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Fix bad note names (#8219)
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* Fix a few manually to prepare for auto-fixing

* Availability: -> Note:

* Fix random intro words
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wbamberg authored Aug 23, 2021
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2 changes: 1 addition & 1 deletion files/en-us/web/api/angle_instanced_arrays/index.html
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<p>WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also <a href="/en-US/docs/Web/API/WebGL_API/Using_Extensions">Using Extensions</a> in the <a href="/en-US/docs/Web/API/WebGL_API/Tutorial">WebGL tutorial</a>.</p>

<div class="note">
<p><strong>Availability:</strong> This extension is only available to {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts. In {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}}, the functionality of this extension is available on the WebGL2 context by default and the constants and methods are available without the "<code>ANGLE</code>" suffix.</p>
<p><strong>Note:</strong> This extension is only available to {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts. In {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}}, the functionality of this extension is available on the WebGL2 context by default and the constants and methods are available without the "<code>ANGLE</code>" suffix.</p>

<p>Despite the name "ANGLE", this extension works on any device if the hardware supports it and not just on Windows when using the ANGLE library. "ANGLE" just indicates that this extension has been written by the ANGLE library authors.</p>
</div>
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JavaScript.</p>

<div class="note">
<p><strong>Important</strong>: This method is obsolete, and has been renamed to
<p><strong>Note:</strong> This method is obsolete, and has been renamed to
{{domxref("BaseAudioContext/createScriptProcessor", "AudioContext.createScriptProcessor()")}}. See also
{{domxref("ScriptProcessorNode")}}.</p>
</div>
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invoked to do so.</p>

<div class="notecard note">
<p><strong>Important:</strong> Currently, audio data blocks are always 128 frames
<p><strong>Note:</strong> Currently, audio data blocks are always 128 frames
long—that is, they contain 128 32-bit floating-point samples for each of the inputs'
channels. However, plans are already in place to revise the specification to allow the
size of the audio blocks to be changed depending on circumstances (for example, if the
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Expand Up @@ -125,7 +125,7 @@ <h3 id="A_rotate_example">A <code>rotate</code> example</h3>
<p>In this example, we'll use the <code>rotate()</code> method to first rotate a rectangle from the canvas origin and then from the center of the rectangle itself with the help of <code>translate()</code>.</p>

<div class="note">
<p><strong>Reminder</strong>: Angles are in radians, not degrees. To convert, we are using: <code>radians = (Math.PI/180)*degrees</code>.</p>
<p><strong>Note:</strong> Angles are in radians, not degrees. To convert, we are using: <code>radians = (Math.PI/180)*degrees</code>.</p>
</div>

<pre class="brush: js; highlight:[9, 23]">function draw() {
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2 changes: 1 addition & 1 deletion files/en-us/web/api/clipboard/index.html
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<p>All of the Clipboard API methods operate asynchronously; they return a {{jsxref("Promise")}} which is resolved once the clipboard access has been completed. The promise is rejected if clipboard access is denied.</p>

<div class="notecard note">
<p>The <strong>clipboard </strong>is a data buffer that is used for short-term, data storage and/or data transfers, this can be between documents or applications<br>
<p><strong>Note:</strong> The <strong>clipboard </strong>is a data buffer that is used for short-term, data storage and/or data transfers, this can be between documents or applications<br>
 It is usually implemented as an anonymous, temporary <a href="https://en.wikipedia.org/wiki/Data_buffer" title="Data buffer">data buffer</a>, sometimes called the paste buffer, that can be accessed from most or all programs within the environment via defined <a href="https://en.wikipedia.org/wiki/Application_programming_interface" title="Application programming interface">programming interfaces</a>.</p>

<p>A typical application accesses clipboard functionality by mapping <a href="https://en.wikipedia.org/wiki/User_input" title="User input">user input</a> such as <a href="https://en.wikipedia.org/wiki/Keybinding">keybindings</a><a href="https://en.wikipedia.org/wiki/Menu_(computing)" title="Menu (computing)">menu selections</a>, etc. to these interfaces.</p>
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2 changes: 1 addition & 1 deletion files/en-us/web/api/closeevent/initcloseevent/index.html
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Once dispatched, it doesn't do anything anymore.</p>

<div class="note">
<p><strong>Do not use this method anymore as it is deprecated.</strong></p>
<p><strong>Note:</strong> Do not use this method any more as it is deprecated.</p>

