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authormighdoll <lee@underneath.ca>2023-11-27 13:44:54 -0800
committerGitHub <noreply@github.com>2023-11-27 13:44:54 -0800
commitb58452651ae70896cde2faf4fb86d8b4b8c8f20e (patch)
treede8136e2ad3ebfa2817a5a01fa859fe16b529cd5 /docs
parenta7a7732a2b9b234261ec537a21052a2bb27869c0 (diff)
typo in intro doc (#3350)
Co-authored-by: Yong He <yonghe@outlook.com>
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@@ -85,7 +85,7 @@ When services are introduced one after another, it may be hard to glimpse the bi
Before we dive into actually _using_ Slang, let us step back and highlight some of the key design goals (and non-goals) that motivate the design:
-* **Performance**: Real-time graphics demands high performance, which motivates the use of GPUs. Whenever possible, the benefits of using Slang must not come at the cost of performance. When a choice involves a performance trade-off the *user* of the system should be able to mak that choice.
+* **Performance**: Real-time graphics demands high performance, which motivates the use of GPUs. Whenever possible, the benefits of using Slang must not come at the cost of performance. When a choice involves a performance trade-off the *user* of the system should be able to make that choice.
* **Productivity**: Modern GPU codebases are large and growing. Productivity in a large codebase is less about _writing_ code quickly, and more about having code that is understandable, maintainable, reusable, and extensible. Language concepts like "modularity" or "separate compilation" are valuable if they foster greater developer productivity.