Commit c0e48025 authored by luz.paz's avatar luz.paz Committed by luz paz

Misc. typos (cont.)

Found via `codespell` and `grep`
parent 087d7994
......@@ -89,7 +89,7 @@ bool vtkInformationObjectBaseVectorKey::ValidateDerivedType(
vtkObjectBase* aValue)
{
// verify that type of aValue is compatible with
// this conatiner.
// this container.
if(aValue!=nullptr
&& this->RequiredClass!=nullptr
&& !aValue->IsA(this->RequiredClass))
......
......@@ -471,7 +471,7 @@ int vtkMultiThreader::SpawnThread( vtkThreadFunctionType f, void *userdata )
this->SpawnedThreadActiveFlagLock[id]->Lock();
if (this->SpawnedThreadActiveFlag[id] == 0)
{
// We've got a useable thread id, so grab it
// We've got a usable thread id, so grab it
this->SpawnedThreadActiveFlag[id] = 1;
this->SpawnedThreadActiveFlagLock[id]->Unlock();
break;
......
......@@ -281,7 +281,7 @@ static VTK_THREAD_RETURN_TYPE vtkRandomPool_ThreadedMethod( void *arg )
const double * vtkRandomPool::
GeneratePool()
{
// Return if generation has already occured
// Return if generation has already occurred
if ( this->GenerateTime > this->MTime )
{
return this->Pool;
......
......@@ -98,7 +98,7 @@ public:
* array. The size of the array is Size*NumberOfComponents. Each x value
* ranges between (0<=x<=1). The class will generate the pool as necessary
* (a modified time for generation is maintained). Also a method is
* available for getting the value at the ith pool postion and compNum
* available for getting the value at the ith pool position and compNum
* component. Finally, note that the GetValue() method uses modulo
* reduction to ensure that the request remains inside of the pool. Two
* forms are provided, the first assumes NumberOfComponents=1; the second
......
......@@ -589,7 +589,7 @@ int vtkSocket::Receive(void* data, int length, int readFully/*=1*/)
}
#if defined(_WIN32) && !defined(__CYGWIN__)
int trys = 0;
int tries = 0;
#endif
char* buffer = reinterpret_cast<char*>(data);
......@@ -613,7 +613,7 @@ int vtkSocket::Receive(void* data, int length, int readFully/*=1*/)
{
// On long messages, Windows recv sometimes fails with WSAENOBUFS, but
// will work if you try again.
if ((trys++ < 1000))
if ((tries++ < 1000))
{
Sleep(1);
continue;
......
......@@ -23,7 +23,7 @@
* unstructured grid.
*
* To use this filter you must specify an implicit function. You must also
* specify whethter to extract cells laying inside or outside of the implicit
* specify whether to extract cells laying inside or outside of the implicit
* function. (The inside of an implicit function is the negative values
* region.) An option exists to extract cells that are neither inside or
* outside (i.e., boundary).
......
......@@ -77,7 +77,7 @@ public:
* trails or traces will become long and stringy. Setting
* the MaxTraceTimeLength will limit how much of the trace
* is displayed. Tracks longer then the Max will disappear
* and the trace will apppear like a snake of fixed length
* and the trace will appear like a snake of fixed length
* which progresses as the particle moves
*/
vtkSetMacro(MaxTrackLength,unsigned int);
......
......@@ -116,7 +116,7 @@ public:
/**
* If the input is an unstructured grid with nonlinear faces, this parameter
* determines how many times the face is subdivided into linear faces. If 0,
* the output is the equivalent of its linear couterpart (and the midpoints
* the output is the equivalent of its linear counterpart (and the midpoints
* determining the nonlinear interpolation are discarded). If 1 (the
* default), the nonlinear face is triangulated based on the midpoints. If
* greater than 1, the triangulated pieces are recursively subdivided to reach
......
......@@ -730,7 +730,7 @@ void vtkGeometryFilter::UnstructuredGridExecute(vtkDataSet *dataSetInput,
stripCellIds.reserve( numCells );
// Loop over all cells now that visibility is known
// (Have to compute visibility first for 3D cell boundarys)
// (Have to compute visibility first for 3D cell boundaries)
int progressInterval = numCells/20 + 1;
for (cellId=0, connectivity->InitTraversal();
connectivity->GetNextCell(npts,pts);
......
......@@ -81,7 +81,7 @@ public:
* shifted and scaled time frame of reference.
* Note: Since the input time may not start at zero, the wrapping of time
* from the end of one period to the start of the next, will subtract the
* initial time - a source with T{5..6} repeated periodicaly will have output
* initial time - a source with T{5..6} repeated periodically will have output
* time {5..6..7..8} etc.
*/
vtkSetMacro(Periodic, vtkTypeBool);
......
......@@ -1190,7 +1190,7 @@ int vtkMINCImageAttributes::ValidatePatientAttribute(
MIsex, // "male__", "female", "other_"
MIage, // "XXXD", "XXXM", or "XXXY" (days, months, years)
MIweight, // "XXkg", "X.Xkg" (assume kg if no units given)
MIsize, // "XXXcm" (assume metres if no units given)
MIsize, // "XXXcm" (assume meters if no units given)
MIaddress, // newline-separated string
MIinsurance_id,
nullptr
......
