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CH: Converted special characters to entity reference (eg: é ----> é)

Jean-Francois Goulet 19 лет назад
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Сommit
84459aaa17

+ 4 - 4
LuaEdit/Tutorials/BindDllToLuaEdit/English/Intro_En.html

@@ -28,16 +28,16 @@
 						  <br>
 						  <font face="Tahoma" size="2">
 						  <p style="text-align:justify">
-						    Welcome in the "Bind a Dll to LuaEdit" tutorial. This tutorial will show you how to
+						    Welcome to the "Bind a Dll to LuaEdit" tutorial. This tutorial will show you how to
 							bind LuaEdit to a dll file that export the LuaEdit's "Initializer" function (we will see
 							this in detail later) to allow runtime script debugging. This tutorial should take 1
 							to 2 hours for a beginner or a few minutes for an expert. No material is required
-							for this tutorial besides a computer (I guess this won't be such a problem!), the distributed
-							files with this tutorial and the 2.5 (or better) version of LuaEdit. (A free copy of LuaEdit is available <a href="http://luaforge.net/frs/?group_id=84">
+							for this tutorial besides the distributed files with this tutorial and the version 2.5 (or better) of LuaEdit.
+							(A free copy of LuaEdit is available <a href="http://luaforge.net/frs/?group_id=84">
 							here</a>) All the way through this tutorial you should always be able to locate "&lt;&lt; 
 							Previous" and "Next &gt;&gt;" links on the bottom of each page.	Also, look for any
 							<b>Hints</b> sections. They may be useful to you if you're not used to LuaEdit's
-							interface or if you wish to enlarge your knowledges. Good luck!
+							interface or if you wish to expand your knowledges. Good luck!
 						  </p>
 						  <br> 
 						  </font>

+ 3 - 3
LuaEdit/Tutorials/BindDllToLuaEdit/English/Page1_En.html

@@ -43,11 +43,11 @@
 										   
 							This function will be called right before the execution of the script and its use may
 							vary from a project to another. In other words, this is a call back function in which you
-							may do anything useful with/without the Lua state before any scripts has been executed yet.
+							may do anything useful with/without the Lua state before any scripts have been executed.
 							Only lua script files contained in a project can benefit of the "Initializer" property
 							since this property	is set in the project settings.	In our example in this tutorial, we will
-							assign the full path of [Tutorial]\Bin\simon.dll file. This file exports the function discuss
-							above to register functions to the Lua environement. Once this property set, save the project
+							assign the full path of [Tutorial]\Bin\simon.dll file. This file exports the function discussed
+							above to register functions to the Lua environement. Once this property is set, save the project
 							again and let's get ready to talk about code.
 							<br>
 							<br>

+ 16 - 16
LuaEdit/Tutorials/BindDllToLuaEdit/English/Page2_En.html

@@ -29,7 +29,7 @@
 						  <br>
 						  <font face="Tahoma" size="2">
 						  <p style="text-align:justify">
-							Before starting programming logics of the Simon<sup>®</sup> game, there is actually some basics
+							Before you start programming logics of the Simon<sup>®</sup> game, there are actually some basics
 							code setups to do just like in any other script. Let's start by adding the following
 							variables at the begenning of script:
 						  </p>
@@ -56,8 +56,8 @@
 						  <br>
 						  <br>
 						  <p style="text-align:justify"> 
-						  	Those variables will actually be use "as if" they were constants since the concept
-							of constants does not really exists in Lua. This means that our code should never
+						  	These variables will actually be used as if they were constants since the concept
+							of constants does not really exist in Lua. This means that our code should never
 							modify their content. Next, we will add four "actual" variables (their content will
 							probably change during the execution of the script) to control the game's environment:
 						  </p> 
@@ -82,11 +82,11 @@
 						  <br>
 						  <br>
 						  <p style="text-align:justify"> 
-						  	The GameState variable is a boolean wich contains false if the game is over or true if not. MainSequence is
-							a table wich contains the whole sequence since the begenning of the new game. The variable SequenceCount is
+						  	The GameState variable is a boolean which is worth false if the game is over or true if not. MainSequence is
+							a table wich contains the whole sequence since the beginning of the new game. The variable SequenceCount is
 							an integer containing the actual total sequence's length. Finally, UserSequenceCount is an integer
 							containing the user's sequence length so far. Next, we will need to add four functions in wich we will add
-							some code later. Those functions will be nested into the the table simon wich will be created by the game
+							some code later. Those functions will be nested into the the table simon which will be created by the game
 							engine (simon.dll) when the script will initialize through the Initializer function:
 						  </p> 
 						  <br>
@@ -123,7 +123,7 @@
 							to be called by our own script to handle different steps during the game.
 							One last thing remains before the end of this step: creating the game's
 							frame. To do so, a main loop at the end of the script will be required as
-							followed:
+							follows:
 						  </p> 
 						  <br>
 					</td>
@@ -150,15 +150,15 @@
 						  <br>
 						  <br>
 						  <p style="text-align:justify"> 
-						  	This loop will handle the game from the beginning up to the end. An iteration
-							in this loop will be executed many times per seconds when there is no need for
-							it. That's why the game engine (simon.dll) has exported a functions called Sleep()
-							wich tells to the processor to sleep for a certain amount of time in miliseconds.
+						  	This loop will handle the game from the beginning to the end. An iteration
+							in this loop will be executed many times per second when there is no need for
+							it. That's why the game engine (simon.dll) has exported a function called Sleep()
+							which tells the processor to sleep for a certain amount of time in miliseconds.
 							In other words, by using this function we will ensure that the game isn't using 100% of the processor's resources
-							since we don't need it in this perticular case.	Also, as you probably noticed already, 
-							this code snipset include two function calls from the game engine: simon.Create() and
+							since we don't need it in this particular case.	Also, as you probably noticed already, 
+							this code snippet includes two function calls from the game engine: simon.Create() and
 							simon.Destroy(). The simon.Create() function create the Simon<sup>®</sup> game interface to interact
-							with the user when the simon.Destroy() function destroy this interface. In the next step, we
+							with the user when the simon.Destroy() function destroys this interface. In the next step, we
 							will add some code into the previously added functions.
 						  </p> 
 						  <br>
@@ -171,13 +171,13 @@
 							<ul type="square">						 
 								<li>The reserved word "local" used in the variables declarations code above is not
 									necessary for the code to work since this script isn't supposed to be loaded
-									in any other scripts. In the other hand, since those variables are going to be
+									in any other scripts. On the other hand, since these variables are going to be
 									used ONLY in the script's global scope, it would be recommended, to avoid any
 									potential problems, to keep the "local" instruction even if not necessary. See
 									section 2.6 of Lua 5.0 documentation for more details. (Available in LuaEdit
 									Help menu)</li>
 								<li>The Create() function has an optional argument you can pass to. This argument
-									manage how the interface will be created. When this argument is worth 1, it creates
+									manages how the interface will be created. When this argument is worth 1, it creates
 									the interface in a sizeable regular window. When it's worth 2, it creates the
 									interface in a sizeable tool window. When the argument is worth anything else
 									than 1 or 2, it creates the interface without any borders. In our example, this

+ 11 - 11
LuaEdit/Tutorials/BindDllToLuaEdit/English/Page3_En.html

@@ -29,7 +29,7 @@
 						  <br>
 						  <font face="Tahoma" size="2">
 						  <p style="text-align:justify">
-							Now, the script contains a solid basic frame/structure around which we will add
+							Now the script contains a solid basic frame/structure around which we will add
 							code to actually handle the game. This means sequence randomization algorythms,
 							key validations, point system logic, etc. Let's start by the game initialization
 							routine.
@@ -54,7 +54,7 @@
 							be used to generate "random" numbers. In other words, two sequences using the same seed will
 							be identical. To avoid this problem, many scripts/programs use the system's current time
 							as the random seed, which pratically makes it impossible for the user to get or even remember
-							having the same sequence. Here is how the simon:Initialize() function should looks like:
+							having the same sequence. Here is how the simon:Initialize() function should look like:
 						  </p> 
 						  <br>
 					</td>
@@ -120,7 +120,7 @@
 						  <br>	
 						  <p style="text-align:justify"> 
 						  	 Next, we will fill the simon:PlaySequence(Sequence) function. The main goal of
-							 this function is to play the sequence previously build via some calls to the
+							 this function is to play the sequence previously built via calls to the
 							 Simon<sup>®</sup> game's engine exported functions. In this function, we should
 							 parse the sequence table item by item and turn on the light that this item is worth.
 							 Let's be more specific:
@@ -165,17 +165,17 @@
 						  <br>	
 						  <p style="text-align:justify"> 
 						  	 The two local variables v and i are going to be use to retrieve the result
-							 of our calls to the next() function. The next() function is use to retrieve the
+							 of our calls to the next() function. The next() function is used to retrieve the
 							 next element in a lua table by specifiying the actual table and the index of
-							 the current element as arguments. The simon.LockControls() and simon.UnlockControls() functions
+							 the current element as parameters. The simon.LockControls() and simon.UnlockControls() functions
 							 are exported from the game's engine and their main goal is to lock/unlock the
-							 controls from the player to avoid any conflict in the code. In the previous sample
-							 of code, those calls will be made before and after the loop that is actually
-							 displaying the sequence to the player. Also, in the code sample the repeat...until
+							 controls from the player to avoid any conflict in the code. In the previous example
+							 of code, the calls to the simon.LockControls() and simon.UnlockControls() functions will be made before and after the loop that is actually
+							 displaying the sequence to the player. Also, in the code sample the "repeat...until"
 							 statement was used to allow the code to enter in the loop for the first iteration
 							 everytime it has to but any other loop syntax would have been a proper use as well.
 							 The first chunk in the loop is a call to the simon.SetLight() function using
-							 SIMON_NONE as first and only argument. This instruction will turn off all the lights
+							 SIMON_NONE as first and only parameter. This instruction will turn off all the lights
 							 in the game because we want to make sure that for each item no other light but the one
 							 of the current item will be on. Next, we have a Sleep() call of 300 miliseconds as
 							 the argument. This call, unlike the one in <a href=".\Page2_En.html">step 2</a> of
@@ -185,12 +185,12 @@
 						  </p> 
 						  <p style="text-align:justify"> 
 						  	 To finalize this step we will add some code to the simon:OnButtonClick(ButtonIndex)
-							 function. This function will be called the the Simon<sup>®</sup> game's engine everytime
+							 function. This function will be called by the Simon<sup>®</sup> game's engine every time
 							 the player pushes one of the four buttons in the game. Our main goal in that function
 							 is to validate the pushed button and start managing points for an eventual victory.
 							 To do so, the functions simon.GetScore() and simon.SetScore() will be used. View the
 							 simplicity of this function and the advancement in the tutorial, this function will
-							 not be explained in details. Just remember what we've dicuss so far in the turorial:
+							 not be explained in details. Just remember what we've dicussed so far in the turorial:
 						  </p> 
 						  <br>
 					</td>

+ 10 - 10
LuaEdit/Tutorials/BindDllToLuaEdit/English/Page4_En.html

@@ -29,8 +29,8 @@
 						  <br>
 						  <font face="Tahoma" size="2">
 						  <p style="text-align:justify">
-							 Now that we have quiet something to start with, it's time to actually control
-							 the game through that previously created main loop.
+							 Now that we have something to start with, it's time to actually control
+							 the game through that main loop.
 						  </p>
 						  <br> 
 						  </font>
@@ -97,8 +97,8 @@
 							 on. The simon.GetPlayerStatus() function returns 1 if the user pushed the "play" button.
 							 Calling simon.DisplayMessage() will display the specified string using the specified 
 							 color (for color codes, look at the "Delphi/C++ Builder" column of
-							 <a href="http://www.iocomp.com/support/helpvcl/ioc01592.htm">this website</a>) and
-							 and the specified length in miliseconds. In our case, this will be use to display whose turn it is.
+							 <a href="http://www.iocomp.com/support/helpvcl/ioc01592.htm">this website</a>)
+							 and the specified length in miliseconds. In our case, this will be used to display whose turn it is.
 							 The function simon.GetUserSequence() will prompt the user to enter its sequence. The first
 							 argument specifies the length of the sequence to retrieve and the second one specifies
 							 the timeout value in miliseconds to use before considering the turn as wrong. In terms of
@@ -119,7 +119,7 @@
 							 will be available through LuaEdit.
 						  </p>
 						  <br>
-						  <b>Delphi:</b> (This function must added in the "exports" instruction area of your code just like all the registred functions referenced in it)
+						  <b>Delphi:</b> (This function must be added in the "exports" instruction area of your code just like all the registred functions referenced in it)
 						  <br>
 						  <br>
 					</td>
@@ -177,7 +177,7 @@
 						  <font face="Tahoma" size="2">	
 						  <br>
 						  <br>
-						  <b>C/C++:</b> (This function must added in the "EXPORTS" instruction area of your *.def file just like all the registred functions referenced in it)
+						  <b>C/C++:</b> (This function must be added in the "EXPORTS" instruction area of your *.def file just like all the registred functions referenced in it)
 						  <br>
 						  <br>
 					</td>
@@ -237,16 +237,16 @@
 						  <br>	
 						  <p style="text-align:justify"> 
 						  	 The LuaRegisterCustom() and LuaRegister() functions will simplify the code's complexity
-							 since we would have had to repeat those 3 lines of code for every functions that
+							 since we would have had to repeat those 3 lines of code for every function that
 							 we needed to register in the Lua environment. Now, to complete this project/turotial,
-							 all you need to do inspired yourself from the supplied code and finish the dll. As mentioned
-							 higher, this part will not be explained in details.
+							 all you need to do is inspired yourself from the supplied code and finish the dll. As mentioned
+							 higher, this part will not be explained in detail.
 						  </p>
 						  <br>
 						  <p style="text-align:justify">
 						  	 Now you've seen enough to know how Lua works in interaction with LuaEdit to eventually
 							 build your own project that way so that Lua code can finally be an easy thing to debug.
-							 I hopped this tutorial helped you in many ways. If you still have questions you can always
+							 I hope this tutorial helped you in many ways. If you still have questions you can always
 							 post a new thread in the <a href="">"Tutorial" section</a> of our forum or feel free to
 							 contact me at the following address: <a href="mailto:[email protected]?subject=About Bind a Dll to LuaEdit (Tutorial)...">
 							 [email protected]</a>. Thank you very much for using this tutorial and good luck in your future projects!