--- old/modules/javafx.graphics/src/main/java/javafx/scene/Node.java 2018-04-07 06:50:19.069657300 +0300 +++ new/modules/javafx.graphics/src/main/java/javafx/scene/Node.java 2018-04-07 06:50:18.656294200 +0300 @@ -307,7 +307,7 @@ * A scaling transformation causes a node to either appear larger or * smaller depending on the scaling factor. Scaling alters the coordinate space * of the node such that each unit of distance along the axis in local - * coordinates is multipled by the scale factor. As with rotation + * coordinates is multiplied by the scale factor. As with rotation * transformations, scaling transformations are applied about a "pivot" point. * You can think of this as the point in the Node around which you "zoom". For * example, if you create a {@link javafx.scene.shape.Rectangle} with a @@ -2071,7 +2071,7 @@ private void doLayoutPass() { if (this instanceof Parent) { // TODO: As an optimization we only need to layout those dirty - // roots that are descendents of this node + // roots that are descendants of this node Parent p = (Parent)this; for (int i = 0; i < 3; i++) { p.layout(); @@ -3245,7 +3245,7 @@ * * For perspective camera, this method first exams node's bounds against * camera's clipping plane to cut off those out of viewing frustrum. After - * computing areaInScreen, it applys a tight viewing frustrum check using + * computing areaInScreen, it applies a tight viewing frustrum check using * canonical view volume. * * The result of areaInScreen comes from the product of @@ -3332,7 +3332,7 @@ tempTx.preConcatenate(camera.getSceneToLocalTransform()); tempTx.transform(localBounds, nodeInCameraBounds); - // Compare in camera coornidate + // Compare in camera coordinate if (nodeInCameraBounds.getMinZ() > camera.getFarClip() || nodeInCameraBounds.getMaxZ() < camera.getNearClip()) { return 0; @@ -3768,7 +3768,7 @@ return computeLocalBounds(bounds, tx); } else { // 3D transformations and - // selected 2D transformations (unifrom transform, flip, quadrant rotation). + // selected 2D transformations (uniform transform, flip, quadrant rotation). // These 2D transformation will yield tight bounds when applied on the pre-computed // geomBounds // Note: Transforming the local bounds into a 3D space will yield a bounds @@ -4278,9 +4278,11 @@ /** * Transforms a point from the coordinate space of the scene * into the local coordinate space of this {@code Node}. - * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the arguments are in {@link Scene} coordinates - * of the Node returned by {@link #getScene()}. Othwerwise, the subscene coordinates are used, which is equivalent to calling - * {@link #sceneToLocal(double, double)} + * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the + * arguments are in {@link Scene} coordinates of the Node returned by {@link #getScene()}. + * Otherwise, the subscene coordinates are used, which is equivalent to calling + * {@link #sceneToLocal(double, double)}. + * * @param x the x coordinate * @param y the y coordinate * @param rootScene whether Scene coordinates should be used even if the Node is in a SubScene @@ -4317,9 +4319,11 @@ /** * Transforms a point from the coordinate space of the scene * into the local coordinate space of this {@code Node}. - * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the arguments are in {@link Scene} coordinates - * of the Node returned by {@link #getScene()}. Othwerwise, the subscene coordinates are used, which is equivalent to calling - * {@link #sceneToLocal(javafx.geometry.Point2D)} + * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the + * arguments are in {@link Scene} coordinates of the Node returned by {@link #getScene()}. + * Otherwise, the subscene coordinates are used, which is equivalent to calling + * {@link #sceneToLocal(javafx.geometry.Point2D)}. + * * @param point the point * @param rootScene whether Scene coordinates should be used even if the Node is in a SubScene * @return local coordinates of the point @@ -4332,8 +4336,9 @@ /** * Transforms a bounds from the coordinate space of the scene * into the local coordinate space of this {@code Node}. - * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the arguments are in {@link Scene} coordinates - * of the Node returned by {@link #getScene()}. Othwerwise, the subscene coordinates are used, which is equivalent to calling + * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the + * arguments are in {@link Scene} coordinates of the Node returned by {@link #getScene()}. + * Otherwise, the subscene coordinates are used, which is equivalent to calling * {@link #sceneToLocal(javafx.geometry.Bounds)}. *

* Since 3D bounds cannot be converted with {@code rootScene} set to {@code true}, trying to convert 3D bounds will yield {@code null}. @@ -4632,9 +4637,10 @@ /** * Transforms a point from the local coordinate space of this {@code Node} * into the coordinate space of its scene. - * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the result point is in {@link Scene} coordinates - * of the Node returned by {@link #getScene()}. Othwerwise, the subscene coordinates are used, which is equivalent to calling - * {@link #localToScene(javafx.geometry.Point3D)} + * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the + * result point is in {@link Scene} coordinates of the Node returned by {@link #getScene()}. + * Otherwise, the subscene coordinates are used, which is equivalent to calling + * {@link #localToScene(javafx.geometry.Point3D)}. * * @param localPoint the point in local coordinates * @param rootScene whether Scene coordinates should be used even if the Node is in a SubScene @@ -4657,9 +4663,10 @@ /** * Transforms a point from the local coordinate space of this {@code Node} * into the coordinate space of its scene. - * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the result point is in {@link Scene} coordinates - * of the Node returned by {@link #getScene()}. Othwerwise, the subscene coordinates are used, which is equivalent to calling - * {@link #localToScene(double, double, double)} + * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the + * result point is in {@link Scene} coordinates of the Node returned by {@link #getScene()}. + * Otherwise, the subscene coordinates are used, which is equivalent to calling + * {@link #localToScene(double, double, double)}. * * @param x the x coordinate of the point in local coordinates * @param y the y coordinate of the point in local coordinates @@ -4677,9 +4684,10 @@ /** * Transforms a point from the local coordinate space of this {@code Node} * into the coordinate space of its scene. - * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the result point is in {@link Scene} coordinates - * of the Node returned by {@link #getScene()}. Othwerwise, the subscene coordinates are used, which is equivalent to calling - * {@link #localToScene(javafx.geometry.Point2D)} + * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the + * result point is in {@link Scene} coordinates of the Node returned by {@link #getScene()}. + * Otherwise, the subscene coordinates are used, which is equivalent to calling + * {@link #localToScene(javafx.geometry.Point2D)}. * * @param localPoint the point in local coordinates * @param rootScene whether Scene coordinates should be used even if the Node is in a SubScene @@ -4699,9 +4707,10 @@ /** * Transforms a point from the local coordinate space of this {@code Node} * into the coordinate space of its scene. - * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the result point is in {@link Scene} coordinates - * of the Node returned by {@link #getScene()}. Othwerwise, the subscene coordinates are used, which is equivalent to calling - * {@link #localToScene(double, double)} + * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the + * result point is in {@link Scene} coordinates of the Node returned by {@link #getScene()}. + * Otherwise, the subscene coordinates are used, which is equivalent to calling + * {@link #localToScene(double, double)}. * * @param x the x coordinate of the point in local coordinates * @param y the y coordinate of the point in local coordinates @@ -4718,9 +4727,10 @@ /** * Transforms a bounds from the local coordinate space of this {@code Node} * into the coordinate space of its scene. - * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the result bounds are in {@link Scene} coordinates - * of the Node returned by {@link #getScene()}. Othwerwise, the subscene coordinates are used, which is equivalent to calling - * {@link #localToScene(javafx.geometry.Bounds)} + * If the Node does not have any {@link SubScene} or {@code rootScene} is set to true, the + * result bounds are in {@link Scene} coordinates of the Node returned by {@link #getScene()}. + * Otherwise, the subscene coordinates are used, which is equivalent to calling + * {@link #localToScene(javafx.geometry.Bounds)}. * * @param localBounds the bounds in local coordinates * @param rootScene whether Scene coordinates should be used even if the Node is in a SubScene @@ -7130,8 +7140,8 @@ } NodeHelper.markDirty(Node.this, DirtyBits.NODE_EFFECT); - // bounds may have changed regardeless whether - // the dirty flag on efffect is set + // bounds may have changed regardless whether + // the dirty flag on effect is set localBoundsChanged(); } @@ -8472,8 +8482,8 @@ if (isTreeVisible) { isTreeVisible = parentNode == null || parentNode.isTreeVisible(); } - // When the parent has changed to visible and we have unsynchornized visibility, - // we have to synchronize, because the rendering will now pass throught the newly-visible parent + // When the parent has changed to visible and we have unsynchronized visibility, + // we have to synchronize, because the rendering will now pass through the newly-visible parent // Otherwise an invisible Node might get rendered if (parentChanged && parentNode != null && parentNode.isTreeVisible() && isDirty(DirtyBits.NODE_VISIBLE)) { @@ -9373,7 +9383,7 @@ // If the node is part of a subscene, then we must ensure that // the we not only mark subScene.root dirty, but continue and // call subScene.notifyParentsOfInvalidatedCSS() until - // Scene.root gets marked dirty, via the recurisve call: + // Scene.root gets marked dirty, via the recursive call: subScene.cssFlag = CssFlags.UPDATE; subScene.notifyParentsOfInvalidatedCSS(); } @@ -9809,9 +9819,9 @@ /** * The role description of this {@code Node}. *

- * Noramlly, when a role is provided for a node, the screen reader + * Normally, when a role is provided for a node, the screen reader * speaks the role as well as the contents of the node. When this - * value is set, it is possbile to override the default. This is + * value is set, it is possible to override the default. This is * useful because the set of roles is predefined. For example, * it is possible to set the role of a node to be a button, but * have the role description be arbitrary text.