......@@ -475,7 +475,7 @@ vtkGraph* vtkCollapseVerticesByArray::Create(vtkGraph* inGraph)
continue;
}
// Find the data on the out edge and add the data fron in edge
// Find the data on the out edge and add the data from in edge
// and set it on the out edge.
for(size_t i=0; i < inEdgeDataArraysOI.size(); ++i)
{
......
......@@ -492,7 +492,7 @@ int vtkTableToGraph::RequestData(
vtkIdType, vtkTableToGraphCompare> hiddenMap;
// Set up the vertex table. If we have one, just populate the
// auxiliary arrays and vetex maps.
// auxiliary arrays and vertex maps.
// If we are not provided one, create one using values found in
// the edge table.
if (!vertexTable)
......
......@@ -606,7 +606,7 @@ void vtkAttributeClustering2DLayoutStrategy::ResolveCoincidentVertices()
float jumpDistanceY = 5.0*(paddedBounds[3]-paddedBounds[2])/yDim; // 2.5 grid spaces max
int collisionOps = 0;
// You get 10 trys and then we have to punt
// You get 10 tries and then we have to punt
while (collision && (collisionOps < 10))
{
collisionOps++;
......
......@@ -572,7 +572,7 @@ void vtkClustering2DLayoutStrategy::ResolveCoincidentVertices()
float jumpDistance = 5.0*(paddedBounds[1]-paddedBounds[0])/xDim; // 2.5 grid spaces max
int collisionOps = 0;
// You get 10 trys and then we have to punt
// You get 10 tries and then we have to punt
while (collision && (collisionOps < 10))
{
collisionOps++;
......
......@@ -563,7 +563,7 @@ void vtkCommunity2DLayoutStrategy::ResolveCoincidentVertices()
float jumpDistance = 5.0*(paddedBounds[1]-paddedBounds[0])/xDim; // 2.5 grid spaces max
int collisionOps = 0;
// You get 10 trys and then we have to punt
// You get 10 tries and then we have to punt
while (collision && (collisionOps < 10))
{
collisionOps++;
......
......@@ -527,7 +527,7 @@ void vtkConstrained2DLayoutStrategy::ResolveCoincidentVertices()
float jumpDistance = 5.0*(bounds[1]-bounds[0])/xDim; // 2.5 grid spaces max
int collisionOps = 0;
// You get 10 trys and then we have to punt
// You get 10 tries and then we have to punt
while (collision && (collisionOps < 10))
{
collisionOps++;
......
......@@ -525,7 +525,7 @@ void vtkFast2DLayoutStrategy::ResolveCoincidentVertices()
float jumpDistance = 5.0*(paddedBounds[1]-paddedBounds[0])/xDim; // 2.5 grid spaces max
int collisionOps = 0;
// You get 10 trys and then we have to punt
// You get 10 tries and then we have to punt
while (collision && (collisionOps < 10))
{
collisionOps++;
......
......@@ -119,7 +119,7 @@ public:
{ vtkErrorMacro("Pick3DPoint called without implementation"); return 0;};
/**
* Perform pick operation with selection point and orientaion provided.
* Perform pick operation with selection point and orientation provided.
* The selectionPt is in world coordinates.
* Return non-zero if something was successfully picked.
*/
......
......@@ -156,7 +156,7 @@ public:
int Pick3DPoint(double selectionPt[3], vtkRenderer *ren) override;
/**
* Perform pick operation with selection point and orientaion provided.
* Perform pick operation with selection point and orientation provided.
* The selectionPt is in world coordinates.
* Return non-zero if something was successfully picked.
*/
......
......@@ -599,7 +599,7 @@ public:
//@}
/**
* This this flag is on and the GPU supports it, depth-peel volumes along with
* This flag is on and the GPU supports it, depth-peel volumes along with
* the translucent geometry. Only supported on OpenGL2 with dual-depth
* peeling. Default is false.
*/
......@@ -915,7 +915,7 @@ protected:
vtkTypeBool UseDepthPeeling;
/**
* This this flag is on and the GPU supports it, depth-peel volumes along with
* This flag is on and the GPU supports it, depth-peel volumes along with
* the translucent geometry. Default is false;
*/
bool UseDepthPeelingForVolumes;
......
......@@ -556,7 +556,7 @@ protected:
// a map from drawn triangles back to containing cell id
std::vector<unsigned int> CellCellMap;
// used to occassionally invoke timers
// used to occasionally invoke timers
unsigned int TimerQueryCounter;
private:
......
......@@ -49,7 +49,7 @@
* } // prior state will be restored here as it goes out of scope
*
*
* You must use this class to make stat chaning OpenGL class otherwise the
* You must use this class to make stat changing OpenGL class otherwise the
* results will be undefined.
*
* For convenience some OpenGL calls that do not impact state are also
......@@ -108,7 +108,7 @@ public:
bool GetDepthMask();
//@}
// convience method to set a enum (glEnable/glDisable)
// convenience method to set a enum (glEnable/glDisable)
void SetEnumState(GLenum name, bool value);
// superclass for Scoped subclasses
......@@ -165,7 +165,7 @@ public:
bool Value;
};
// intialize both OpenGL and thes state ivars to known
// initialize both OpenGL and these state ivars to known
// and consistent values
void Initialize(vtkOpenGLRenderWindow *);
......
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