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Merge pull request #10579 from changeworld/patch-2
Fix typo
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docs/azure/azure-deployment-using-github-actions.md

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If the Dockerfile works correctly, and authentication is correct, and you're still seeing problems with your workflow, consider the following resources:
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- [Azure Container Apps on GitHub](https://github.com/microsoft/azure-container-apps)
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- [Azure Container Apps on StackOverflow](https://stackoverflow.com/questions/tagged/azure-container-apps)
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- [Azure Container Apps on Stack Overflow](https://stackoverflow.com/questions/tagged/azure-container-apps)
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## Which project types are supported?
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docs/python/overview-of-python-tools-for-visual-studio.md

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**Q. Can a Python project produce a stand-alone executable?**
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A. Python is generally an interpreted language, where code is run on demand in a suitable Python-capable environment such as Visual Studio and web servers. Visual Studio doesn't currently provide the means to create a stand-alone executable, which essentially means a program with an embedded Python interpreter. However, the Python community offers different means to create executables as described on [StackOverflow](https://stackoverflow.com/questions/5458048/how-to-make-a-python-script-standalone-executable-to-run-without-any-dependency). CPython also supports being embedded within a native application, as described on the blog post, [Using CPython's embeddable zip file](https://devblogs.microsoft.com/python/cpython-embeddable-zip-file/).
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A. Python is generally an interpreted language, where code is run on demand in a suitable Python-capable environment such as Visual Studio and web servers. Visual Studio doesn't currently provide the means to create a stand-alone executable, which essentially means a program with an embedded Python interpreter. However, the Python community offers different means to create executables as described on [Stack Overflow](https://stackoverflow.com/questions/5458048/how-to-make-a-python-script-standalone-executable-to-run-without-any-dependency). CPython also supports being embedded within a native application, as described on the blog post, [Using CPython's embeddable zip file](https://devblogs.microsoft.com/python/cpython-embeddable-zip-file/).
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## Related content
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docs/version-control/git-resolve-conflicts.md

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## Configure your diff tool
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If you set your [`.gitconfig` file](https://git-scm.com/docs/git-config) to use a third-party diff tool such as BeyondCompare or KDiff3, Visual Studio respects it. Whenever Visual Studio would normally display a diff, a separate window is opened in the tool of your choice. For an example, see this [StackOverflow](https://stackoverflow.com/questions/4466238/how-to-configure-visual-studio-to-use-beyond-compare) question.
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If you set your [`.gitconfig` file](https://git-scm.com/docs/git-config) to use a third-party diff tool such as BeyondCompare or KDiff3, Visual Studio respects it. Whenever Visual Studio would normally display a diff, a separate window is opened in the tool of your choice. For an example, see this [Stack Overflow](https://stackoverflow.com/questions/4466238/how-to-configure-visual-studio-to-use-beyond-compare) question.
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## Related content
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gamedev/unity/application-lifecycle-management-alm-with-unity-apps.md

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1. Unity tracks metadata about game assets in a single, opaque library that is hidden by default. To keep files and metadata in sync, it is necessary to make the metadata visible and to store it in more-manageable chunks. For details, refer to [Using External Version Control Systems with Unity](https://docs.unity3d.com/2020.1/Documentation/Manual/ExternalVersionControlSystemSupport.html) (Unity documentation).
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2. Not all files and folders in a Unity project are appropriate for source control, as is also described in the link above. The Assets and ProjectSettings folders should be added, but the Library and Temp folders should not. For an additional list of generated files that would not go into source control, see the discussion [How to use Git for Unity3D source control?](https://stackoverflow.com/questions/18225126/how-to-use-git-for-unity3d-source-control) on StackOverflow. Many developers have also blogged on this subject independently.
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2. Not all files and folders in a Unity project are appropriate for source control, as is also described in the link above. The Assets and ProjectSettings folders should be added, but the Library and Temp folders should not. For an additional list of generated files that would not go into source control, see the discussion [How to use Git for Unity3D source control?](https://stackoverflow.com/questions/18225126/how-to-use-git-for-unity3d-source-control) on Stack Overflow. Many developers have also blogged on this subject independently.
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3. Binary assets in a Unity project—such as textures or audio files—can take up a large amount of storage. Various source control systems like Git store a unique copy of a file for every change that is made, even if the change affects only a small portion of the file. This can cause the Git repository to become bloated. To address this, Unity developers often elect to add only final assets to their repository, and use a different means of keeping a working history of their assets, such as OneDrive, DropBox, or git-annex. This approach works because such assets typically don't need to be versioned along with source code changes. Developers also typically set the project editor's Asset Serialization Mode to Force Text to store scene files in text rather than binary format, which allows for merges in source control. For details, see [Editor Settings](https://docs.unity3d.com/Manual/class-EditorManager.html) (Unity documentation).
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