Merge pull request #402 from pjz/master

Fixed some minor grammar errors and typos
This commit is contained in:
qua-non 2012-02-15 01:19:10 -08:00
commit 8e6a9bb00d
8 changed files with 47 additions and 47 deletions

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@ -47,11 +47,11 @@ are 3 things going on here:
3. Creating a custom callback in the ``Button`` using the ``Controller``'s
``on_press`` method.
* ``root`` and ``self`` are 2 reserved keywords, useable anywhere.
* ``root`` and ``self`` are reserved keywords, useable anywhere.
``root`` represents the top widget in the rule and ``self`` represents
the current widget.
* You can use any id declared in the rule, same as ``root`` and
* You can use any id declared in the rule the same as ``root`` and
``self``. For example, you could do this in the ``on_press()``::
Button:

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@ -1,11 +1,11 @@
Events
======
You have 2 types of events living in Kivy:
There are two types of events in Kivy:
- Clock events: if you want to call a function X times per seconds, or if you
- Clock events: if you want to call a function X times per second, or if you
want to call a function later.
- Widget events: if you want to call a function where something change in the
- Widget events: if you want to call a function when something changes in the
widget, or attach a function to a widget specific event.
@ -31,15 +31,15 @@ a repetitive call or one-time call.
Scheduling a repetitive event
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You can call a function or a method every X times per seconds using
You can call a function or a method every X times per second using
:meth:`~kivy.clock.Clock.schedule_interval`. Here is an example of calling a
function named my_callback 30 times per seconds::
function named my_callback 30 times per second::
def my_callback(dt):
print 'My callback is called', dt
Clock.schedule_interval(my_callback, 1 / 30.)
You have 2 ways of unscheduling a previously scheduled event. The first would be
You have two ways of unscheduling a previously scheduled event. The first would be
to use :meth:`~kivy.clock.Clock.unschedule`::
Clock.unschedule(my_callback)
@ -117,12 +117,12 @@ A widget has 2 types of events:
Property event
~~~~~~~~~~~~~~
A widget has many properties. You'll find in the doc that every property has a
A widget has many properties. You'll find in the documentation that every property has a
type like :class:`~kivy.properties.NumericProperty`,
:class:`~kivy.properties.StringProperty`,
:class:`~kivy.properties.ListProperty`.
Usualy, when you want to create a Python class with properties, you do something like this::
Usually, when you want to create a Python class with properties, you do something like this::
class MyClass(object):
def __init__(self):
@ -184,7 +184,7 @@ If you are designing your own widget, you can create a widget event by using
# empty handler needed
pass
Then, the user can hook to it, same as the Button.on_press event. In this
Then, the user can hook to it, the same as to the Button.on_press event. In this
example, the event is never dispatched. Let's just add a function demonstrating
how to dispatch a widget-defined event::
@ -195,5 +195,5 @@ how to dispatch a widget-defined event::
def do_something(self):
self.dispatch('on_custom_event')
Now, everytime you call the ``do_something()`` method, it will dispatch
Now, every time you call the ``do_something()`` method, it will dispatch
``on_custom_event``, and call every function attached to this event.

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@ -149,7 +149,7 @@ And here is your "yourwidget.py" python part::
pass
Yes, not a single line of graphics code has been written in Python. You'd like
to know how it's working, wouldn't you? Good.
to know how it works, wouldn't you? Good.
The first line indicates a rule (like a CSS (Cascading Style Sheets) rule) that
will match all the classes named by the rule's name::

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@ -21,7 +21,7 @@ http://code.google.com/p/kivy/downloads/list, and unzip it.
Build in debug mode
~~~~~~~~~~~~~~~~~~~
Inside the package, you have a tool named build.py. This is the script that will create APK for you::
Inside the package, you have a tool named build.py. This is the script that will create the APK for you::
./build.py --dir <path to your app>
--name "<title>"
@ -33,18 +33,18 @@ Inside the package, you have a tool named build.py. This is the script that will
--with-ffmpeg
<debug|release> <installd|installr|...>
Starting 1.0.9, build.py have been updated to use Android SDK rev14, but is
Starting with 1.0.9, build.py has been updated to use Android SDK rev14, but is
still compatible with previous version:
- if you pass 2 last argument, it will use Android SDK rev14 (new build system)
- if you pass only one argument, it will use older Android SDK build system
- if you pass two last arguments, it will use Android SDK rev14 (new build system)
- if you pass only one argument, it will use the older Android SDK build system
.. note::
The Android SDK rev14 usage is available starting Kivy 1.0.9. If you have SDK
The Android SDK rev14 usage is available starting in Kivy 1.0.9. If you have SDK
rev14 installed on your system, you must upgrade Kivy for android as well.
For example, if we imagine that touchtracer demo of Kivy is in the directory
For example, if we imagine that the touchtracer demo of Kivy is in the directory
~/kivy/examples/demo/touchtracer, you can do::
python build.py --dir ~/kivy/examples/demo/touchtracer \
@ -53,7 +53,7 @@ For example, if we imagine that touchtracer demo of Kivy is in the directory
The debug binary will be generated in bin/KivyTouchtracer-1.0.6-debug.apk.
Then in later time, you can install directly to your android device by doing::
Then, later, you can install it directly to your android device by doing::
adb install -r bin/KivyTouchtracer-1.0.6-debug.apk
@ -64,8 +64,8 @@ Video support
.. versionadded:: 1.0.8
By default, the produced APK don't contain any libraries for video support. You
can add ffmpeg library on your build to activate it. The default ffmpeg
By default, the produced APK doesn't contain any libraries for video support. You
can add the ffmpeg library on your build to activate it. The default ffmpeg
compiled is the "minimal support", and will increase the APK size of ~8MB.
The option to add on the build.py command line is `--with-ffmpeg`::
@ -81,7 +81,7 @@ sign and zipalign the apk. Read the android documentation at:
http://developer.android.com/guide/publishing/app-signing.html
The release binary will be generated in bin/KivyTouchtracer-1.0.6-unsigned.apk
(for previous touchtracer example.)
(for the previous touchtracer example.)
Packaging your application for Kivy Launcher

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@ -1,8 +1,8 @@
Create package for MacOSX
=========================
Packaging your application for MacOSX 10.6 platform can be done only inside the
MacOSX. The following method have been tested only inside VirtualBox and
Packaging your application for the MacOSX 10.6 platform can be done only inside
MacOSX. The following method have only been tested inside VirtualBox and
MacOSX 10.6, using the portable package of Kivy.
The package will be only for 64 bits MacOSX. We have no way to do 32 bits right
@ -17,7 +17,7 @@ Requirements
Install and configure PyInstaller
---------------------------------
First, we need to setup correctly pyinstaller for 64 bits if you want to be
First, we need to correctly setup pyinstaller for 64 bits if you want to be
able to package your Kivy application.
#. Decompress the PyInstaller
@ -39,8 +39,8 @@ Now, your pyinstaller installation is ready to be used !
Create the spec file
--------------------
For the example, we'll package touchtracer example, using a custom icon. The
touchtracer is the `../kivy/examples/demo/touchtracer/` directory, and the main
For an example, we'll package the touchtracer example, using a custom icon. The
touchtracer is in the `../kivy/examples/demo/touchtracer/` directory, and the main
file is named `main.py`. Replace both path/filename according to your system.
#. Open a console
@ -51,7 +51,7 @@ file is named `main.py`. Replace both path/filename according to your system.
#. The specs file is located on `touchtracer/touchtracer.spec` inside the
pyinstaller directory. Now we need to edit the spec file to add kivy hooks
for correctly build the exe.
to correctly build the exe.
Open the spec file with your favorite editor and put theses lines at the
start of the spec::
@ -60,7 +60,7 @@ file is named `main.py`. Replace both path/filename according to your system.
Then, you need to change the `COLLECT()` call to add the data of touchtracer
(`touchtracer.kv`, `particle.png`, ...). Change the line to add a Tree()
object. This Tree will search and add every files found in the touchtracer
object. This Tree will search and add every file found in the touchtracer
directory to your final package::
coll = COLLECT( exe, Tree('../kivy/examples/demo/touchtracer/'),
@ -86,5 +86,5 @@ Build the spec and create DMG
hdiutil create ./Touchtracer.dmg -srcfolder touchtracer.app -ov
popd
#. You will have a Touchtracer.dmg available in `touchtracer/dist` directory
#. You will have a Touchtracer.dmg available in the `touchtracer/dist` directory

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@ -5,7 +5,7 @@ Packaging your application for Windows platform can be done only inside the
Windows OS. The following method have been tested only inside VirtualBox and
Windows Seven, using the portable package of Kivy.
The package will be 32 bits, and can be runned on both 32/64 bits windows
The package will be 32 bits, and can be run on both 32/64 bits windows
platform.
Requirements
@ -18,7 +18,7 @@ Install and configure PyInstaller
---------------------------------
#. Decompress the PyInstaller in the Kivy portable package
#. Double click on the Kivy.bat, a console will be open
#. Double click on the Kivy.bat, a console will open
#. Go to the pyinstaller directory, and run only once the Configure.py::
cd pyinstaller-1.5
@ -31,19 +31,19 @@ For the example, we'll package touchtracer example, using a custom icon. The
touchtracer is the `kivy/examples/demo/touchtracer/` directory, and the main
file is named `main.py`
#. Double click on the Kivy.bat, a console will be open
#. Double click on the Kivy.bat, a console will open
#. Go to the pyinstaller directory, and create the initial specs::
cd pyinstaller-1.5
python Makespec.py --name touchtracer ..\kivy\examples\demo\touchtracer\main.py
Alternatively, you can add an icon.ico to the main executable. If you don't have any .ico file available, you can convert your icon.png file to ico with the http://www.convertico.com/. Save the icon.ico in the touchtracer directory and do::
Alternatively, you can add an icon.ico to the main executable. If you don't have an .ico file available, you can convert your icon.png file to ico with the http://www.convertico.com/. Save the icon.ico in the touchtracer directory and do::
python Makespec.py --name touchtracer --icon ..\kivy\examples\demo\touchtracer\icon.ico ..\kivy\examples\demo\touchtracer\main.py
#. The specs file is located on `touchtracer/touchtracer.spec` inside the
pyinstaller directory. Now we need to edit the spec file to add kivy hooks
for correctly build the exe.
to correctly build the exe.
Open the spec file with your favorite editor and put theses lines at the
start of the spec::
@ -52,7 +52,7 @@ file is named `main.py`
Then, you need to change the `COLLECT()` call to add the data of touchtracer
(`touchtracer.kv`, `particle.png`, ...). Change the line to add a Tree()
object. This Tree will search and add every files found in the touchtracer
object. This Tree will search and add every file found in the touchtracer
directory to your final package::
coll = COLLECT( exe, Tree('../kivy/examples/demo/touchtracer/'),
@ -71,5 +71,5 @@ Build the spec
cd pyinstaller-1.5
python Build.py touchtracer\\touchtracer.spec
#. The package will be the `touchtracer\\dist\\touchtracer` directory !
#. The package will be in the `touchtracer\\dist\\touchtracer` directory !

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@ -3,8 +3,8 @@
Widget tree
===========
Like most of GUI toolkit, Kivy have a tree for handling a hierarchy of widgets.
The top level widget is called "root". Each widget can be connected to others
Like most GUI toolkits, Kivy has a tree for handling a hierarchy of widgets.
The top level widget is called "root". Each widget can be connected to other
widgets, as a parent or as a child.
You cannot add into the widget tree something that is not a
@ -45,16 +45,16 @@ If you want to clear all the children inside a widget, use
Never manipulate the children list yourself, if you don't know what you are
doing. The widget tree is associated to a graphic tree. For example, if you
add a widget into the children list without adding his canvas to the
graphics tree, the widget will be a children yes, but nothing will be drawed
on the screen. More than that, you might have issue on further call of
graphics tree, the widget will be a children yes, but nothing will be drawn
on the screen. More than that, you might have issues on further calls of
add_widget, remove_widget and clear_widgets.
Traversing the tree
-------------------
The widget class have a :data:`~kivy.uix.widget.Widget.children` list property
that contain all the children. You can easily traverse the tree by doing ::
The widget class has a :data:`~kivy.uix.widget.Widget.children` list property
that contains all the children. You can easily traverse the tree by doing ::
root = BoxLayout()
# ... add widgets to root ...
@ -62,11 +62,11 @@ that contain all the children. You can easily traverse the tree by doing ::
print child
However, this must be used carefuly. If you intend to modify the children list
with one of the methods showed in the previous section, you must use a copy of
with one of the methods shown in the previous section, you must use a copy of
the list like this::
for child in root.children[:]:
# manipulate the tree. For example here, remove all widget that have a
# manipulate the tree. For example here, remove all widgets that have a
# width < 100
if child.width < 100:
root.remove_widget(child)

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@ -5,7 +5,7 @@ Installation
We try not to reinvent the wheel but bring something innovative to the
market. As a consequence, we're focused on our own code and use already
existing, high-qualitative third-party libraries where possible.
existing, high-quality third-party libraries where possible.
For the rich set of features that Kivy offers, several other libraries are
required. If you do not use a specific feature (e.g. video playback) you
don't need the corresponding dependency, however.