Merge "Added P/N test cases, fixed last 2 cases." into tizen
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Constraint.cpp
index e560e2d..2f7ae2a 100644 (file)
@@ -18,7 +18,7 @@
 #include <iostream>
 
 #include <stdlib.h>
-#include <dali/dali.h>
+#include <dali/public-api/dali-core.h>
 #include <dali-test-suite-utils.h>
 
 using namespace Dali;
@@ -66,6 +66,7 @@ class PropertyInputAbstraction : public Dali::PropertyInput
 public:
   PropertyInputAbstraction(const bool& val) : mType(Dali::Property::BOOLEAN), mBoolData( val )  {}
   PropertyInputAbstraction(const float& val) : mType(Dali::Property::FLOAT), mFloatData( val )  {}
+  PropertyInputAbstraction(const int& val) : mType(Dali::Property::INTEGER), mIntData( val )  {}
   PropertyInputAbstraction(const Vector2& val) : mType(Dali::Property::VECTOR2), mVector2Data( val )  {}
   PropertyInputAbstraction(const Vector3& val) : mType(Dali::Property::VECTOR3), mVector3Data( val )  {}
   PropertyInputAbstraction(const Vector4& val) : mType(Dali::Property::VECTOR4), mVector4Data( val )  {}
@@ -81,6 +82,8 @@ public:
 
   const float& GetFloat() const { return mFloatData; }
 
+  const int& GetInteger() const { return mIntData; }
+
   const Vector2& GetVector2() const { return mVector2Data; }
   const Vector3& GetVector3() const { return mVector3Data; }
   const Vector4& GetVector4() const { return mVector4Data; }
@@ -94,6 +97,7 @@ private:
   Dali::Property::Type mType;
   bool mBoolData;
   float mFloatData;
+  int mIntData;
   Vector2 mVector2Data;
   Vector3 mVector3Data;
   Vector4 mVector4Data;
@@ -167,9 +171,9 @@ struct TestAlwaysTrueConstraint
   }
 };
 
-struct TestAlwaysEqualOrGreaterThanConstraint
+struct TestAlwaysEqualOrGreaterThanConstraintFloat
 {
-  TestAlwaysEqualOrGreaterThanConstraint( float value )
+  TestAlwaysEqualOrGreaterThanConstraintFloat( float value )
   : mValue( value )
   {
   }
@@ -182,6 +186,21 @@ struct TestAlwaysEqualOrGreaterThanConstraint
   float mValue;
 };
 
+struct TestAlwaysEqualOrGreaterThanConstraintInteger
+{
+  TestAlwaysEqualOrGreaterThanConstraintInteger( int value )
+  : mValue( value )
+  {
+  }
+
+  int operator()( const int& current )
+  {
+    return ( current < mValue ) ? mValue : current;
+  }
+
+  int mValue;
+};
+
 struct TestAlwaysEqualOrGreaterThanConstraintVector2
 {
   TestAlwaysEqualOrGreaterThanConstraintVector2( Vector2 value )
@@ -251,6 +270,21 @@ struct TestConstraintFloat
   float mValue;
 };
 
+struct TestConstraintInteger
+{
+  TestConstraintInteger( int value )
+  : mValue( value )
+  {
+  }
+
+  int operator()( const int& current )
+  {
+    return mValue;
+  }
+
+  int mValue;
+};
+
 struct TestConstraintVector2
 {
   TestConstraintVector2( Vector2 value )
@@ -592,7 +626,7 @@ int UtcDaliConstraintNewFloat(void)
   // Apply constraint
 
   float minValue( 2.0f );
-  Constraint constraint = Constraint::New<float>( index, TestAlwaysEqualOrGreaterThanConstraint( minValue ) );
+  Constraint constraint = Constraint::New<float>( index, TestAlwaysEqualOrGreaterThanConstraintFloat( minValue ) );
 
   actor.ApplyConstraint( constraint );
   DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
@@ -650,6 +684,91 @@ int UtcDaliConstraintNewFloat(void)
   END_TEST;
 }
 
+int UtcDaliConstraintNewInteger(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register an integer property
+  int startValue( 1 );
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_CHECK( actor.GetProperty<int>(index) == startValue );
+
+  /**
+   * Test that the Constraint is correctly applied on a clean Node
+   */
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<int>(index) == startValue );
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<int>(index) == startValue );
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<int>(index) == startValue );
+
+  // Apply constraint
+
+  int minValue( 2 );
+  Constraint constraint = Constraint::New<int>( index, TestAlwaysEqualOrGreaterThanConstraintInteger( minValue ) );
+
+  actor.ApplyConstraint( constraint );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(0);
+
+  // Constraint should be fully applied
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), minValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), minValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), minValue, TEST_LOCATION );
+
+  // Set to greater than 2f, the constraint will allow this
+  actor.SetProperty( index, 3 );
+
+  application.SendNotification();
+  application.Render(0);
+
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), 3, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), 3, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), 3, TEST_LOCATION );
+
+  // Set to less than 2, the constraint will NOT allow this
+  actor.SetProperty( index, 1 );
+
+  application.SendNotification();
+  application.Render(0);
+
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), minValue/*not 1*/, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), minValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), minValue, TEST_LOCATION );
+
+  // Remove the constraint, then set new value
+  actor.RemoveConstraints();
+  actor.SetProperty( index, 1 );
+
+  // Constraint should have been removed
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), 1, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), 1, TEST_LOCATION );
+  END_TEST;
+
+}
+
 int UtcDaliConstraintNewVector2(void)
 {
   TestApplication application;
@@ -940,7 +1059,7 @@ int UtcDaliConstraintNewMatrix(void)
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_CHECK(0);
   }
   END_TEST;
@@ -977,7 +1096,7 @@ int UtcDaliConstraintNewMatrix3(void)
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str() );
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_CHECK(0);
   }
   END_TEST;
@@ -1231,6 +1350,95 @@ int UtcDaliConstraintNewOffStageFloat(void)
   END_TEST;
 }
 
