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authorJoe Onorato <joeo@android.com>2010-03-16 14:43:13 -0700
committerJoe Onorato <joeo@android.com>2010-03-16 14:44:09 -0700
commite0d3507764915bcc9de004b662a90126ca98a440 (patch)
treee2ee3a12fc078483202ea3e1ea6bf1d9f84a6147 /docs/html
parent1e909ed94cc0ecf875758dfc2561a97eee3e1a23 (diff)
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fix typos in docs
Change-Id: I201ac8d310aab4b3cbd8e0eb2af805f1e6d929ea http://code.google.com/p/android/issues/detail?id=7086
Diffstat (limited to 'docs/html')
-rw-r--r--docs/html/guide/topics/graphics/index.jd4
1 files changed, 2 insertions, 2 deletions
diff --git a/docs/html/guide/topics/graphics/index.jd b/docs/html/guide/topics/graphics/index.jd
index e1158be..92771a8 100644
--- a/docs/html/guide/topics/graphics/index.jd
+++ b/docs/html/guide/topics/graphics/index.jd
@@ -56,7 +56,7 @@ need to change dynamically and are not part of a performance-intensive game. For
draw your graphics into a View when you want to display a static graphic or predefined animation, within
an otherwise static application. Read <a href="#draw-to-view">Simple Graphics Inside a View</a>.</li>
-<p>Option "b," drawing to a Canvas, is better when you're application needs to regularly re-draw itself.
+<p>Option "b," drawing to a Canvas, is better when your application needs to regularly re-draw itself.
Basically, any video game should be drawing to the Canvas on its own. However, there's more than
one way to do this: </p>
<ul>
@@ -117,7 +117,7 @@ that takes your Canvas as an argument.</p>
<h3 id="on-view">On a View</h3>
-<p>If you're application does not require a significant amount of processing or
+<p>If your application does not require a significant amount of processing or
frame-rate speed (perhaps for a chess game, a snake game,
or another slowly-animated application), then you should consider creating a custom View component
and drawing with a Canvas in <code>{@link android.view.View#onDraw(Canvas) View.onDraw()}</code>.