Well, forget it.  I figured it out myself.  For those of you that
might be curious......here's my code:
package {
	import flash.display.Sprite;
	import flash.events.Event;
	import org.rje.glaze.engine.collision.shapes.Circle;
	import org.rje.glaze.engine.collision.shapes.GeometricShape;
	import org.rje.glaze.engine.collision.shapes.Polygon;
	import org.rje.glaze.engine.dynamics.Material;
	import org.rje.glaze.engine.dynamics.RigidBody;
	import org.rje.glaze.engine.dynamics.joints.Joint;
	import org.rje.glaze.engine.math.Vector2D;
	import org.rje.glaze.engine.space.BruteForceSpace;
	import 
org.rje.glaze.engine.space.Space;
	/**
	 * The document class for my Glaze "Hello World" application
	 *
	 * @author scott
	 */
	public class GlazeTestDoc extends Sprite {
		/** The space that all the physics objects are created in */
		private var space : Space;
		/** The dimensions of the space */
		private var dim : Vector2D;
		/** Color for static objects */
		private var staticColour : uint = 0xE8EC95;
		/** Whether to show the bounding box or not */
		private var debug : Boolean = false;
		/**
		 * Constructor function
		 */
		public function GlazeTestDoc() {
			// Initialize the space
			space = new BruteForceSpace(60, 90, null);
			space.masslessForce.setTo(0, 200);
			// Set dimensions
			dim = new Vector2D(550, 400);
			// Create the floor
			createFloor();
			// Create the ball
			createCircle();
			// Get things rolling
			stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
		}
		public function createFloor() : void {
			var staticShape : GeometricShape = new
Polygon(Polygon.createRectangle(dim.x, 40), new Vector2D(dim.x / 2,
dim.y));
			staticShape.fillColour = staticColour;
			space.defaultStaticBody.addShape(staticShape);
		}
		private function createCircle() : void {
			var cirBody : RigidBody = new RigidBody(RigidBody.DYNAMIC_BODY, 10,
100);
			cirBody.p.setTo(300, 0);
			var circ : GeometricShape = new Circle(18, Vector2D.zeroVect, new
Material(55, 0.9, 1));
			cirBody.addShape(circ);
			space.addRigidBody(cirBody);
		}
		/**
		 * Triggered on the enter frame event.  This is what makes the
physics engine do its thing
		 */
		private function enterFrameHandler(pEvent : Event) : void {
			// Clear the stage graphics (everything is drawn here for speed at
the moment)
			this.graphics.clear();
			// Step the engine n times.  The higher n, the more accurate things
get.
			space.step();
			// Draw all the active shapes
			var shape : GeometricShape = space.activeShapes;
			while (shape) {
				shape.draw(this.graphics, debug);
				shape = shape.next;
			}
			// Draw all the static shapes
			shape = space.staticShapes;
			while (shape) {
				shape.draw(this.graphics, debug);
				shape = shape.next;
			}
			// Draw all the joints
			var joint : Joint = space.joints;
			while (joint) {
				joint.draw(this.graphics, debug);
				joint = joint.next;
			}
		}
	}
}