Doc: corrected typo "the the"

Task-number: QTBUG-28756

Spurious repetition of the definite article
Trailing space issue corrected.

Change-Id: I3a051f5dc291e546d8d67d6775e84b388bdc0363
Reviewed-by: Topi Reiniö <topi.reinio@digia.com>
Reviewed-by: Geir Vattekar <geir.vattekar@digia.com>
This commit is contained in:
Nico Vertriest 2013-01-08 13:52:32 +01:00 committed by The Qt Project
parent 866a035f6e
commit d208c8b247
11 changed files with 52 additions and 52 deletions

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@ -54,7 +54,7 @@
\snippet rasterwindow/rasterwindow.h 1
We first start by including the the QtGui headers. This means we
We first start by including the QtGui headers. This means we
can use all classes in the Qt GUI module. Classes can also be
included individually if that is preferred.

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@ -33,70 +33,70 @@
machine to implement key frame animations.
\image stickman-example.png
In this example, we will write a small application which animates the joints in a skeleton and
projects a stickman figure on top. The stickman can be either "alive" or "dead", and when in the
"alive" state, he can be performing different actions defined by key frame animations.
Animations are implemented as composite states. Each child state of the animation state
represents a frame in the animation by setting the position of each joint in the stickman's
skeleton to the positions defined for the particular frame. The frames are then bound together
"alive" state, he can be performing different actions defined by key frame animations.
Animations are implemented as composite states. Each child state of the animation state
represents a frame in the animation by setting the position of each joint in the stickman's
skeleton to the positions defined for the particular frame. The frames are then bound together
with animated transitions that trigger on the source state's propertiesAssigned() signal. Thus,
the machine will enter the state representing the next frame in the animation immediately after
it has finished animating into the previous frame.
\image stickman-example1.png
The states for an animation is constructed by reading a custom animation file format and
creating states that assign values to the the "position" properties of each of the nodes in the
skeleton graph.
The states for an animation is constructed by reading a custom animation file format and
creating states that assign values to the "position" properties of each of the nodes in the
skeleton graph.
\snippet animation/stickman/lifecycle.cpp 1
The states are then bound together with signal transitions that listen to the
propertiesAssigned() signal.
\snippet animation/stickman/lifecycle.cpp 2
The last frame state is given a transition to the first one, so that the animation will loop
until it is interrupted when a transition out from the animation state is taken. To get smooth
animations between the different key frames, we set a default animation on the state machine.
This is a parallel animation group which contains animations for all the "position" properties
and will be selected by default when taking any transition that leads into a state that assigns
until it is interrupted when a transition out from the animation state is taken. To get smooth
animations between the different key frames, we set a default animation on the state machine.
This is a parallel animation group which contains animations for all the "position" properties
and will be selected by default when taking any transition that leads into a state that assigns
values to these properties.
\snippet animation/stickman/lifecycle.cpp 3
Several such animation states are constructed, and are placed together as children of a top
Several such animation states are constructed, and are placed together as children of a top
level "alive" state which represents the stickman life cycle. Transitions go from the parent
state to the child state to ensure that each of the child states inherit them.
state to the child state to ensure that each of the child states inherit them.
\image stickman-example2.png
This saves us the effort of connect every state to every state with identical transitions. The
state machine makes sure that transitions between the key frame animations are also smooth by
This saves us the effort of connect every state to every state with identical transitions. The
state machine makes sure that transitions between the key frame animations are also smooth by
applying the default animation when interrupting one and starting another.
Finally, there is a transition out from the "alive" state and into the "dead" state. This is
a custom transition type called LightningSrikesTransition which samples every second and
triggers at random (one out of fifty times on average.)
Finally, there is a transition out from the "alive" state and into the "dead" state. This is
a custom transition type called LightningSrikesTransition which samples every second and
triggers at random (one out of fifty times on average.)
\snippet animation/stickman/lifecycle.cpp 4
When it triggers, the machine will first enter a "lightningBlink" state which uses a timer to
pause for a brief period of time while the background color of the scene is white. This gives us
When it triggers, the machine will first enter a "lightningBlink" state which uses a timer to
pause for a brief period of time while the background color of the scene is white. This gives us
a flash effect when the lightning strikes.
\snippet animation/stickman/lifecycle.cpp 5
We start and stop a QTimer object when entering and exiting the state. Then we transition into
the "dead" state when the timer times out.
\snippet animation/stickman/lifecycle.cpp 0
When the machine is in the "dead" state, it will be unresponsive. This is because the "dead"
When the machine is in the "dead" state, it will be unresponsive. This is because the "dead"
state has no transitions leading out.
\image stickman-example3.png
*/

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@ -83,7 +83,7 @@
existing signal in that class that is emitted whenever the value
of the property changes.
\li A \c REVISION number is optional. If included, it defines the
\li A \c REVISION number is optional. If included, it defines
the property and its notifier signal to be used in a particular
revision of the API that is exposed to QML.

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@ -7026,7 +7026,7 @@
is created actually contains XML text, but the \e{.ditamap} suffix is
used to identify the file as containing a DITA MAP.
The argument is the name of the the file to be created. In the following
The argument is the name of the file to be created. In the following
example, the file \e{creator.ditamap} is output:
\code
\ditamap creator.ditamap

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@ -58,7 +58,7 @@
\table 100%
\row
\li \image fusion-groupbox.png
The The QGroupBox widget provides a group box frame with a title.
The QGroupBox widget provides a group box frame with a title.
\li \image fusion-tabwidget.png
The QTabWidget class provides a stack of tabbed widgets.
\li \image fusion-frame.png

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@ -62,7 +62,7 @@
\table 100%
\row
\li \image gtk-groupbox.png
The The QGroupBox widget provides a group box frame with a title.
The QGroupBox widget provides a group box frame with a title.
\li \image gtk-tabwidget.png
The QTabWidget class provides a stack of tabbed widgets.
\li \image gtk-frame.png

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@ -62,7 +62,7 @@
\table 100%
\row
\li \image macintosh-groupbox.png
The The QGroupBox widget provides a group box frame with a title.
The QGroupBox widget provides a group box frame with a title.
\li \image macintosh-tabwidget.png
The QTabWidget class provides a stack of tabbed widgets.
\li \image macintosh-frame.png

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@ -58,7 +58,7 @@
\table 100%
\row
\li \image windows-groupbox.png
The The QGroupBox widget provides a group box frame with a title.
The QGroupBox widget provides a group box frame with a title.
\li \image windows-tabwidget.png
The QTabWidget class provides a stack of tabbed widgets.
\li \image windows-frame.png

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@ -62,7 +62,7 @@
\table 100%
\row
\li \image windowsvista-groupbox.png
The The QGroupBox widget provides a group box frame with a title.
The QGroupBox widget provides a group box frame with a title.
\li \image windowsvista-tabwidget.png
The QTabWidget class provides a stack of tabbed widgets.
\li \image windowsvista-frame.png

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@ -62,7 +62,7 @@
\table 100%
\row
\li \image windowsxp-groupbox.png
The The QGroupBox widget provides a group box frame with a title.
The QGroupBox widget provides a group box frame with a title.
\li \image windowsxp-tabwidget.png
The QTabWidget class provides a stack of tabbed widgets.
\li \image windowsxp-frame.png

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@ -813,7 +813,7 @@
In the case of a checkable QGroupBox, the title includes the
check indicator. The indicator is styled using the
the \l{#indicator-sub}{::indicator} subcontrol. The
\l{#indicator-sub}{::indicator} subcontrol. The
\l{#spacing-prop}{spacing} property can be used to control
the spacing between the text and indicator.