+int UtcDaliConstraintNewOffStageInteger(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register an integer property
+  int startValue(1);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  DALI_TEST_CHECK( actor.GetProperty<int>(index) == startValue );
+
+  // Apply constraint to off-stage Actor
+  int constrainedValue( 2 );
+  Constraint constraint = Constraint::New<int>( index, TestConstraintInteger( constrainedValue ) );
+  actor.ApplyConstraint( constraint );
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+
+  // Add actor to stage
+  Stage::GetCurrent().Add(actor);
+  application.SendNotification();
+  application.Render(0);
+
+  // Constraint should be fully applied
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), constrainedValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), constrainedValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), constrainedValue, TEST_LOCATION );
+
+  // Take the actor off-stage
+  Stage::GetCurrent().Remove(actor);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), constrainedValue, TEST_LOCATION );
+
+  // Set back to startValue; the constraint will not prevent this
+  actor.SetProperty( index, startValue );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+
+  // Add actor to stage (2nd time)
+  Stage::GetCurrent().Add(actor);
+  application.SendNotification();
+  application.Render(0);
+
+  // Constraint should be fully applied (2nd time)
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), constrainedValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), constrainedValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), constrainedValue, TEST_LOCATION );
+
+  // Take the actor off-stage (2nd-time)
+  Stage::GetCurrent().Remove(actor);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), constrainedValue, TEST_LOCATION );
+
+  // Remove the constraint, and set back to startValue
+  actor.RemoveConstraints();
+  actor.SetProperty( index, startValue );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+
+  // Add actor to stage (3rd time)
+  Stage::GetCurrent().Add(actor);
+  application.SendNotification();
+  application.Render(0);
+
+  // Constraint should be gone
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  END_TEST;
+}
+
 int UtcDaliConstraintNewOffStageVector2(void)
 {
   TestApplication application;
@@ -1604,20 +1812,20 @@ int UtcDaliConstraintNewLocalInput(void)
    */
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   // Apply constraint with a local input property
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
-                                                    LocalSource( Actor::COLOR ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+                                                    LocalSource( Actor::Property::COLOR ),
                                                     MoveAwayWithFadeConstraint(distanceWhenFullyTransparent) );
 
   actor.ApplyConstraint( constraint );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
@@ -1630,9 +1838,9 @@ int UtcDaliConstraintNewLocalInput(void)
 
     application.SendNotification();
     application.Render(0);
-    DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), ( startValue - Vector3(0.0f, 0.0f, progress*distanceWhenFullyTransparent) ), POSITION_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), ( startValue - Vector3(0.0f, 0.0f, progress*distanceWhenFullyTransparent) ), POSITION_EPSILON, TEST_LOCATION );
   }
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), ( startValue - Vector3(0.0f, 0.0f, distanceWhenFullyTransparent) ), POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), ( startValue - Vector3(0.0f, 0.0f, distanceWhenFullyTransparent) ), POSITION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1655,26 +1863,26 @@ int UtcDaliConstraintNewParentInput(void)
    */
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   // Apply constraint with a parent input property
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
-                                                    ParentSource( Actor::SIZE ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+                                                    ParentSource( Actor::Property::SIZE ),
                                                     TestBottomRightAlignConstraint() );
 
   actor.ApplyConstraint( constraint );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), parentStartSize,         TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), parent.GetCurrentSize(), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), parentStartSize,         TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), parent.GetCurrentSize(), TEST_LOCATION );
 
   // Gradually shrink the parent; the actor should move inwards
 
@@ -1686,10 +1894,10 @@ int UtcDaliConstraintNewParentInput(void)
     application.SendNotification();
     application.Render(0);
 
-    DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), size,                    POSITION_EPSILON, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), parent.GetCurrentSize(), POSITION_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), size,                    POSITION_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), parent.GetCurrentSize(), POSITION_EPSILON, TEST_LOCATION );
   }
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), Vector3::ZERO, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), Vector3::ZERO, POSITION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1716,30 +1924,30 @@ int UtcDaliConstraintNewInput1(void)
    */
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   // Apply constraint with a parent input property
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
-                                                    Source( sibling1, Actor::POSITION ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+                                                    Source( sibling1, Actor::Property::POSITION ),
                                                     MeanPositionConstraint1() );
 
   actor.ApplyConstraint( constraint );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), sibling1.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), sibling1.GetCurrentPosition(), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), sibling1.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), sibling1.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), sibling1.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), sibling1.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
@@ -1776,31 +1984,31 @@ int UtcDaliConstraintNewInput2(void)
    */
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   // Apply constraint with a parent input property
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
-                                                    Source( sibling1, Actor::POSITION ),
-                                                    Source( sibling2, Actor::POSITION ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+                                                    Source( sibling1, Actor::Property::POSITION ),
+                                                    Source( sibling2, Actor::Property::POSITION ),
                                                     MeanPositionConstraint2() );
 
   actor.ApplyConstraint( constraint );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1842,32 +2050,32 @@ int UtcDaliConstraintNewInput3(void)
    */
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   // Apply constraint with a parent input property
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
-                                                    Source( sibling1, Actor::POSITION ),
-                                                    Source( sibling2, Actor::POSITION ),
-                                                    Source( sibling3, Actor::POSITION ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+                                                    Source( sibling1, Actor::Property::POSITION ),
+                                                    Source( sibling2, Actor::Property::POSITION ),
+                                                    Source( sibling3, Actor::Property::POSITION ),
                                                     MeanPositionConstraint3() );
 
   actor.ApplyConstraint( constraint );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1911,33 +2119,33 @@ int UtcDaliConstraintNewInput4(void)
    */
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   // Apply constraint with a parent input property
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
-                                                    Source( sibling1, Actor::POSITION ),
-                                                    Source( sibling2, Actor::POSITION ),
-                                                    ParentSource( Actor::POSITION ),
-                                                    Source( sibling3, Actor::POSITION ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+                                                    Source( sibling1, Actor::Property::POSITION ),
+                                                    Source( sibling2, Actor::Property::POSITION ),
+                                                    ParentSource( Actor::Property::POSITION ),
+                                                    Source( sibling3, Actor::Property::POSITION ),
                                                     MeanPositionConstraint4() );
 
   actor.ApplyConstraint( constraint );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1986,34 +2194,34 @@ int UtcDaliConstraintNewInput5(void)
    */
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   // Apply constraint with a parent input property
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
-                                                    Source( sibling1, Actor::POSITION ),
-                                                    Source( sibling2, Actor::POSITION ),
-                                                    ParentSource( Actor::POSITION ),
-                                                    Source( sibling3, Actor::POSITION ),
-                                                    Source( sibling4, Actor::POSITION ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+                                                    Source( sibling1, Actor::Property::POSITION ),
+                                                    Source( sibling2, Actor::Property::POSITION ),
+                                                    ParentSource( Actor::Property::POSITION ),
+                                                    Source( sibling3, Actor::Property::POSITION ),
+                                                    Source( sibling4, Actor::Property::POSITION ),
                                                     MeanPositionConstraint5() );
 
   actor.ApplyConstraint( constraint );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2067,35 +2275,35 @@ int UtcDaliConstraintNewInput6(void)
    */
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   // Apply constraint with a parent input property
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
-                                                    Source( child, Actor::POSITION ),
-                                                    Source( sibling1, Actor::POSITION ),
-                                                    Source( sibling2, Actor::POSITION ),
-                                                    ParentSource( Actor::POSITION ),
-                                                    Source( sibling3, Actor::POSITION ),
-                                                    Source( sibling4, Actor::POSITION ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+                                                    Source( child, Actor::Property::POSITION ),
+                                                    Source( sibling1, Actor::Property::POSITION ),
+                                                    Source( sibling2, Actor::Property::POSITION ),
+                                                    ParentSource( Actor::Property::POSITION ),
+                                                    Source( sibling3, Actor::Property::POSITION ),
+                                                    Source( sibling4, Actor::Property::POSITION ),
                                                     MeanPositionConstraint6() );
 
   actor.ApplyConstraint( constraint );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2135,7 +2343,7 @@ int UtcDaliConstraintSetApplyTime(void)
   // Build constraint
 
   Vector4 targetColor(Color::BLACK);
-  Constraint constraint = Constraint::New<Vector4>( Actor::COLOR, TestColorConstraint(targetColor) );
+  Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR, TestColorConstraint(targetColor) );
   DALI_TEST_EQUALS(constraint.GetApplyTime(), TimePeriod(0.0f), TEST_LOCATION);
 
   float applySeconds(7.0f);
@@ -2192,7 +2400,7 @@ int UtcDaliConstraintGetApplyTime(void)
 {
   TestApplication application;
 
-  Constraint constraint = Constraint::New<Vector4>( Actor::COLOR, TestConstraint() );
+  Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraint() );
   DALI_TEST_EQUALS(constraint.GetApplyTime(), TimePeriod(0.0f), TEST_LOCATION);
 
   float applySeconds(7.0f);
@@ -2204,99 +2412,6 @@ int UtcDaliConstraintGetApplyTime(void)
   END_TEST;
 }
 
-int UtcDaliConstraintSetRemoveTime(void)
-{
-  TestApplication application;
-
-  Vector3 sourcePosition(0.0f, 0.0f, 0.0f);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-
-  // Build constraint
-
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION, TestPositionConstraint(targetPosition) );
-  DALI_TEST_EQUALS(constraint.GetRemoveTime(), TimePeriod(0.0f), TEST_LOCATION);
-
-  float removeSeconds(8.0f);
-  constraint.SetRemoveTime(removeSeconds);
-  DALI_TEST_EQUALS(constraint.GetRemoveTime(), TimePeriod(removeSeconds), TEST_LOCATION);
-
-  // Apply to an actor
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-
-  actor.ApplyConstraint( constraint );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), sourcePosition, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(100u/*0.1 seconds*/);
-
-  // Constraint should be fully applied
-  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 );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-
-  // Remove from the actor, and set to alternative position
-
-  actor.RemoveConstraints();
-
-  Vector3 thirdPosition(200.0f, 200.0f, 200.0f);
-  actor.SetPosition(thirdPosition); // Go back to 3rd position
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* 20% removal progress */);
-
-  // Constraint shouldn't be fully removed yet
-  Vector3 twentyPercentBack( targetPosition + (thirdPosition - targetPosition)*0.2f );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), twentyPercentBack, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* 40% removal progress */);
-
-  // Constraint shouldn't be fully removed yet
-  Vector3 fourtyPercentBack( targetPosition + (thirdPosition - targetPosition)*0.4f );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fourtyPercentBack, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* 60% removal progress */);
-
-  // Constraint shouldn't be fully removed yet
-  Vector3 sixtyPercentBack( targetPosition + (thirdPosition - targetPosition)*0.6f );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), sixtyPercentBack, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* 80% removal progress */);
-
-  // Constraint shouldn't be fully removed yet
-  Vector3 eightyPercentBack( targetPosition + (thirdPosition - targetPosition)*0.8f );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), eightyPercentBack, TEST_LOCATION );
-
-  // Constraint should be fully removed
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* 100% removal progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), thirdPosition, TEST_LOCATION );
-
-  // Constraint should still be fully applied
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* Still 100% removal progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), thirdPosition, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), thirdPosition, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), thirdPosition, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliConstraintGetRemoveTime(void)
-{
-  TestApplication application;
-
-  Constraint constraint = Constraint::New<Vector4>( Actor::COLOR, TestConstraint() );
-  DALI_TEST_EQUALS(constraint.GetRemoveTime(), TimePeriod(0.0f), TEST_LOCATION);
-  END_TEST;
-}
-
 int UtcDaliConstraintSetAlphaFunction(void)
 {
   TestApplication application;
@@ -2304,7 +2419,7 @@ int UtcDaliConstraintSetAlphaFunction(void)
   Vector3 startValue( Vector3::ZERO );
   Vector3 targetValue(100.0f, 100.0f, 100.0f);
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
                                                     TestConstraintVector3( targetValue ) );
 
   // Test the alpha-function itself
@@ -2319,42 +2434,42 @@ int UtcDaliConstraintSetAlphaFunction(void)
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   constraint.SetApplyTime( 10.0f );
   actor.ApplyConstraint( constraint );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue) * 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.1f, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue) * 0.2f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.2f, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue) * 0.3f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.3f, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue) * 0.4f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.4f, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue) * 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.5f, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue) * 0.6f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.6f, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue) * 0.7f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.7f, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue) * 0.8f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.8f, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue) * 0.9f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.9f, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue), TEST_LOCATION );
 
   // Check that the constrained value is stable
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue), TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue), TEST_LOCATION );
 
   // Remove the constraint
 
@@ -2363,11 +2478,11 @@ int UtcDaliConstraintSetAlphaFunction(void)
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
 
   // Change to non-linear alpha and retest
 
@@ -2380,23 +2495,23 @@ int UtcDaliConstraintSetAlphaFunction(void)
   application.SendNotification();
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
 
-  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::POSITION ).x > startValue.x );
-  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::POSITION ).y > startValue.y );
-  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::POSITION ).z > startValue.z );
+  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::POSITION ).x > startValue.x );
+  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::POSITION ).y > startValue.y );
+  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::POSITION ).z > startValue.z );
 
   Vector3 lessThanTenPercentProgress( (targetValue - startValue) * 0.09f );
-  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::POSITION ).x < lessThanTenPercentProgress.x );
-  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::POSITION ).y < lessThanTenPercentProgress.y );
-  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::POSITION ).z < lessThanTenPercentProgress.z );
+  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::POSITION ).x < lessThanTenPercentProgress.x );
+  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::POSITION ).y < lessThanTenPercentProgress.y );
+  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::POSITION ).z < lessThanTenPercentProgress.z );
 
   application.Render(static_cast<unsigned int>(9000.0f/*9 seconds*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue), TEST_LOCATION );
 
