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-rw-r--r--src/quick/doc/src/advtutorial.qdoc10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/quick/doc/src/advtutorial.qdoc b/src/quick/doc/src/advtutorial.qdoc
index be8b397a8e..aa44ef8a85 100644
--- a/src/quick/doc/src/advtutorial.qdoc
+++ b/src/quick/doc/src/advtutorial.qdoc
@@ -90,7 +90,7 @@ is the \l SystemPalette item. This provides access to the Qt system palette
and is used to give the button a more native look-and-feel.
Notice the anchors for the \c Item, \c Button and \c Text types are set using
-\l {qdeclarativeintroduction.html#dot-properties}{group notation} for readability.
+group (dot) notation for readability.
\section2 Adding \c Button and \c Block components
@@ -360,7 +360,7 @@ Finally, we'll add a cool-looking particle effect to the blocks when they are de
\snippet tutorials/samegame/samegame4/content/BoomBlock.qml 3
-To fully understand this you should read the \l Particles documentation, but it's important to note that \c emitRate is set
+To fully understand this you should read \l {Using the Qt Quick Particle System}, but it's important to note that \c emitRate is set
to zero so that particles are not emitted normally.
Also, we extend the \c dying State, which creates a burst of particles by calling the \c burst() method on the particles type. The code for the states now look
like this:
@@ -419,7 +419,7 @@ Here is the \c saveHighScore() function in \c samegame.js:
First we call \c sendHighScore() (explained in the section below) if it is possible to send the high scores to an online database.
-Then, we use the \l{QtQuick.LocalStorage 2}{Local Storage API} to maintain a persistent SQL database unique to this application. We create an offline storage database for the high scores using \c openDatabaseSync() and prepare the data and SQL query that we want to use to save it. The offline storage API uses SQL queries for data manipulation and retrieval, and in the \c db.transaction() call we use three SQL queries to initialize the database (if necessary), and then add to and retrieve high scores. To use the returned data, we turn it into a string with one line per row returned, and show a dialog containing that string.
+Then, we use the \l{QtQuick.LocalStorage}{Local Storage API} to maintain a persistent SQL database unique to this application. We create an offline storage database for the high scores using \c openDatabaseSync() and prepare the data and SQL query that we want to use to save it. The offline storage API uses SQL queries for data manipulation and retrieval, and in the \c db.transaction() call we use three SQL queries to initialize the database (if necessary), and then add to and retrieve high scores. To use the returned data, we turn it into a string with one line per row returned, and show a dialog containing that string.
This is one way of storing and displaying high scores locally, but certainly not the only way. A more complex alternative would be to create a high score dialog component, and pass it the results for processing and display (instead of reusing the \c Dialog). This would allow a more themeable dialog that could better present the high scores. If your QML is the UI for a C++ application, you could also have passed the score to a C++ function to store it locally in a variety of ways, including a simple format without SQL or in another SQL database.
@@ -451,9 +451,9 @@ By following this tutorial you've seen how you can write a fully functional appl
\list
\li Build your application with \l {Qt Quick QML Types}{QML types}
-\li Add application logic \l{Using JavaScript Expressions in QML}{with JavaScript code}
+\li Add application logic \l{JavaScript Expressions in QML Documents}{with JavaScript code}
\li Add animations with \l {Behavior}{Behaviors} and \l{Qt Quick States}{states}
-\li Store persistent application data using, for example, \l{QtQuick.LocalStorage 2}{QtQuick.LocalStorage} or \l XMLHttpRequest
+\li Store persistent application data using, for example, \l QtQuick.LocalStorage or \l XMLHttpRequest
\endlist
There is so much more to learn about QML that we haven't been able to cover in this tutorial. Check out all the