code: function(elapsedTimeInSeconds) {
      // insert any unscheduled timeouts
      if (s_timeoutsToInsert.length) {
        s_timeoutsToInsert.forEach(insertTimeout);
        s_timeoutsToInsert = [];
      }
  
      // Now remove any
      if (s_timeoutsToRemoveById.length) {
        s_timeoutsToRemoveById.forEach(removeTimeoutById);
        s_timeoutsToRemoveById = [];
      }
  
      s_clockInMs += elapsedTimeInSeconds * 1000;
  
      // process timeouts
      for (var ii = 0; ii < s_timeouts.length; ++ii) {
        var timeout = s_timeouts[ii];
        if (s_clockInMs < timeout.timeToTrigger) {
          break;
        }
        timeout.callback();
      }
  
      // remove expired timeouts
      s_timeouts.splice(0, ii);
    }
docs: Processes the intervals and timeouts
  
  This is how you control the clock for the timouts
  
  A typical usage might be
  
  
  var g = {};
  GameSupport.run(g, mainloop);
  
  function mainloop() {
  Timeout.process(globals.elapsedTime);
  };
  
  @param {number} elapsedTimeInSeconds number of seconds to advance the clock.
  @memberOf module:Timeout