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Integrate proofreading for Chapter 6
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06_object.txt

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@@ -46,7 +46,7 @@ As an example, you can imagine an object that provides an interface to
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an area on your screen. It provides a way to draw shapes or text onto
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this area but hides all the details of how these shapes are converted
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to the actual pixels that make up the screen. You'd have a set of
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methods, for example `drawCircle`, and those are the only things you
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methodsfor example, ++drawCircle++—and those are the only things you
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need to know in order to use such an object.
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(((object-oriented programming)))These ideas were initially worked out
@@ -113,13 +113,11 @@ fatRabbit.speak("I could sure use a carrot right now.");
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// right now.'
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----
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(((rabbit example)))The code uses the `this` keyword to output the
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type of rabbit that is speaking.
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(((apply method)))(((bind method)))(((this)))Recall that the `apply`
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and `bind` methods both take a first argument that can be used to
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simulate method calls. This first argument is in fact used to give a
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value to `this`.
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(((apply method)))(((bind method)))(((this)))(((rabbit example)))The
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code uses the `this` keyword to output the type of rabbit that is
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speaking. Recall that the `apply` and `bind` methods both take a first
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argument that can be used to simulate method calls. This first
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argument is in fact used to give a value to `this`.
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[[call_method]]
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(((call method)))There is a method similar to `apply`, called `call`.
@@ -506,8 +504,8 @@ function)))(((polymorphism)))(((overriding)))When you call the
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`String` function, which converts a value to a string, on an object,
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it will call the `toString` method on that object to try to create a
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meaningful string to return. I mentioned that some of the standard
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prototypes define their own version of `toString` in order to be able
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to create a string that contains more useful information than
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prototypes define their own version of `toString` so they can
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create a string that contains more useful information than
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`"[object Object]"`.
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(((object-oriented programming)))This is a simple instance of a
@@ -902,8 +900,8 @@ setter is defined, writing to the property is simply ignored.
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(((inheritance)))(((table example)))(((alignment)))(((TextCell
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type)))We are not quite done yet with our table layout exercise. It
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helps readability to right-align columns of numbers. We should create
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another cell type that is like `TextCell` but rather than padding the
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lines on the right side it pads them on the left side so that they
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another cell type that is like `TextCell`, but rather than padding the
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lines on the right side, it pads them on the left side so that they
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align to the right.
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(((RTextCell type)))We could simply write a whole new ((constructor))
@@ -946,7 +944,7 @@ instances of this type will also have access to the properties in that
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prototype. Finally, we can override some of these properties by adding
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them to our new prototype.
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(((dataTable function)))Now if we slightly adjust the `dataTable`
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(((dataTable function)))Now, if we slightly adjust the `dataTable`
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function to use ++RTextCell++s for cells whose value is a number, we
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get the table we were aiming for.
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@@ -1071,10 +1069,10 @@ to properties of the same name.
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(((addition)))(((subtraction)))Give the `Vector` prototype two
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methods, `plus` and `minus`, that take another vector as a parameter
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and return a new vector that has the sum or difference of the two
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vectors’ (the one in `this` and the parameter) x and y values.
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vectors’ (the one in `this` and the parameter) _x_ and _y_ values.
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Add a ((getter)) property `length` to the prototype that computes the
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length of the vector—that is, the distance of the point (x, y) from
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length of the vector—that is, the distance of the point (_x_, _y_) from
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the origin (0, 0).
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ifdef::interactive_target[]

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