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Fixes typos in many different English articles
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Signed-off-by: Marcel Ribeiro-Dantas <mribeirodantas@seqera.io>
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mribeirodantas committed Dec 10, 2022
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4 changes: 2 additions & 2 deletions ansible.html.markdown
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Expand Up @@ -44,7 +44,7 @@ for, which provides an excellent UI.
#### Cons

* It is an agent-less tool - every agent consumes up to 16MB ram - in some
environments, it may be noticable amount.
environments, it may be noticeable amount.
* It is agent-less - you have to verify your environment consistency
'on-demand' - there is no built-in mechanism that would warn you about some
change automatically (this can be achieved with reasonable effort)
Expand Down Expand Up @@ -691,7 +691,7 @@ to specify the username.

Note: You may like to execute Ansible with `--ask-sudo-pass` or add the user to
sudoers file in order to allow non-supervised execution if you require 'admin'
privilages.
privileges.

[Read more](http://docs.ansible.com/ansible/latest/become.html)

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2 changes: 1 addition & 1 deletion c.html.markdown
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Expand Up @@ -256,7 +256,7 @@ int main (int argc, char** argv)

// Floating-point numbers are defined by IEEE 754, thus cannot store perfectly
// exact values. For instance, the following does not produce expected results
// because 0.1 might actually be 0.099999999999 insided the computer, and 0.3
// because 0.1 might actually be 0.099999999999 inside the computer, and 0.3
// might be stored as 0.300000000001.
(0.1 + 0.1 + 0.1) != 0.3; // => 1 (true)
// and it is NOT associative due to reasons mentioned above.
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4 changes: 2 additions & 2 deletions citron.html.markdown
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Expand Up @@ -68,7 +68,7 @@ False not. # True
###########################################

# You may assign values to the current scope:
var name is value. # assignes `value` into `name`
var name is value. # assigns `value` into `name`

# You may also assign values into the current object's namespace
my name is value. # assigns `value` into the current object's `name` property
Expand Down Expand Up @@ -146,7 +146,7 @@ add(3, 5). # 8

3 `add` 5. # 8
# This call binds as such: add[(3), 5]
# because the default fixity is left, and the default precedance is 1
# because the default fixity is left, and the default precedence is 1

# You may change the precedence/fixity of this operator with a pragma
#:declare infixr 1 add
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18 changes: 9 additions & 9 deletions directx9.html.markdown
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Expand Up @@ -12,7 +12,7 @@ all began with Direct, such as Direct3D, DirectDraw, DirectMusic, DirectPlay, Di
Direct3D (the 3D graphics API within DirectX) is widely used in the development of video games for Microsoft
Windows and the Xbox line of consoles.<sup>[1]</sup>

In this tutorial we will be focusing on DirectX 9, which is not as low-level as it's sucessors, which are aimed at programmers very familiar with how graphics hardware works. It makes a great starting point for learning Direct3D. In this tutorial I will be using the Win32-API for window handling and the DirectX 2010 SDK.
In this tutorial we will be focusing on DirectX 9, which is not as low-level as it's successors, which are aimed at programmers very familiar with how graphics hardware works. It makes a great starting point for learning Direct3D. In this tutorial I will be using the Win32-API for window handling and the DirectX 2010 SDK.

## Window creation

Expand Down Expand Up @@ -125,7 +125,7 @@ bool InitD3D(HWND hWnd) {
pp.hDeviceWindow = hWnd; // associated window handle
pp.Windowed = true; // display in window mode
pp.Flags = 0; // no special flags
// Variable to store results of methods to check if everything succeded.
// Variable to store results of methods to check if everything succeeded.
HRESULT result{ };
result = _d3d->CreateDevice(D3DADAPTER_DEFAULT, // use default graphics card
D3DDEVTYPE_HAL, // use hardware acceleration
Expand All @@ -144,7 +144,7 @@ bool InitD3D(HWND hWnd) {
viewport.Y = 0; // ..
viewport.Width = clientRect.right; // use the entire window
viewport.Height = clientRect.bottom; // ..
viewport.MinZ = 0.0f; // minimun view distance
viewport.MinZ = 0.0f; // minimum view distance
viewport.MaxZ = 100.0f; // maximum view distance
// Apply the created viewport.
result = _device->SetViewport(&viewport);
Expand All @@ -157,7 +157,7 @@ bool InitD3D(HWND hWnd) {
// ...
// Back in our WinMain function we call our initialization function.
// ...
// Check if Direct3D initialization succeded, else exit the application.
// Check if Direct3D initialization succeeded, else exit the application.
if (!InitD3D(hWnd))
return -1;

