    /**
     * @class Function
     *
     * Every function in JavaScript is actually a `Function` object.
     *
     * `Function` objects created with the `Function` constructor are parsed when the
     * function is created. This is less efficient than declaring a function and
     * calling it within your code, because functions declared with the function
     * statement are parsed with the rest of the code.
     *
     * All arguments passed to the function are treated as the names of the
     * identifiers of the parameters in the function to be created, in the order in
     * which they are passed.
     *
     * Invoking the `Function` constructor as a function (without using the `new`
     * operator) has the same effect as invoking it as a constructor.
     *
     * # Specifying arguments with the `Function` constructor
     *
     * The following code creates a `Function` object that takes two arguments.
     *
     *     // Example can be run directly in your JavaScript console
     *
     *     // Create a function that takes two arguments and returns the sum of those
     *     arguments
     *     var adder = new Function("a", "b", "return a + b");
     *
     *     // Call the function
     *     adder(2, 6);
     *     // > 8
     *
     * The arguments "a" and "b" are formal argument names that are used in the
     * function body, "return a + b".
     *
     * <div class="notice">
     * Documentation for this class comes from <a href="https://developer.mozilla.org/en/JavaScript/Reference/Global_Objects/Function">MDN</a>
     * and is available under <a href="http://creativecommons.org/licenses/by-sa/2.0/">Creative Commons: Attribution-Sharealike license</a>.
     * </div>
     */

    /**
     * @method constructor
     * Creates new Function object.
     *
     * @param {String...} args
     * Names to be used by the function as formal argument names. Each must be a
     * string that corresponds to a valid JavaScript identifier or a list of such
     * strings separated with a comma; for example "`x`", "`theValue`", or "`a,b`".
     * @param {String} functionBody
     * A string containing the JavaScript statements comprising the function
     * definition.
     */

    // Properties

    /**
     * @property {Number} length
     * Specifies the number of arguments expected by the function.
     */

    //Methods

    /**
     * @method apply
     * Applies the method of another object in the context of a different object (the
     * calling object); arguments can be passed as an Array object.
     *
     * You can assign a different this object when calling an existing function. `this` refers to the
     * current object, the calling object. With `apply`, you can write a method once and then inherit it
     * in another object, without having to rewrite the method for the new object.
     *
     * `apply` is very similar to call, except for the type of arguments it supports. You can use an
     * arguments array instead of a named set of parameters. With apply, you can use an array literal, for
     * example, `fun.apply(this, ['eat', 'bananas'])`, or an Array object, for example, `fun.apply(this,
     * new Array('eat', 'bananas'))`.
     *
     * You can also use arguments for the `argsArray` parameter. `arguments` is a local variable of a
     * function. It can be used for all unspecified arguments of the called object. Thus, you do not have
     * to know the arguments of the called object when you use the `apply` method. You can use arguments
     * to pass all the arguments to the called object. The called object is then responsible for handling
     * the arguments.
     *
     * Since ECMAScript 5th Edition you can also use any kind of object which is array like, so in
     * practice this means it's going to have a property length and integer properties in the range
     * `[0...length)`. As an example you can now use a NodeList or a own custom object like `{'length': 2,
     * '0': 'eat', '1': 'bananas'}`.
     *
     * You can use `apply` to chain constructors for an object, similar to Java. In the following example,
     * the constructor for the `Product` object is defined with two parameters, `name` and `value`. Two
     * other functions `Food` and `Toy` invoke `Product` passing `this` and `arguments`. `Product`
     * initializes the properties `name` and `price`, both specialized functions define the category. In
     * this example, the `arguments` object is fully passed to the product constructor and corresponds to
     * the two defined parameters.
     *
     *     function Product(name, price) {
     *         this.name = name;
     *         this.price = price;
     *
     *         if (price < 0)
     *             throw RangeError('Cannot create product "' + name + '" with a negative price');
     *         return this;
     *     }
     *
     *     function Food(name, price) {
     *         Product.apply(this, arguments);
     *         this.category = 'food';
     *     }
     *     Food.prototype = new Product();
     *
     *     function Toy(name, price) {
     *         Product.apply(this, arguments);
     *         this.category = 'toy';
     *     }
     *     Toy.prototype = new Product();
     *
     *     var cheese = new Food('feta', 5);
     *     var fun = new Toy('robot', 40);
     *
     * Clever usage of `apply` allows you to use built-ins functions for some tasks that otherwise
     * probably would have been written by looping over the array values. As an example here we are going
     * to use Math.max/Math.min to find out the maximum/minimum value in an array.
     *
     *     //min/max number in an array
     *     var numbers = [5, 6, 2, 3, 7];
     *
     *     //using Math.min/Math.max apply
     *     var max = Math.max.apply(null, numbers); // This about equal to Math.max(numbers[0], ...) or
     *     // Math.max(5, 6, ..)
     *     var min = Math.min.apply(null, numbers);
     *
     *     //vs. simple loop based algorithm
     *     max = -Infinity, min = +Infinity;
     *
     *     for (var i = 0; i < numbers.length; i++) {
     *     if (numbers[i] > max)
     *         max = numbers[i];
     *     if (numbers[i] < min)
     *         min = numbers[i];
     *     }
     *
     * But beware: in using `apply` this way, you run the risk of exceeding the JavaScript engine's
     * argument length limit. The consequences of applying a function with too many arguments (think more
     * than tens of thousands of arguments) vary across engines, because the limit (indeed even the nature
     * of any excessively-large-stack behavior) is unspecified. Some engines will throw an exception. More
     * perniciously, others will arbitrarily limit the number of arguments actually passed to the applied
     * function. (To illustrate this latter case: if such an engine had a limit of four arguments [actual
     * limits are of course significantly higher], it would be as if the arguments 5, 6, 2, 3 had been
     * passed to apply in the examples above, rather than the full array.)  If your value array might grow
     * into the tens of thousands, use a hybrid strategy: apply your function to chunks of the array at a
     * time:
     *
     *     function minOfArray(arr)
     *     {
     *         var min = Infinity;
     *         var QUANTUM = 32768;
     *         for (var i = 0, len = arr.length; i < len; i += QUANTUM)
     *         {
     *             var submin = Math.min.apply(null, numbers.slice(i, Math.min(i + QUANTUM, len)));
     *             min = Math.min(submin, min);
     *         }
     *     return min;
     *     }
     *
     *     var min = minOfArray([5, 6, 2, 3, 7]);
     *
     * @param {Object} thisArg The value of this provided for the call to fun. Note that this may not be
     * the actual value seen by the method: if the method is a function in non-strict mode code, null and
     * undefined will be replaced with the global object, and primitive values will be boxed.
     * @param {Array} argsArray An array like object, specifying the arguments with which fun should be
     * called, or null or undefined if no arguments should be provided to the function.
     * @return {Object} Returns what the function returns.
     */

    /**
     * @method call
     * Calls (executes) a method of another object in the context of a different
     * object (the calling object); arguments can be passed as they are.
     *
     * You can assign a different this object when calling an existing function. `this` refers to the
     * current object, the calling object.
     *
     * With `call`, you can write a method once and then inherit it in another object, without having to
     * rewrite the method for the new object.
     *
     * You can use call to chain constructors for an object, similar to Java. In the following example,
     * the constructor for the product object is defined with two parameters, name and value. Another
     * object, `prod_dept`, initializes its unique variable (`dept`) and calls the constructor for
     * `product` in its constructor to initialize the other variables.
     *
     *     function Product(name, price) {
     *         this.name = name;
     *         this.price = price;
     *
     *         if (price < 0)
     *             throw RangeError('Cannot create product "' + name + '" with a negative price');
     *         return this;
     *     }
     *
     *     function Food(name, price) {
     *         Product.call(this, name, price);
     *         this.category = 'food';
     *     }
     *     Food.prototype = new Product();
     *
     *     function Toy(name, price) {
     *         Product.call(this, name, price);
     *         this.category = 'toy';
     *     }
     *     Toy.prototype = new Product();
     *
     *     var cheese = new Food('feta', 5);
     *     var fun = new Toy('robot', 40);
     *
     * In this purely constructed example, we create anonymous function and use `call` to invoke it on
     * every object in an array. The main purpose of the anonymous function here is to add a print
     * function to every object, which is able to print the right index of the object in the array.
     * Passing the object as `this` value was not strictly necessary, but is done for explanatory purpose.
     *
     *     var animals = [
     *     {species: 'Lion', name: 'King'},
     *     {species: 'Whale', name: 'Fail'}
     *     ];
     *
     *     for (var i = 0; i < animals.length; i++) {
     *         (function (i) {
     *         this.print = function () {
     *             console.log('#' + i  + ' ' + this.species + ': ' + this.name);
     *         }
     *     }).call(animals[i], i);
     *     }
     *
     * @param {Object} thisArg The value of this provided for the call to `fun`.Note that this may not be
     * the actual value seen by the method: if the method is a function in non-strict mode code, `null`
     * and `undefined` will be replaced with the global object, and primitive values will be boxed.
     * @param {Object...} args Arguments for the object.
     * @return {Object} Returns what the function returns.
     */

    /**
     * @method toString
     * Returns a string representing the source code of the function. Overrides the
     * `Object.toString` method.
     *
     * The {@link Function} object overrides the `toString` method of the Object object; it does
     * not inherit Object.toString. For `Function` objects, the `toString` method returns a string
     * representation of the object.
     *
     * JavaScript calls the `toString` method automatically when a `Function` is to be represented as a
     * text value or when a Function is referred to in a string concatenation.
     *
     * For `Function` objects, the built-in `toString` method decompiles the function back into the
     * JavaScript source that defines the function. This string includes the `function` keyword, the
     * argument list, curly braces, and function body.
     *
     * @return {String} The function as a string.
     */