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-rw-r--r--doc/src/examples/collidingmice-example.qdoc12
1 files changed, 6 insertions, 6 deletions
diff --git a/doc/src/examples/collidingmice-example.qdoc b/doc/src/examples/collidingmice-example.qdoc
index c86318a..65db544 100644
--- a/doc/src/examples/collidingmice-example.qdoc
+++ b/doc/src/examples/collidingmice-example.qdoc
@@ -1,7 +1,6 @@
/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
-** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the documentation of the Qt Toolkit.
@@ -21,9 +20,10 @@
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
-** In addition, as a special exception, Nokia gives you certain additional
-** rights. These rights are described in the Nokia Qt LGPL Exception
-** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.1, included in the file LGPL_EXCEPTION.txt in this
+** package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
@@ -95,11 +95,11 @@
the global qrand() function which is a thread-safe version of the
standard C++ rand() function.
- Then we call the \l {QGraphicsItem::rotate()}{rotate()} function
+ Then we call the \l {QGraphicsItem::setRotation()}{setRotation()} function
inherited from QGraphicsItem. Items live in their own local
coordinate system. Their coordinates are usually centered around
(0, 0), and this is also the center for all transformations. By
- calling the item's \l {QGraphicsItem::rotate()}{rotate()} function
+ calling the item's \l {QGraphicsItem::setRotation()}{setRotation()} function
we alter the direction in which the mouse will start moving.
When the QGraphicsScene decides to advance the scene a frame it will call