diff --git a/pages/develop/tutorial/c/eo-intro.md.txt b/pages/develop/tutorial/c/eo-intro.md.txt index 787b258bb..6aa373d9b 100644 --- a/pages/develop/tutorial/c/eo-intro.md.txt +++ b/pages/develop/tutorial/c/eo-intro.md.txt @@ -83,7 +83,7 @@ _obj_create() In the code snippet above an object of type ``EFL_MODEL_ITEM_CLASS`` is created, as a child of nothing (the ``NULL`` parameter) and ``efl_name_set()`` is then used to configure the object (as explained below). -Nore that the specific type of object being created in this tutorial (``EFL_MODEL_ITEM_CLASS``) is not important. It was chosen because it does not need configuration and is therefore easier to use. +Note that the specific type of object being created in this tutorial (``EFL_MODEL_ITEM_CLASS``) is not important. It was chosen because it does not need configuration and is therefore easier to use. You can use as many configuration calls inside ``efl_add()`` as you need, since it accepts an infinite number of parameters. Also, configuration calls can use the special symbol ``efl_added`` which refers to the object being created. Together these two powerful features make object creation code much more compact. You can create an object, configure it and add it to a scene without even requiring a variable to store it.