   // Check that the constrained value is stable
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue), TEST_LOCATION );
   application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::POSITION ), (targetValue - startValue), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2404,7 +2519,7 @@ int UtcDaliConstraintGetAlphaFunction(void)
 {
   TestApplication application;
 
-  Constraint constraint = Constraint::New<Vector4>( Actor::COLOR, TestConstraint() );
+  Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraint() );
 
   AlphaFunction func = constraint.GetAlphaFunction();
   DALI_TEST_EQUALS(func(0.5f), 0.5f, TEST_LOCATION); // Default is Linear
@@ -2420,16 +2535,12 @@ int UtcDaliConstraintSetRemoveAction(void)
 
   // Build constraint, with "Discard" remove action
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION, TestPositionConstraint(targetPosition) );
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION, TestPositionConstraint(targetPosition) );
   DALI_TEST_EQUALS((unsigned int)constraint.GetRemoveAction(), (unsigned int)Constraint::Bake, TEST_LOCATION);
 
   constraint.SetRemoveAction(Constraint::Discard);
   DALI_TEST_EQUALS((unsigned int)constraint.GetRemoveAction(), (unsigned int)Constraint::Discard, TEST_LOCATION);
 
-  float removeSeconds(8.0f);
-  constraint.SetRemoveTime(removeSeconds);
-  DALI_TEST_EQUALS(constraint.GetRemoveTime(), TimePeriod(removeSeconds), TEST_LOCATION);
-
   // Apply to an actor
 
   Actor actor = Actor::New();
@@ -2451,40 +2562,16 @@ int UtcDaliConstraintSetRemoveAction(void)
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
 
   // Remove from the actor
-
   actor.RemoveConstraints(); // should go back to source position
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* 20% removal progress */);
-
-  // Constraint shouldn't be fully removed yet
-  Vector3 twentyPercentBack( targetPosition * 0.8f );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), twentyPercentBack, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* 40% removal progress */);
-
-  // Constraint shouldn't be fully removed yet
-  Vector3 fourtyPercentBack( targetPosition * 0.6f );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fourtyPercentBack, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* 60% removal progress */);
-
-  // Constraint shouldn't be fully removed yet
-  Vector3 sixtyPercentBack( targetPosition * 0.4f );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), sixtyPercentBack, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* 80% removal progress */);
-
-  // Constraint shouldn't be fully removed yet
-  Vector3 eightyPercentBack( targetPosition * 0.2f );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), eightyPercentBack, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(1000.0f));
 
   // Constraint should be fully removed
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* 100% removal progress */);
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), sourcePosition, TEST_LOCATION );
 
-  // Constraint should still be fully applied
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* Still 100% removal progress */);
+  // Constraint should still be fully removed
+  application.Render(static_cast<unsigned int>(1000.0f)/* Still 100% removal progress */);
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), sourcePosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
@@ -2499,7 +2586,7 @@ int UtcDaliConstraintGetRemoveAction(void)
 {
   TestApplication application;
 
-  Constraint constraint = Constraint::New<Vector4>( Actor::COLOR, TestConstraint() );
+  Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraint() );
   DALI_TEST_EQUALS((unsigned int)constraint.GetRemoveAction(), (unsigned int)Constraint::Bake, TEST_LOCATION);
 
   constraint.SetRemoveAction(Constraint::Discard);
@@ -2511,83 +2598,6 @@ int UtcDaliConstraintGetRemoveAction(void)
 }
 
 /**
- * Test a constraint with non-zero apply-time and remove-time, where the constraint is removed during the apply-time
- */
-int UtcDaliConstraintRemoveDuringApply(void)
-{
-  TestApplication application;
-
-  Vector3 sourcePosition(0.0f, 0.0f, 0.0f);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  Vector3 halfwayPosition(targetPosition * 0.5f);
-
-  // Build constraint
-
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION, TestPositionConstraint(targetPosition) );
-  DALI_TEST_EQUALS((unsigned int)constraint.GetRemoveAction(), (unsigned int)Constraint::Bake, TEST_LOCATION);
-
-  float applySeconds(4.0f);
-  constraint.SetApplyTime(applySeconds);
-  DALI_TEST_EQUALS(constraint.GetApplyTime(), TimePeriod(applySeconds), TEST_LOCATION);
-
-  float removeSeconds(8.0f);
-  constraint.SetRemoveTime(removeSeconds);
-  DALI_TEST_EQUALS(constraint.GetRemoveTime(), TimePeriod(removeSeconds), TEST_LOCATION);
-
-  // Apply to an actor
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-
-  actor.ApplyConstraint( constraint );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), sourcePosition, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(applySeconds*250.0f)/* 25% progress */);
-
-  // Constraint shouldn't be fully applied yet
-  Vector3 twentyFivePercent( targetPosition * 0.25f );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), twentyFivePercent, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(applySeconds*250.0f)/* 50% progress */);
-
-  // Constraint shouldn't be fully applied yet
-  Vector3 fiftyPercent( targetPosition * 0.5f );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercent, TEST_LOCATION );
-
-  // Remove from the actor
-
-  actor.RemoveConstraints(); // should go back to source position
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(removeSeconds*100.0f)/* 50% - 5% = 45% progress */);
-
-  // Constraint shouldn't be fully removed yet
-  Vector3 fourtyFivePercent( targetPosition * 0.45f );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fourtyFivePercent, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(removeSeconds*400.0f)/* 50% - 25% = 25% progress */);
-
-  // Constraint shouldn't be fully removed yet
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), twentyFivePercent, TEST_LOCATION );
-
-  // Constraint should be fully removed
-  application.Render(static_cast<unsigned int>(removeSeconds*500.0f)/* 0% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), sourcePosition, TEST_LOCATION );
-
-  // Constraint should still be fully applied
-  application.Render(static_cast<unsigned int>(removeSeconds*200.0f)/* Still 0% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), sourcePosition, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), sourcePosition, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), sourcePosition, TEST_LOCATION );
-  END_TEST;
-}
-
-/**
  * Test a constraint with non-zero apply-time & zero (immediate) remove-time, where the constraint is removed during the apply-time
  */
 int UtcDaliConstraintImmediateRemoveDuringApply(void)
@@ -2599,13 +2609,12 @@ int UtcDaliConstraintImmediateRemoveDuringApply(void)
 
   // Build constraint
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION, TestPositionConstraint(targetPosition) );
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION, TestPositionConstraint(targetPosition) );
   DALI_TEST_EQUALS((unsigned int)constraint.GetRemoveAction(), (unsigned int)Constraint::Bake, TEST_LOCATION);
 
   float applySeconds(4.0f);
   constraint.SetApplyTime(applySeconds);
   DALI_TEST_EQUALS(constraint.GetApplyTime(), TimePeriod(applySeconds), TEST_LOCATION);
-  DALI_TEST_EQUALS(constraint.GetRemoveTime(), TimePeriod(0.0f), TEST_LOCATION);
 
