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spenaprniwa
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fix: typos in JSWrappers and DisplayTree
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docs/Deep Dive/Architecture/JSWrappers.md

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## JS Wrapper Lifecycle Management
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As a general rule, a JS wrapper keeps its underlying C++ object alive by means of reference counting
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in [JSDOMWrapper](https://github.com/WebKit/WebKit/blob/main/Source/WebCore/bindings/js/JSDOMWrapper.h) temple class
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in [JSDOMWrapper](https://github.com/WebKit/WebKit/blob/main/Source/WebCore/bindings/js/JSDOMWrapper.h) template class
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from which all JS wrappers in WebCore inherits.
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However, **C++ objects do not keep their corresponding JS wrapper in each world alive** by the virtue of them staying alive
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as such a circular dependency will result in a memory leak.

docs/Deep Dive/Layout & Rendering/DisplayTree.md

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The **display tree** is intended to be a fully-resolved, isolated tree that is suitable for painting and hit-testing.
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*Fully-resolved* means that all style values have been resolved to the values use for painting. For example, colors in the display tree are those which result from the application of visited link rules, and from the application of `-apple-color-filter`.
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*Fully-resolved* means that all style values have been resolved to the values used for painting. For example, colors in the display tree are those which result from the application of visited link rules, and from the application of `-apple-color-filter`.
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*Isolated* means that a display tree is a stand-alone data structure that can be painted without reference to data structures share with layout. For example, the display tree does not use `RenderStyle` once built, but constructs its own display styles at tree-building time.
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*Isolated* means that a display tree is a stand-alone data structure that can be painted without reference to data structures shared with layout. For example, the display tree does not use `RenderStyle` once built, but constructs its own display styles at tree-building time.
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All the geometry in the display tree is already in painting coordinates: pixel snapping happens at tree building time.
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All the geometry in the display tree is already in painting coordinates: pixel snapping happens at tree-building time.
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In general the tree has been designed to push as much of the complexity to tree-building time as possible, so that painting is fast.
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At tree-building time `Display::TreeBuilder` keeps track of containing blocks, so for boxes which initiate out-of-order painting (i.e. those which are the root box of a `Display::StackingItem`) `Display::BoxFactory` can ask the containing block for the clip that should be applied.
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Clips are store in `Display::BoxClip` which tracks an intersection rect, and, if necessary, a set of rounded rects needed to apply border-radius clips from ancestors. `Display::BoxClip` objects are shared between parent/child `Display::BoxModelObject` objects that share the same clip (i.e. have no overflow of their own).
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Clips are stored in `Display::BoxClip` which tracks an intersection rect, and, if necessary, a set of rounded rects needed to apply border-radius clips from ancestors. `Display::BoxClip` objects are shared between parent/child `Display::BoxModelObject` objects that share the same clip (i.e. have no overflow of their own).
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## Scrolling

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