor.SetX( 0.0f );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render();
 
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
   animation = Animation::New( 0.0f );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) );
   animation.Play();
 
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(5000); // After the animation is complete
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
 
-  tet_infoline( "Now with several AnimateTo calls" );
+  END_TEST;
+}
+
+int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
+{
+  tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place with several AnimateTo calls" );
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
 
-  actor.SetX( 0.0f );
   application.SendNotification();
   application.Render();
 
-  animation = Animation::New( 0.0f );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
+
+  tet_infoline( "" );
+
+  Animation animation = Animation::New( 0.0f );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
@@ -10686,17 +11261,33 @@ int UtcDaliAnimationTimePeriodOrder(void)
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
   animation.Play();
 
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(14000); // After the animation is complete
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
 
   tet_infoline( "Same animation again but in a different order - should end up at the same point" );
 
   actor.SetX( 0.0f );
+
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render();
 
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
   animation = Animation::New( 0.0f );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
@@ -10706,10 +11297,2273 @@ int UtcDaliAnimationTimePeriodOrder(void)
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
   animation.Play();
 
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(14000); // After the animation is complete
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenIntegerP(void)
+{
+  TestApplication application;
+
+  int startValue(1);
+  Actor actor = Actor::New();
+  const Property::Index index = actor.RegisterProperty("customProperty", startValue );
+  Stage::GetCurrent().Add(actor);
+
+  application.Render();
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, 10);
+  keyFrames.Add(0.2f, 20);
+  keyFrames.Add(0.4f, 30);
+  keyFrames.Add(0.6f, 40);
+  keyFrames.Add(0.8f, 50);
+  keyFrames.Add(1.0f, 60);
+
+  animation.AnimateBetween( Property(actor, index ), keyFrames );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should change to the last key-frame's value straight away
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 60, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenVector2P(void)
+{
+  TestApplication application;
+
+  Vector2 startValue( 10.0f, 20.0f );
+  Actor actor = Actor::New();
+  const Property::Index index = actor.RegisterProperty("customProperty", startValue );
+  Stage::GetCurrent().Add(actor);
+
+  application.Render();
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add( 0.0f, Vector2( 0.0f, 5.0f ) );
+  keyFrames.Add( 0.2f, Vector2( 30.0f, 25.0f ) );
+  keyFrames.Add( 0.4f, Vector2( 40.0f, 35.0f ) );
+  keyFrames.Add( 0.6f, Vector2( 50.0f, 45.0f ) );
+  keyFrames.Add( 0.8f, Vector2( 60.0f, 55.0f ) );
+  keyFrames.Add( 1.0f, Vector2( 70.0f, 65.0f ) );
+
+  animation.AnimateBetween( Property(actor, index ), keyFrames );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should change to the last key-frame's value straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), Vector2( 70.0f, 65.0f ), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress notification set to 30%" );
+  DevelAnimation::SetProgressNotification( animation, 0.3f );
+
+  application.SendNotification();
+  application.Render( );
+
+  DALI_TEST_EQUALS( 0.3f, DevelAnimation::GetProgressNotification( animation ), TEST_LOCATION );
+
+  progressCheck.CheckSignalNotReceived();
+
+  // Start the animation from 10% progress
+  animation.SetCurrentProgress( 0.1f );
+  animation.Play();
+
+  tet_infoline( "Animation Playing from 10%" );
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*100.0f ); // 20% progress
+
+  tet_infoline( "Animation at 20%" );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds*200.0f ); // 40% progress
+  application.SendNotification();
+  tet_infoline( "Animation at 40%" );
+  DALI_TEST_EQUALS( 0.4f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheck.CheckSignalReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheck.Reset();
+
+  application.Render(durationSeconds*100.0f ); // 50% progress
+  tet_infoline( "Animation at 50%" );
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 60% progress */);
+  application.SendNotification();
+
+  tet_infoline( "Animation at 60%" );
+
+  finishCheck.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+  tet_infoline( "Animation at 80%" );
+
+  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();
+  tet_infoline( "Animation finished" );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP(void)
+{
+  TestApplication application;
+
+  tet_printf("Testing that playing after 2 seconds\n");
+
+  {
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+
+    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, TimePeriod( 0.5f, 0.5f ) );
+
+    // Play animation after the initial delay time
+    animation.PlayAfter( 0.2f );
+    application.SendNotification();
+    application.Render(0); // start animation
+
+    application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+
+    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.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+    // Check that nothing has changed after a couple of buffer swaps
+    application.Render(0);
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  }
+
+  tet_printf("Testing that playing after 2 seconds with negative speedfactor\n");
+  // SpeedFactor < 0
+  {
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetSpeedFactor( -1.0f ); // Set SpeedFactor as < 0
+
+    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, TimePeriod( 0.5f, 0.5f ) );
+
+    // Play animation after the initial delay time
+    animation.PlayAfter( 0.2f );
+    application.SendNotification();
+    application.Render(0); // start animation
+
+    application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+
+    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
+
+    // We didn't expect the animation to finish yet
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
+
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), 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.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of Timeperiod in seconds
+
+    // Check that nothing has changed after a couple of buffer swaps
+    application.Render(0);
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP2(void)
+{
+  TestApplication application;
+
+  tet_printf("Testing that playing after 2 seconds before looping\n");
+
+  {
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetLooping( true );
+
+    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, TimePeriod( 0.5f, 0.5f ) );
+
+    // Play animation after the initial delay time
+    animation.PlayAfter( 0.2f );
+    application.SendNotification();
+    application.Render(0); // start animation
+
+    for( int iterations = 0; iterations < 3; ++iterations )
+    {
+      // The initial delay time of PlayAfter() applies only once in looping mode.
+      if( iterations == 0 )
+      {
+        application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+        application.SendNotification();
+        finishCheck.CheckSignalNotReceived();
+        DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+      }
+
+      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.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+      application.SendNotification();
+      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+      application.SendNotification();
+      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) /* 100% progress */ );
+
+      // We did expect the animation to finish
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    }
+
+    animation.SetLooping(false);
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  }
+
+  tet_printf("Testing that playing after 2 seconds before looping with negative speedfactor\n");
+  // SpeedFactor < 0
+  {
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetLooping( true );
+    animation.SetSpeedFactor( -1.0f ); //Set SpeedFactor as < 0
+
+    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, TimePeriod( 0.5f, 0.5f ) );
+
+    // Play animation after the initial delay time
+    animation.PlayAfter( 0.2f );
+    application.SendNotification();
+    application.Render(0); // start animation
+
+    for( int iterations = 0; iterations < 3; ++iterations )
+    {
+      // The initial delay time of PlayAfter() applies only once in looping mode.
+      if( iterations == 0 )
+      {
+        application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+        application.SendNotification();
+        finishCheck.CheckSignalNotReceived();
+        DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+      }
+
+      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
+
+      // We didn't expect the animation to finish yet
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+      application.SendNotification();
+      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
+
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION );
+
+      application.SendNotification();
+      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) /* 100% progress */ );
+
+      // We did expect the animation to finish
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentPosition(),  ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in second
+    }
+
+    animation.SetLooping(false);
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP3(void)
+{
+  TestApplication application;
+
+  tet_printf("Testing that PlayAfter with the negative delay seconds\n");
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  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, TimePeriod( 0.5f, 0.5f ) );
+
+  // When the delay time is negative value, it would treat as play immediately.
+  animation.PlayAfter( -2.0f );
+  application.SendNotification();
+  application.Render(0); // start animation
+
+  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.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP4(void)
+{
+  TestApplication application;
+
+  tet_printf("Testing that PlayAfter with progress value\n");
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  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, TimePeriod( 0.5f, 0.5f ) );
+
+  // Delay time is 0.3s. So after duration times, progress must be 70%. animation will finished at 1.3s.
+  animation.PlayAfter( durationSeconds * 0.3f );
+  application.SendNotification();
+  application.Render(0); // start animation
+
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 5/6 delay progress, 0% animation progress, 0% animator progress */ );
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of PlayAfter
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 20% animation progress, 0% animator progress */ );
+
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 45% animation progress, 0% animator progress */ );
+
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 70% animation progress, 40% animator progress */ );
+
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.4f ), TEST_LOCATION ); // 40% of animator progress
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 95% animation progress, 90% animator progress */ );
+
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION ); // 90% of animator progress
+
+  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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP(void)
+{
+  // Test Loop forever and Loop mode being set
+  TestApplication application;
+  Stage stage( Stage::GetCurrent() );
+
+  // Default: LoopingMode::RESTART
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART );
+
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+    // 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, TEST_LOCATION );
+  }
+
+  // LoopingMode::AUTO_REVERSE
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetLooping( true );
+
+    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 );
+
+    animation.SetLoopingMode( Animation::LoopingMode::AUTO_REVERSE );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+    // Start the animation
+    animation.Play();
+    application.SendNotification();
+    application.Render(0);
+
+    for( int iterations = 0; iterations < 3; ++iterations )
+    {
+      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% time progress */ );
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+
+      // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+      // and arrives at the beginning.
+      DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+      application.SendNotification();
+      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
+
+      // We did expect the animation to finish
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    }
+
+    animation.SetLooping( false );
+    application.SendNotification();
+    application.Render(static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/);
+
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  }
+
+  // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetLooping( true );
+
+    bool signalReceived( false );
+    AnimationFinishCheck finishCheck( signalReceived );
+    animation.FinishedSignal().Connect( &application, finishCheck );
+    application.SendNotification();
+
+    // Specify a negative multiplier to play the animation in reverse
+    animation.SetSpeedFactor( -1.0f );
+
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+    animation.SetLoopingMode( Animation::AUTO_REVERSE );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+    // Start the animation
+    animation.Play();
+    application.SendNotification();
+    application.Render(0);
+
+    for( int iterations = 0; iterations < 3; ++iterations )
+    {
+      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% time progress */ );
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+
+      // Setting a negative speed factor is to play the animation in reverse.
+      // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+      // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+      DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+      application.SendNotification();
+      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
+
+      // We did expect the animation to finish
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    }
+
+    animation.SetLooping( false );
+    application.SendNotification();
+    application.Render(static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/);
+
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP2(void)
+{
+  // Test Loop Count and Loop mode being set
+  TestApplication application;
+  Stage stage( Stage::GetCurrent() );
+
+  // LoopingMode::AUTO_REVERSE
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetLoopCount(3);
+    DALI_TEST_CHECK(animation.IsLooping());
+
+    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 );
+
+    animation.SetLoopingMode( Animation::AUTO_REVERSE );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+    // Start the animation
+    animation.Play();
+
+    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));
+    // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+    // and arrives at the beginning.
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+    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( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+    finishCheck.Reset();
+  }
+
+  // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetLoopCount(3);
+    DALI_TEST_CHECK(animation.IsLooping());
+
+    bool signalReceived( false );
+    AnimationFinishCheck finishCheck( signalReceived );
+    animation.FinishedSignal().Connect( &application, finishCheck );
+    application.SendNotification();
+
+    // Specify a negative multiplier to play the animation in reverse
+    animation.SetSpeedFactor( -1.0f );
+
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+    animation.SetLoopingMode( Animation::AUTO_REVERSE );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+    // Start the animation
+    animation.Play();
+
+    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));
+    // Setting a negative speed factor is to play the animation in reverse.
+    // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+    // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+    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( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+    finishCheck.Reset();
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP3(void)
+{
+  // Test Loop Count is 1 (== default) and Loop mode being set
+  TestApplication application;
+  Stage stage( Stage::GetCurrent() );
+
+  // LoopingMode::AUTO_REVERSE
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
+    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 );
+
+    animation.SetLoopingMode( Animation::AUTO_REVERSE );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+    // Start the animation
+    animation.Play();
+    application.Render(0);
+    application.SendNotification();
+
+    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ );
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+
+    // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+    // and arrives at the beginning.
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
+
+    application.SendNotification();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+
+    // After all animation finished, arrives at the beginning.
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+    finishCheck.Reset();
+  }
+
+  // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
+    bool signalReceived( false );
+    AnimationFinishCheck finishCheck( signalReceived );
+    animation.FinishedSignal().Connect( &application, finishCheck );
+    application.SendNotification();
+
+    // Specify a negative multiplier to play the animation in reverse
+    animation.SetSpeedFactor( -1.0f );
+
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+    animation.SetLoopingMode( Animation::AUTO_REVERSE );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+    // Start the animation
+    animation.Play();
+    application.Render(0);
+    application.SendNotification();
+
+    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ );
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+
+    // Setting a negative speed factor is to play the animation in reverse.
