Module javafx.graphics
Package javafx.animation

## Class Animation

- java.lang.Object
- - javafx.animation.Animation

- Direct Known Subclasses:
    `Timeline`, `Transition`

      public abstract class Animation
      extends Object

  The class `Animation` provides the core functionality of all animations used in the JavaFX runtime.

  An animation can run in a loop by setting `cycleCount`. To make an animation run back and forth while looping, set the `autoReverse` -flag.

  Call `play()` or `playFromStart()` to play an `Animation` . The `Animation` progresses in the direction and speed specified by `rate`, and stops when its duration is elapsed. An `Animation` with indefinite duration (a `cycleCount` of `INDEFINITE`) runs repeatedly until the `stop()` method is explicitly called, which will stop the running `Animation` and reset its play head to the initial position.

  An `Animation` can be paused by calling `pause()`, and the next `play()` call will resume the `Animation` from where it was paused.

  An `Animation`'s play head can be randomly positioned, whether it is running or not. If the `Animation` is running, the play head jumps to the specified position immediately and continues playing from new position. If the `Animation` is not running, the next `play()` will start the `Animation` from the specified position.

  Inverting the value of `rate` toggles the play direction.

  Since:
    JavaFX 2.0
  See Also:
    `Timeline`, `Transition`

- - ### Property Summary

    Properties
    Type | Property | Description
    --- | --- | ---
    `BooleanProperty` | `autoReverse` | Defines whether this `Animation` reverses direction on alternating cycles.
    `ReadOnlyDoubleProperty` | `currentRate` | Read-only variable to indicate current direction/speed at which the `Animation` is being played.
    `ReadOnlyObjectProperty<Duration>` | `currentTime` | Defines the `Animation`'s play head position.
    `IntegerProperty` | `cycleCount` | Defines the number of cycles in this animation.
    `ReadOnlyObjectProperty<Duration>` | `cycleDuration` | Read-only variable to indicate the duration of one cycle of this `Animation`: the time it takes to play from time 0 to the end of the Animation (at the default `rate` of 1.0).
    `ObjectProperty<Duration>` | `delay` | Delays the start of an animation.
    `ObjectProperty<EventHandler<ActionEvent>>` | `onFinished` | The action to be executed at the conclusion of this `Animation`.
    `DoubleProperty` | `rate` | Defines the direction/speed at which the `Animation` is expected to be played.
    `ReadOnlyObjectProperty<Animation.Status>` | `status` | The status of the `Animation`.
    `ReadOnlyObjectProperty<Duration>` | `totalDuration` | Read-only variable to indicate the total duration of this `Animation`, including repeats.

  - ### Nested Class Summary

    Nested Classes
    Modifier and Type | Class | Description
    --- | --- | ---
    `static class` | `Animation.Status` | The possible states for `status`.

  - ### Field Summary

    Fields
    Modifier and Type | Field | Description
    --- | --- | ---
    `static int` | `INDEFINITE` | Used to specify an animation that repeats indefinitely, until the `stop()` method is called.

  - ### Constructor Summary

    Constructors
    Modifier | Constructor | Description
    --- | --- | ---
    `protected` | `Animation()` | The constructor of `Animation`.
    `protected` | `Animation​(double targetFramerate)` | The constructor of `Animation`.

  - ### Method Summary

    Modifier and Type | Method | Description
    --- | --- | ---
    `BooleanProperty` | `autoReverseProperty()` | Defines whether this `Animation` reverses direction on alternating cycles.
    `ReadOnlyDoubleProperty` | `currentRateProperty()` | Read-only variable to indicate current direction/speed at which the `Animation` is being played.
    `ReadOnlyObjectProperty<Duration>` | `currentTimeProperty()` | Defines the `Animation`'s play head position.
    `IntegerProperty` | `cycleCountProperty()` | Defines the number of cycles in this animation.
    `ReadOnlyObjectProperty<Duration>` | `cycleDurationProperty()` | Read-only variable to indicate the duration of one cycle of this `Animation`: the time it takes to play from time 0 to the end of the Animation (at the default `rate` of 1.0).
    `ObjectProperty<Duration>` | `delayProperty()` | Delays the start of an animation.
    `ObservableMap<String,​Duration>` | `getCuePoints()` | The cue points can be used to mark important positions of the `Animation`.
    `double` | `getCurrentRate()` | Gets the value of the property currentRate.
    `Duration` | `getCurrentTime()` | Gets the value of the property currentTime.
    `int` | `getCycleCount()` | Gets the value of the property cycleCount.
    `Duration` | `getCycleDuration()` | Gets the value of the property cycleDuration.
    `Duration` | `getDelay()` | Gets the value of the property delay.
    `EventHandler<ActionEvent>` | `getOnFinished()` | Gets the value of the property onFinished.
    `double` | `getRate()` | Gets the value of the property rate.
    `Animation.Status` | `getStatus()` | Gets the value of the property status.
    `double` | `getTargetFramerate()` | The target framerate is the maximum framerate at which this `Animation` will run, in frames per second.
    `Duration` | `getTotalDuration()` | Gets the value of the property totalDuration.
    `boolean` | `isAutoReverse()` | Gets the value of the property autoReverse.
    `void` | `jumpTo​(String cuePoint)` | Jumps to a predefined position in this `Animation`.
    `void` | `jumpTo​(Duration time)` | Jumps to a given position in this `Animation`.
    `ObjectProperty<EventHandler<ActionEvent>>` | `onFinishedProperty()` | The action to be executed at the conclusion of this `Animation`.
    `void` | `pause()` | Pauses the animation.
    `void` | `play()` | Plays `Animation` from current position in the direction indicated by `rate`.
    `void` | `playFrom​(String cuePoint)` | A convenience method to play this `Animation` from a predefined position.
    `void` | `playFrom​(Duration time)` | A convenience method to play this `Animation` from a specific position.
    `void` | `playFromStart()` | Plays an `Animation` from initial position in forward direction.
    `DoubleProperty` | `rateProperty()` | Defines the direction/speed at which the `Animation` is expected to be played.
    `void` | `setAutoReverse​(boolean value)` | Sets the value of the property autoReverse.
    `void` | `setCycleCount​(int value)` | Sets the value of the property cycleCount.
    `protected void` | `setCycleDuration​(Duration value)` | Sets the value of the property cycleDuration.
    `void` | `setDelay​(Duration value)` | Sets the value of the property delay.
    `void` | `setOnFinished​(EventHandler<ActionEvent> value)` | Sets the value of the property onFinished.
    `void` | `setRate​(double value)` | Sets the value of the property rate.
    `protected void` | `setStatus​(Animation.Status value)` | Sets the value of the property status.
    `ReadOnlyObjectProperty<Animation.Status>` | `statusProperty()` | The status of the `Animation`.
    `void` | `stop()` | Stops the animation and resets the play head to its initial position.
    `ReadOnlyObjectProperty<Duration>` | `totalDurationProperty()` | Read-only variable to indicate the total duration of this `Animation`, including repeats.

    - ### Methods inherited from class java.lang.Object

      `clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

- - ### Property Detail

    - #### rate

          public final DoubleProperty rateProperty

      Defines the direction/speed at which the `Animation` is expected to be played.

      The absolute value of `rate` indicates the speed at which the `Animation` is to be played, while the sign of `rate` indicates the direction. A positive value of `rate` indicates forward play, a negative value indicates backward play and `0.0` to stop a running `Animation`.

      Rate `1.0` is normal play, `2.0` is 2 time normal, `-1.0` is backwards, etc.

      Inverting the rate of a running `Animation` will cause the `Animation` to reverse direction in place and play back over the portion of the `Animation` that has already elapsed.

      Default value:
        1.0
      See Also:
        `getRate()`, `setRate(double)`

    - #### currentRate

          public final ReadOnlyDoubleProperty currentRateProperty

      Read-only variable to indicate current direction/speed at which the `Animation` is being played.

