Git commit 737165567a94623cede9d0df0efad152ca698f8a by Burkhard Lück.
Committed on 10/05/2016 at 19:18.
Pushed by lueck into branch 'master'.

Update Step handbook to 16.04

proofreading
remove package
bump date + releaseinfo
remove appendix
fix typos
new screenshot
REVIEW:127855

M  +2    -24   doc/index.docbook
M  +-    --    doc/mainwindow.png
M  +5    -5    doc/tutorials.docbook

http://commits.kde.org/step/737165567a94623cede9d0df0efad152ca698f8a

diff --git a/doc/index.docbook b/doc/index.docbook
index ccc5c32..c90bc2e 100644
--- a/doc/index.docbook
+++ b/doc/index.docbook
@@ -1,7 +1,6 @@
 <?xml version="1.0" ?>
 <!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.5-Based Variant V1.1//EN" 
"dtd/kdedbx45.dtd" [
   <!ENTITY kappname "&step;">
-  <!ENTITY package "kdeedu">
   <!ENTITY tutorials SYSTEM "tutorials.docbook">
   <!ENTITY examples SYSTEM "examples.docbook">
   <!ENTITY % addindex "IGNORE">
@@ -31,8 +30,8 @@
 
 <legalnotice>&FDLNotice;</legalnotice>
 
-<date>2007-12-06</date>
-<releaseinfo>0.0.3</releaseinfo>
+<date>2016-05-07</date>
+<releaseinfo>0.1.0 (Applications 16.04)</releaseinfo>
 
 <abstract>
 <para>
@@ -254,27 +253,6 @@ Documentation copyright 2007 &Anne-Marie.Mahfouf; 
&Anne-Marie.Mahfouf.mail;
 
 </chapter>
 
-
-
-<appendix id="installation">
-<title>Installation</title>
-
-<sect1 id="getting-step">
-<title>How to obtain &step;</title>
-
-&install.intro.documentation;
-
-</sect1>
-
-<sect1 id="compilation">
-<title>Compilation and Installation</title>
-
-&install.compile.documentation;
-
-</sect1>
-
-</appendix>
-
 &documentation.index;
 </book>
 <!--
diff --git a/doc/mainwindow.png b/doc/mainwindow.png
index 8a341b6..805a341 100644
Binary files a/doc/mainwindow.png and b/doc/mainwindow.png differ
diff --git a/doc/tutorials.docbook b/doc/tutorials.docbook
index 1927636..df7bad0 100644
--- a/doc/tutorials.docbook
+++ b/doc/tutorials.docbook
@@ -8,7 +8,7 @@
 <para>Each tutorial consists in some text presenting the new elements and 
explaining their properties. Then you are asked to change some properties of 
the elements in order to achieve a new result of the experiment. </para>
 
 <sect1 id="tutorial1">
-<title>Tutorial 1: bodies and springs</title>
+<title>Tutorial 1: Bodies and springs</title>
 <para>This tutorial presents you bodies and springs and how to start your 
first simulation.</para>
 <para>A physical body or body for short is an object which can be described by 
the theories of classical mechanics, or quantum mechanics, and experimented 
upon with physical instruments. This includes the determination of position, 
and in some cases the orientation in space, as well as means to change these, 
by exerting forces.</para>
 <para>A spring is a flexible elastic object used to store mechanical 
energy.</para>
@@ -28,7 +28,7 @@
 </sect1>
 
 <sect1 id="tutorial2">
-<title>Tutorial 2: controllers and graphs</title>
+<title>Tutorial 2: Controllers and graphs</title>
 <para>You will learn more about controllers and graphs in this tutorial.</para>
 <para>A controller is a device which allows you to graphically modify a 
property of a body or a spring. In the tutorial, the controller allows you to 
change the stiffness of the spring "spring1". By moving the slider to the right 
or using the W key you can increase spring1 stiffness value and by moving the 
slider to the left or using the Q key you can decrease it. Right-clicking on 
the controller brings you several context actions and the <guilabel>Configure 
Controller...</guilabel> dialog allows you to change each property of the 
controller.</para>
 <screenshot>
@@ -47,7 +47,7 @@
 </sect1>
 
 <sect1 id="tutorial3">
-<title>Tutorial 3: rigid bodies and tracers</title>
+<title>Tutorial 3: Rigid bodies and tracers</title>
 <para>Tutorial 3 presents you rigid bodies and tracers.</para>
 <para>A rigid body is an idealization of a solid body of finite size in which 
deformation is neglected. In other words, the distance between any two given 
points of a rigid body remains constant in time regardless of external forces 
exerted on it.</para>
 <para>A tracer is a tool which shows the trajectory of a given point on a 
rigid body.</para>
@@ -78,7 +78,7 @@
 </sect1>
 
 <sect1 id="tutorial4">
-<title>Tutorial 4: motors and forces</title>
+<title>Tutorial 4: Motors and forces</title>
 <para>You have two sorts of motors available in &step;: linear motors and 
circular motors. A linear motor applies a constant force to a given point on a 
body while a circular motor applies a constant angular momentum to a 
body.</para>
 <para>Three different forces can be added to bodies: the weight force, the 
gravitation force and the Coulomb force. By default all forces are turned off 
in &step;. Coulomb force is a force which existed intrinsically between two 
charges.</para>
 <screenshot>
@@ -109,7 +109,7 @@
 </sect1>
 
 <sect1 id="tutorial5">
-<title>Tutorial 5: joints</title>
+<title>Tutorial 5: Joints</title>
 <para>Joints are objects that attaches bodies to each other or to the 
background. You have a the following joints in &step;: anchors, pins and 
sticks. An anchor is a joint that 
 fixes position of the body. The body cannot move when it has an anchor. A pin 
is a joint that fixes one point of the body, the body can still move around the 
pin. A stick is a joint that fixes the distance between two points on two 
bodies.</para>
 <screenshot>
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