Expand Down Expand Up @@ -197,7 +197,7 @@ Let's create a vertex buffer to store the vertices for our triangle
#include <vector>
// First we declare a new ComPtr holding a vertex buffer.
ComPtr<IDirect3DVertexBuffer9> _vertexBuffer{ };
// Lets define a funtion to calculate the byte size of a std::vector
// Lets define a function to calculate the byte size of a std::vector
template <typename T>
unsigned int GetByteSize(const std::vector<T>& vec) {
return sizeof(vec[0]) * vec.size();
Expand Down Expand Up @@ -253,7 +253,7 @@ if (!InitD3D(hWnd))
return -1;
// Define the vertices we need to draw a triangle.
// Values are declared in a clockwise direction else Direct3D would cull them.
// If you want to diable culling just call:
// If you want to disable culling just call:
// _device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
std::vector<VStruct> vertices {
// Bottom left
Expand All @@ -274,7 +274,7 @@ if (!(_vertexBuffer = CreateBuffer(vertices)))
Before we can use the vertex buffer to draw our primitives, we first need to set up the matrices.

```cpp
// Lets create a new funtions for the matrix transformations.
// Lets create a new functions for the matrix transformations.
bool SetupTransform() {
// Create a view matrix that transforms world space to
// view space.
Expand Down Expand Up @@ -338,7 +338,7 @@ if (FAILED(result))
// Create a world transformation matrix and set it to an identity matrix.
D3DXMATRIX world{ };
D3DXMatrixIdentity(&world);
// Create a scalation matrix scaling our primitve by 10 in the x,
// Create a scalation matrix scaling our primitive by 10 in the x,
// 10 in the y and keeping the z direction.
D3DXMATRIX scaling{ };
D3DXMatrixScaling(&scaling, // matrix to scale
Expand Down Expand Up @@ -499,7 +499,7 @@ std::vector<D3DVERTEXELEMENT9> vertexDeclDesc {
0, // byte offset from the struct beginning
D3DDECLTYPE_FLOAT3, // data type (3d float vector)
D3DDECLMETHOD_DEFAULT, // tessellator operation
D3DDECLUSAGE_POSTION, // usage of the data
D3DDECLUSAGE_POSITION, // usage of the data
0 }, // index (multiples usage of the same type)
{ 0,
12, // byte offset (3 * sizeof(float) bytes)
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2 changes: 1 addition & 1 deletion docker.html.markdown
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Expand Up @@ -254,7 +254,7 @@ $docker build <path-to-dockerfile>
```

## Push your image to DockerHub
If you want your application's Docker image to be made publically available for
If you want your application's Docker image to be made publicly available for
any Docker user, you might wanna push it to the [Docker Hub](https://hub.docker.com/) which is a
registry of Docker images. Make sure you have an account with a username and
password on Docker Hub.
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4 changes: 2 additions & 2 deletions hdl.html.markdown
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Expand Up @@ -12,7 +12,7 @@ It is used by circuit designers to simulate circuits and logic prior to wiring a
HDL allows circuit designers to simulate circuits at a high level without being connected to specific components.