<p>Instead use specific event constructors, like {{domxref("CloseEvent.MouseEvent", "CloseEvent()")}}.
The page on <a href="/en-US/docs/Web/Events/Creating_and_triggering_events">Creating and triggering events</a> gives more information about the way to use these.
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2 changes: 1 addition & 1 deletion files/en-us/web/api/cssstylesheet/index.html
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Expand Up @@ -45,7 +45,7 @@ <h2 id="Properties">Properties</h2>
<dl>
<dt>{{domxref("CSSStyleSheet.cssRules")}}{{ReadOnlyInline}}</dt>
<dd>Returns a live {{domxref("CSSRuleList")}} which maintains an up-to-date list of the {{domxref("CSSRule")}} objects that comprise the stylesheet.
<div class="notecard note"><p><strong>Note: </strong>In some browsers, if a stylesheet is loaded from a different domain, accessing <code>cssRules</code> results in a<code>SecurityError</code>.</p></div>
<div class="notecard note"><p><strong>Note:</strong> In some browsers, if a stylesheet is loaded from a different domain, accessing <code>cssRules</code> results in a<code>SecurityError</code>.</p></div>

</dd>
<dt>{{domxref("CSSStyleSheet.ownerRule")}}{{ReadOnlyInline}}</dt>
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2 changes: 1 addition & 1 deletion files/en-us/web/api/document/adoptnode/index.html
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Expand Up @@ -68,7 +68,7 @@ <h2 id="Notes">Notes</h2>
</ul>

<div class="notecard note">
<p><strong>Best Practice:</strong> Although Firefox doesn't currently enforce this rule,
<p><strong>Note:</strong> Although Firefox doesn't currently enforce this rule,
we encourage you to follow this rule for improved future compatibility.</p>
</div>

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5 changes: 2 additions & 3 deletions files/en-us/web/api/document_object_model/index.html
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<p>Nodes can also have event handlers attached to them. Once an event is triggered, the event handlers get executed.</p>

<div class="notecard note">
<p><strong>To learn more</strong> about what the DOM is and how it represents documents, see our article <a href="/en-US/docs/Web/API/Document_Object_Model/Introduction">Introduction to the DOM</a>.</p>
</div>
<p>To learn more about what the DOM is and how it represents documents, see our article <a href="/en-US/docs/Web/API/Document_Object_Model/Introduction">Introduction to the DOM</a>.</p>


<h2 id="DOM_interfaces">DOM interfaces</h2>

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2 changes: 1 addition & 1 deletion files/en-us/web/api/element/mousewheel_event/index.html
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<p>The <em>obsolete</em> and <em>non-standard</em> <code><strong>mousewheel</strong></code> event is fired asynchronously at an {{domxref("Element")}} to provide updates while a mouse wheel or similar device is operated. The <code>mousewheel</code> event was never part of any standard, and while it was implemented by several browsers, it was never implemented by Firefox.</p>

<div class="notecard note">
<p><strong>Important:</strong> Instead of this obsolete event, use the standard {{domxref("Element.wheel_event", "wheel")}} event.</p>
<p><strong>Note:</strong> Instead of this obsolete event, use the standard {{domxref("Element.wheel_event", "wheel")}} event.</p>
</div>

<table class="properties">
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<p>The Firefox-only, <em>non-standard</em>, and <em>obsolete</em> <strong><code>MozMousePixelScroll</code></strong> event is fired at an {{domxref("Element")}} asynchronously when a mouse wheel or similar device is operated. It's represented by the {{ domxref("MouseScrollEvent") }} interface.</p>

<div class="notecard note">
<p><strong>Important:</strong> Do not use this non-standard and obsolete event. Instead, you should always use the standard {{domxref("Element.wheel_event", "wheel")}} event.</p>
<p><strong>Note:</strong> Do not use this non-standard and obsolete event. Instead, you should always use the standard {{domxref("Element.wheel_event", "wheel")}} event.</p>
</div>

<table class="properties">
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Expand Up @@ -67,11 +67,7 @@ <h3 id="Event_targets">Event targets</h3>
<h3 id="Use_of_explicitOriginalTarget_and_originalTarget">Use of <code>explicitOriginalTarget</code> and <code>originalTarget</code></h3>

<div class="notecard note">
<p><strong>TODO:</strong> Only available in a Mozilla-based browser?</p>
</div>

<div class="notecard note">
<p><strong>TODO:</strong> Only suitable for extension-developers?</p>
<p><strong>Note:</strong> These properties are only available in Mozilla-based browsers.</p>
</div>

<h3 id="Examples">Examples</h3>
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2 changes: 0 additions & 2 deletions files/en-us/web/api/event/initevent/index.html
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before it is dispatched, using {{ domxref("EventTarget.dispatchEvent()") }}. Once
dispatched, it doesn't do anything anymore.</p>

<div class="note">
<p><strong>Do not use this method anymore as it is deprecated.</strong></p>

<p>Instead use specific event constructors, like {{domxref("Event.Event", "Event()")}}.
The page on <a href="/en-US/docs/Web/Events/Creating_and_triggering_events">Creating and triggering events</a> gives more information about the way to use these.</p>
</div>

<h2 id="Syntax">Syntax</h2>

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2 changes: 1 addition & 1 deletion files/en-us/web/api/ext_blend_minmax/index.html
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<p>WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also <a href="/en-US/docs/Web/API/WebGL_API/Using_Extensions">Using Extensions</a> in the <a href="/en-US/docs/Web/API/WebGL_API/Tutorial">WebGL tutorial</a>.</p>

<div class="note">
<p><strong>Availability:</strong> This extension is only available to {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts. In {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}}, the functionality of this extension is available on the WebGL2 context by default. The constants in WebGL2 are <code>gl.MIN</code> and <code>gl.MAX</code>.</p>
<p><strong>Note:</strong> This extension is only available to {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts. In {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}}, the functionality of this extension is available on the WebGL2 context by default. The constants in WebGL2 are <code>gl.MIN</code> and <code>gl.MAX</code>.</p>
</div>

<h2 id="Constants">Constants</h2>
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2 changes: 1 addition & 1 deletion files/en-us/web/api/ext_color_buffer_float/index.html
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<p>WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also <a href="/en-US/docs/Web/API/WebGL_API/Using_Extensions">Using Extensions</a> in the <a href="/en-US/docs/Web/API/WebGL_API/Tutorial">WebGL tutorial</a>.</p>

<div class="note">
<p><strong>Availability:</strong> This extension is available to {{domxref("WebGL2RenderingContext", "WebGL 2", "", 1)}} contexts only.</p>
<p><strong>Note:</strong> This extension is available to {{domxref("WebGL2RenderingContext", "WebGL 2", "", 1)}} contexts only.</p>

<p>For {{domxref("WebGLRenderingContext", "WebGL 1", "", 1)}}, see the {{domxref("EXT_color_buffer_half_float")}} and {{domxref("WEBGL_color_buffer_float")}} extensions.</p>
</div>
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2 changes: 1 addition & 1 deletion files/en-us/web/api/ext_color_buffer_half_float/index.html
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<p>WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also <a href="/en-US/docs/Web/API/WebGL_API/Using_Extensions">Using Extensions</a> in the <a href="/en-US/docs/Web/API/WebGL_API/Tutorial">WebGL tutorial</a>.</p>

<div class="note">
<p><strong>Availability:</strong> This extension is available to both, {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} and {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}} contexts. On WebGL 2, it's an alternative to using the {{domxref("EXT_color_buffer_float")}} extension on platforms that support 16-bit floating point render targets but not 32-bit floating point render targets.</p>
<p><strong>Note:</strong> This extension is available to both, {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} and {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}} contexts. On WebGL 2, it's an alternative to using the {{domxref("EXT_color_buffer_float")}} extension on platforms that support 16-bit floating point render targets but not 32-bit floating point render targets.</p>

<p>The {{domxref("OES_texture_half_float")}} extension implicitly enables this extension.</p>
</div>
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2 changes: 1 addition & 1 deletion files/en-us/web/api/ext_disjoint_timer_query/index.html
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<p>WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also <a href="/en-US/docs/Web/API/WebGL_API/Using_Extensions">Using Extensions</a> in the <a href="/en-US/docs/Web/API/WebGL_API/Tutorial">WebGL tutorial</a>.</p>

<div class="note">
<p><strong>Availability:</strong> This extension should be available in {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts only. {{domxref("EXT_disjoint_timer_query_webgl2")}} is available in {{domxref("WebGL2RenderingContext", "WebGL 2", "", 1)}} contexts .</p>
<p><strong>Note:</strong> This extension should be available in {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts only. {{domxref("EXT_disjoint_timer_query_webgl2")}} is available in {{domxref("WebGL2RenderingContext", "WebGL 2", "", 1)}} contexts .</p>

<p>In WebGL 2, the {{domxref("getQueryObject")}} was renamed to {{domxref("getQueryParameter")}}.<br>
In WebGL 2, other queries (such as occlusion queries and primitive queries) are possible using {{domxref("WebGLQuery")}} objects.</p>
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2 changes: 1 addition & 1 deletion files/en-us/web/api/ext_float_blend/index.html
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<p>WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also <a href="/en-US/docs/Web/API/WebGL_API/Using_Extensions">Using Extensions</a> in the <a href="/en-US/docs/Web/API/WebGL_API/Tutorial">WebGL tutorial</a>.</p>

<div class="note">
<p><strong>Availability:</strong> This extension is available to both, {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} and {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}} contexts. However, to use it, you need to enable the use of 32-bit floating-point draw buffers by  enabling the extension {{domxref("WEBGL_color_buffer_float")}} (for WebGL1) or {{domxref("EXT_color_buffer_float")}} (for WebGL2). Doing so automatically enables <code>EXT_float_blend</code> as well.</p>
<p><strong>Note:</strong> This extension is available to both, {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} and {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}} contexts. However, to use it, you need to enable the use of 32-bit floating-point draw buffers by  enabling the extension {{domxref("WEBGL_color_buffer_float")}} (for WebGL1) or {{domxref("EXT_color_buffer_float")}} (for WebGL2). Doing so automatically enables <code>EXT_float_blend</code> as well.</p>
</div>

<p>With this extension enabled, calling {{domxref("WebGLRenderingContext.drawArrays", "drawArrays()")}} or {{domxref("WebGLRenderingContext.drawElements", "drawElements()")}} with blending enabled and a draw buffer with 32-bit floating-point components will no longer result in an <code>INVALID_OPERATION</code> error.</p>
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2 changes: 1 addition & 1 deletion files/en-us/web/api/ext_frag_depth/index.html
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<p>WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also <a href="/en-US/docs/Web/API/WebGL_API/Using_Extensions">Using Extensions</a> in the <a href="/en-US/docs/Web/API/WebGL_API/Tutorial">WebGL tutorial</a>.</p>

<div class="note">
<p><strong>Availability:</strong> This extension is only available to {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts. In {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}}, the functionality of this extension is available on the WebGL2 context by default. It requires GLSL <code>#version 300 es</code>.</p>
<p><strong>Note:</strong> This extension is only available to {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts. In {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}}, the functionality of this extension is available on the WebGL2 context by default. It requires GLSL <code>#version 300 es</code>.</p>
</div>

<h2 id="Examples">Examples</h2>
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2 changes: 1 addition & 1 deletion files/en-us/web/api/ext_shader_texture_lod/index.html
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<p>WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also <a href="/en-US/docs/Web/API/WebGL_API/Using_Extensions">Using Extensions</a> in the <a href="/en-US/docs/Web/API/WebGL_API/Tutorial">WebGL tutorial</a>.</p>

<div class="note">
<p><strong>Availability:</strong> This extension is only available to {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts. In {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}}, the functionality of this extension is available on the WebGL2 context by default. It requires GLSL <code>#version 300 es</code>.</p>
<p><strong>Note:</strong> This extension is only available to {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts. In {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}}, the functionality of this extension is available on the WebGL2 context by default. It requires GLSL <code>#version 300 es</code>.</p>
</div>

<h2 id="GLSL_built-in_functions">GLSL built-in functions</h2>
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2 changes: 1 addition & 1 deletion files/en-us/web/api/ext_srgb/index.html
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<p>WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also <a href="/en-US/docs/Web/API/WebGL_API/Using_Extensions">Using Extensions</a> in the <a href="/en-US/docs/Web/API/WebGL_API/Tutorial">WebGL tutorial</a>.</p>

<div class="note">
<p><strong>Availability:</strong> This extension is only available to {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts. In {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}}, the functionality of this extension is available on the WebGL2 context by default. The constants in WebGL2 are: <code>gl.SRGB</code>, <code>gl.SRGB8</code>, <code>gl.SRGB8_ALPHA8</code> and <code>gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING</code>.</p>
<p><strong>Note:</strong> This extension is only available to {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts. In {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}}, the functionality of this extension is available on the WebGL2 context by default. The constants in WebGL2 are: <code>gl.SRGB</code>, <code>gl.SRGB8</code>, <code>gl.SRGB8_ALPHA8</code> and <code>gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING</code>.</p>
</div>

<h2 id="Constants">Constants</h2>
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<p>WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also <a href="/en-US/docs/Web/API/WebGL_API/Using_Extensions">Using Extensions</a> in the <a href="/en-US/docs/Web/API/WebGL_API/Tutorial">WebGL tutorial</a>.</p>

<div class="note">
<p><strong>Availability:</strong> Support depends on the system's graphics driver. There is no support on Windows.</p>
<p><strong>Note:</strong> Support depends on the system's graphics driver. There is no support on Windows.</p>

<p>This extension is available to both, {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} and {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}} contexts.</p>
</div>
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<p>WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also <a href="/en-US/docs/Web/API/WebGL_API/Using_Extensions">Using Extensions</a> in the <a href="/en-US/docs/Web/API/WebGL_API/Tutorial">WebGL tutorial</a>.</p>

<div class="note">
<p><strong>Availability:</strong> Support depends on the system's graphics driver. There is no support on Windows.</p>
<p><strong>Note:</strong> Support depends on the system's graphics driver. There is no support on Windows.</p>

<p>This extension is available to both, {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} and {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}} contexts.</p>
</div>
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