   // Apply to an actor
 
@@ -2655,8 +2664,8 @@ int UtcDaliConstraintActorSize(void)
 
   // Build constraint, to make child 20% of parent size
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
-                                                    ParentSource( Actor::SIZE ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
+                                                    ParentSource( Actor::Property::SIZE ),
                                                     TestRelativeConstraintVector3(0.2f) );
   // Apply to a child actor
 
@@ -2675,7 +2684,7 @@ int UtcDaliConstraintActorSize(void)
 
   float durationSeconds(10.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(parent, Actor::SIZE), targetParentSize );
+  animation.AnimateTo( Property(parent, Actor::Property::SIZE), targetParentSize );
   animation.Play();
 
   application.SendNotification();
@@ -2712,8 +2721,8 @@ int UtcDaliConstraintActorSizeWidth(void)
 
   // Build constraint, to make child 20% of parent width
 
-  Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
-                                                  ParentSource( Actor::SIZE_WIDTH ),
+  Constraint constraint = Constraint::New<float>( Actor::Property::SIZE_WIDTH,
+                                                  ParentSource( Actor::Property::SIZE_WIDTH ),
                                                   TestRelativeConstraintFloat(0.2f) );
   // Apply to a child actor
 
@@ -2732,7 +2741,7 @@ int UtcDaliConstraintActorSizeWidth(void)
 
   float durationSeconds(10.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(parent, Actor::SIZE), targetParentSize );
+  animation.AnimateTo( Property(parent, Actor::Property::SIZE), targetParentSize );
   animation.Play();
 
   application.SendNotification();
@@ -2782,8 +2791,8 @@ int UtcDaliConstraintActorSizeHeight(void)
 
   // Build constraint, to make child 20% of parent height
 
-  Constraint constraint = Constraint::New<float>( Actor::SIZE_HEIGHT,
-                                                  ParentSource( Actor::SIZE_HEIGHT ),
+  Constraint constraint = Constraint::New<float>( Actor::Property::SIZE_HEIGHT,
+                                                  ParentSource( Actor::Property::SIZE_HEIGHT ),
                                                   TestRelativeConstraintFloat(0.2f) );
   // Apply to a child actor
 
@@ -2802,7 +2811,7 @@ int UtcDaliConstraintActorSizeHeight(void)
 
   float durationSeconds(10.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(parent, Actor::SIZE), targetParentSize );
+  animation.AnimateTo( Property(parent, Actor::Property::SIZE), targetParentSize );
   animation.Play();
 
   application.SendNotification();
@@ -2852,8 +2861,8 @@ int UtcDaliConstraintActorSizeDepth(void)
 
   // Build constraint, to make child 20% of parent height
 
-  Constraint constraint = Constraint::New<float>( Actor::SIZE_DEPTH,
-                                                  ParentSource( Actor::SIZE_DEPTH ),
+  Constraint constraint = Constraint::New<float>( Actor::Property::SIZE_DEPTH,
+                                                  ParentSource( Actor::Property::SIZE_DEPTH ),
                                                   TestRelativeConstraintFloat(0.2f) );
   // Apply to a child actor
 
@@ -2872,7 +2881,7 @@ int UtcDaliConstraintActorSizeDepth(void)
 
   float durationSeconds(10.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(parent, Actor::SIZE), targetParentSize );
+  animation.AnimateTo( Property(parent, Actor::Property::SIZE), targetParentSize );
   animation.Play();
 
   application.SendNotification();
@@ -2959,8 +2968,8 @@ int UtcDaliConstraintInputWorldPosition(void)
   // Build constraint, to make actor track the world-position of another actor
   // Note that the world-position is always from the previous frame, so the tracking actor will lag behind
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
-                                                    Source( child, Actor::WORLD_POSITION ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+                                                    Source( child, Actor::Property::WORLD_POSITION ),
                                                     EqualToConstraint() );
 
   trackingActor.ApplyConstraint( constraint );
@@ -2972,7 +2981,7 @@ int UtcDaliConstraintInputWorldPosition(void)
 
   // Move the actors and try again
   Vector3 relativePosition( 5, 5, 5 );
-  parent.MoveBy( relativePosition );
+  parent.TranslateBy( relativePosition );
 
   application.SendNotification();
   application.Render(0);
@@ -3008,36 +3017,36 @@ int UtcDaliConstraintInputWorldRotation(void)
   Actor parent = Actor::New();
   Radian rotationAngle( Degree(90.0f) );
   Quaternion rotation( rotationAngle, Vector3::YAXIS );
-  parent.SetRotation( rotation );
+  parent.SetOrientation( rotation );
   Stage::GetCurrent().Add( parent );
 
   Actor child = Actor::New();
-  child.SetRotation( rotation );
+  child.SetOrientation( rotation );
   parent.Add( child );
 
   Actor trackingActor = Actor::New();
   Stage::GetCurrent().Add( trackingActor );
 
   // The actors should not have a world rotation yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentRotation(), rotation, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentRotation(), rotation, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( trackingActor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( trackingActor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
   Quaternion previousRotation( rotationAngle * 2.0f, Vector3::YAXIS );
-  DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), previousRotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), previousRotation, 0.001, TEST_LOCATION );
 
   // Build constraint, to make actor track the world-rotation of another actor
   // Note that the world-rotation is always from the previous frame, so the tracking actor will lag behind
 
-  Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
-                                                       Source( child, Actor::WORLD_ROTATION ),
+  Constraint constraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
+                                                       Source( child, Actor::Property::WORLD_ORIENTATION ),
                                                        EqualToQuaternion() );
 
   trackingActor.ApplyConstraint( constraint );
@@ -3045,7 +3054,7 @@ int UtcDaliConstraintInputWorldRotation(void)
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( trackingActor.GetCurrentRotation(), previousRotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( trackingActor.GetCurrentOrientation(), previousRotation, 0.001, TEST_LOCATION );
 
   // Rotate the actors and try again
   parent.RotateBy( rotation );
@@ -3053,27 +3062,27 @@ int UtcDaliConstraintInputWorldRotation(void)
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentRotation(), rotation * rotation, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentRotation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentOrientation(), rotation * rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
 
   // The tracking actor lags behind
-  DALI_TEST_EQUALS( trackingActor.GetCurrentRotation(), previousRotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( trackingActor.GetCurrentOrientation(), previousRotation, 0.001, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
   previousRotation = Quaternion( rotationAngle * 3.0f, Vector3::YAXIS );
-  DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), previousRotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), previousRotation, 0.001, TEST_LOCATION );
 
