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Fix small spelling mistakes (#38284)
Closes #ISSUE Release Notes: - N/A *or* Added/Fixed/Improved ...
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7 changed files with 13 additions and 13 deletions
2
.rules
2
.rules
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@ -59,7 +59,7 @@ Trying to update an entity while it's already being updated must be avoided as t
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When `read_with`, `update`, or `update_in` are used with an async context, the closure's return value is wrapped in an `anyhow::Result`.
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`WeakEntity<T>` is a weak handle. It has `read_with`, `update`, and `update_in` methods that work the same, but always return an `anyhow::Result` so that they can fail if the entity no longer exists. This can be useful to avoid memory leaks - if entities have mutually recursive handles to eachother they will never be dropped.
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`WeakEntity<T>` is a weak handle. It has `read_with`, `update`, and `update_in` methods that work the same, but always return an `anyhow::Result` so that they can fail if the entity no longer exists. This can be useful to avoid memory leaks - if entities have mutually recursive handles to each other they will never be dropped.
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## Concurrency
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@ -211,7 +211,7 @@ impl Audio {
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agc_source.set_enabled(LIVE_SETTINGS.control_input_volume.load(Ordering::Relaxed));
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})
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.replayable(REPLAY_DURATION)
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.expect("REPLAY_DURATION is longer then 100ms");
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.expect("REPLAY_DURATION is longer than 100ms");
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cx.update_default_global(|this: &mut Self, _cx| {
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let output_mixer = this
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@ -57,7 +57,7 @@ impl<S: Source> RodioExt for S {
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/// replay is being read
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///
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/// # Errors
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/// If duration is smaller then 100ms
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/// If duration is smaller than 100ms
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fn replayable(
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self,
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duration: Duration,
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@ -151,7 +151,7 @@ impl<S: Source> Source for TakeSamples<S> {
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struct ReplayQueue {
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inner: ArrayQueue<Vec<Sample>>,
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normal_chunk_len: usize,
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/// The last chunk in the queue may be smaller then
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/// The last chunk in the queue may be smaller than
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/// the normal chunk size. This is always equal to the
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/// size of the last element in the queue.
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/// (so normally chunk_size)
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@ -535,7 +535,7 @@ mod tests {
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let (mut replay, mut source) = input
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.replayable(Duration::from_secs(3))
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.expect("longer then 100ms");
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.expect("longer than 100ms");
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source.by_ref().take(3).count();
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let yielded: Vec<Sample> = replay.by_ref().take(3).collect();
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@ -552,7 +552,7 @@ mod tests {
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let (mut replay, mut source) = input
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.replayable(Duration::from_secs(2))
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.expect("longer then 100ms");
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.expect("longer than 100ms");
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source.by_ref().take(5).count(); // get all items but do not end the source
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let yielded: Vec<Sample> = replay.by_ref().take(2).collect();
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@ -567,7 +567,7 @@ mod tests {
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let (replay, mut source) = input
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.replayable(Duration::from_secs(2))
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.expect("longer then 100ms");
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.expect("longer than 100ms");
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// exhaust but do not yet end source
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source.by_ref().take(40_000).count();
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@ -586,7 +586,7 @@ mod tests {
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let input = StaticSamplesBuffer::new(nz!(1), nz!(16_000), &[0.0; 40_000]);
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let (mut replay, source) = input
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.replayable(Duration::from_secs(2))
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.expect("longer then 100ms");
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.expect("longer than 100ms");
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assert_eq!(replay.by_ref().samples_ready(), 0);
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source.take(8000).count(); // half a second
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@ -39,7 +39,7 @@ pub const EDIT_PREDICTIONS_RESOURCE_HEADER_VALUE: &str = "edit_predictions";
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/// The name of the header used to indicate that the maximum number of consecutive tool uses has been reached.
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pub const TOOL_USE_LIMIT_REACHED_HEADER_NAME: &str = "x-zed-tool-use-limit-reached";
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/// The name of the header used to indicate the the minimum required Zed version.
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/// The name of the header used to indicate the minimum required Zed version.
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///
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/// This can be used to force a Zed upgrade in order to continue communicating
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/// with the LLM service.
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@ -19265,7 +19265,7 @@ async fn test_expand_diff_hunk_at_excerpt_boundary(cx: &mut TestAppContext) {
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cx.executor().run_until_parked();
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// When the start of a hunk coincides with the start of its excerpt,
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// the hunk is expanded. When the start of a a hunk is earlier than
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// the hunk is expanded. When the start of a hunk is earlier than
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// the start of its excerpt, the hunk is not expanded.
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cx.assert_state_with_diff(
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"
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@ -1016,7 +1016,7 @@ fn handle_gpu_device_lost(
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all_windows: &std::sync::Weak<RwLock<SmallVec<[SafeHwnd; 4]>>>,
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text_system: &std::sync::Weak<DirectWriteTextSystem>,
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) {
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// Here we wait a bit to ensure the the system has time to recover from the device lost state.
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// Here we wait a bit to ensure the system has time to recover from the device lost state.
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// If we don't wait, the final drawing result will be blank.
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std::thread::sleep(std::time::Duration::from_millis(350));
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@ -23,7 +23,7 @@ here. An example would be `AnyElement` and `LspStore`.
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## GPUI
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### State menagement
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### State management
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- `App`: A singleton which holds the full application state including all the entities. Crucially: `App` is not `Send`, which means that `App` only exists on the thread that created it (which is the main/UI thread, usually). Thus, if you see a `&mut App`, know that you're on UI thread.
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- `Context`: A wrapper around the `App` struct with specialized behavior for a specific `Entity`. Think of it as `(&mut App, Entity<V>)`. The specialized behavior is surfaced in the API surface of `Context`. E.g., `App::spawn` takes an `AsyncFnOnce(AsyncApp) -> Ret`, whereas `Context::spawn` takes an `AsyncFnOnce(WeakEntity<V>, AsyncApp) -> Ret`.
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@ -67,7 +67,7 @@ h_flex()
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- `Component`: A builder which can be rendered turning it into an `Element`.
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- `Dispatch tree`: TODO
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- `Focus`: The place where keystrokes are handled first
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- `Focus tree`: Path from the place thats the current focus to the UI Root. Example <img> TODO
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- `Focus tree`: Path from the place that has the current focus to the UI Root. Example <img> TODO
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## Zed UI
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