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-rw-r--r--src/doc/src/declarative/advtutorial.qdoc16
-rw-r--r--src/doc/src/declarative/dynamicobjects.qdoc4
-rw-r--r--src/doc/src/declarative/extending.qdoc6
-rw-r--r--src/doc/src/declarative/globalobject.qdoc10
-rw-r--r--src/doc/src/declarative/javascriptblocks.qdoc2
-rw-r--r--src/doc/src/declarative/qdeclarativedebugging.qdoc6
-rw-r--r--src/doc/src/declarative/whatsnew.qdoc2
7 files changed, 23 insertions, 23 deletions
diff --git a/src/doc/src/declarative/advtutorial.qdoc b/src/doc/src/declarative/advtutorial.qdoc
index 4118836e..75724573 100644
--- a/src/doc/src/declarative/advtutorial.qdoc
+++ b/src/doc/src/declarative/advtutorial.qdoc
@@ -33,7 +33,7 @@
This tutorial walks step-by-step through the creation of a full application using QML.
It assumes that you already know the basics of QML (for example, from reading the
-\l{QML Tutorial}{simple tutorial}).
+\l{QML Tutorial}{simple tutorial}).
In this tutorial we write a game, \e {Same Game}, based on the Same Game application
included in the declarative \c demos directory, which looks like this:
@@ -41,7 +41,7 @@ included in the declarative \c demos directory, which looks like this:
\image declarative-samegame.png
We will cover concepts for producing a fully functioning application, including
-JavaScript integration, using QML \l{State}{States} and \l{Behavior}{Behaviors} to
+JavaScript integration, using QML \l{State}{States} and \l{Behavior}{Behaviors} to
manage components and enhance your interface, and storing persistent application data.
An understanding of JavaScript is helpful to understand parts of this tutorial, but if you don't
@@ -121,7 +121,7 @@ This means that when we dynamically create and resize the block items
later on in the tutorial, the image will be scaled automatically to the
correct size.
-Notice the relative path for the Image element's \c source property.
+Notice the relative path for the Image element's \c source property.
This path is relative to the location of the file that contains the \l Image element.
Alternatively, you could set the Image source to an absolute file path or a URL
that contains an image.
@@ -147,7 +147,7 @@ Now that we've written some basic elements, let's start writing the game.
The first task is to generate the game blocks. Each time the New Game button
is clicked, the game canvas is populated with a new, random set of
blocks. Since we need to dynamically generate new blocks for each new game,
-we cannot use \l Repeater to define the blocks. Instead, we will
+we cannot use \l Repeater to define the blocks. Instead, we will
create the blocks in JavaScript.
Here is the JavaScript code for generating the blocks, contained in a new
@@ -192,7 +192,7 @@ the JavaScript file as a \l{Modules#QML Modules}{module}:
\snippet declarative/tutorials/samegame/samegame2/samegame.qml 2
This allows us to refer to any functions within \c samegame.js using "SameGame"
-as a prefix: for example, \c SameGame.startNewGame() or \c SameGame.createBlock().
+as a prefix: for example, \c SameGame.startNewGame() or \c SameGame.createBlock().
This means we can now connect the New Game button's \c onClicked handler to the \c startNewGame()
function, like this:
@@ -231,7 +231,7 @@ To do this, we have added the following functions to \c samegame.js:
\li \c{floodMoveCheck(xIdx, yIdx, type)}
\endlist
-As this is a tutorial about QML, not game design, we will only discuss \c handleClick() and \c victoryCheck() below since they interface directly with the QML elements. Note that although the game logic here is written in JavaScript, it could have been written in C++ and then exposed to QML.
+As this is a tutorial about QML, not game design, we will only discuss \c handleClick() and \c victoryCheck() below since they interface directly with the QML elements. Note that although the game logic here is written in JavaScript, it could have been written in C++ and then exposed to QML.
\section3 Enabling mouse click interaction
@@ -340,7 +340,7 @@ element in \c BoomBlock.qml:
Note the \c{opacity: 0} which means the block is transparent when it is first created. We could set the opacity
in \c samegame.js when we create and destroy the blocks,
-but instead we'll use \l{QML States}{states}, since this is useful for the next animation we're going to add.
+but instead we'll use \l{QML States}{states}, since this is useful for the next animation we're going to add.
Initially, we add these States to the root element of \c{BoomBlock.qml}:
\code
property bool dying: false
@@ -405,7 +405,7 @@ Now the dialog can be used in \c samegame.qml:
\snippet declarative/tutorials/samegame/samegame4/samegame.qml 0
-When the dialog emits the \c closed signal, we call the new \c saveHighScore() function in \c samegame.js, which stores the high score locally in an SQL database and also send the score to an online database if possible.
+When the dialog emits the \c closed signal, we call the new \c saveHighScore() function in \c samegame.js, which stores the high score locally in an SQL database and also send the score to an online database if possible.
The \c nameInputDialog is activated in the \c victoryCheck() function in \c samegame.js:
diff --git a/src/doc/src/declarative/dynamicobjects.qdoc b/src/doc/src/declarative/dynamicobjects.qdoc
index 7e871a96..86fc3621 100644
--- a/src/doc/src/declarative/dynamicobjects.qdoc
+++ b/src/doc/src/declarative/dynamicobjects.qdoc
@@ -70,8 +70,8 @@ Once you have a \l Component, you can call its \l {Component::createObject()}{cr
the component. This function can take one or two arguments:
\list
\li The first is the parent for the new item. Since graphical items will not appear on the scene without a parent, it is
- recommended that you set the parent this way. However, if you wish to set the parent later you can safely pass \c null to
- this function.
+ recommended that you set the parent this way. However, if you wish to set the parent later you can safely pass \c null to
+ this function.
\li The second is optional and is a map of property-value items that define initial any property values for the item.
Property values specified by this argument are applied to the object before its creation is finalized, avoiding
binding errors that may occur if particular properties must be initialized to enable other property bindings.
diff --git a/src/doc/src/declarative/extending.qdoc b/src/doc/src/declarative/extending.qdoc
index b048337a..06dad490 100644
--- a/src/doc/src/declarative/extending.qdoc
+++ b/src/doc/src/declarative/extending.qdoc
@@ -143,11 +143,11 @@ CppItem {
where CppItem maps to the C++ class QCppItem.
-If the author of QCppItem adds a "root" property to QCppItem in a new version of the module,
+If the author of QCppItem adds a "root" property to QCppItem in a new version of the module,
it will break the above program as \c root.x now resolves to a different value.
-The solution is to allow the author of QCppItem to state that the new \c root property is
+The solution is to allow the author of QCppItem to state that the new \c root property is
only available from a particular version of QCppItem onwards. This permits new properties
-and features to be added to existing elements without breaking existing programs.
+and features to be added to existing elements without breaking existing programs.
QML enables this by allowing the properties, methods and signals of a class to be tagged with
a particular \e revision, so that they are only accessible if the relevant module version
diff --git a/src/doc/src/declarative/globalobject.qdoc b/src/doc/src/declarative/globalobject.qdoc
index 5b5aee50..92e41af4 100644
--- a/src/doc/src/declarative/globalobject.qdoc
+++ b/src/doc/src/declarative/globalobject.qdoc
@@ -36,14 +36,14 @@ Contains all the properties of the JavaScript global object, plus:
\section1 Qt Object
The \l{QmlGlobalQtObject}{Qt object} provides useful enums and functions from Qt, for use in all QML
-files.
+files.
\section1 XMLHttpRequest
\target XMLHttpRequest
-QML script supports the XMLHttpRequest object, which can be used to asynchronously obtain
-data from over a network.
+QML script supports the XMLHttpRequest object, which can be used to asynchronously obtain
+data from over a network.
The XMLHttpRequest API implements the same \l {http://www.w3.org/TR/XMLHttpRequest/}{W3C standard}
as many popular web browsers with following exceptions:
@@ -89,7 +89,7 @@ browser. The following objects and properties are supported by the QML implemen
\endlist
\li
-\list
+\list
\li tagName
\endlist
@@ -101,7 +101,7 @@ browser. The following objects and properties are supported by the QML implemen
\endlist
\li
-\list
+\list
\li data
\li length
\endlist
diff --git a/src/doc/src/declarative/javascriptblocks.qdoc b/src/doc/src/declarative/javascriptblocks.qdoc
index 997db5a2..f22db122 100644
--- a/src/doc/src/declarative/javascriptblocks.qdoc
+++ b/src/doc/src/declarative/javascriptblocks.qdoc
@@ -293,7 +293,7 @@ To run code after the environment setup has completed, refer to
\li The value of \c this is currently undefined in QML in the majority of contexts
-The \c this keyword is supported when binding properties from JavaScript.
+The \c this keyword is supported when binding properties from JavaScript.
In all other situations, the value of
\c this is undefined in QML.
diff --git a/src/doc/src/declarative/qdeclarativedebugging.qdoc b/src/doc/src/declarative/qdeclarativedebugging.qdoc
index d3858212..093addb4 100644
--- a/src/doc/src/declarative/qdeclarativedebugging.qdoc
+++ b/src/doc/src/declarative/qdeclarativedebugging.qdoc
@@ -54,7 +54,7 @@ click on the "Debugging" menu, then "Slow Down Animations".
\section1 Debugging module imports
The \c QML_IMPORT_TRACE environment variable can be set to enable debug output
-from QML's import loading mechanisms.
+from QML's import loading mechanisms.
For example, for a simple QML file like this:
@@ -68,8 +68,8 @@ If you set \c {QML_IMPORT_TRACE=1} before running the \l {QML Viewer}
(or your QML C++ application), you will see output similar to this:
\code
-QDeclarativeImportDatabase::addImportPath "/qt-sdk/imports"
-QDeclarativeImportDatabase::addImportPath "/qt-sdk/bin/QMLViewer.app/Contents/MacOS"
+QDeclarativeImportDatabase::addImportPath "/qt-sdk/imports"
+QDeclarativeImportDatabase::addImportPath "/qt-sdk/bin/QMLViewer.app/Contents/MacOS"
QDeclarativeImportDatabase::addToImport 0x106237370 "." -1.-1 File as ""
QDeclarativeImportDatabase::addToImport 0x106237370 "Qt" 4.7 Library as ""
QDeclarativeImportDatabase::resolveType "Rectangle" = "QDeclarativeRectangle"
diff --git a/src/doc/src/declarative/whatsnew.qdoc b/src/doc/src/declarative/whatsnew.qdoc
index 99cf900b..5cc9cbb5 100644
--- a/src/doc/src/declarative/whatsnew.qdoc
+++ b/src/doc/src/declarative/whatsnew.qdoc
@@ -175,7 +175,7 @@ The change for developers is very simple - where you previously wrote
\e {import Qt 4.7}, just replace it with \e {import QtQuick 1.0}, like this:
\code
-import QtQuick 1.0
+import QtQuick 1.0
Text {
text: "Welcome to QtQuick 1.0!"