   // Allow the tracking actor to catch up
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentRotation(), rotation * rotation, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentRotation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentOrientation(), rotation * rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
 
   // The tracking actor catches up!
-  DALI_TEST_EQUALS( trackingActor.GetCurrentRotation(), previousRotation, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), previousRotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( trackingActor.GetCurrentOrientation(), previousRotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), previousRotation, 0.001, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3114,8 +3123,8 @@ int UtcDaliConstraintInputWorldScale(void)
   // Build constraint, to make actor track the world-scale of another actor
   // Note that the world-scale is always from the previous frame, so the tracking actor will lag behind
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
-                                                    Source( child, Actor::WORLD_SCALE ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::SCALE,
+                                                    Source( child, Actor::Property::WORLD_SCALE ),
                                                     EqualToConstraint() );
 
   trackingActor.ApplyConstraint( constraint );
@@ -3192,8 +3201,8 @@ int UtcDaliConstraintInputWorldColor(void)
   // Build constraint, to make actor track the world-color of another actor
   // Note that the world-color is always from the previous frame, so the tracking actor will lag behind
 
-  Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
-                                                    Source( child, Actor::WORLD_COLOR ),
+  Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR,
+                                                    Source( child, Actor::Property::WORLD_COLOR ),
                                                     EqualToVector4() );
 
   trackingActor.ApplyConstraint( constraint );
@@ -3238,7 +3247,7 @@ int UtcDaliConstraintInvalidInputProperty(void)
 {
   TestApplication application;
   Actor actor = Actor::New();
-  Constraint constraint = Constraint::New<Vector3>( Actor::POSITION, LocalSource( PROPERTY_REGISTRATION_START_INDEX ), MultiplyConstraint() );
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION, LocalSource( PROPERTY_REGISTRATION_START_INDEX ), EqualToConstraint() );
 
   Stage::GetCurrent().Add( actor );
 
@@ -3250,7 +3259,7 @@ int UtcDaliConstraintInvalidInputProperty(void)
   }
   catch ( DaliException& e )
   {
-    DALI_TEST_ASSERT( e, "mTargetProxy->IsPropertyAConstraintInput( source.propertyIndex )", TEST_LOCATION );
+    DALI_TEST_ASSERT( e, "mTargetObject->IsPropertyAConstraintInput( source.propertyIndex )", TEST_LOCATION );
   }
   END_TEST;
 }
@@ -3275,7 +3284,7 @@ int UtcDaliBuiltinConstraintParentSize(void)
 
   // Apply constraint
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() );
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE, ParentSource( Actor::Property::SIZE ), EqualToConstraint() );
   actor.ApplyConstraint( constraint );
 
   application.SendNotification();
@@ -3329,7 +3338,7 @@ int UtcDaliBuiltinConstraintParentSizeRelative(void)
 
   // Apply constraint
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), RelativeToConstraint( scale ) );
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE, ParentSource( Actor::Property::SIZE ), RelativeToConstraint( scale ) );
   actor.ApplyConstraint( constraint );
 
   application.SendNotification();
@@ -3387,9 +3396,9 @@ int UtcDaliBuiltinConstraintScaleToFitConstraint(void)
 
   // Apply constraint
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
-                                                    LocalSource( Actor::SIZE ),
-                                                    ParentSource( Actor::SIZE ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::SCALE,
+                                                    LocalSource( Actor::Property::SIZE ),
+                                                    ParentSource( Actor::Property::SIZE ),
                                                     ScaleToFitConstraint() );
   actor.ApplyConstraint( constraint );
 
@@ -3444,9 +3453,9 @@ int UtcDaliBuiltinConstraintScaleToFitKeepAspectRatio(void)
 
   // Apply constraint
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
-                                                    LocalSource( Actor::SIZE ),
-                                                    ParentSource( Actor::SIZE ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::SCALE,
+                                                    LocalSource( Actor::Property::SIZE ),
+                                                    ParentSource( Actor::Property::SIZE ),
                                                     ScaleToFitKeepAspectRatioConstraint() );
   actor.ApplyConstraint( constraint );
 
@@ -3470,53 +3479,6 @@ int UtcDaliBuiltinConstraintScaleToFitKeepAspectRatio(void)
   END_TEST;
 }
 
-int UtcDaliBuiltinConstraintScaleToFillKeepAspectRatio(void)
-{
-  TestApplication application;
-
-  Actor parent = Actor::New();
-  Vector3 parentSize1( 10, 10, 10 );
-  parent.SetSize( parentSize1 );
-  Stage::GetCurrent().Add( parent );
-
-  Actor actor = Actor::New();
-  Vector3 childSize( 4, 5, 5 );
-  actor.SetSize( childSize );
-  parent.Add( actor );
-
-  application.SendNotification();
-  application.Render(0);
-  Vector3 childScale1( 1.0f, 1.0f, 1.0f );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), childScale1, TEST_LOCATION );
-
-  // Apply constraint
-
-  Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
-                                                    LocalSource( Actor::SIZE ),
-                                                    ParentSource( Actor::SIZE ),
-                                                    ScaleToFillKeepAspectRatioConstraint() );
-  actor.ApplyConstraint( constraint );
-
-  application.SendNotification();
-  application.Render(0);
-
-  // Constraint should be fully applied, but parent size is larger than child
-  float val = 10.f / 4.f;
-  Vector3 childScale2( val, val, val );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), childScale2, TEST_LOCATION );
-
-  // change parent size
-  Vector3 parentSize2( 40, 50, 50 );
-  parent.SetSize( parentSize2 );
-
-  application.SendNotification();
-  application.Render(0);
-
-  // Constraint should be fully applied, but parent size is larger than child
-  Vector3 childScale3( 10.0f, 10.0f, 10.0f );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), childScale3, TEST_LOCATION );
-  END_TEST;
-}
 
 int UtcDaliBuiltinConstraintScaleToFillXYKeepAspectRatio(void)
 {
@@ -3539,9 +3501,9 @@ int UtcDaliBuiltinConstraintScaleToFillXYKeepAspectRatio(void)
 
   // Apply constraint
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
-                                                    LocalSource( Actor::SIZE ),
-                                                    ParentSource( Actor::SIZE ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::SCALE,
+                                                    LocalSource( Actor::Property::SIZE ),
+                                                    ParentSource( Actor::Property::SIZE ),
                                                     ScaleToFillXYKeepAspectRatioConstraint() );
   actor.ApplyConstraint( constraint );
 
@@ -3566,151 +3528,6 @@ int UtcDaliBuiltinConstraintScaleToFillXYKeepAspectRatio(void)
   END_TEST;
 }
 
