Having done a lot of work with matrices in Gideros recently, during a discussion at the Gideros forums it occurred to me that with the Matrix class that I recently covered, I could possibly address an oft-requested feature of Gideros. The problem is that in Gideros, all Sprite objects have an anchor point of [0,0] that you can't change. So all transformations such as rotation and scaling are relative to the top left point of the Sprite. The one exception to this is with Bitmap objects, where there is a setAnchorPoint() method. But this doesn't help for other Sprite based objects, such as TextFields or Shapes.
So I whipped together a class called AnchorSprite, which when added to your project, adds a setAnchorPoint() and getAnchorPoint() method to every Sprite object and all objects that inherit from Sprite. Further, bowerandy had the great idea to make this support completely inactive until you set an anchor, that way you could avoid any overhead on sprites that still had the default anchor point.
So I'm going to explain a little bit about how this class works. I'm going to skip over most of the matrix stuff since I already covered that in detail.