      `currentRate` is not necessary equal to `rate`. `currentRate` is set to `0.0` when animation is paused or stopped. `currentRate` may also point to different direction during reverse cycles when `autoReverse` is `true`

      Default value:
        0.0
      See Also:
        `getCurrentRate()`

    - #### cycleDuration

          public final ReadOnlyObjectProperty<Duration> cycleDurationProperty

      Read-only variable to indicate the duration of one cycle of this `Animation`: the time it takes to play from time 0 to the end of the Animation (at the default `rate` of 1.0).
      Default value:
        0ms
      See Also:
        `getCycleDuration()`, `setCycleDuration(Duration)`

    - #### totalDuration

          public final ReadOnlyObjectProperty<Duration> totalDurationProperty

      Read-only variable to indicate the total duration of this `Animation`, including repeats. A `Animation` with a `cycleCount` of `Animation.INDEFINITE` will have a `totalDuration` of `Duration.INDEFINITE`.

      This is set to cycleDuration * cycleCount.

      Default value:
        0ms
      See Also:
        `getTotalDuration()`

    - #### currentTime

          public final ReadOnlyObjectProperty<Duration> currentTimeProperty

      Defines the `Animation`'s play head position.
      Default value:
        0ms
      See Also:
        `getCurrentTime()`

    - #### delay

          public final ObjectProperty<Duration> delayProperty

      Delays the start of an animation. Cannot be negative. Setting to a negative number will result in `IllegalArgumentException`.
      Default value:
        0ms
      See Also:
        `getDelay()`, `setDelay(Duration)`

    - #### cycleCount

          public final IntegerProperty cycleCountProperty

      Defines the number of cycles in this animation. The `cycleCount` may be `INDEFINITE` for animations that repeat indefinitely, but must otherwise be > 0.

      It is not possible to change the `cycleCount` of a running `Animation`. If the value of `cycleCount` is changed for a running `Animation`, the animation has to be stopped and started again to pick up the new value.

      Default value:
        1.0
      See Also:
        `getCycleCount()`, `setCycleCount(int)`

    - #### autoReverse

          public final BooleanProperty autoReverseProperty

      Defines whether this `Animation` reverses direction on alternating cycles. If `true`, the `Animation` will proceed forward on the first cycle, then reverses on the second cycle, and so on. Otherwise, animation will loop such that each cycle proceeds forward from the start. It is not possible to change the `autoReverse` flag of a running `Animation`. If the value of `autoReverse` is changed for a running `Animation`, the animation has to be stopped and started again to pick up the new value.
      Default value:
        false
      See Also:
        `isAutoReverse()`, `setAutoReverse(boolean)`

    - #### status

          public final ReadOnlyObjectProperty<Animation.Status> statusProperty

      The status of the `Animation`. An `Animation` can be in one of three states: `Animation.Status.STOPPED`, `Animation.Status.PAUSED` or `Animation.Status.RUNNING`.
      See Also:
        `getStatus()`, `setStatus(Animation.Status)`

    - #### onFinished

          public final ObjectProperty<EventHandler<ActionEvent>> onFinishedProperty

      The action to be executed at the conclusion of this `Animation`.
      Default value:
        null
      See Also:
        `getOnFinished()`, `setOnFinished(EventHandler)`

  - ### Field Detail

    - #### INDEFINITE

          public static final int INDEFINITE

      Used to specify an animation that repeats indefinitely, until the `stop()` method is called.
      See Also:
        Constant Field Values

  - ### Constructor Detail

    - #### Animation

          protected Animation​(double targetFramerate)

      The constructor of `Animation`. This constructor allows to define a target framerate.
      Parameters:
        `targetFramerate` - The custom target frame rate for this `Animation`
      See Also:
        `getTargetFramerate()`

    - #### Animation

          protected Animation()

      The constructor of `Animation`.

  - ### Method Detail

    - #### setRate

          public final void setRate​(double value)

      Sets the value of the property rate.
      Property description:
        Defines the direction/speed at which the `Animation` is expected to be played.

