Merge pull request #14299 from mogemimi/fix-docs-typo

Fix typos in documentation
This commit is contained in:
pandamicro 2015-11-03 18:12:21 +08:00
commit 4d0098c6be
13 changed files with 33 additions and 33 deletions

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@ -455,7 +455,7 @@ public:
void debugProcessInput(const std::string& str);
/**@~english
* Enable the debug environment, mozilla Firefox's remote debugger or Code IDE can connect to it.
* @param port @~english The port to connect with the debug enviroment, default value is 5086
* @param port @~english The port to connect with the debug environment, default value is 5086
*/
void enableDebugger(unsigned int port = 5086);
/**@~english

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@ -28,7 +28,7 @@
/** @def JSB_ASSERT_ON_FAIL
Whether or not to assert when the arguments or conversions are incorrect.
It is recommened to turn it off in Release mode.
It is recommended to turn it off in Release mode.
*/
#ifndef JSB_ASSERT_ON_FAIL
#define JSB_ASSERT_ON_FAIL 0
@ -77,7 +77,7 @@
/** @def JSB_REPRESENT_LONGLONG_AS_STR
When JSB_REPRESENT_LONGLONG_AS_STR is defined, the long long will be represented as JS strings.
Otherwise they will be represented as an array of two intengers.
Otherwise they will be represented as an array of two integers.
It is needed to to use an special representation since there are no 64-bit integers in JS.
Representing the long long as string could be a bit slower, but it is easier to debug from JS.
Enabled by default.

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@ -52,7 +52,7 @@ public:
static const char* s_name()
{
// return id unique for DERIVED
// ALWAYS VALID BUT STRING, NOT INT - BUT VALID AND CROSS-PLATFORM/CROSS-VERSION COMPATBLE
// ALWAYS VALID BUT STRING, NOT INT - BUT VALID AND CROSS-PLATFORM/CROSS-VERSION COMPATIBLE
// AS FAR AS YOU KEEP THE CLASS NAME
return typeid( DERIVED ).name();
}

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@ -90,9 +90,9 @@ public:
/**
*
* The retain count woulde be reduced by 1 corresponding to functionId in the `lua_bridge_function_id_retain` table if it could be found.
* The retain count would be reduced by 1 corresponding to functionId in the `lua_bridge_function_id_retain` table if it could be found.
* If `lua_bridge_function_id` table or `lua_bridge_function_id_retain` aren't found, it would return 0.
* If the vaule of retain count is 0 after reducing, it would update the `lua_bridge_function_id_retain` table and `lua_bridge_function_id_retain` table to remove the reference corresponding to this functionId
* If the value of retain count is 0 after reducing, it would update the `lua_bridge_function_id_retain` table and `lua_bridge_function_id_retain` table to remove the reference corresponding to this functionId
*
* @param functionId the value used to search the `lua_bridge_function_id` table and `lua_bridge_function_id` table.
* @return the retain count or 0.

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@ -66,7 +66,7 @@ public:
CC_DEPRECATED_ATTRIBUTE static LuaEngine* defaultEngine(void) { return LuaEngine::getInstance(); }
/**
* Destrutor of LuaEngine.
* Destructor of LuaEngine.
*/
virtual ~LuaEngine(void);
@ -105,7 +105,7 @@ public:
/**
* Reload script code corresponding to moduleFileName.
* If value of package["loaded"][moduleFileName] is existed, it would set the vaule nil.Then,it calls executeString function.
* If value of package["loaded"][moduleFileName] is existed, it would set the value nil.Then,it calls executeString function.
*
* @param moduleFileName String object holding the filename of the script file that is to be executed.
* @return 0 if the string is executed correctly or other if the string is executed wrongly.
@ -126,14 +126,14 @@ public:
/**
* Remove Lua function reference by nHandler by setting toluafix_refid_function_mapping[nHandle] nil.
*
* @param nHandler the function reference index to find the correspoinding Lua function pointer.
* @param nHandler the function reference index to find the corresponding Lua function pointer.
*/
virtual void removeScriptHandler(int nHandler) override;
/**
* Reallocate Lua function reference index to the Lua function pointer to add reference.
*
* @param nHandler the function reference index to find the correspoinding Lua function pointer.
* @param nHandler the function reference index to find the corresponding Lua function pointer.
*/
virtual int reallocateScriptHandler(int nHandler) override;

