Description: Makes lintian happy
--- a/lib/pods/SDLx/App.pod
+++ b/lib/pods/SDLx/App.pod
@@ -75,7 +75,7 @@
 Any flags you want to pass to L<SDL::Video> upon initialization. Defaults to SDL_ANYFORMAT. Flags should be I<or'ed> together if you're passing more than one (flags => FOO|BAR). Shortcut: 'f'.
 
 =item * resizeable
-Set this to a true value to make the window resizeable by the user. Default is off.
+Set this to a true value to make the window resizable by the user. Default is off.
 
 =item * exit_on_quit
 Set this to a true value to make the app exit if a SDL_QUIT event is triggered. Shortcut: 'eoq'.
@@ -139,9 +139,9 @@
 
 =head2 sync
 
-C<SDLx::App::sync> encapsulates the various methods of syncronizing the screen with the
+C<SDLx::App::sync> encapsulates the various methods of synchronizing the screen with the
 current video buffer. C<SDLx::App::sync> will do a fullscreen update, using the double buffer
-or OpenGL buffer if applicable. This is prefered to calling flip on the application window.
+or OpenGL buffer if applicable. This is preferred to calling flip on the application window.
 
 =head2 attribute( $attr )
 
--- a/lib/pods/SDLx/Controller.pod
+++ b/lib/pods/SDLx/Controller.pod
@@ -97,7 +97,7 @@
 =back
 
 Please refer to each handler below for information on received arguments.
-Note that the second argument every callback recieves is the C<SDLx::Controller> object.
+Note that the second argument received by every callback is the C<SDLx::Controller> object.
 
 =head2 stop
 
@@ -108,7 +108,7 @@
 Attempts to pause the application with a call to C<SDL::Events::wait_event>. See L<SDL::Events>.
 
 Takes 1 argument which is a callback. The application waits for the next event with C<wait_event>.
-When one is recieved, it is passed to the callback as the first argument, along with the C<SDLx::Controller> object as the second argument.
+When one is received, it is passed to the callback as the first argument, along with the C<SDLx::Controller> object as the second argument.
 If the callback then returns a true value, C<pause> will return.
 If the callback returns a false value, C<pause> will repeat the process.
 
--- a/lib/pods/SDL/Events.pod
+++ b/lib/pods/SDL/Events.pod
@@ -462,7 +462,7 @@
      $previous_translation_mode = SDL::Events::enable_unicode( 0 ); #disables
 
 To obtain the character codes corresponding to received keyboard events, Unicode translation must first be turned on using this function. The 
-translation incurs a slight overhead for each keyboard event and is therefore disabled by default. For each subsequently recieved key down event, 
+translation incurs a slight overhead for each keyboard event and is therefore disabled by default. For each subsequently received key down event, 
 the unicode member of the L<SDL::Event::key_sym|SDL::Event/"key_sym"> provided structure will be then contain the corresponding character code, or 
 otherwise zero.
 
--- a/lib/pods/SDL/Platform.pod
+++ b/lib/pods/SDL/Platform.pod
@@ -3,7 +3,7 @@
 
 =head1 NAME
 
-SDL-Platform - Platform Specific Informations about SDL Perl
+SDL-Platform - Platform Specific Information about SDL Perl
 
 =head1 CATEGORY
 
@@ -12,7 +12,7 @@
 
 =head1 DESCRIPTION
 
-This document describes OS specific informations regading the installation and use of L<SDL>.
+This document describes OS specific information regarding the installation and use of L<SDL>.
 
 =head2 General (all OS)
 
@@ -21,7 +21,7 @@
 On Windows, L<Alien::SDL> will get you zip-files containing prebuilt libs.
 
 On Unixes you can choose between compiling libs or use libs provided by the dist.
-The different options on Unixes are availale when requirements are met. Like having specific libs installed.
+The different options on Unixes are available when requirements are met. Like having specific libs installed.
 
 There is some additional documentation in the L<Github-Wiki|https://github.com/PerlGameDev/SDL/wiki/Testing>. 
 You definitively want to look there, if you want to know how to install L<SDL> from the latest sources (e.g. in an unfinished, unreleased state).