-int UtcDaliBuiltinConstraintShrinkInsideKeepAspectRatioConstraint(void)
-{
-  TestApplication application;
-
-  Actor parent = Actor::New();
-  Vector3 parentSize1( 10, 10, 10 );
-  parent.SetSize( parentSize1 );
-  Stage::GetCurrent().Add( parent );
-
-  Actor actor = Actor::New();
-  Vector3 childSize( 4, 5, 5 );
-  actor.SetSize( childSize );
-  parent.Add( actor );
-
-  application.SendNotification();
-  application.Render(0);
-  Vector3 childScale1( 1.0f, 1.0f, 1.0f );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), childScale1, TEST_LOCATION );
-
-  // Apply constraint
-
-  Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
-                                                    LocalSource( Actor::SIZE ),
-                                                    ParentSource( Actor::SIZE ),
-                                                    ShrinkInsideKeepAspectRatioConstraint() );
-  actor.ApplyConstraint( constraint );
-
-  application.SendNotification();
-  application.Render(0);
-
-  // Constraint should be fully applied, but parent size is larger than child
-  Vector3 childScale2( 1.0f, 1.0f, 1.0f );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), childScale2, TEST_LOCATION );
-
-  // change parent size
-  Vector3 parentSize2( 40, 50, 50 );
-  parent.SetSize( parentSize2 );
-
-  application.SendNotification();
-  application.Render(0);
-
-  // Constraint should be fully applied, but parent size is larger than child
-  Vector3 childScale3( 1.0f, 1.0f, 1.0f );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), childScale3, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliBuiltinConstraintMultiplyConstraint(void)
-{
-  TestApplication application;
-
-  Actor actor1 = Actor::New();
-  Vector3 startPosition( 10, 10, 10 );
-  actor1.SetPosition( startPosition );
-  Stage::GetCurrent().Add( actor1 );
-
-  Actor actor2 = Actor::New();
-  Vector3 startSize( 100, 100, 100 );
-  actor2.SetSize( startSize );
-  Stage::GetCurrent().Add( actor2 );
-
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_CHECK( actor1.GetCurrentPosition() == startPosition );
-  DALI_TEST_CHECK( actor2.GetCurrentSize()     == startSize );
-
-  // Apply constraint - multiply actor1 size by actor2 position
-
-  Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
-                                                    Source( actor1, Actor::POSITION ),
-                                                    MultiplyConstraint() );
-  constraint.SetRemoveAction( Constraint::Discard );
-  actor2.ApplyConstraint( constraint );
-
-  application.SendNotification();
-  application.Render(0);
-
-  // Constraint should be fully applied
-  Vector3 size( startSize * startPosition );
-  DALI_TEST_EQUALS( actor2.GetCurrentSize(), size, TEST_LOCATION );
-
-  // Change the multiply input
-  Vector3 endPosition( 2, 2, 2 );
-  actor1.SetPosition( endPosition );
-
-  application.SendNotification();
-  application.Render(0);
-
-  // Constraint should be fully applied
-  size = Vector3( startSize * endPosition );
-  DALI_TEST_EQUALS( actor2.GetCurrentSize(), size, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor2.GetCurrentSize(), size, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliBuiltinConstraintDivideConstraint(void)
-{
-  TestApplication application;
-
-  Actor actor1 = Actor::New();
-  Vector3 startPosition( 10, 10, 10 );
-  actor1.SetPosition( startPosition );
-  Stage::GetCurrent().Add( actor1 );
-
-  Actor actor2 = Actor::New();
-  Vector3 startSize( 100, 100, 100 );
-  actor2.SetSize( startSize );
-  Stage::GetCurrent().Add( actor2 );
-
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_CHECK( actor1.GetCurrentPosition() == startPosition );
-  DALI_TEST_CHECK( actor2.GetCurrentSize()     == startSize );
-
-  // Apply constraint - divide actor1 size by actor2 position
-
-  Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
-                                                    Source( actor1, Actor::POSITION ),
-                                                    DivideConstraint() );
-  constraint.SetRemoveAction( Constraint::Discard );
-  actor2.ApplyConstraint( constraint );
-
-  application.SendNotification();
-  application.Render(0);
-
-  // Constraint should be fully applied
-  Vector3 size( 10, 10, 10 ); // startSize / startPosition
-  DALI_TEST_EQUALS( actor2.GetCurrentSize(), size, TEST_LOCATION );
-
-  // Change the divide input
-  Vector3 endPosition( 2, 2, 2 );
-  actor1.SetPosition( endPosition );
-
-  application.SendNotification();
-  application.Render(0);
-
-  // Constraint should be fully applied
-  size = Vector3( 50, 50, 50 ); // startSize / endPosition
-  DALI_TEST_EQUALS( actor2.GetCurrentSize(), size, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor2.GetCurrentSize(), size, TEST_LOCATION );
-  END_TEST;
-}
-
 int UtcDaliBuiltinConstraintEqualToConstraint(void)
 {
   TestApplication application;
@@ -3732,8 +3549,8 @@ int UtcDaliBuiltinConstraintEqualToConstraint(void)
 
   // Apply constraint - actor1 size == actor2 position
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
-                                                    Source( actor1, Actor::POSITION ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
+                                                    Source( actor1, Actor::Property::POSITION ),
                                                     EqualToConstraint() );
   constraint.SetRemoveAction( Constraint::Discard );
   actor2.ApplyConstraint( constraint );
@@ -3769,8 +3586,8 @@ int UtcDaliBuiltinConstraintEqualToConstraint(void)
   DALI_TEST_EQUALS( actor1.GetCurrentOpacity(), startOpacity, TEST_LOCATION );
   DALI_TEST_EQUALS( actor2.GetCurrentOpacity(), startOpacity, TEST_LOCATION );
 
-  Constraint constraint2 = Constraint::New<float>( Actor::COLOR_ALPHA,
-                                                  Source( actor1, Actor::COLOR_ALPHA ),
+  Constraint constraint2 = Constraint::New<float>( Actor::Property::COLOR_ALPHA,
+                                                  Source( actor1, Actor::Property::COLOR_ALPHA ),
                                                   EqualToConstraint() );
   constraint2.SetRemoveAction( Constraint::Discard );
   actor2.ApplyConstraint( constraint2 );
@@ -3793,8 +3610,8 @@ int UtcDaliBuiltinConstraintEqualToConstraint(void)
   DALI_TEST_CHECK( actor1.GetCurrentColor() == Color::GREEN );
   DALI_TEST_CHECK( actor2.GetCurrentColor() == Color::RED );
 