+    // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+    // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
+
+    application.SendNotification();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+
+    // After all animation finished, arrives at the target.
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+    finishCheck.Reset();
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationGetLoopingModeP(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New(1.0f);
+
+  // default mode
+  DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART );
+
+  animation.SetLoopingMode( Animation::AUTO_REVERSE );
+  DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void)
+{
+  TestApplication application;
+
+  tet_infoline( "Connect to ProgressReachedSignal but do not set a required Progress marker" );
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck( progressSignalReceived );
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*100.0f ); // 10% progress
+  application.SendNotification();
+
+  tet_infoline( "Ensure after animation has started playing that ProgressReachedSignal not emitted" );
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  tet_infoline( "Animation finished" );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationMultipleProgressSignalsP(void)
+{
+  tet_infoline( "Multiple animations with different progress markers" );
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animationAlpha = Animation::New(0.0f);
+  Animation animationBeta = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(1.0f);
+  animationAlpha.SetDuration(durationSeconds);
+  animationBeta.SetDuration(durationSeconds);
+
+  bool progressSignalReceivedAlpha(false);
+  bool progressSignalReceivedBeta(false);
+
+  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+
+  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
+  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "AnimationAlpha Progress notification set to 30%" );
+  DevelAnimation::SetProgressNotification( animationAlpha, 0.3f );
+
+  tet_infoline( "AnimationBeta Progress notification set to 50%" );
+  DevelAnimation::SetProgressNotification( animationBeta, 0.5f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  // Start the animations from 10% progress
+  animationAlpha.SetCurrentProgress( 0.1f );
+  animationBeta.SetCurrentProgress( 0.1f );
+  animationAlpha.Play();
+  animationBeta.Play();
+
+  tet_infoline( "Animation Playing from 10%" );
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*100.0f ); // 20% progress
+
+  tet_infoline( "Animation at 20% - No signals to be received" );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds*200.0f ); // 40% progress
+  application.SendNotification();
+  tet_infoline( "Animation at 40% - Alpha signal should be received" );
+  DALI_TEST_EQUALS( 0.4f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.Render(durationSeconds*100.0f ); // 50% progress
+  tet_infoline( "Animation at 50% - Beta should receive signal, Alpha should not" );
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( 0.5f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalReceived();
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 60% progress */);
+  application.SendNotification();
+
+  tet_infoline( "Animation at 60%" );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.SendNotification();
+  tet_infoline( "Animation at 80%" );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+  // We did expect the animation to finish
+  tet_infoline( "Animation finished" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationMultipleProgressSignalsP2(void)
+{
+  tet_infoline( "Multiple animations with different progress markers and big step time" );
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animationAlpha = Animation::New(0.0f);
+  Animation animationBeta = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animationAlpha.SetDuration(durationSeconds);
+  animationBeta.SetDuration(durationSeconds);
+
+  bool progressSignalReceivedAlpha(false);
+  bool progressSignalReceivedBeta(false);
+
+  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+
+  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
+  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "AnimationAlpha Progress notification set to 1%" );
+  DevelAnimation::SetProgressNotification( animationAlpha, 0.01f );
+
+  tet_infoline( "AnimationBeta Progress notification set to 99%" );
+  DevelAnimation::SetProgressNotification( animationBeta, 0.99f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  // Start the animations unlimited looping
+  animationAlpha.SetLooping( true );
+  animationBeta.SetLooping( true );
+  animationAlpha.Play();
+  animationBeta.Play();
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*20.0f ); // 2% progress
+  application.SendNotification();
+  DALI_TEST_EQUALS( 0.02f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+  tet_infoline( "Animation at 2% - Alpha signals should be received, Beta should not." );
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.SendNotification();
+  application.Render(durationSeconds*960.0f ); // 98% progress
+  application.SendNotification();
+  tet_infoline( "Animation at 98% - No signal received" );
+  DALI_TEST_EQUALS( 0.98f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds*40.0f ); // 2% progress
+  application.SendNotification();
+  tet_infoline( "Animation loop once and now 2% - Alpha and Beta should receive signal" );