        The absolute value of `rate` indicates the speed at which the `Animation` is to be played, while the sign of `rate` indicates the direction. A positive value of `rate` indicates forward play, a negative value indicates backward play and `0.0` to stop a running `Animation`.

        Rate `1.0` is normal play, `2.0` is 2 time normal, `-1.0` is backwards, etc.

        Inverting the rate of a running `Animation` will cause the `Animation` to reverse direction in place and play back over the portion of the `Animation` that has already elapsed.

      Default value:
        1.0

    - #### getRate

          public final double getRate()

      Gets the value of the property rate.
      Property description:
        Defines the direction/speed at which the `Animation` is expected to be played.

        The absolute value of `rate` indicates the speed at which the `Animation` is to be played, while the sign of `rate` indicates the direction. A positive value of `rate` indicates forward play, a negative value indicates backward play and `0.0` to stop a running `Animation`.

        Rate `1.0` is normal play, `2.0` is 2 time normal, `-1.0` is backwards, etc.

        Inverting the rate of a running `Animation` will cause the `Animation` to reverse direction in place and play back over the portion of the `Animation` that has already elapsed.

      Default value:
        1.0

    - #### rateProperty

          public final DoubleProperty rateProperty()

      Defines the direction/speed at which the `Animation` is expected to be played.

      The absolute value of `rate` indicates the speed at which the `Animation` is to be played, while the sign of `rate` indicates the direction. A positive value of `rate` indicates forward play, a negative value indicates backward play and `0.0` to stop a running `Animation`.

      Rate `1.0` is normal play, `2.0` is 2 time normal, `-1.0` is backwards, etc.

      Inverting the rate of a running `Animation` will cause the `Animation` to reverse direction in place and play back over the portion of the `Animation` that has already elapsed.

      Default value:
        1.0
      See Also:
        `getRate()`, `setRate(double)`

    - #### getCurrentRate

          public final double getCurrentRate()

      Gets the value of the property currentRate.
      Property description:
        Read-only variable to indicate current direction/speed at which the `Animation` is being played.

        `currentRate` is not necessary equal to `rate`. `currentRate` is set to `0.0` when animation is paused or stopped. `currentRate` may also point to different direction during reverse cycles when `autoReverse` is `true`

      Default value:
        0.0

    - #### currentRateProperty

          public final ReadOnlyDoubleProperty currentRateProperty()

      Read-only variable to indicate current direction/speed at which the `Animation` is being played.

      `currentRate` is not necessary equal to `rate`. `currentRate` is set to `0.0` when animation is paused or stopped. `currentRate` may also point to different direction during reverse cycles when `autoReverse` is `true`

      Default value:
        0.0
      See Also:
        `getCurrentRate()`

    - #### setCycleDuration

          protected final void setCycleDuration​(Duration value)

      Sets the value of the property cycleDuration.
      Property description:
        Read-only variable to indicate the duration of one cycle of this `Animation`: the time it takes to play from time 0 to the end of the Animation (at the default `rate` of 1.0).
      Default value:
        0ms

    - #### getCycleDuration

          public final Duration getCycleDuration()

      Gets the value of the property cycleDuration.
      Property description:
        Read-only variable to indicate the duration of one cycle of this `Animation`: the time it takes to play from time 0 to the end of the Animation (at the default `rate` of 1.0).
      Default value:
        0ms

    - #### cycleDurationProperty

          public final ReadOnlyObjectProperty<Duration> cycleDurationProperty()

      Read-only variable to indicate the duration of one cycle of this `Animation`: the time it takes to play from time 0 to the end of the Animation (at the default `rate` of 1.0).
      Default value:
        0ms
      See Also:
        `getCycleDuration()`, `setCycleDuration(Duration)`

    - #### getTotalDuration

          public final Duration getTotalDuration()

      Gets the value of the property totalDuration.
      Property description:
        Read-only variable to indicate the total duration of this `Animation`, including repeats. A `Animation` with a `cycleCount` of `Animation.INDEFINITE` will have a `totalDuration` of `Duration.INDEFINITE`.

        This is set to cycleDuration * cycleCount.

