/// Gets the elapsed game time since the last update
/// </summary>
/// <value>The elapsed game time.</value>
publicTimeSpanElapsed{get;privateset;}
/// <summary>
/// Gets a value indicating whether the game is running slowly than its TargetElapsedTime. This can be used for example to render less details...etc.
/// </summary>
/// <value><c>true</c> if this instance is running slowly; otherwise, <c>false</c>.</value>
publicboolIsRunningSlowly{get;privateset;}
/// <summary>
/// Gets the amount of game time since the start of the game.
/// </summary>
/// <value>The total game time.</value>
publicTimeSpanTotal{get;privateset;}
/// <summary>
/// Gets the current frame count since the start of the game.
/// </summary>
publicintFrameCount{get;privateset;}
/// <summary>
/// Gets the number of frame per second (FPS) for the current running game.
/// </summary>
/// <value>The frame per second.</value>
publicfloatFramePerSecond{get;privateset;}
/// <summary>
/// Gets the time per frame.
/// </summary>
/// <value>The time per frame.</value>
publicTimeSpanTimePerFrame{get;privateset;}
/// <summary>
/// Gets a value indicating whether the <see cref="FramePerSecond"/> and <see cref="TimePerFrame"/> were updated for this frame.
/// </summary>
/// <value><c>true</c> if the <see cref="FramePerSecond"/> and <see cref="TimePerFrame"/> were updated for this frame; otherwise, <c>false</c>.</value>