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authorBryce Harrington <bryce@osg.samsung.com>2017-08-17 10:45:35 -0400
committerChris Michael <cp.michael@samsung.com>2017-08-17 10:45:35 -0400
commit67fff04cc724d83608c350987b9a5dfea5402d46 (patch)
treefb4c8187c8c0e1342065430be7a7641529e22d0b /src/lib/evas/Evas.h
parentf377f722e6e5f978372fe3d82bee6da0e301f162 (diff)
evas: Fix spelling/grammar errors
Summary: Fixes some basic punctuation and grammar errors, corrects spelling and word order/choice in various places. Reviewers: devilhorns Reviewed By: devilhorns Subscribers: cedric, jpeg Differential Revision: https://phab.enlightenment.org/D5098
Diffstat (limited to 'src/lib/evas/Evas.h')
-rw-r--r--src/lib/evas/Evas.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/lib/evas/Evas.h b/src/lib/evas/Evas.h
index a602397418..d25847c7bf 100644
--- a/src/lib/evas/Evas.h
+++ b/src/lib/evas/Evas.h
@@ -99,7 +99,7 @@
99 99
100 For example, if in the above scene, the windowing system requires the 100 For example, if in the above scene, the windowing system requires the
101 application to redraw the area from 0, 0 to 50, 50 (also referred as 101 application to redraw the area from 0, 0 to 50, 50 (also referred as
102 "expose event"), then the programmer must calculate manually the 102 "expose event"), then the programmer must manually calculate the
103 updates and repaint it again: 103 updates and repaint it again:
104 104
105 @verbatim 105 @verbatim
@@ -126,8 +126,8 @@
126 100 pixels is around 40000 useless writes! You could write 126 100 pixels is around 40000 useless writes! You could write
127 code to calculate the overlapping areas and avoid painting then, but 127 code to calculate the overlapping areas and avoid painting then, but
128 then it should be mixed with the "expose event" handling mentioned 128 then it should be mixed with the "expose event" handling mentioned
129 above and you quickly realize that the initially simpler method became 129 above and you quickly realize that the initially simpler method becomes
130 really complex. 130 very complex.
131 131
132 Evas is a structural system in which the programmer creates and 132 Evas is a structural system in which the programmer creates and
133 manages display objects and their properties, and as a result of this 133 manages display objects and their properties, and as a result of this
@@ -165,7 +165,7 @@
165 This lets you think in a more natural way when dealing with 165 This lets you think in a more natural way when dealing with
166 a display, and saves time and effort of working out how to load and 166 a display, and saves time and effort of working out how to load and
167 display images, render given the current display system, and so on. Since 167 display images, render given the current display system, and so on. Since
168 Evas also is portable across different display systems, this also 168 Evas is also portable across different display systems, this also
169 gives you the ability to have their code ported and 169 gives you the ability to have their code ported and
170 displayed on different display systems with very little work. 170 displayed on different display systems with very little work.
171 171