diff --git a/src/pages/blog/compiler-errors-for-humans.elm b/src/pages/blog/compiler-errors-for-humans.elm index 4af2b01d7..5f275d32e 100644 --- a/src/pages/blog/compiler-errors-for-humans.elm +++ b/src/pages/blog/compiler-errors-for-humans.elm @@ -153,7 +153,7 @@ happening.** When reading a technical text, it is always easier if the author has defined the terms they are using and the specific issue they are addressing. It makes the details much more concrete. -Again, lets look at how the Elm 0.15.1 messages use these observations to +Again, let's look at how the Elm 0.15.1 messages use these observations to improve error messages. This example tries to make a list of user pictures, but we mix up HTML and raw strings. diff --git a/src/pages/blog/making-pong.elm b/src/pages/blog/making-pong.elm index 2563f9cda..4d5ccbd0b 100644 --- a/src/pages/blog/making-pong.elm +++ b/src/pages/blog/making-pong.elm @@ -51,7 +51,7 @@ The structure of Elm games breaks into four major parts: modeling inputs, modeling the game, updating the game, and viewing the game. It may be helpful to think of it as a functional variation on the Model-View-Controller paradigm. -To make this more concrete, lets see how Pong needs to be structured: +To make this more concrete, let's see how Pong needs to be structured: 1. [**Inputs**](#inputs) — This is all of the stuff coming in from “the world”. For Pong, this is keyboard input from users and