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( 0.02f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.SendNotification();
+  application.Render(durationSeconds*980.0f ); // 100% progress
+  application.SendNotification();
+  tet_infoline( "Animation loop one more time. and now 100% - Beta should receive signal, Alhpa sholud not" );
+  application.SendNotification();
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  animationAlpha.SetLooping( false );
+  animationBeta.SetLooping( false );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*2000.0f) + 1u/*just beyond the animation duration*/);
+  application.SendNotification();
+
+  // We did expect the animation to finish
+  tet_infoline( "Animation finished" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
+{
+  tet_infoline( "Multiple animations with different progress markers" );
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animationAlpha = Animation::New(0.0f);
+  Animation animationBeta = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(1.0f);
+  float delaySeconds(0.5f);
+  animationAlpha.SetDuration(durationSeconds);
+  animationBeta.SetDuration(durationSeconds);
+
+  bool progressSignalReceivedAlpha(false);
+  bool progressSignalReceivedBeta(false);
+
+  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+
+  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
+  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "AnimationAlpha Progress notification set to 30%" );
+  DevelAnimation::SetProgressNotification( animationAlpha, 0.3f );
+
+  tet_infoline( "AnimationBeta Progress notification set to ~0% (==Notify when delay is done)" );
+  DevelAnimation::SetProgressNotification( animationBeta, Math::MACHINE_EPSILON_1 );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  // Start the animations from 10% progress
+  animationAlpha.PlayAfter(delaySeconds);
+  animationBeta.PlayAfter(delaySeconds);
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(delaySeconds * 500.0f ); // 50% wait progress
+
+  tet_infoline( "Delay at 50% - No signals to be received" );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(delaySeconds * 500.0f + durationSeconds * 50.0f ); // 100% wait, 5% progress
+  application.SendNotification();
+  tet_infoline( "Delay at 100%, Animation at 5% - Beta signal should be received" );
+  DALI_TEST_EQUALS( 0.05f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckBeta.CheckSignalReceived();
+  progressCheckAlpha.CheckSignalNotReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.Render(durationSeconds * 200.0f ); // 25% progress
+  tet_infoline( "Animation at 25% - No signals to be received" );
+  application.SendNotification();
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(durationSeconds * 200.0f ); // 45% progress
+  tet_infoline( "Animation at 45% - Alpha should receive signal, Beta should not" );
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( 0.45f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*150.0f)/* 60% progress */);
+  application.SendNotification();
+
+  tet_infoline( "Animation at 60%" );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.SendNotification();
+  tet_infoline( "Animation at 80%" );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+  // We did expect the animation to finish
+  tet_infoline( "Animation finished" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackWithLoopingP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  // Set Looping Count
+  const int loopCount( 4 );
+  animation.SetLoopCount( loopCount );
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress notification set to 50% with looping count 4" );
+  DevelAnimation::SetProgressNotification( animation, 0.5f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  for(int count = 0; count < loopCount; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    tet_infoline( "Animation at 25%" );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.SendNotification();
+    tet_infoline( "Animation at 50%" );
+    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline( "Progress check reset" );
+    progressCheck.Reset();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+    tet_infoline( "Animation at 75%" );
+    application.SendNotification();
+
+    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+    tet_infoline( "Animation at 100%" );
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    application.SendNotification();
+  }
+  application.Render(10u);
+  application.SendNotification();
+  application.Render(0u);
+  application.SendNotification();
+
+  finishCheck.CheckSignalReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackWithLoopingP2(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  // Set Looping Unlmited
+  animation.SetLooping( true );
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress notification set to 50% with unlimited looping" );
+  DevelAnimation::SetProgressNotification( animation, 0.5f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  for(int count = 0; count < 4; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    tet_infoline( "Animation at 25%" );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.SendNotification();
+    tet_infoline( "Animation at 50%" );
+    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline( "Progress check reset" );
+    progressCheck.Reset();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+    tet_infoline( "Animation at 75%" );
+    application.SendNotification();
+
+    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+    tet_infoline( "Animation at 100%" );
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    finishCheck.CheckSignalNotReceived();
+    application.SendNotification();
+  }
+  finishCheck.CheckSignalNotReceived();
+
+  animation.SetLooping( false );
+  application.Render(0u);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 10u);
+  application.SendNotification();
+  application.Render(0u);
+  application.SendNotification();
+
+  finishCheck.CheckSignalReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackNegativeSpeed(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  //Set speed negative
+  animation.SetSpeedFactor( -1.0f );
+
+  // Set Looping Unlmited
+  animation.SetLooping( true );
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress notification set to 50%" );
+  DevelAnimation::SetProgressNotification( animation, 0.5f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  for(int count = 0; count < 4; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    tet_infoline( "Animation at 25%" );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.SendNotification();
+    tet_infoline( "Animation at 50%" );
+    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline( "Progress check reset" );
+    progressCheck.Reset();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+    tet_infoline( "Animation at 75%" );
+    application.SendNotification();
+
+    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+    tet_infoline( "Animation at 100%" );
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    finishCheck.CheckSignalNotReceived();
+    application.SendNotification();
+  }
+  finishCheck.CheckSignalNotReceived();
+
+  animation.Stop();
+  animation.SetLooping( false );
+  animation.SetLoopCount( 4 );
+  animation.Play();
+  application.Render(0u);
+  application.SendNotification();
+
+  for(int count = 0; count < 4; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    tet_infoline( "Animation at 25%" );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.SendNotification();
+    tet_infoline( "Animation at 50%" );
+    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline( "Progress check reset" );
+    progressCheck.Reset();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+    tet_infoline( "Animation at 75%" );
+    application.SendNotification();
+
+    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+    tet_infoline( "Animation at 100%" );
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    application.SendNotification();
+  }
+  application.Render(10u);
+  application.SendNotification();
+  application.Render(0u);
+  application.SendNotification();
+
+  finishCheck.CheckSignalReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackInvalidSignalN(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress PlayRange as 10% ~ 90%" );
+  animation.SetPlayRange( Vector2( 0.1f, 0.9f ) );
+
+  tet_infoline( "Animation Progress notification set to >90% that never can notificated" );
+  DevelAnimation::SetProgressNotification( animation, 0.9f + Math::MACHINE_EPSILON_1 );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*0.25*1000.0f ); // 35% progress
+  DALI_TEST_EQUALS( 0.35f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  tet_infoline( "Animation at 35%" );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds*0.25*1000.0f ); // 60% progress
+  application.SendNotification();
+  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  tet_infoline( "Animation at 60%" );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(durationSeconds*0.25*1000.0f ); // 85% progress
+  tet_infoline( "Animation at 85%" );
+  application.SendNotification();
+  DALI_TEST_EQUALS( 0.85f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(durationSeconds*0.25*1000.0f ); // 90% progress
+  tet_infoline( "Animation over 90%" );
+  application.SendNotification();
+
+  // progress never signaled because playrange is 90%
+  progressCheck.CheckSignalNotReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackLongDurationP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(5.0f);
+  animation.SetDuration(durationSeconds);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress notification set to 50%" );
+  DevelAnimation::SetProgressNotification( animation, 0.5f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+  DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  tet_infoline( "Animation at 25%" );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+  application.SendNotification();
+  tet_infoline( "Animation at 50%" );
+  DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheck.CheckSignalReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheck.Reset();
+
+  application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+  tet_infoline( "Animation at 75%" );
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheck.CheckSignalNotReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByInvalidParameters(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Create the animation
+  Animation animation = Animation::New(1.0f);
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable property (STRING)
+    animation.AnimateBy( Property( actor, Actor::Property::LAYOUT_DIRECTION ), Property::Value( "new direction" ) );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable property (MATRIX)
