void GameObject::internalUpdate(quantity<si::time, f32> timeSinceLastFrame)
{
	//! \see  GameObject::rebuildConceptUpdateOrder()
	UpdateOrderContainerT::const_iterator it = mConceptUpdateOrder.begin();
	for(; it != mConceptUpdateOrder.end(); ++it)
	{
		if (mActivated)
		{
			boost::shared_ptr<Property::Concept> pc = it->lock();
			pc->update(timeSinceLastFrame);
		}
	}
}
void GameObject::internalSynchronize()
{
	//! \see  GameObject::rebuildConceptUpdateOrder()
	UpdateOrderContainerT::const_iterator it = mConceptUpdateOrder.begin();
	for(; it != mConceptUpdateOrder.end(); ++it)
	{
		if (mActivated)
		{
			boost::shared_ptr<Property::Concept> pc = it->lock();
			pc->synchronize();
		}
	}
}