Fixed "the the" repetitions in some doc strings
http://bugzilla.clutter-project.org/show_bug.cgi?id=2450
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@ -164,7 +164,7 @@
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* <para>In order to access a specific #ClutterAction or a #ClutterConstraint
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* <para>In order to access a specific #ClutterAction or a #ClutterConstraint
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* property it is necessary to set the #ClutterActorMeta:name property on the
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* property it is necessary to set the #ClutterActorMeta:name property on the
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* given action or constraint.</para>
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* given action or constraint.</para>
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* <para>The property can be accessed using the the following syntax:</para>
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* <para>The property can be accessed using the following syntax:</para>
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* <informalexample>
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* <informalexample>
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* <programlisting>
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* <programlisting>
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* @<section>.<meta-name>.<property-name>
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* @<section>.<meta-name>.<property-name>
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@ -7205,7 +7205,7 @@ clutter_actor_set_depth (ClutterActor *self,
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/* We need to resort the container stacking order as to
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/* We need to resort the container stacking order as to
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* correctly render alpha values.
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* correctly render alpha values.
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*
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*
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* FIXME: This is sub-optimal. maybe queue the the sort
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* FIXME: This is sub-optimal. maybe queue the sort
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* before stacking
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* before stacking
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*/
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*/
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parent = CLUTTER_CONTAINER (priv->parent_actor);
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parent = CLUTTER_CONTAINER (priv->parent_actor);
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@ -10787,7 +10787,7 @@ clutter_actor_pop_internal (ClutterActor *self)
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* clutter_actor_has_pointer:
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* clutter_actor_has_pointer:
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* @self: a #ClutterActor
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* @self: a #ClutterActor
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*
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*
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* Checks whether an actor contains the the pointer of a
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* Checks whether an actor contains the pointer of a
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* #ClutterInputDevice
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* #ClutterInputDevice
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*
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*
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* Return value: %TRUE if the actor contains the pointer, and
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* Return value: %TRUE if the actor contains the pointer, and
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@ -2409,7 +2409,7 @@ clutter_stage_get_key_focus (ClutterStage *stage)
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*
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*
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* Gets whether the depth cueing effect is enabled on @stage.
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* Gets whether the depth cueing effect is enabled on @stage.
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*
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*
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* Return value: %TRUE if the the depth cueing effect is enabled
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* Return value: %TRUE if the depth cueing effect is enabled
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*
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*
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* Since: 0.6
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* Since: 0.6
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*/
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*/
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@ -4987,7 +4987,7 @@ clutter_text_get_chars (ClutterText *self,
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* mode.
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* mode.
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*
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*
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* A text actor in single line mode will not wrap text and will clip
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* A text actor in single line mode will not wrap text and will clip
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* the the visible area to the predefined size. The contents of the
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* the visible area to the predefined size. The contents of the
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* text actor will scroll to display the end of the text if its length
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* text actor will scroll to display the end of the text if its length
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* is bigger than the allocated width.
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* is bigger than the allocated width.
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*
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*
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@ -893,7 +893,7 @@ unsigned int
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cogl_fixed_pow2 (CoglFixed x)
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cogl_fixed_pow2 (CoglFixed x)
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{
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{
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/* Note: we could easily have a version that produces CoglFixed result,
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/* Note: we could easily have a version that produces CoglFixed result,
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* but the the range would be limited to x < 15, and the int precision
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* but the range would be limited to x < 15, and the int precision
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* is enough for the current purposes.
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* is enough for the current purposes.
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*/
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*/
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@ -740,7 +740,7 @@ filter_already_submitted_attribute (CoglVertexBufferAttrib *attribute,
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/* Mark all but the matched attribute as UNUSED, so that when we
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/* Mark all but the matched attribute as UNUSED, so that when we
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* finish filtering all our attributes any attrributes still
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* finish filtering all our attributes any attrributes still
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* marked as UNUSED can be removed from the their cogl_vbo */
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* marked as UNUSED can be removed from their cogl_vbo */
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for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
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for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
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{
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{
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CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
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CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
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@ -2082,7 +2082,7 @@ clutter_actor_set_anchor_point (actor, 50.0, 0.0);
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<para> A <type>ClutterAnimator</type> is
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<para> A <type>ClutterAnimator</type> is
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used to move each of the rectangles to <code>x = 225.0</code>.
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used to move each of the rectangles to <code>x = 225.0</code>.
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Although the three rectangles move to the same position on the
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Although the three rectangles move to the same position on the
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<varname>x</varname> axis, it's actually the the anchor points
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<varname>x</varname> axis, it's actually the anchor points
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which are at the same position. These all align on the
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which are at the same position. These all align on the
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<varname>x</varname> axis with the left-hand edge of the green
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<varname>x</varname> axis with the left-hand edge of the green
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rectangle.</para>
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rectangle.</para>
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@ -39,7 +39,7 @@
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the source of the event;</para></listitem>
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the source of the event;</para></listitem>
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<listitem><para>the <emphasis>bubble</emphasis> phase, which consists
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<listitem><para>the <emphasis>bubble</emphasis> phase, which consists
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in an emission of the <emphasis>event</emphasis> signal starting from
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in an emission of the <emphasis>event</emphasis> signal starting from
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the the source of the event to, following the parent-child
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the source of the event to, following the parent-child
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relationship, the stage.</para></listitem>
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relationship, the stage.</para></listitem>
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</orderedlist>
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</orderedlist>
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