Commit 57ab8f1a authored by Alexander Wiebel's avatar Alexander Wiebel

[FIX] spelling

parent 792bf945
......@@ -210,7 +210,7 @@ void WMTemplate::properties()
"A property which gets modified if \"Number of shape rows\" gets modified.", 10 );
m_aDouble = m_properties->addProperty( "Shape radii", "Shape radii.", 20.0, m_propCondition );
m_aString = m_properties->addProperty( "A string", "Something.", std::string( "hello" ), m_propCondition );
m_aFile = m_properties->addProperty( "A filenname", "Description.", WPathHelper::getAppPath(), m_propCondition );
m_aFile = m_properties->addProperty( "A filename", "Description.", WPathHelper::getAppPath(), m_propCondition );
m_aColor = m_properties->addProperty( "A color", "Description.", WColor( 1.0, 0.0, 0.0, 1.0 ) );
m_aPosition = m_properties->addProperty( "Somewhere", "Description.", wmath::WPosition( 0.0, 0.0, 0.0 ) );
......@@ -291,7 +291,7 @@ void WMTemplate::properties()
WPropertyHelper::PC_NOTEMPTY::addTo( m_aString );
// One last thing to mention is the active property. This property is available in all modules and represents the activation state of the
// module. Int the GUI this is simply a checkbox beneath the module. The active property should be taken into account in ALL modules.
// module. In the GUI this is simply a checkbox beneath the module. The active property should be taken into account in ALL modules.
// Visualization modules should turn off their graphics. There are basically three ways to react on changes in m_active, which is the member
// variable for this property.
// 1: overwrite WModule::activate() in your module
......@@ -317,7 +317,7 @@ void WMTemplate::properties()
m_aStringOutput = m_group1a->addProperty( "A message", "A message to the user.", message );
m_aStringOutput->setPurpose( PV_PURPOSE_INFORMATION );
// This adds the property m_aStringOutput to your group and sets its purpose. The default purpose for all properties is always
// "PV_PURPOSE_PARAMETER". It simply denotes the meaning of the property - its meant to be used as modifier for the module's behaviour; a
// "PV_PURPOSE_PARAMETER". It simply denotes the meaning of the property - its meant to be used as modifier for the module's behavior; a
// parameter.
//
// Some more examples. Please note: Although every property type can be used as information property, not everything is really useful.
......@@ -336,7 +336,7 @@ void WMTemplate::moduleMain()
// properties(). You always can assume the kernel, the GUI, the graphics engine and the data handler to be initialized and ready. Please keep
// in mind, that this method is running in its own thread.
// You can output log messages everywhere and everytime in your module. The WModule base class therefore provides debugLog, infoLog, warnLog
// You can output log messages everywhere and any time in your module. The WModule base class therefore provides debugLog, infoLog, warnLog
// and errorLog. You can use them very similar to the common std::cout streams.
debugLog() << "Entering moduleMain()";
......@@ -354,7 +354,7 @@ void WMTemplate::moduleMain()
// Remember the condition provided to some properties in properties()? The condition can now be used with this condition set.
m_moduleState.add( m_propCondition );
// One note about "setResetable": It might happen, that a condition fires and your thread does not currently waits on it. This would mean,
// that your thread misses the event. The resetable flag for those condition sets can help here. Whenever a condition, managed by the
// that your thread misses the event. The resettable flag for those condition sets can help here. Whenever a condition, managed by the
// condition set, fires, the moduleState variable remembers it. So, the next call to m_moduleState.wait() will immediately return and reset
// the "memory" of the moduleState. For more details, see: http://berkeley.informatik.uni-leipzig.de/trac/ow-public/wiki/HowtoWaitCorrectly
......@@ -506,7 +506,7 @@ void WMTemplate::moduleMain()
new osg::ShapeDrawable( new osg::Capsule( osg::Vec3( 225, 128, i * 15 ), radii, radii ) ) );
}
// The old root node needs to be removed safely. The OpenSceneGraph traverses the graph at every frame. This traversion is done in a
// The old root node needs to be removed safely. The OpenSceneGraph traverses the graph at every frame. This traversal is done in a
// separate thread. Therefore, adding a node directly may cause the OpenSceneGraph to crash. Thats why the Group node (WGEGroupNode)
// offers safe remove and insert methods. Use them to manipulate the scene node.
// First remove the old node:
......@@ -624,7 +624,7 @@ void WMTemplate::moduleMain()
}
}
// At this point, the container managing this module signalled to shutdown. The main loop has ended and you should clean up:
// At this point, the container managing this module signaled to shutdown. The main loop has ended and you should clean up:
//
// * remove allocated memory
// * remove all OSG nodes
......@@ -674,7 +674,7 @@ void WMTemplate::TranslateCallback::operator()( osg::Node* node, osg::NodeVisito
bool WMTemplate::StringLength::accept( boost::shared_ptr< WPropertyVariable< WPVBaseTypes::PV_STRING > > /* property */,
WPVBaseTypes::PV_STRING value )
{
// This method gets called everytime the m_aString property is going to be changed. It can decide whether the new value is valid or not. If
// This method gets called every time the m_aString property is going to be changed. It can decide whether the new value is valid or not. If
// the method returns true, the new value is set. If it returns false, the value is rejected.
//
// Note: always use WPVBaseTypes when specializing the WPropertyVariable template.
......
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