      Default value:
        0ms

    - #### totalDurationProperty

          public final ReadOnlyObjectProperty<Duration> totalDurationProperty()

      Read-only variable to indicate the total duration of this `Animation`, including repeats. A `Animation` with a `cycleCount` of `Animation.INDEFINITE` will have a `totalDuration` of `Duration.INDEFINITE`.

      This is set to cycleDuration * cycleCount.

      Default value:
        0ms
      See Also:
        `getTotalDuration()`

    - #### getCurrentTime

          public final Duration getCurrentTime()

      Gets the value of the property currentTime.
      Property description:
        Defines the `Animation`'s play head position.
      Default value:
        0ms

    - #### currentTimeProperty

          public final ReadOnlyObjectProperty<Duration> currentTimeProperty()

      Defines the `Animation`'s play head position.
      Default value:
        0ms
      See Also:
        `getCurrentTime()`

    - #### setDelay

          public final void setDelay​(Duration value)

      Sets the value of the property delay.
      Property description:
        Delays the start of an animation. Cannot be negative. Setting to a negative number will result in `IllegalArgumentException`.
      Default value:
        0ms

    - #### getDelay

          public final Duration getDelay()

      Gets the value of the property delay.
      Property description:
        Delays the start of an animation. Cannot be negative. Setting to a negative number will result in `IllegalArgumentException`.
      Default value:
        0ms

    - #### delayProperty

          public final ObjectProperty<Duration> delayProperty()

      Delays the start of an animation. Cannot be negative. Setting to a negative number will result in `IllegalArgumentException`.
      Default value:
        0ms
      See Also:
        `getDelay()`, `setDelay(Duration)`

    - #### setCycleCount

          public final void setCycleCount​(int value)

      Sets the value of the property cycleCount.
      Property description:
        Defines the number of cycles in this animation. The `cycleCount` may be `INDEFINITE` for animations that repeat indefinitely, but must otherwise be > 0.

        It is not possible to change the `cycleCount` of a running `Animation`. If the value of `cycleCount` is changed for a running `Animation`, the animation has to be stopped and started again to pick up the new value.

      Default value:
        1.0

    - #### getCycleCount

          public final int getCycleCount()

      Gets the value of the property cycleCount.
      Property description:
        Defines the number of cycles in this animation. The `cycleCount` may be `INDEFINITE` for animations that repeat indefinitely, but must otherwise be > 0.

        It is not possible to change the `cycleCount` of a running `Animation`. If the value of `cycleCount` is changed for a running `Animation`, the animation has to be stopped and started again to pick up the new value.

      Default value:
        1.0

    - #### cycleCountProperty

          public final IntegerProperty cycleCountProperty()

      Defines the number of cycles in this animation. The `cycleCount` may be `INDEFINITE` for animations that repeat indefinitely, but must otherwise be > 0.

      It is not possible to change the `cycleCount` of a running `Animation`. If the value of `cycleCount` is changed for a running `Animation`, the animation has to be stopped and started again to pick up the new value.

      Default value:
        1.0
      See Also:
        `getCycleCount()`, `setCycleCount(int)`

    - #### setAutoReverse

          public final void setAutoReverse​(boolean value)

      Sets the value of the property autoReverse.
      Property description:
        Defines whether this `Animation` reverses direction on alternating cycles. If `true`, the `Animation` will proceed forward on the first cycle, then reverses on the second cycle, and so on. Otherwise, animation will loop such that each cycle proceeds forward from the start. It is not possible to change the `autoReverse` flag of a running `Animation`. If the value of `autoReverse` is changed for a running `Animation`, the animation has to be stopped and started again to pick up the new value.
      Default value:
        false

    - #### isAutoReverse

          public final boolean isAutoReverse()

      Gets the value of the property autoReverse.
      Property description:
        Defines whether this `Animation` reverses direction on alternating cycles. If `true`, the `Animation` will proceed forward on the first cycle, then reverses on the second cycle, and so on. Otherwise, animation will loop such that each cycle proceeds forward from the start. It is not possible to change the `autoReverse` flag of a running `Animation`. If the value of `autoReverse` is changed for a running `Animation`, the animation has to be stopped and started again to pick up the new value.
      Default value:
        false

