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-rw-r--r--doc/src/declarative/pics/rect-smooth.pngbin0 -> 32162 bytes
-rw-r--r--doc/src/declarative/qmlintro.qdoc8
-rw-r--r--doc/src/declarative/qmlreference.qdoc7
-rw-r--r--src/declarative/fx/qfxrect.cpp2
4 files changed, 10 insertions, 7 deletions
diff --git a/doc/src/declarative/pics/rect-smooth.png b/doc/src/declarative/pics/rect-smooth.png
new file mode 100644
index 0000000..abbb0a9
--- /dev/null
+++ b/doc/src/declarative/pics/rect-smooth.png
Binary files differ
diff --git a/doc/src/declarative/qmlintro.qdoc b/doc/src/declarative/qmlintro.qdoc
index 3d167ac..e87b7a8 100644
--- a/doc/src/declarative/qmlintro.qdoc
+++ b/doc/src/declarative/qmlintro.qdoc
@@ -40,8 +40,8 @@ two objects, a \l Rectangle, and an \l Image. Between the braces, we can specify
information about the object, such as its properties.
Properties are specified as \c {property: value} (much like CSS). In the above
-example, we can see the Image has a property named \e source, which has been
-assigned the value \e "pics/logo.png". The property and its value are
+example, we can see the Image has a property named \c source, which has been
+assigned the value \c "pics/logo.png". The property and its value are
separated by a colon.
Properties can be specified one-per-line:
@@ -68,7 +68,9 @@ In addition to assigning values to properties, you can also assign
expressions written in JavaScript.
\code
-Rotation { angle: 360*3 }
+Rotation {
+ angle: 360 * 3
+}
\endcode
These expressions can include references to other objects and properties, in which case
diff --git a/doc/src/declarative/qmlreference.qdoc b/doc/src/declarative/qmlreference.qdoc
index 8a50547..bb0d61a 100644
--- a/doc/src/declarative/qmlreference.qdoc
+++ b/doc/src/declarative/qmlreference.qdoc
@@ -7,8 +7,7 @@
QML is a language for building highly dynamic and fluid applications. It is targetted at the sorts of user
interface (and the sorts of hardware) in embedded devices such as phones, media
players, and set-top boxes. It is also appropriate for highly custom desktop
- user-interfaces, or special elements in more traditional desktop
- user-interfaces.
+ user interfaces, or special elements in more traditional desktop user interfaces.
Building fluid applications is done declaratively, rather than procedurally.
That is, you specify \e what the UI should look like and how it should behave
@@ -18,10 +17,10 @@
Getting Started:
\list
- \o \l {qmlexamples}{Examples}
+ \o \l {Introduction to the QML language} (in progress)
\o \l {tutorial}{Tutorial: 'Hello World'}
\o \l {tutorials-declarative-contacts.html}{Tutorial: 'Introduction to QML'}
- \o \l {Introduction to the QML language} (in progress)
+ \o \l {qmlexamples}{Examples}
\endlist
Core Features:
diff --git a/src/declarative/fx/qfxrect.cpp b/src/declarative/fx/qfxrect.cpp
index ea17452..e802c94 100644
--- a/src/declarative/fx/qfxrect.cpp
+++ b/src/declarative/fx/qfxrect.cpp
@@ -482,6 +482,8 @@ void QFxRect::drawRect(QPainter &p)
\note Generally scaling artifacts are only visible if the item is stationary on
the screen. A common pattern when animating an item is to disable smooth
filtering at the beginning of the animation and reenable it at the conclusion.
+
+ \image rect-smooth.png
*/
QRectF QFxRect::boundingRect() const