--- old/modules/javafx.graphics/src/main/java/javafx/animation/Animation.java 2017-08-04 12:30:00.000000000 +1200 +++ new/modules/javafx.graphics/src/main/java/javafx/animation/Animation.java 2017-08-04 12:30:00.000000000 +1200 @@ -60,14 +60,14 @@ * The class {@code Animation} provides the core functionality of all animations * used in the JavaFX runtime. *

- * An animation can run in a loop by setting {@link #cycleCount}. To make an - * animation run back and forth while looping, set the {@link #autoReverse} - * -flag. + * An animation can run in a loop by setting {@link #cycleCountProperty() cycleCount}. + * To make an animation run back and forth while looping, set the + * {@link #autoReverseProperty() autoReverse} -flag. *

* Call {@link #play()} or {@link #playFromStart()} to play an {@code Animation} * . The {@code Animation} progresses in the direction and speed specified by - * {@link #rate}, and stops when its duration is elapsed. An {@code Animation} - * with indefinite duration (a {@link #cycleCount} of {@link #INDEFINITE}) runs + * {@link #rateProperty() rate}, and stops when its duration is elapsed. An {@code Animation} + * with indefinite duration (a {@link #cycleCountProperty() cycleCount} of {@link #INDEFINITE}) runs * repeatedly until the {@link #stop()} method is explicitly called, which will * stop the running {@code Animation} and reset its play head to the initial * position. @@ -82,7 +82,7 @@ * If the {@code Animation} is not running, the next {@link #play()} will start * the {@code Animation} from the specified position. *

- * Inverting the value of {@link #rate} toggles the play direction. + * Inverting the value of {@link #rateProperty() rate} toggles the play direction. * * @see Timeline * @see Transition @@ -102,7 +102,7 @@ public static final int INDEFINITE = -1; /** - * The possible states for {@link Animation#statusProperty status}. + * The possible states for {@link Animation#statusProperty() status}. * @since JavaFX 2.0 */ public static enum Status { @@ -721,7 +721,7 @@ * attempts to override them have no effect. *

* Another option to define a cue point in a {@code Animation} is to set the - * {@link KeyFrame#name} property of a {@link KeyFrame}. + * {@link KeyFrame#getName() name} property of a {@link KeyFrame}. * * @return {@link javafx.collections.ObservableMap} of cue points */