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Fix typos in devices chapters
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03_Drawing_a_triangle/00_Setup/03_Physical_devices_and_queue_families.md

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@@ -262,8 +262,8 @@ for (const auto& queueFamily : queueFamilies) {
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```
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Now that we have this fancy queue family lookup function, we can use it as a
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check in the `isDeviceSuitable` function to ensure that the device has can
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process the commands we want to use:
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check in the `isDeviceSuitable` function to ensure that the device can process
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the commands we want to use:
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```c++
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bool isDeviceSuitable(VkPhysicalDevice device) {

03_Drawing_a_triangle/00_Setup/04_Logical_device_and_queues.md

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@@ -52,7 +52,7 @@ queues for each family queue and you don't really need more than one. That's
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because you can create all of the command buffers on multiple threads and then
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submit them all at once on the main thread with a single low-overhead call.
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Vulkan lets you to assign priorities to queues to influence the scheduling of
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Vulkan lets you assign priorities to queues to influence the scheduling of
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command buffer execution using floating point numbers between `0.0` and `1.0`.
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This is required even if there is only a single queue:
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@@ -98,7 +98,7 @@ The remainder of the information bears a resemblance to the
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validation layers. The difference is that these are device specific this time.
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An example of a device specific extension is `VK_KHR_swapchain`, which allows
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you to present rendered images from that device to windows. It is possible that
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you to present rendered images from that device to windows. It is possible that
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there are Vulkan devices in the system that lack this ability, for example
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because they only support compute operations. We will come back to this
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extension in the swap chain chapter.
@@ -159,4 +159,4 @@ With the logical device and queue handles we can now actually start using the
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graphics card to do things! In the next few chapters we'll set up the resources
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to present results to the window system.
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[Full code listing](/code/logical_device.cpp)
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[Full code listing](/code/logical_device.cpp)

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