-  Constraint constraint3 = Constraint::New<Vector4>( Actor::COLOR,
-                                                    Source( actor1, Actor::COLOR ),
+  Constraint constraint3 = Constraint::New<Vector4>( Actor::Property::COLOR,
+                                                    Source( actor1, Actor::Property::COLOR ),
                                                     EqualToConstraint() );
   constraint3.SetRemoveAction( Constraint::Discard );
   actor2.ApplyConstraint( constraint3 );
@@ -3807,22 +3624,22 @@ int UtcDaliBuiltinConstraintEqualToConstraint(void)
   //
   Quaternion q1 = Quaternion( Math::PI_2, Vector3::XAXIS );
   Quaternion q2 = Quaternion( Math::PI_4, Vector3::YAXIS );
-  actor1.SetRotation( q1 );
-  actor2.SetRotation( q2 );
+  actor1.SetOrientation( q1 );
+  actor2.SetOrientation( q2 );
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor1.GetCurrentRotation(), q1, 0.01, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor2.GetCurrentRotation(), q2, 0.01, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor1.GetCurrentOrientation(), q1, 0.01, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor2.GetCurrentOrientation(), q2, 0.01, TEST_LOCATION );
 
-  Constraint constraint4 = Constraint::New<Quaternion>( Actor::ROTATION,
-                                                    Source( actor1, Actor::ROTATION ),
+  Constraint constraint4 = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
+                                                    Source( actor1, Actor::Property::ORIENTATION ),
                                                     EqualToConstraint() );
   constraint4.SetRemoveAction( Constraint::Discard );
   actor2.ApplyConstraint( constraint4 );
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor2.GetCurrentRotation(), q1, 0.01, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor2.GetCurrentOrientation(), q1, 0.01, TEST_LOCATION );
 
   //
   // Check Matrix3 variant
@@ -3863,8 +3680,8 @@ int UtcDaliBuiltinConstraintRelativeToConstraint(void)
 
   RelativeToConstraint( 0.f );
   Vector3 scale( 0.5, 0.6, 0.7 );
-  Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
-                                                    Source( actor1, Actor::POSITION ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
+                                                    Source( actor1, Actor::Property::POSITION ),
                                                     RelativeToConstraint( scale ) );
   constraint.SetRemoveAction( Constraint::Discard );
   actor2.ApplyConstraint( constraint );
@@ -3900,8 +3717,8 @@ int UtcDaliBuiltinConstraintRelativeToConstraint(void)
   DALI_TEST_EQUALS( actor1.GetCurrentOpacity(), startOpacity, TEST_LOCATION );
   DALI_TEST_EQUALS( actor2.GetCurrentOpacity(), startOpacity, TEST_LOCATION );
 
-  Constraint constraint2 = Constraint::New<float>( Actor::COLOR_ALPHA,
-                                                  Source( actor1, Actor::COLOR_ALPHA ),
+  Constraint constraint2 = Constraint::New<float>( Actor::Property::COLOR_ALPHA,
+                                                  Source( actor1, Actor::Property::COLOR_ALPHA ),
                                                   RelativeToConstraintFloat(scale2) );
   constraint2.SetRemoveAction( Constraint::Discard );
   actor2.ApplyConstraint(constraint2);
@@ -3912,55 +3729,6 @@ int UtcDaliBuiltinConstraintRelativeToConstraint(void)
   END_TEST;
 }
 
-int UtcDaliBuiltinConstraintInverseOfConstraint(void)
-{
-  TestApplication application;
-
-  Actor actor1 = Actor::New();
-  Vector3 startPosition( 10, 10, 10 );
-  actor1.SetPosition( startPosition );
-  Stage::GetCurrent().Add( actor1 );
-
-  Actor actor2 = Actor::New();
-  Vector3 startSize( 100, 100, 100 );
-  actor2.SetSize( startSize );
-  Stage::GetCurrent().Add( actor2 );
-
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_CHECK( actor1.GetCurrentPosition() == startPosition );
-  DALI_TEST_CHECK( actor2.GetCurrentSize()     == startSize );
-
-  // Apply constraint - actor1 size == ( 1 / actor2 position )
-
-  Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
-                                                    Source( actor1, Actor::POSITION ),
-                                                    InverseOfConstraint() );
-  constraint.SetRemoveAction( Constraint::Discard );
-  actor2.ApplyConstraint( constraint );
-
-  application.SendNotification();
-  application.Render(0);
-
-  // Constraint should be fully applied
-  Vector3 size( 0.1, 0.1, 0.1 ); // 1 / startPosition
-  DALI_TEST_EQUALS( actor2.GetCurrentSize(), size, 0.00001f, TEST_LOCATION );
-
-  // Change the input
-  Vector3 endPosition( 2, 2, 2 );
-  actor1.SetPosition( endPosition );
-
-  application.SendNotification();
-  application.Render(0);
-
-  // Constraint should be fully applied
-  size = Vector3( 0.5, 0.5, 0.5 ); // 1 / endPosition
-  DALI_TEST_EQUALS( actor2.GetCurrentSize(), size, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor2.GetCurrentSize(), size, TEST_LOCATION );
-  END_TEST;
-}
-
 int UtcDaliBuiltinConstraintFunctions(void)
 {
   TestApplication application;
@@ -3985,26 +3753,6 @@ int UtcDaliBuiltinConstraintFunctions(void)
     }
   }
 
-  {
-    SourceHeightFixedWidth sourceHeightFixedWidth( 10.f );
-    Vector3 current;
-    {
-      Vector3 reference(10,1,0);
-      Vector3 value = sourceHeightFixedWidth( current, PropertyInputAbstraction(Vector3::ONE) );
-      DALI_TEST_EQUALS( reference, value, TEST_LOCATION );
-    }
-    {
-      Vector3 reference(10,10,0);
-      Vector3 value = sourceHeightFixedWidth( current, PropertyInputAbstraction(Vector3::ONE*10.f) );
-      DALI_TEST_EQUALS( reference, value, TEST_LOCATION );
-    }
-    {
-      Vector3 reference(10,100,0);
-      Vector3 value = sourceHeightFixedWidth( current, PropertyInputAbstraction(Vector3::ONE*100.f) );
-      DALI_TEST_EQUALS( reference, value, TEST_LOCATION );
-    }
-  }
-
   { // LookAt
     Quaternion current(0, Vector3::YAXIS);
     PropertyInputAbstraction target(Vector3::ZAXIS);
@@ -4017,12 +3765,6 @@ int UtcDaliBuiltinConstraintFunctions(void)
       DALI_TEST_EQUALS( reference, value, 0.001, TEST_LOCATION );
     }
 
-    {
-      OrientedLookAt orientedLookAt(90.f);
-      Quaternion reference(.525322, 0., 0., 0.850904);
-      Quaternion value = orientedLookAt( current, target, camera, targetRotation );
-      DALI_TEST_EQUALS( reference, value, 0.001, TEST_LOCATION );
-    }
   }
 
   END_TEST;