    - #### autoReverseProperty

          public final BooleanProperty autoReverseProperty()

      Defines whether this `Animation` reverses direction on alternating cycles. If `true`, the `Animation` will proceed forward on the first cycle, then reverses on the second cycle, and so on. Otherwise, animation will loop such that each cycle proceeds forward from the start. It is not possible to change the `autoReverse` flag of a running `Animation`. If the value of `autoReverse` is changed for a running `Animation`, the animation has to be stopped and started again to pick up the new value.
      Default value:
        false
      See Also:
        `isAutoReverse()`, `setAutoReverse(boolean)`

    - #### setStatus

          protected final void setStatus​(Animation.Status value)

      Sets the value of the property status.
      Property description:
        The status of the `Animation`. An `Animation` can be in one of three states: `Animation.Status.STOPPED`, `Animation.Status.PAUSED` or `Animation.Status.RUNNING`.

    - #### getStatus

          public final Animation.Status getStatus()

      Gets the value of the property status.
      Property description:
        The status of the `Animation`. An `Animation` can be in one of three states: `Animation.Status.STOPPED`, `Animation.Status.PAUSED` or `Animation.Status.RUNNING`.

    - #### statusProperty

          public final ReadOnlyObjectProperty<Animation.Status> statusProperty()

      The status of the `Animation`. An `Animation` can be in one of three states: `Animation.Status.STOPPED`, `Animation.Status.PAUSED` or `Animation.Status.RUNNING`.
      See Also:
        `getStatus()`, `setStatus(Animation.Status)`

    - #### getTargetFramerate

          public final double getTargetFramerate()

      The target framerate is the maximum framerate at which this `Animation` will run, in frames per second. This can be used, for example, to keep particularly complex `Animations` from over-consuming system resources. By default, an `Animation`'s framerate is not explicitly limited, meaning the `Animation` will run at an optimal framerate for the underlying platform.
      Returns:
        the target framerate

    - #### setOnFinished

          public final void setOnFinished​(EventHandler<ActionEvent> value)

      Sets the value of the property onFinished.
      Property description:
        The action to be executed at the conclusion of this `Animation`.
      Default value:
        null

    - #### getOnFinished

          public final EventHandler<ActionEvent> getOnFinished()

      Gets the value of the property onFinished.
      Property description:
        The action to be executed at the conclusion of this `Animation`.
      Default value:
        null

    - #### onFinishedProperty

          public final ObjectProperty<EventHandler<ActionEvent>> onFinishedProperty()

      The action to be executed at the conclusion of this `Animation`.
      Default value:
        null
      See Also:
        `getOnFinished()`, `setOnFinished(EventHandler)`

    - #### getCuePoints

          public final ObservableMap<String,​Duration> getCuePoints()

      The cue points can be used to mark important positions of the `Animation`. Once a cue point was defined, it can be used as an argument of `jumpTo()` and `playFrom()` to move to the associated position quickly.

      Every `Animation` has two predefined cue points `"start"` and `"end"`, which are set at the start respectively the end of the `Animation`. The predefined cuepoints do not appear in the map, attempts to override them have no effect.

      Another option to define a cue point in a `Animation` is to set the `name` property of a `KeyFrame`.

      Returns:
        `ObservableMap` of cue points

    - #### jumpTo

          public void jumpTo​(Duration time)

      Jumps to a given position in this `Animation`. If the given time is less than `Duration.ZERO`, this method will jump to the start of the animation. If the given time is larger than the duration of this `Animation`, this method will jump to the end.
      Parameters:
        `time` - the new position
      Throws:
        `NullPointerException` - if `time` is `null`
        `IllegalArgumentException` - if `time` is `Duration.UNKNOWN`
        `IllegalStateException` - if embedded in another animation, such as `SequentialTransition` or `ParallelTransition`

    - #### jumpTo

          public void jumpTo​(String cuePoint)

      Jumps to a predefined position in this `Animation`. This method looks for an entry in cue points and jumps to the associated position, if it finds one.

