Fix typos (#850)

All changes should be non-semantic (e.g., only in code comments).

I am brand new to Swarm, apologies if I misinterpreted something (thinking particularly of "entites") as a typo that is not; happy to revert those if so.

Code itself is not changed, so `ignoredEntites` remains, though I expect it should be `ignoredEntities` (with an "i" added).
This commit is contained in:
Brian Wignall 2022-11-11 10:00:55 -05:00 committed by GitHub
parent 9be30c5450
commit 10af601ca3
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10 changed files with 24 additions and 24 deletions

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@ -28,7 +28,7 @@ idleProgram :: ProcessedTerm
idleProgram = [tmQ| {} |]
-- | The program of a robot which waits a random number of ticks, changes its
-- appearence, then waits another random number of ticks, places a tree, and
-- appearance, then waits another random number of ticks, places a tree, and
-- then self-destructs.
treeProgram :: ProcessedTerm
treeProgram =

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@ -57,7 +57,7 @@ robots:
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// if
// 0. I stand on unlocked X
// 1. place noth of me is NOT empty
// 1. place north of me is NOT empty
// then
// - lock X
run "scenarios/Challenges/hanoi-invariant.sw"

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@ -1,7 +1,7 @@
## Developing
> The extension was created using [`yo code`](https://code.visualstudio.com/api/language-extensions/syntax-highlight-guide#developing-a-new-grammar-extension)
> and further extended to suport LSP by including modified
> and further extended to support LSP by including modified
> [Microsoft lsp-sample](https://github.com/microsoft/vscode-extension-samples/tree/main/lsp-sample).
>
> As a note, this is deliberately a separate file from `README.md` which shows in the VSCode extension view.

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@ -148,7 +148,7 @@ end
// nil : listI
def nil = 0 end
// Add non-negative number to beggining of list (cons adds the sign)
// Add non-negative number to beginning of list (cons adds the sign)
// consP : nat -> listI -> int
def consP = \x.\xs.
if (x == 0)
@ -159,7 +159,7 @@ def consP = \x.\xs.
}
end
// Add integer to the beggining of the list
// Add integer to the beginning of the list
// consP : int -> listI -> listI
def cons = \x.\xs.
if (x >= 0)

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@ -415,7 +415,7 @@ recipesToDot classic emap recipes = do
world <- diamond "World"
base <- diamond "Base"
-- --------------------------------------------------------------------------
-- add nodes with for all the known entites
-- add nodes with for all the known entities
let enames' = toList . Map.keysSet . entitiesByName $ emap
enames = filter (`Set.notMember` ignoredEntites) enames'
ebmap <- Map.fromList . zip enames <$> mapM (box . unpack) enames
@ -425,7 +425,7 @@ recipesToDot classic emap recipes = do
getE = safeGetEntity ebmap
nid = getE . view entityName
-- --------------------------------------------------------------------------
-- Get the starting inventories, entites present in the world and compute
-- Get the starting inventories, entities present in the world and compute
-- how hard each entity is to get - see 'recipeLevels'.
let devs = startingDevices classic
inv = startingInventory classic
@ -439,13 +439,13 @@ recipesToDot classic emap recipes = do
mapM_ ((base ---<>) . nid) devs
mapM_ ((base .->.) . nid . fst) $ Map.toList inv
-- --------------------------------------------------------------------------
-- World entites
-- World entities
(_wc, ()) <- Dot.cluster $ do
Dot.attribute ("style", "filled")
Dot.attribute ("color", "forestgreen")
mapM_ ((uncurry (Dot..->.) . (world,)) . getE) (toList testWorld2Entites)
-- --------------------------------------------------------------------------
let -- put a hidden node above and below entites and connect them by hidden edges
let -- put a hidden node above and below entities and connect them by hidden edges
wrapBelowAbove :: Set Entity -> Dot (NodeId, NodeId)
wrapBelowAbove ns = do
b <- hiddenNode
@ -454,7 +454,7 @@ recipesToDot classic emap recipes = do
mapM_ (b .~>.) ns'
mapM_ (.~>. t) ns'
return (b, t)
-- put set of entites in nice
-- put set of entities in nice
subLevel :: Int -> Set Entity -> Dot (NodeId, NodeId)
subLevel i ns = fmap snd . Dot.cluster $ do
Dot.attribute ("style", "filled")
@ -471,7 +471,7 @@ recipesToDot classic emap recipes = do
]
return bt
-- --------------------------------------------------------------------------
-- order entites into clusters based on how "far" they are from
-- order entities into clusters based on how "far" they are from
-- what is available at the start - see 'recipeLevels'.
bottom <- wrapBelowAbove worldEntites
ls <- zipWithM subLevel [1 ..] (tail levels)
@ -495,14 +495,14 @@ recipesToDot classic emap recipes = do
-- RECIPE LEVELS
-- ----------------------------------------------------------------------------
-- | Order entites in sets depending on how soon it is possible to obtain them.
-- | Order entities in sets depending on how soon it is possible to obtain them.
--
-- So:
-- * Level 0 - starting entites (for example those obtainable in the world)
-- * Level 0 - starting entities (for example those obtainable in the world)
-- * Level N+1 - everything possible to make (or drill) from Level N
--
-- This is almost a BFS, but the requirement is that the set of entites
-- required for recipe is subset of the entites known in Level N.
-- This is almost a BFS, but the requirement is that the set of entities
-- required for recipe is subset of the entities known in Level N.
--
-- If we ever depend on some graph library, this could be rewritten
-- as some BFS-like algorithm with added recipe nodes, but you would
@ -524,7 +524,7 @@ recipeLevels recipes start = levels
then ls
else go (n : ls) (Set.union n known)
-- | Get classic scenario to figure out starting entites.
-- | Get classic scenario to figure out starting entities.
classicScenario :: ExceptT Text IO Scenario
classicScenario = do
entities <- loadEntities >>= guardRight "load entities"
@ -536,7 +536,7 @@ startingDevices = Set.fromList . map snd . E.elems . view installedDevices . ins
startingInventory :: Scenario -> Map Entity Int
startingInventory = Map.fromList . map swap . E.elems . view robotInventory . instantiateRobot 0 . head . view scenarioRobots
-- | Ignore utility entites that are just used for tutorials and challenges.
-- | Ignore utility entities that are just used for tutorials and challenges.
ignoredEntites :: Set Text
ignoredEntites =
Set.fromList

