Fix typos in comments and documentation (#2608)

* Fix typos in comments and documentations

* Fixes more typo
This commit is contained in:
Ge
2023-02-27 03:49:16 +08:00
committed by GitHub
parent 709364aaef
commit ee617d8ef3
56 changed files with 137 additions and 138 deletions

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@@ -1,6 +1,6 @@
# Ratelimits
Ratelimits are a core concept of any API - Discords API is no exception. each verified library must follow the ratelimit guidelines.
Ratelimits are a core concept of any API - Discords API is no exception. Each verified library must follow the ratelimit guidelines.
### Using the ratelimit callback

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@@ -26,7 +26,7 @@ Injecting through properties is also allowed as follows.
> [!WARNING]
> Dependency Injection will not resolve missing services in property injection, and it will not pick a constructor instead.
> If a publically accessible property is attempted to be injected and its service is missing, the application will throw an error.
> If a publicly accessible property is attempted to be injected and its service is missing, the application will throw an error.
## Using the provider itself

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@@ -3,7 +3,7 @@ uid: Guides.DI.Scaling
title: Scaling your DI
---
# Scaling your DI
# Scaling your DI
Dependency injection has a lot of use cases, and is very suitable for scaled applications.
There are a few ways to make registering & using services easier in large amounts.

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@@ -18,7 +18,7 @@ Casting only works for types that inherit the base type that you want to unbox f
A boxed object is the definition of an object that was simplified (or trimmed) by incoming traffic,
but still owns the data of the originally constructed type. Boxing is an implicit operation.
Through casting, we can **unbox** this type, and access the properties that were unaccessible before.
Through casting, we can **unbox** this type, and access the properties that were inaccessible before.
## Unboxing

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@@ -87,8 +87,8 @@ exist under a category.
![IInteractionChart](images/IInteraction.png)
* A **Slash command** ([ISlashCommandInteraction]) is an application command executed in the text box, with provided parameters.
* A **Message Command** ([IMessageCommandInteraction]) is an application command targetting a message.
* An **User Command** ([IUserCommandInteraction]) is an application command targetting a user.
* A **Message Command** ([IMessageCommandInteraction]) is an application command targeting a message.
* An **User Command** ([IUserCommandInteraction]) is an application command targeting a user.
* An **Application Command** ([IApplicationCommandInteraction]) is any of the above.
* A **Message component** ([IMessageComponent]) is the interaction of a button being clicked/dropdown option(s) entered.
* An **Autocomplete Interaction** ([IAutocompleteinteraction]) is an interaction that has been automatically completed.

