Matrix Math (and an error in the Actionscript docs)

I'm working on a project that uses [an algorithm similar to] texture mapping, for which I want to precalculate the .invert() of a whole bunch of .transform.matrix objects. I'll post something about that in the next coupla days. Meanwhile, I found something perplexing in the Actionscript documentation but the possibility exists that I am just a dope so please point out an error in my reasoning. As you may know, you can represent any arbitrary combination of 2-D scalings, skews, rotations and translations using standard matrix operations. The Actionscript docs for the Matrix class mention this in passing, but has elements .b and .c switched: it should be

right: [ [a,c,tx] [b,d,ty] [0,0,1] ]
and not
wrong: [ [a,c,tx] [c,d,ty] [0,0,1] ]
I whipped up a MatrixMathDemo in flex to demonstrate the issue and a writeup on Mathematical matrices and the actionscript Matrix transformations [PDF/nb]. The 2d, 3d, 4th tabs compare the Matrix methods concat(), invert() and (deltaP/p)ointTransform() respectively with an explicit calculation of the corresponding Matrix operation: they show that in fact the documentation has b and c switched. (The code is free to reuse or modify (but give credit) in case that's useful.) Some references: