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Typos: get em out of here!
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buildconfig/appveyor.yml

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global:
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# SDK v7.0 MSVC Express 2008's SetEnv.cmd script will fail if the
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# /E:ON and /V:ON options are not enabled in the batch script intepreter
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# /E:ON and /V:ON options are not enabled in the batch script interpreter
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# See: http://stackoverflow.com/a/13751649/163740
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WITH_COMPILER: "cmd /E:ON /V:ON /C .\\buildconfig\\ci\\appveyor\\run_with_compiler.cmd"
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DISTRIBUTIONS: "bdist_wheel"

buildconfig/manylinux-build/README.rst

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To ensure that our libraries are ABI-compatible with these core libraries, we
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build on an old Linux distribution in a docker container.
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manylinux is an older linux with a fairly compatable ABI, so you can make linux binary
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manylinux is an older linux with a fairly compatible ABI, so you can make linux binary
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wheels that run on many different linux distros.
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* https://bitbucket.org/pygame/pygame/issues/295/build-linux-wheels-with-manylinux

docs/reST/ext/utils.py

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try:
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return get_ids(node)[0]
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except IndexError:
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raise GetError("Node has emtpy ids list")
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raise GetError("Node has empty ids list")
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def as_refid(refuri):

docs/reST/ref/context.rst

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savegames, settings, and the like. This path is unique per user and
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per app name.
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It takes two strings, ``org`` and ``app``, refering to the "organization"
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It takes two strings, ``org`` and ``app``, referring to the "organization"
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and "application name." For example, the organization could be "Valve,"
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and the application name could be "Half Life 2." It then will figure out the
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preferred path, **creating the folders referenced by the path if necessary**,

docs/reST/ref/display.rst

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For backward compatibility ``pygame.display`` allows precise control over
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the pixel format or display resolutions. This used to be necessary with old
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grahics cards and CRT screens, but is usually not needed any more. Use the
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graphics cards and CRT screens, but is usually not needed any more. Use the
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functions ``pygame.display.mode_ok()``, ``pygame.display.list_modes()``, and
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``pygame.display.Info()`` to query detailed information about the display.
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| :sl:`Get sizes of active desktops`
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| :sg:`get_desktop_sizes() -> list`
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This function returns the sizes of the currrently configured
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This function returns the sizes of the currently configured
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virtual desktops as a list of (x, y) tuples of integers.
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The length of the list is not the same as the number of attached monitors,
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When the display is iconified ``pygame.display.get_active()`` will return
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``False``. The event queue should receive an ``ACTIVEEVENT`` event when the
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window has been iconified. Additionally, the event queue also recieves a
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window has been iconified. Additionally, the event queue also receives a
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``WINDOWEVENT_MINIMIZED`` event when the window has been iconified on pygame 2.
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.. ## pygame.display.iconify ##

docs/reST/ref/image.rst

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In case the image is being saved to a file-like object, this function
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uses the namehint argument to determine the format of the file being
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saved. Saves to ``JPEG`` incase the namehint was not specified while
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saved. Saves to ``JPEG`` in case the namehint was not specified while
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saving to a file-like object.
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.. versionchanged:: 2.0.1

docs/reST/ref/pixelarray.rst

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| :sg:`transpose() -> PixelArray`
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This method is for explicitly closing the PixelArray, and releasing
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a lock on the Suface.
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a lock on the Surface.
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.. versionadded:: 1.9.4
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docs/reST/ref/sdl2_controller.rst

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.. function:: name_forindex
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| :sl:`Get the name of the contoller`
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| :sl:`Get the name of the controller`
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| :sg:`name_forindex(index) -> name or None`
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Returns the name of controller, or None if there's no name or the
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| :sg:`Controller(index) -> Controller`
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Create a new Controller object. Index should be integer between
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0 and ``pygame._sdl2.contoller.get_count()``. Controllers also
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0 and ``pygame._sdl2.controller.get_count()``. Controllers also
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can be created from a ``pygame.joystick.Joystick`` using
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``pygame._sdl2.controller.from_joystick``. Controllers are
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initialized on creation.

docs/reST/ref/sprite.rst

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:meth:`groupcollide`, :meth:`spritecollideany`).
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.. note::
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To increase performance, create and set a ``mask`` attibute for all
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To increase performance, create and set a ``mask`` attribute for all
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sprites that will use this function to check for collisions. Otherwise,
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each time this function is called it will create new masks.
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docs/reST/ref/time.rst

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event type.
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``loops`` replaces the ``once`` argument, and this does not break backward
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compatability
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compatibility
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.. versionadded:: 2.0.0.dev3 once argument added.
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.. versionchanged:: 2.0.1 event argument supports ``pygame.event.Event`` object

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