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@ -87,10 +87,10 @@ public:
/**
* Reload script code corresponding to moduleFileName.
* If value of package["loaded"][moduleFileName] is existed, it would set the vaule nil.Then,it calls executeString function.
* If value of package["loaded"][moduleFileName] is existed, it would set the value nil.Then,it calls executeString function.
*
* @param moduleFileName String object holding the filename of the script file that is to be executed.
* @return 0 if the string is excuted correctly or other if the string is excuted wrongly.
* @return 0 if the string is executed correctly or other if the string is executed wrongly.
*/
virtual int reload(const char* moduleFileName);
@ -108,14 +108,14 @@ public:
/**
* Remove Lua function reference by nHandler by setting toluafix_refid_function_mapping[nHandle] nil.
*
* @param nHandler the function reference index to find the correspoinding Lua function pointer.
* @param nHandler the function reference index to find the corresponding Lua function pointer.
*/
virtual void removeScriptHandler(int nHandler);
/**
* Reallocate Lua function reference index to the Lua function pointer to add reference.
*
* @param nHandler the function reference index to find the correspoinding Lua function pointer.
* @param nHandler the function reference index to find the corresponding Lua function pointer.
*/
virtual int reallocateScriptHandler(int nHandler);
@ -150,7 +150,7 @@ public:
virtual void clean(void);
/**
* Pushes a integer number with value intVaule onto the stack.
* Pushes a integer number with value intValue onto the stack.
*
* @param intValue a integer number.
*/

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@ -171,7 +171,7 @@ public:
/**
* Default constuctor of LuaValue.
* Default constructor of LuaValue.
* Set the default value for _type(LuaValueTypeInt) and _ccobjectType(nullptr),and init the _field.
*/
LuaValue(void)

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@ -47,7 +47,7 @@ class GLNode:public cocos2d::Node
{
public:
/**
* Destrutor.
* Destructor.
*
* @lua NA
* @js NA

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@ -80,13 +80,13 @@ class LuaCallFunc:public cocos2d::CallFuncN
{
public:
/**
* Default construtor.
* Default constructor.
*/
LuaCallFunc():_functionLua(nullptr)
{}
/**
* Destrutor.
* Destructor.
*/
virtual ~LuaCallFunc()
{}
@ -113,7 +113,7 @@ protected:
/**
* In order to reduce the coupling of lua script engine and native c++ engine.
* In the current mechanism, for the class derived from the Ref, we constuct a mapping relationship among c++ Ref object, HandlerType and the reference index corresponding to the pointer of Lua function. Then, using the ScriptHandlerMgr to manager uniformly.
* In the current mechanism, for the class derived from the Ref, we construct a mapping relationship among c++ Ref object, HandlerType and the reference index corresponding to the pointer of Lua function. Then, using the ScriptHandlerMgr to manager uniformly.
* By this mechanism, when native c++ Ref object wants to call the Lua function, we didn't insert the processing code in the native c++ class.
*/
class ScriptHandlerMgr

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@ -49,7 +49,7 @@ public:
CCB_STATIC_NEW_AUTORELEASE_OBJECT_WITH_INIT_METHOD(CCBProxy, create);
/**
* Createa a CCBReader object.
* Create a CCBReader object.
*
* @return a CCBReader object.
*
@ -71,7 +71,7 @@ public:
/**
* Get the true type name of pNode.
* By using the dynamic_cast function, we coulde get the true type name of pNode.
* By using the dynamic_cast function, we could get the true type name of pNode.
*
* @param pNode the Node object used to query.
* @return a string pointer point to the true type name otherwise return "No Support".

