From 44ae6f6d9039f1b9e38395ba9d06b44e3b380a50 Mon Sep 17 00:00:00 2001 From: Mark Rickerby Date: Sat, 22 Nov 2014 18:04:13 +1100 Subject: [PATCH] =?UTF-8?q?Fix=20typos=20in=20contractions=20of=20?= =?UTF-8?q?=E2=80=9Cit=20is=E2=80=9D?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Contractions of “it is” should be “it’s” rather than “its”. --- book/data-locality.markdown | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/book/data-locality.markdown b/book/data-locality.markdown index c204e711..da19a508 100644 --- a/book/data-locality.markdown +++ b/book/data-locality.markdown @@ -509,7 +509,7 @@ something like this: ^code particles-is-active -We give `Particle` a flag to track whether its in use or not. In the update +We give `Particle` a flag to track whether it's in use or not. In the update loop, we check that for each particle. That loads the flag into the cache along with all of that particle's other data. If the particle *isn't* active, then we skip over it to the next one. The rest @@ -615,7 +615,7 @@ particle system that will be spawning and killing particles anyway. OK, this is the last example of a simple technique for making your cache happier. Say we've got an AI component for some game entity. It has some state -in it -- the animation it's currently playing, a goal position its heading +in it -- the animation it's currently playing, a goal position it’s heading towards, energy level, etc. -- stuff it checks and tweaks every single frame. Something like: