 		else
 			return new Bu.Point x, y
 
-	# Point and Line
+	# Point with Line
 
 	twoPointsSameSideOfLine: (p1, p2, line) ->
 		pA = line.points[0]

		else
			x0 = ((x2 - x1) * (x4 - x3) * (y3 - y1) + (y2 - y1) * (x4 - x3) * x1 - (y4 - y3) * (x2 - x1) * x3) / d
			y0 = ((y2 - y1) * (y4 - y3) * (x3 - x1) + (x2 - x1) * (y4 - y3) * y1 - (x4 - x3) * (y2 - y1) * y3) / -d
		return (x0 - x1) * (x0 - x2) < 0 and
						(x0 - x3) * (x0 - x4) < 0 and
						(y0 - y1) * (y0 - y2) < 0 and
						(y0 - y3) * (y0 - y4) < 0

	# Polyline


		x4 = line2.points[1].x
		y4 = line2.points[1].y


		d = (y2 - y1) * (x4 - x3) - (y4 - y3) * (x2 - x1)

		if d == 0