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@ -40,7 +40,7 @@ extern "C" {
/**
* Call this function can import the lua bindings for the cocosdenshion module.
* After registering, we could call the related cocosdenshion code conveniently in the lua.eg,.cc.SimpleAudioEngine:getInstance():stopAllEffects().
* In current mechanism, most bindings function of SimpleAudioEngine are wrapped in the Lua script file named AudioEngine.lua by more friednly modes.
* In current mechanism, most bindings function of SimpleAudioEngine are wrapped in the Lua script file named AudioEngine.lua by more friendly modes.
* If you don't want to use the cocosdenshion module in the lua, you only don't call this registering function.
* If you don't register the cocosdenshion module, the package size would become smaller .
* The current mechanism,this registering function is called in the lua_module_register.h

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@ -348,7 +348,7 @@ int LuaJavaBridge::callJavaStaticMethod(lua_State *L)
return 1 + call.pushReturnValue(L);
}
// increase lua function refernece counter, return counter
// increase lua function reference counter, return counter
int LuaJavaBridge::retainLuaFunctionById(int functionId)
{
lua_State *L = s_luaState;

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@ -54,13 +54,13 @@ TOLUA_API int toluafix_pushusertype_ccobject(lua_State* L,
TOLUA_API int toluafix_remove_ccobject_by_refid(lua_State* L, int refid);
/**
* Get the reference id of the Lua function at the given accepteable index lo of stack.
* Get the reference id of the Lua function at the given acceptable index lo of stack.
* Meanwhile add reference about the Lua function through the toluafix_refid_function_mapping table in the Lua registry.
*
* @param L the current lua_State.
* @param lo the given accepteable index lo of stack.
* @param lo the given acceptable index lo of stack.
* @param def useless.
* @return 0 if the type of value at the given accepteable index lo of stack is not LUA_TFUNCTION; otherwise return the reference id.
* @return 0 if the type of value at the given acceptable index lo of stack is not LUA_TFUNCTION; otherwise return the reference id.
* @lua NA
* @js NA
*/
@ -70,7 +70,7 @@ TOLUA_API int toluafix_ref_function(lua_State* L, int lo, int def);
* Push the Lua function found by the refid in the toluafix_refid_function_mapping table in the Lua registry on the top index of the current stack.
*
* @param L the current lua_State.
* @param refid referenc id corresponding to the Lua function.
* @param refid reference id corresponding to the Lua function.
* @lua NA
* @js NA
*/
@ -80,7 +80,7 @@ TOLUA_API void toluafix_get_function_by_refid(lua_State* L, int refid);
* Remove the reference of the Lua function corresponding to the refid in the toluafix_refid_function_mapping table in the Lua registry.
*
* @param L the current lua_State.
* @param refid referenc id corresponding to the Lua function.
* @param refid reference id corresponding to the Lua function.
* @lua NA
* @js NA
*/
@ -90,10 +90,10 @@ TOLUA_API void toluafix_remove_function_by_refid(lua_State* L, int refid);
* Verify the value at the given acceptable index is a function or not.
*
* @param L the current lua_State.
* @param lo the given accepteable index lo of stack.
* @param lo the given acceptable index lo of stack.
* @param type useless.
* @param def useless.
* @param err if triggger the error, record the error message to err.
* @param err if trigger the error, record the error message to err.
* @return 1 if the value at the given acceptable index is a function, otherwise return 0.
* @lua NA
* @js NA
@ -108,10 +108,10 @@ TOLUA_API int toluafix_totable(lua_State* L, int lo, int def);
* Verify the value at the given acceptable index is a table or not.
*
* @param L the current lua_State.
* @param lo the given accepteable index lo of stack.
* @param lo the given acceptable index lo of stack.
* @param type useless.
* @param def whether has the default value.
* @param err if triggger the error, record the error message to err.
* @param err if trigger the error, record the error message to err.
* @return 1 if the value at the given acceptable index is a table or have def value is not 0, otherwise return 0.
* @lua NA
* @js NA