      If the cue point is behind the end of this `Animation`, calling `jumpTo` will result in a jump to the end. If the cue point has a negative `Duration` it will result in a jump to the beginning. If the cue point has a value of `Duration.UNKNOWN` calling `jumpTo` will have no effect for this cue point.

      There are two predefined cue points `"start"` and `"end"` which are defined to be at the start respectively the end of this `Animation`.

      Parameters:
        `cuePoint` - the name of the cue point
      Throws:
        `NullPointerException` - if `cuePoint` is `null`
        `IllegalStateException` - if embedded in another animation, such as `SequentialTransition` or `ParallelTransition`
      See Also:
        `getCuePoints()`

    - #### playFrom

          public void playFrom​(String cuePoint)

      A convenience method to play this `Animation` from a predefined position. The position has to be predefined in cue points. Calling this method is equivalent to

           animation.jumpTo(cuePoint);
           animation.play();

      Note that unlike `playFromStart()` calling this method will not change the playing direction of this `Animation`.
      Parameters:
        `cuePoint` - name of the cue point
      Throws:
        `NullPointerException` - if `cuePoint` is `null`
        `IllegalStateException` - if embedded in another animation, such as `SequentialTransition` or `ParallelTransition`
      See Also:
        `getCuePoints()`

    - #### playFrom

          public void playFrom​(Duration time)

      A convenience method to play this `Animation` from a specific position. Calling this method is equivalent to

           animation.jumpTo(time);
           animation.play();

      Note that unlike `playFromStart()` calling this method will not change the playing direction of this `Animation`.
      Parameters:
        `time` - position where to play from
      Throws:
        `NullPointerException` - if `time` is `null`
        `IllegalArgumentException` - if `time` is `Duration.UNKNOWN`
        `IllegalStateException` - if embedded in another animation, such as `SequentialTransition` or `ParallelTransition`

    - #### play

          public void play()

      Plays `Animation` from current position in the direction indicated by `rate`. If the `Animation` is running, it has no effect.

      When `rate` > 0 (forward play), if an `Animation` is already positioned at the end, the first cycle will not be played, it is considered to have already finished. This also applies to a backward ( `rate` < 0) cycle if an `Animation` is positioned at the beginning. However, if the `Animation` has `cycleCount` > 1, following cycle(s) will be played as usual.

      When the `Animation` reaches the end, the `Animation` is stopped and the play head remains at the end.

      To play an `Animation` backwards from the end:
      `animation.setRate(negative rate);
      animation.jumpTo(overall duration of animation);
      animation.play();
      `

      Note:

      - `play()` is an asynchronous call, the `Animation` may not start immediately.
      Throws:
        `IllegalStateException` - if embedded in another animation, such as `SequentialTransition` or `ParallelTransition`

    - #### playFromStart

          public void playFromStart()

      Plays an `Animation` from initial position in forward direction.

      It is equivalent to

      `animation.stop();
      animation.setRate = setRate(Math.abs(animation.getRate()));
      animation.jumpTo(Duration.ZERO);
      animation.play();
      `

      Note:

      - `playFromStart()` is an asynchronous call, `Animation` may not start immediately.
      Throws:
        `IllegalStateException` - if embedded in another animation, such as `SequentialTransition` or `ParallelTransition`

    - #### stop

          public void stop()

      Stops the animation and resets the play head to its initial position. If the animation is not currently running, this method has no effect.

      Note:

      - `stop()` is an asynchronous call, the `Animation` may not stop immediately.
      Throws:
        `IllegalStateException` - if embedded in another animation, such as `SequentialTransition` or `ParallelTransition`

    - #### pause

          public void pause()

      Pauses the animation. If the animation is not currently running, this method has no effect.

      Note:

      - `pause()` is an asynchronous call, the `Animation` may not pause immediately.
      Throws:
        `IllegalStateException` - if embedded in another animation, such as `SequentialTransition` or `ParallelTransition`