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@ -167,7 +167,7 @@ defaultEntityDisplay c =
-- priority 10.
--
-- Note that the 'defaultChar' is used for direction 'DDown'
-- and is overriden for the special base robot.
-- and is overridden for the special base robot.
defaultRobotDisplay :: Display
defaultRobotDisplay =
Display

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@ -111,14 +111,14 @@ import Swarm.Util.Yaml
import System.Clock (TimeSpec)
-- | A record that stores the information
-- for all defintions stored in a 'Robot'
-- for all definitions stored in a 'Robot'
data RobotContext = RobotContext
{ -- | Map definition names to their types.
_defTypes :: TCtx
, -- | Map defintion names to the capabilities
, -- | Map definition names to the capabilities
-- required to evaluate/execute them.
_defReqs :: ReqCtx
, -- | Map defintion names to their values. Note that since
, -- | Map definition names to their values. Note that since
-- definitions are delayed, the values will just consist of
-- 'VRef's pointing into the store.
_defVals :: Env

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@ -230,7 +230,7 @@ data TypeErr
-- | Various reasons the body of an @atomic@ might be invalid.
data InvalidAtomicReason
= -- | The arugment has too many tangible commands.
= -- | The argument has too many tangible commands.
TooManyTicks Int
| -- | The argument uses some way to duplicate code: @def@, @let@, or lambda.
AtomicDupingThing

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@ -15,7 +15,7 @@
-- and not those used in the world map, to avoid abusing attributes.
-- For example using the robot attribute to highlight some text.
--
-- The few attributes that we use for drawing the logo are an exeption.
-- The few attributes that we use for drawing the logo are an exception.
module Swarm.TUI.Attr (
swarmAttrMap,
worldAttributes,

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@ -583,7 +583,7 @@ robotsListWidget s = hCenter table
basePos :: V2 Double
basePos = realToFrac <$> fromMaybe (V2 0 0) (g ^? baseRobot . robotLocation)
-- Keep the base and non sytem robot (e.g. no seed)
-- Keep the base and non system robot (e.g. no seed)
isRelevant robot = robot ^. robotID == 0 || not (robot ^. systemRobot)
-- Keep the robot that are less than 32 unit away from the base
isNear robot = creative || distance (realToFrac <$> robot ^. robotLocation) basePos < 32