+    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Dali::Matrix() ), Property::ANIMATABLE );
+    animation.AnimateBy( Property( actor, index ), Property::Value( Property::MATRIX ) );
+  }, "Property type is not animatable" );
+
+  // AnimateBy
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (NONE)
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value() );
+  }, "Target value is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (STRING)
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value("foo") );
+  }, "Target value is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (VECTOR3, FLOAT)
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( 10.f ) );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (VECTOR3.A, VECTOR2)
+    animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), Property::Value( Property::VECTOR2 ) );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // negative duration
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) );
+  }, "Duration must be >=0" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToInvalidParameters(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Create the animation
+  Animation animation = Animation::New(1.0f);
+
+  // AnimateTo
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable property (MAP)
+    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::MAP ), Property::ANIMATABLE );
+    animation.AnimateTo( Property( actor, index ), Property::Value( Property::MAP ) );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (NONE)
+    animation.AnimateTo( Property( actor, Actor::Property::CLIPPING_MODE ), Property::Value() );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (ARRAY)
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Property::ARRAY ) );
+  }, "Target value is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (RECTANGLE)
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Rect<int32_t>() ) );
+  }, "Target value is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (FLOAT, INT)
+    animation.AnimateTo( Property( actor, Actor::Property::SCALE_Y ), Property::Value(10) );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (VECTOR3, VECTOR2)
+    animation.AnimateTo( Property( actor, Actor::Property::COLOR ), Property::Value( Property::VECTOR2 ) );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // negative duration
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) );
+  }, "Duration must be >=0" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenInvalidParameters(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Create the animation
+  Animation animation = Animation::New(1.0f);
+
+  // AnimateBetween
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable property (ARRAY)
+    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::ARRAY ), Property::ANIMATABLE );
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value( Property::ARRAY ) );
+    animation.AnimateBetween( Property( actor, index ), keyframes );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (NONE)
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value() );
+    animation.AnimateBetween( Property( actor, Actor::Property::CLIPPING_MODE ), keyframes );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (EXTENTS)
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value( Property::EXTENTS ) ); // throws
+    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (RECTANGLE)
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value( Property::MAP ) ); // throws
+    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (VECTOR2, VECTOR4)
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value( Vector4( 1, 2, 3, 4 ) ) );
+    animation.AnimateBetween( Property( actor, Actor::Property::MAXIMUM_SIZE ), keyframes );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // negative duration
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value(Vector3( 1, 2, 3 ) ) );
+    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes, TimePeriod(-1) );
+  }, "Duration must be >=0" );
+
+  END_TEST;
+}
+
+namespace // Purposefully left this in the middle as the values in this namespace are only used for the subsequent two test cases
+{
+enum TestFunction
+{
+  STOP,
+  CLEAR
+};
+
+void CheckPropertyValuesWhenCallingAnimationMethod( TestFunction functionToTest, const char * testName )
+{
+  tet_printf( "Testing %s\n", testName );
+
+  // When an Animation::Stop() or Animation::Clear() is called, the event-side property needs to be updated appropriately
+  // This test checks that that is being done
+
+  const float durationSeconds( 1.0f );
+  unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) );
+  const Vector3 originalPosition( Vector3::ZERO );
+  const Vector3 targetPosition( 10.0f, 10.0f, 10.0f );
+  const Vector3 halfWayToTarget( targetPosition * 0.5f );
+
+  struct ExpectedValue
+  {
+    Animation::EndAction endAction;
+    Vector3 expectedGetPropertyValue;
+  };
+
+  ExpectedValue expectedValueTable[] =
+  {
+   { Animation::Bake,      halfWayToTarget  }, // When baking, the current value is the final value.
+   { Animation::BakeFinal, targetPosition   }, // When BakeFinal, we should jump to the final value when clearing or stopping.
+   { Animation::Discard,   originalPosition }, // When discarding, we should jump back to the original value when clearing or stopping.