## Basic building blocks & introduction to the language---
This programming language is built by simulating hardware chips and wiring. Normal programming functions are replaced with specialized chips that are added to the current wiring desing. Every base chip must be written as it's own file and imported to be used in the current chip, though they may be reused as often as desired.
This programming language is built by simulating hardware chips and wiring. Normal programming functions are replaced with specialized chips that are added to the current wiring design. Every base chip must be written as it's own file and imported to be used in the current chip, though they may be reused as often as desired.

```verilog
// Single line comments start with two forward slashes.
Expand Down Expand Up @@ -79,7 +79,7 @@ foo(in=a[0..7], out=c); // C is now a 2 bit internal bus
// Note that internally defined busses cannot be subbussed!
// To access these elements, output or input them seperately:
// To access these elements, output or input them separately:
foo(in[0]=false, in[1..7]=a[0..6], out[0]=out1, out[1]=out2);
// out1 and out2 can then be passed into other circuits within the design.
Expand Down
2 changes: 1 addition & 1 deletion hjson.html.markdown
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Expand Up @@ -55,7 +55,7 @@ Let's take a look at examples to see the key syntax differences!
Oh wait.. there is! It's called Hjson.
'''
# Backslashes are interpretted as an escape character ONLY in quoted strings
# Backslashes are interpreted as an escape character ONLY in quoted strings
slash: This will not have a new line\n
slash-quoted: "This will definitely have a new line\n"
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2 changes: 1 addition & 1 deletion javascript.html.markdown
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Expand Up @@ -620,7 +620,7 @@ function isEven(number) {
};
// I put the word "equivalent" in double quotes because a function defined
// using the lambda syntax cannnot be called before the definition.
// using the lambda syntax cannot be called before the definition.
// The following is an example of invalid usage:
add(1, 8);
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2 changes: 1 addition & 1 deletion jsonnet.html.markdown
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Expand Up @@ -131,7 +131,7 @@ assert obj5 == {};
```

## Further Reading
There are a few but important concepts that are not touched in this exmaple, including:
There are a few but important concepts that are not touched in this example, including:

- Passing variables from command line: [Parameterize Entire Config](https://jsonnet.org/learning/tutorial.html#parameterize-entire-config)
- Import other jsonnet libraries/files: [Imports](https://jsonnet.org/learning/tutorial.html#imports)
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2 changes: 1 addition & 1 deletion kdb+.html.markdown
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Expand Up @@ -560,7 +560,7 @@ select avg height by sex from t
/ => f | 160
/ => m | 177.5
/ If no aggreation function is specified, last is assumed
/ If no aggregation function is specified, last is assumed
select by sex from t
/ => sex| name age height
/ => ---| -----------------
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2 changes: 1 addition & 1 deletion lambda-calculus.html.markdown
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Expand Up @@ -41,7 +41,7 @@ Evaluation is done via
which is essentially lexically-scoped substitution.

When evaluating the
expression `(λx.x)a`, we replace all occurences of "x" in the function's body
expression `(λx.x)a`, we replace all occurrences of "x" in the function's body
with "a".

- `(λx.x)a` evaluates to: `a`
Expand Down
4 changes: 2 additions & 2 deletions lbstanza.html.markdown
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Expand Up @@ -193,7 +193,7 @@ while condition[0]:
for i in 0 to 10 do:
vector[i] = i
; stanza also supports named labels which can functin as break or return
; stanza also supports named labels which can function as break or return
; statements
defn another-fn ():
label<False> return:
Expand All @@ -218,7 +218,7 @@ for (x in xs, y in ys, z in zs) do :
println("x:%_, y:%_, z:%_" % [x, y, z])
;xs, ys, and zs are all "Seqable" meaing they are Seq types (sequences).
;xs, ys, and zs are all "Seqable" meaning they are Seq types (sequences).
; the `do` identifier is a special function that just applies the body of
; the for loop to each element of the sequence.
;
Expand Down
2 changes: 1 addition & 1 deletion m.html.markdown
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Expand Up @@ -198,7 +198,7 @@ M has an execution stack. When all levels of the stack have returned, the progra
With an argument: execute a block of code & add a level to the stack.

```
d ^routine ;run a routine from the begining.
d ^routine ;run a routine from the beginning.
; ;routines are identified by a caret.
d tag ;run a tag in the current routine
d tag^routine ;run a tag in different routine
Expand Down
2 changes: 1 addition & 1 deletion markdown.html.markdown
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Expand Up @@ -298,7 +298,7 @@ omitted though.)
- [Subchapter <h3 />](#subchapter-h3-)
```

Nontheless, this is a feature that might not be working in all Markdown
Nonetheless, this is a feature that might not be working in all Markdown
implementations the same way.

## Images
Expand Down
14 changes: 7 additions & 7 deletions mercurial.html.markdown
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Expand Up @@ -22,13 +22,13 @@ and/or directorie(s) over time.

* Distributed Architecture - Traditionally version control systems such as CVS
and Subversion are a client server architecture with a central server to
store the revsion history of a project. Mercurial however is a truly
distributed architecture, giving each devloper a full local copy of the
store the revision history of a project. Mercurial however is a truly
distributed architecture, giving each developer a full local copy of the
entire development history. It works independently of a central server.
* Fast - Traditionally version control systems such as CVS and Subversion are a
client server architecture with a central server to store the revsion history
client server architecture with a central server to store the revision history
of a project. Mercurial however is a truly distributed architecture, giving
each devloper a full local copy of the entire development history. It works
each developer a full local copy of the entire development history. It works
independently of a central server.
* Platform Independent - Mercurial was written to be highly platform
independent. Much of Mercurial is written in Python, with small performance
Expand Down Expand Up @@ -56,7 +56,7 @@ any later version.
| changeset | Set of changes saved as diffs |
| diff | Changes between file(s) |
| tag | A named named revision |
| parent(s) | Immediate ancestor(s) of a revison |
| parent(s) | Immediate ancestor(s) of a revision |
| branch | A child of a revision |
| head | A head is a changeset with no child changesets |
| merge | The process of merging two HEADS |
Expand Down Expand Up @@ -184,7 +184,7 @@ Commit changes to the given files into the repository.
# Commit with a message
$ hg commit -m 'This is a commit message'

# Commit all added / removed files in the currrent tree
# Commit all added / removed files in the current tree
$ hg commit -A 'Adding and removing all existing files in the tree'

# amend the parent of the working directory with a new commit that contains the
Expand Down Expand Up @@ -341,7 +341,7 @@ $ hg revert -a
Remove the specified files on the next commit.

```bash
# Remove a spcific file
# Remove a specific file
$ hg remove go_away.txt

# Remove a group of files by pattern
Expand Down
2 changes: 1 addition & 1 deletion mips.html.markdown
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Expand Up @@ -111,7 +111,7 @@ gateways and routers.
sub $t2, $t0, $t1 # $t2 = $t0 - $t1
mul $t2, $t0, $t1 # $t2 = $t0 * $t1
div $t2, $t0, $t1 # $t2 = $t0 / $t1 (Might not be
# supported in some versons of MARS)
# supported in some versions of MARS)
div $t0, $t1 # Performs $t0 / $t1. Get the
# quotient using 'mflo' and
# remainder using 'mfhi'
Expand Down
2 changes: 1 addition & 1 deletion montilang.html.markdown
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Expand Up @@ -170,7 +170,7 @@ printseven
/# currently, preprocessor statements can be used to make c++-style constants #/
&DEFINE LOOPSTR 20&
/# must have & on either side with no spaces, 'DEFINE' is case sensative. #/
/# must have & on either side with no spaces, 'DEFINE' is case sensitive. #/
/# All statements are scanned and replaced before the program is run, regardless of where the statements are placed #/
FOR LOOPSTR 7 PRINT . ENDFOR /# Prints '7' 20 times. At run, 'LOOPSTR' in source code is replaced with '20' #/
Expand Down
14 changes: 7 additions & 7 deletions opengl.html.markdown
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Expand Up @@ -35,7 +35,7 @@ int main() {
context };
window.setVerticalSyncEnabled(true);
window.setActive(true);
// After that we initialise GLEW and check if an error occured.
// After that we initialise GLEW and check if an error occurred.
GLenum error;
glewExperimental = GL_TRUE;
if ((err = glewInit()) != GLEW_OK)
Expand Down Expand Up @@ -140,7 +140,7 @@ if (logSize > 0) {
}
```

The same is possibile after <code>glLinkProgram()</code>, just replace <code>glGetShaderiv()</code> with <code>glGetProgramiv()</code>
The same is possible after <code>glLinkProgram()</code>, just replace <code>glGetShaderiv()</code> with <code>glGetProgramiv()</code>
and <code>glGetShaderInfoLog()</code> with <code>glGetProgramInfoLog()</code>.

```cpp
Expand Down Expand Up @@ -194,7 +194,7 @@ void main() {
out vec4 outColor;
void main() {
// We simply set the ouput color to red.
// We simply set the output color to red.
// The parameters are red, green, blue and alpha.
outColor = vec4(1.0, 0.0, 0.0, 1.0);
}
Expand Down Expand Up @@ -233,7 +233,7 @@ glBufferData(GL_ARRAY_BUFFER, // target buffer
// After filling the VBO link it to the location 0 in our vertex shader,
// which holds the vertex position.
// ...
// To ask for the attibute location, if you haven't set it:
// To ask for the attribute location, if you haven't set it:
GLint posLocation = glGetAttribLocation(program, "position");
// ..
glEnableVertexAttribArray(0);
Expand Down Expand Up @@ -463,7 +463,7 @@ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(iboData[0]) * iboData.size(),
iboData.data(), GL_STATIC_DRAW);
// Next in our render loop, we replace glDrawArrays() with:
glDrawElements(GL_TRIANGLES, iboData.size(), GL_UNSINGED_INT, nullptr);
glDrawElements(GL_TRIANGLES, iboData.size(), GL_UNSIGNED_INT, nullptr);
// Remember to delete the allocated memory for the IBO.
```
Expand Down Expand Up @@ -535,7 +535,7 @@ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
// ...
glBindVertexArray(vao);
glBindTexture(GL_TEXTURE_2D, texture);
glDrawElements(GL_TRIANGLES, iboData.size(), GL_UNSINGED_INT, nullptr);
glDrawElements(GL_TRIANGLES, iboData.size(), GL_UNSIGNED_INT, nullptr);
// ...
```
Expand Down Expand Up @@ -673,7 +673,7 @@ glUniformMatrix4fv(modelLocation, 1, GL_FALSE,

## Geometry Shader

Gemoetry shaders were introduced in OpenGL 3.2, they can produce vertices
Geometry shaders were introduced in OpenGL 3.2, they can produce vertices
that are send to the rasterizer. They can also change the primitive type e.g.
they can take a point as an input and output other primitives.
Geometry shaders are inbetween the vertex and the fragment shader.
Expand Down
4 changes: 2 additions & 2 deletions p5.html.markdown
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Expand Up @@ -29,11 +29,11 @@ function setup() {
}

function draw() {
ellipse(10, 10, 50, 50); // creates a ellipse at the 10px from the left and 10px from the top with width adn height as 50 each, so its basically a circle.
ellipse(10, 10, 50, 50); // creates a ellipse at the 10px from the left and 10px from the top with width and height as 50 each, so its basically a circle.
//remember in p5.js the origin is at the top-left corner of the canvas

if (mouseIsPressed) {
// mouseIsPressed is a boolean variable that changes to true if the mouse buttton is pressed down at that instant
// mouseIsPressed is a boolean variable that changes to true if the mouse button is pressed down at that instant

fill(0); // fill refers to the innner color or filling color of whatever shape you are going to draw next
} else {
Expand Down
2 changes: 1 addition & 1 deletion pascal.html.markdown
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Expand Up @@ -131,7 +131,7 @@ Begin
str := 'apple';
bool := true;
//pascal is not a case-sensitive language
//arithmethic operation
//arithmetic operation
int := 1 + 1; // int = 2 overwriting the previous assignment
int := int + 1; // int = 2 + 1 = 3;
int := 4 div 2; //int = 2 division operation where result will be floored
Expand Down
2 changes: 1 addition & 1 deletion php.html.markdown
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Expand Up @@ -443,7 +443,7 @@ $bar('C'); // Prints "A - B - C"
// You can call named functions using strings
$function_name = 'add';
echo $function_name(1, 2); // => 3
// Useful for programatically determining which function to run.
// Useful for programmatically determining which function to run.
// Or, use call_user_func(callable $callback [, $parameter [, ... ]]);


Expand Down
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