diff --git a/articles/_posts/2011-12-01-PomaxGuide.html b/articles/_posts/2011-12-01-PomaxGuide.html
index 96b91b6..d713fc1 100644
--- a/articles/_posts/2011-12-01-PomaxGuide.html
+++ b/articles/_posts/2011-12-01-PomaxGuide.html
@@ -826,7 +826,7 @@
Making your sketch "se
{% highlight javascript linenos %}
function showXYCoordinates(x, y) {
document.getElementById('xcoord').value = x;
- document.getElementById('ycoord').value = x;
+ document.getElementById('ycoord').value = y;
}{% endhighlight %}
And we'll need to make the sketch know that there is such a thing as javascript,
diff --git a/articles/_posts/2011-12-02-RenderingModes.html b/articles/_posts/2011-12-02-RenderingModes.html
index 30fa0c9..0a5d36f 100644
--- a/articles/_posts/2011-12-02-RenderingModes.html
+++ b/articles/_posts/2011-12-02-RenderingModes.html
@@ -215,9 +215,9 @@
different arguments for points in 2D or 3D space). By learning the Processing syntax,
it's easy to create complex 2D and WebGL graphics without ever touching the underlying
graphics APIs. This is true of Processing and Java, and also of Processing.js and
- canvas/WebGL. The Processing langauge provides a powerful and beginner friendly
+ canvas/WebGL. The Processing language provides a powerful and beginner friendly
on-ramp to canvas 2D and WebGL. Consult the
- Processing.js Langauge Reference for specific details on how to use each
+ Processing.js Language Reference for specific details on how to use each
function.
Using the Processing.js API in JavaScript
@@ -230,7 +230,7 @@
href="http://processingjs.org/download">http://processingjs.org/download).
It is essentially the same as Processing.js, but without the code parser (i.e.,
you can use the API either way, but the Processing.js API is a somewhat smaller
- file). See
+ file). See
Writing JavaScript-only Processing.js Code for more details.
Accessing the Raw Canvas Context - Advanced: