public/javascripts/yui/animation/animation-debug.js
function(attr) {
        var start;
        var end;
        var attributes = this.attributes;

        this.runtimeAttributes[attr] = {};
        
        var isset = function(prop) {
            return (typeof prop !== 'undefined');
        };
        
        if ( !isset(attributes[attr]['to']) && !isset(attributes[attr]['by']) ) {
            return false; // note return; nothing to animate to
        }
        
        start = ( isset(attributes[attr]['from']) ) ? attributes[attr]['from'] : this.getAttribute(attr);

        // To beats by, per SMIL 2.1 spec
        if ( isset(attributes[attr]['to']) ) {
            end = attributes[attr]['to'];
        } else if ( isset(attributes[attr]['by']) ) {
            if (start.constructor == Array) {
                end = [];
                for (var i = 0, len = start.length; i < len; ++i) {
                    end[i] = start[i] + attributes[attr]['by'][i] * 1; // times 1 to cast "by" 
                }
            } else {
                end = start + attributes[attr]['by'] * 1;
            }
        }
        
        this.runtimeAttributes[attr].start = start;
        this.runtimeAttributes[attr].end = end;

        // set units if needed
        this.runtimeAttributes[attr].unit = ( isset(attributes[attr].unit) ) ?
                attributes[attr]['unit'] : this.getDefaultUnit(attr);
        return true;
    }
function(attr) {
        var start;
        var end;
        var attributes = this.attributes;

        this.runtimeAttributes[attr] = {};
        
        var isset = function(prop) {
            return (typeof prop !== 'undefined');
        };
        
        if ( !isset(attributes[attr]['to']) && !isset(attributes[attr]['by']) ) {
            return false; // note return; nothing to animate to
        }
        
        start = ( isset(attributes[attr]['from']) ) ? attributes[attr]['from'] : this.getAttribute(attr);

        // To beats by, per SMIL 2.1 spec
        if ( isset(attributes[attr]['to']) ) {
            end = attributes[attr]['to'];
        } else if ( isset(attributes[attr]['by']) ) {
            if (start.constructor == Array) {
                end = [];
                for (var i = 0, len = start.length; i < len; ++i) {
                    end[i] = start[i] + attributes[attr]['by'][i] * 1; // times 1 to cast "by" 
                }
            } else {
                end = start + attributes[attr]['by'] * 1;
            }
        }
        
        this.runtimeAttributes[attr].start = start;
        this.runtimeAttributes[attr].end = end;

        // set units if needed
        this.runtimeAttributes[attr].unit = ( isset(attributes[attr].unit) ) ?
                attributes[attr]['unit'] : this.getDefaultUnit(attr);
        return true;
    }
function ( attr ) { var start ; var end ; var attributes = this . attributes ; this . runtimeAttributes [ attr ] = { } ; var isset = function ( prop ) { return ( typeof prop !== 'undefined' ) ; } ; if ( ! isset ( attributes [ attr ] [ 'to' ] ) && ! isset ( attributes [ attr ] [ 'by' ] ) ) { return false ; // note return; nothing to animate to } start = ( isset ( attributes [ attr ] [ 'from' ] ) ) ? attributes [ attr ] [ 'from' ] : this . getAttribute ( attr ) ; // To beats by, per SMIL 2.1 spec if ( isset ( attributes [ attr ] [ 'to' ] ) ) { end = attributes [ attr ] [ 'to' ] ; } else if ( isset ( attributes [ attr ] [ 'by' ] ) ) { if ( start . constructor == Array ) { end = [ ] ; for ( var i = 0 , len = start . length ; i < len ; ++ i ) { end [ i ] = start [ i ] + attributes [ attr ] [ 'by' ] [ i ] * 1 ; // times 1 to cast "by"  } } else { end = start + attributes [ attr ] [ 'by' ] * 1 ; } } this . runtimeAttributes [ attr ] . start = start ; this . runtimeAttributes [ attr ] . end = end ; // set units if needed this . runtimeAttributes [ attr ] . unit = ( isset ( attributes [ attr ] . unit ) ) ? attributes [ attr ] [ 'unit' ] : this . getDefaultUnit ( attr ) ; return true ; }
Sets the actual values to be used during the animation.  Should only be needed for subclass use.
@method setRuntimeAttribute
@param {Object} attr The attribute object
@private
Sets the actual values to be used during the animation . Should only be needed for subclass use .