This sharing of data happens behind the scenes based off of whether properties were implicitly or explicitly
set. One drawback of the current implementation is that it is only possible to reset the capabilities as a whole.
- So if you explicity set an attribute affecting color, such as redVariation, and then reset it (by setting redVariation
+ So if you explicitly set an attribute affecting color, such as redVariation, and then reset it (by setting redVariation
to undefined), all color data will be reset and it will begin to have an implicit value of any shared color from
other ImageParticles.
*/
#include "qhashedstring_p.h"
// This is a reimplementation of V8's string hash algorithm. It is significantly
-// faster to do it here than call into V8, but it adds the maintainence burden of
+// faster to do it here than call into V8, but it adds the maintenance burden of
// ensuring that the two hashes are identical. We Q_ASSERT() that the two return
// the same value. If these asserts start to fail, the hash code needs to be
// synced with V8.
\inmodule QtQml
Creating QML objects - like delegates in a view, or a new page in an application - can take
-a noticable amount of time, especially on resource constrained mobile devices. When an
+a noticeable amount of time, especially on resource constrained mobile devices. When an
application uses QQmlComponent::create() directly, the QML object instance is created
-synchronously which, depending on the complexity of the object, can cause noticable pauses or
+synchronously which, depending on the complexity of the object, can cause noticeable pauses or
stutters in the application.
The use of QQmlIncubator gives more control over the creation of a QML object,
Why a directory cache? QML checks for files in many paths with
invalid directories. By caching whether a directory exists
-we avoid many stats. We also cache the files' existance in the
+we avoid many stats. We also cache the files' existence in the
directory, for the same reason.
*/
QString QQmlTypeLoader::absoluteFilePath(const QString &path)
// add references created by VMEVariant properties
int maxDataIdx = vmemo->metaData->propertyCount - vmemo->metaData->varPropertyCount;
- for (int ii = 0; ii < maxDataIdx; ++ii) { // XXX TODO: optimise?
+ for (int ii = 0; ii < maxDataIdx; ++ii) { // XXX TODO: optimize?
if (vmemo->data[ii].dataType() == QMetaType::QObjectStar) {
// possible QObject reference.
QObject *ref = vmemo->data[ii].asQObject();
// XXX TODO: Enables fast property accessors. These more than double the property access
// performance, but the cost of setting up this structure hasn't been measured so
- // its not guarenteed that this is a win overall. We need to try and measure the cost.
+ // its not guaranteed that this is a win overall. We need to try and measure the cost.
for (StringCache::ConstIterator iter = stringCache.begin(); iter != stringCache.end(); ++iter) {
if (iter.equals(toString) || iter.equals(destroy))
continue;
}
/*!
\qmlmethod QtQuick2::Canvas::isImageLoaded(url image)
- Returns true if the \a image is sucessfully loaded and ready to use.
+ Returns true if the \a image is successfully loaded and ready to use.
\sa loadImage()
*/
\qmlproperty bool QtQuick2::AnimatedSprite::frameSync
If true, then the animation will have no duration. Instead, the animation will advance
- one frame each time a frame is rendered to the screen. This syncronizes it with the painting
+ one frame each time a frame is rendered to the screen. This synchronizes it with the painting
rate as opposed to elapsed time.
If frameSync is set to true, it overrides both frameRate and frameDuration.
KeyNavigation will implicitly set the other direction to return focus to this item. So if you set
\l left to another item, \l right will be set on that item's KeyNavigation to set focus back to this
item. However, if that item's KeyNavigation has had right explicitly set then no change will occur.
- This means that the above example could have been written, with the same behaviour, without specifing
+ This means that the above example could have been written, with the same behaviour, without specifying
KeyNavigation.right or KeyNavigation.down for any of the items.
\sa {Keys}{Keys attached property}
View transitions have access to a ViewTransition attached property that
provides details of the items that are under transition and the operation that triggered the
- transition. Since view transitions are run once per item, these details can be used to customise
+ transition. Since view transitions are run once per item, these details can be used to customize
each transition for each individual item.
The ViewTransition attached property provides the following properties specific to the item to
At its simplest, a view transition may just animate an item to its new position following a
view operation, just as the \c displaced transition does above, or animate some item properties,
as in the \c add transition above. Additionally, a view transition may make use of the
- ViewTransition attached property to customise animation behavior for different items. Following
+ ViewTransition attached property to customize animation behavior for different items. Following
are some examples of how this can be achieved.
\qmlproperty bool QtQuick2::Sprite::frameSync
If true, then the animation will have no duration. Instead, the animation will advance
- one frame each time a frame is rendered to the screen. This syncronizes it with the painting
+ one frame each time a frame is rendered to the screen. This synchronizes it with the painting
rate as opposed to elapsed time.
If frameSync is set to true, it overrides all of duration, frameRate and frameDuration.
goalName = m_globalGoal;
if (goalName.isEmpty())
return -1;
- //TODO: caching instead of excessively redoing iterative deepening (which was chosen arbitarily anyways)
+ //TODO: caching instead of excessively redoing iterative deepening (which was chosen arbitrarily anyways)
// Paraphrased - implement in an *efficient* manner
for (int i=0; i<m_states.count(); i++)
if (m_states[curIdx]->name() == goalName)
isPostingSyncEvent = true;
#ifdef THREAD_DEBUG
- printf(" RenderThread: aquired sync lock...\n");
+ printf(" RenderThread: acquired sync lock...\n");
#endif
QCoreApplication::postEvent(this, new QEvent(QEvent_Sync));
lock();
#ifdef THREAD_DEBUG
- printf("GUI: aquired lock... level=%d\n", isGuiLocked);
+ printf("GUI: acquired lock... level=%d\n", isGuiLocked);
#endif
}
initialized.
\warning The returned texture is not memory managed by the scene graph and
- must be explicitely deleted by the caller on the rendering thread.
+ must be explicitly deleted by the caller on the rendering thread.
This is acheived by deleting the texture from a QSGNode destructor
or by using deleteLater() in the case where the texture already has affinity
to the rendering thread.
to be used for textured 2D geometry. The vertex data is internally
stored as a \c {void *} and is accessible with the vertexData()
function. Convenience accessors for the common attribute sets are
- availble with vertexDataAsPoint2D() and
+ available with vertexDataAsPoint2D() and
vertexDataAsTexturedPoint2D(). Vertex data is allocated by passing
a vertex count to the constructor or by calling allocate() later.
/*!
This function is called when the shader is initialized to compile the
- actual QOpenGLShaderProgram. Do not call it explicitely.
+ actual QOpenGLShaderProgram. Do not call it explicitly.
The default implementation will extract the vertexShader() and
fragmentShader() and bind the names returned from attributeNames()
\fn QSGMaterialShader *QSGMaterial::createShader() const
This function returns a new instance of a the QSGMaterialShader
- implementatation used to render geometry for a specifc implementation
+ implementatation used to render geometry for a specific implementation
of QSGMaterial.
The function will be called only once for each material type that
subNode->setPreferredAntialiasingMode(m_antialiasingMode);
subNode->setGlyphs(m_originalPosition, subNodeGlyphRun);
subNode->update();
- subNode->updateGeometry(); // we have to explicity call this now as preprocess won't be called before it's rendered
+ subNode->updateGeometry(); // we have to explicitly call this now as preprocess won't be called before it's rendered
appendChildNode(subNode);
++ite;
\warning The QSGSimpleMaterialShader relies on template
instantiation to create a QSGMaterialType which the scene graph
renderer internally uses to identify this shader. For this reason,
- the unique QSGSimpleMaterialShader implemenation must be
+ the unique QSGSimpleMaterialShader implementation must be
instantiated with a unique C++ type.
\sa {Simple Material Example}
/*!
\fn bool QSGDynamicTexture::updateTexture()
- Call this function to explicitely update the dynamic texture. Calling bind() will bind
+ Call this function to explicitly update the dynamic texture. Calling bind() will bind
the content that was previously updated.
The function returns true if the texture was changed as a resul of the update; otherwise
attribute set compatible with this material.
The texture to be rendered is can be set using setTexture(). How the
- texure should be rendered can be specified using setMipmapFiltering(),
+ texture should be rendered can be specified using setMipmapFiltering(),
setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode().
The rendering state is set on the texture instance just before it
is bound.
attribute set compatible with this material.
The texture to be rendered is set using setTexture(). How the
- texure should be rendered can be specified using setMipmapFiltering(),
+ texture should be rendered can be specified using setMipmapFiltering(),
setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode().
The rendering state is set on the texture instance just before it
is bound.
In some circumstances you may want to control the value of a property
only when a certain condition is true (and relinquish control in all
- other cirumstances). This often isn't possible to accomplish with a direct
+ other circumstances). This often isn't possible to accomplish with a direct
binding, as you need to supply values for all possible branches.
\code
This corrects the indexes of each range for that list in the compositor, splitting the range
in two if the insert index is in the middle of that range. If a range at the insert position
has the Prepend flag set then a new range will be inserted at that position with the groups
- specified in defaultGroups(). If the insert index correponds to the end of a range with
+ specified in defaultGroups(). If the insert index corresponds to the end of a range with
the Append flag set a new range will be inserted before the end of the append range.
The \a translatedInsertions list is populated with insert notifications for affected
// some cases - but whatcha going to do?
//
// Note that we only fast forward if both a transition and bindings are
- // present, as it is unneccessary (and potentially expensive) otherwise.
+ // present, as it is unnecessary (and potentially expensive) otherwise.
if (transition && !d->bindingsList.isEmpty()) {
qmlRegisterType<MyRevisionedClass,1>("Qt.test",1,1,"MyRevisionedClass");
qmlRegisterType<MyWorkerObject>("Qt.test", 1,0, "MyWorkerObject");
- // test scarce resource property binding post-evaluation optimisation
+ // test scarce resource property binding post-evaluation optimization
// and for testing memory usage in property var circular reference test
qmlRegisterType<ScarceResourceObject>("Qt.test", 1,0, "MyScarceResourceObject");
view.requestActivateWindow();
QQuickTextEdit *textEditObject = view.rootObject()->findChild<QQuickTextEdit*>("textEditObject");
QVERIFY(textEditObject != 0);
- // Delegate creation is deferred until focus in or cursor visiblity is forced.
+ // Delegate creation is deferred until focus in or cursor visibility is forced.
QVERIFY(!textEditObject->findChild<QQuickItem*>("cursorInstance"));
QVERIFY(!textEditObject->isCursorVisible());
//Test Delegate gets created
QTest::qWaitForWindowActive(&window);
QVERIFY(textInput->hasActiveFocus());
- // If there is no commited text, the preedit text should determine the alignment.
+ // If there is no committed text, the preedit text should determine the alignment.
textInput->setText(QString());
{ QInputMethodEvent ev(rtlText, QList<QInputMethodEvent::Attribute>()); QGuiApplication::sendEvent(textInput, &ev); }
QCOMPARE(textInput->hAlign(), QQuickTextInput::AlignRight);