+  };
+  const auto expectedValueTableCount = sizeof( expectedValueTable ) / sizeof( ExpectedValue );
+
+  for( auto i = 0u; i < expectedValueTableCount; ++i  )
+  {
+    TestApplication application;
+
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetEndAction( expectedValueTable[ i ].endAction );
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render( halfAnimationDuration );
+
+    // Stop or Clear the animation early, both have the same effect
+    if( functionToTest == TestFunction::STOP )
+    {
+      animation.Stop();
+    }
+    else
+    {
+      animation.Clear();
+    }
+
+    // The event side property should be set the expected value immediately, the update side property will still only be halfway as we haven't run an update yet
+    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+
+    // After one frame, both values should match regardless of the End Action
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+  }
+}
+} // unnamed namespace
+
+int UtcDaliAnimationStopPropertyValue(void)
+{
+  CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::STOP, "UtcDaliAnimationStopPropertyValue" );
+  END_TEST;
+}
+
+int UtcDaliAnimationClearPropertyValue(void)
+{
+  CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue" );
+  END_TEST;
+}
+
+int UtcDaliAnimationPausePropertyValue(void)
+{
+  const float durationSeconds( 1.0f );
+  unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) );
+  const Vector3 originalPosition( Vector3::ZERO );
+  const Vector3 targetPosition( 10.0f, 10.0f, 10.0f );
+  const Vector3 halfWayToTarget( targetPosition * 0.5f );
+
+  Animation::EndAction endActions[] =
+  {
+   Animation::Bake,
+   Animation::BakeFinal,
+   Animation::Discard,
+  };
+  const auto endActionCount = sizeof( endActions ) / sizeof( endActions[0] );
+
+  // For all end actions, when pausing, we stay at the current value
+  for( auto i = 0u; i < endActionCount; ++i  )
+  {
+    TestApplication application;
+
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetEndAction( endActions[ i ] );
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render( halfAnimationDuration );
+
+    // Puase the animation early
+    animation.Pause();
+
+    // The event side property should be set the current value immediately, the update side property will still only be halfway
+    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+
+    // After one frame, both values should match regardless of the End Action
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayFromWithLoopCount(void)
+{
+  TestApplication application;
+
+  auto actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  auto animation = Animation::New( 1.0f );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f );
+  animation.SetLoopCount( 2 );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 1001 );
+
+  // One loop completed
+
+  application.Render( 2005 );
+  application.SendNotification();
+
+  // 2 loops should have completed
+  DALI_TEST_EQUALS( animation.GetCurrentLoop(), 2u, TEST_LOCATION );
+
+  // Another render needs to occur after all the loops end
+  application.SendNotification();
+  application.Render( 1000 );
+
+  // Stop the animation and use PlayFrom, previously we got an Assert here
+  animation.Stop();
+  animation.PlayFrom( 0.5f );
+
+  application.SendNotification();
+  application.Render( 1000 );
+
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationCombineToAndByWithStop(void)
+{
+  tet_infoline( "Ensure the Y Position is not modified when animating the X position using AnimateTo and AnimateBy");
+
+  TestApplication application;
+
+  auto actor = Actor::New();
+  actor.SetPosition( 100.0f, 100.0f );
+  Stage::GetCurrent().Add( actor );
+
+  auto animation = Animation::New( 1.0f );
+  const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >();
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) );
+  animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Vector3( -30.0f, 0.0f, 0.0f ), TimePeriod( 1.0f, 1.0f ) );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 500 );
+
+  application.SendNotification();
+  application.Render( 500 );
+
+  application.SendNotification();
+  application.Render( 500 );
+
+  // Stop and clear the animation using the current values
+  animation.Stop();
+  animation.Clear();
+
+  // Check the y position, it should be the same as before
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION_Y).Get< float >(), origY, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationCountAndGetAnimationAt(void)
+{
+  tet_infoline( "UtcDaliAnimationCountAndGetAnimationAt");
+
+  TestApplication application;
+
+  auto actor = Actor::New();
+  actor.SetPosition( 100.0f, 100.0f );
+  Stage::GetCurrent().Add( actor );
+
+  auto animation = Animation::New( 1.0f );
+  const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >();
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 500 );
+
+  uint32_t animationCount = Dali::DevelAnimation::GetAnimationCount();
+  DALI_TEST_EQUALS( animationCount, 1, TEST_LOCATION );
+
+  DALI_TEST_CHECK( !Dali::DevelAnimation::GetAnimationAt( 5 ) );
+
+  Dali::Animation animationReturned = Dali::DevelAnimation::GetAnimationAt( 0 );
+  DALI_TEST_EQUALS( animationReturned.GetState(), Dali::Animation::State::PLAYING, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( animation.GetDuration(), animationReturned.GetDuration(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetLoopCount(), animationReturned.GetLoopCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.IsLooping(), animationReturned.IsLooping(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetEndAction(), animationReturned.GetEndAction(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetState(), animationReturned.GetState(), TEST_LOCATION );
+
+  // Stop and clear the animation using the current values
+  animation.Stop();
+  animation.Clear();
 
   END_TEST;
 }