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@@ -28,4 +28,4 @@ var guild = client.GetGuild(guildId);
var guildEvent = await guild.CreateEventAsync("test event", DateTimeOffset.UtcNow.AddDays(1), GuildScheduledEventType.External, endTime: DateTimeOffset.UtcNow.AddDays(2), location: "Space");
```
This code will create an event that lasts a day and starts tomorrow. It will be an external event thats in space.
This code will create an event that lasts a day and starts tomorrow. It will be an external event that's in space.

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@@ -5,7 +5,7 @@ title: Introduction to Guild Events
# Guild Events
Guild events are a way to host events within a guild. They offer alot of features and flexibility.
Guild events are a way to host events within a guild. They offer a lot of features and flexibility.
## Getting started with guild events

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@@ -5,7 +5,7 @@ title: Modifying Guild Events
# Modifying Events
You can modify events using the `ModifyAsync` method to modify the event, heres the properties you can modify:
You can modify events using the `ModifyAsync` method to modify the event. Here are the properties you can modify:
| Name | Type | Description |
| ------------ | --------------------------------- | -------------------------------------------- |

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@@ -107,7 +107,7 @@ By default, your methods can feature the following parameter types:
| `IVoiceChannel` | Voice Channels |
| `IDMChannel` | DM Channels |
| `IGroupChannel` | Group Channels |
| `ICategory Channel` | Category Channels |
| `ICategoryChannel` | Category Channels |
| `INewsChannel` | News Channels |
| `IThreadChannel` | Public, Private, News Threads |
| `ITextChannel` | Text Channels |
@@ -200,7 +200,7 @@ And the captured words will be passed on to the command method in the same order
You may use as many wild card characters as you want.
> [!NOTE]
> If Interaction Service recieves a component interaction with **player:play,rickroll** custom id,
> If Interaction Service receives a component interaction with **player:play,rickroll** custom id,
> `op` will be *play* and `name` will be *rickroll*
## Select Menus
@@ -233,9 +233,9 @@ A Modal implementation would look like this:
[!code-csharp[Modal Command](samples/intro/modal.cs)]
> [!NOTE]
> If you are using Modals in the interaction service it is **highly
> If you are using Modals in the interaction service it is **highly
> recommended** that you enable `PreCompiledLambdas` in your config
> to prevent performance issues.
> to prevent performance issues.
## Interaction Context
@@ -262,7 +262,7 @@ One problem with using the concrete type InteractionContexts is that you cannot
> [!INFO]
> Message component interactions have access to a special method called `UpdateAsync()` to update the body of the method the interaction originated from.
> Normally this wouldn't be accessable without casting the `Context.Interaction`.
> Normally this wouldn't be accessible without casting the `Context.Interaction`.
[!code-csharp[Context Example](samples/intro/context.cs)]
@@ -291,7 +291,7 @@ Module groups allow you to create sub-commands and sub-commands groups.
By nesting commands inside a module that is tagged with [GroupAttribute] you can create prefixed commands.
> [!WARNING]
> Although creating nested module stuctures are allowed,
> Although creating nested module structures are allowed,
> you are not permitted to use more than 2 [GroupAttribute]'s in module hierarchy.
> [!NOTE]
@@ -318,7 +318,7 @@ An example of executing a command from an event can be seen here:
[!code-csharp[Command Event Example](samples/intro/event.cs)]
Commands can be either executed on the gateway thread or on a seperate thread from the thread pool.
Commands can be either executed on the gateway thread or on a separate thread from the thread pool.
This behaviour can be configured by changing the `RunMode` property of `InteractionServiceConfig` or by setting the *runMode* parameter of a command attribute.
> [!WARNING]
@@ -354,12 +354,12 @@ can be used to register cherry picked modules or commands to global/guild scopes
> [!NOTE]
> In debug environment, since Global commands can take up to 1 hour to register/update,
> it is adviced to register your commands to a test guild for your changes to take effect immediately.
> it is advised to register your commands to a test guild for your changes to take effect immediately.
> You can use preprocessor directives to create a simple logic for registering commands as seen above.
## Interaction Utility
Interaction Service ships with a static `InteractionUtiliy`
Interaction Service ships with a static `InteractionUtility`
class which contains some helper methods to asynchronously waiting for Discord Interactions.
For instance, `WaitForInteractionAsync()` method allows you to wait for an Interaction for a given amount of time.
This method returns the first encountered Interaction that satisfies the provided predicate.
@@ -370,7 +370,7 @@ This method returns the first encountered Interaction that satisfies the provide
## Webhook Based Interactions
Instead of using the gateway to recieve Discord Interactions, Discord allows you to recieve Interaction events over Webhooks.
Instead of using the gateway to receive Discord Interactions, Discord allows you to receive Interaction events over Webhooks.
Interaction Service also supports this Interaction type but to be able to
respond to the Interactions within your command modules you need to perform the following:

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@@ -32,7 +32,7 @@ Interaction Result come in a handful of different flavours:
> [!NOTE]
> You can either use the [IResult.Error] property of an Interaction result or create type check for the
> afformentioned result types to branch out your post-execution logic to handle different situations.
> aforementioned result types to branch out your post-execution logic to handle different situations.
[AutocompletionResult]: xref:Discord.AutocompleteResult

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@@ -9,8 +9,8 @@ title: Introduction to the Chat Command Service
command parser.
> [!IMPORTANT]
> The 'Message Content' intent, required for text commands, is now a
> privilleged intent. Please use [Slash commands](xref:Guides.SlashCommands.Intro)
> The 'Message Content' intent, required for text commands, is now a
> privileged intent. Please use [Slash commands](xref:Guides.SlashCommands.Intro)
> instead for making commands. For more information about this change
> please check [this announcement made by discord](https://support-dev.discord.com/hc/en-us/articles/4404772028055-Message-Content-Privileged-Intent-FAQ)

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@@ -17,7 +17,7 @@ bot. (When developing on .NET Framework, this would be `bin/debug`,
when developing on .NET Core, this is where you execute `dotnet run`
from; typically the same directory as your csproj).
**For Windows users, precompiled binaries are available for your convienence [here](https://github.com/discord-net/Discord.Net/tree/dev/voice-natives).**
**For Windows users, precompiled binaries are available for your convenience [here](https://github.com/discord-net/Discord.Net/tree/dev/voice-natives).**
**For Linux users, you will need to compile [Sodium] and [Opus] from source, or install them from your package manager.**