Repository: AvaloniaUI/Avalonia
File: src/Avalonia.X11/X11Platform.cs (C#)

Code before:
    {
        /// <summary>
        /// Enables native Linux EGL when set to true. The default value is false.
        /// </summary>
        public bool UseEGL { get; set; }

        /// <summary>
        /// Determines whether to use GPU for rendering in your project. The default value is true.
        /// </summary>
        public bool UseGpu { get; set; } = true;

        /// <summary>
        /// Embeds popups to the window when set to true. The default value is false.
        /// </summary>
        public bool OverlayPopups { get; set; }

        /// <summary>
        /// Enables global KDE menu. The default value is false.
        /// </summary>
        public bool UseDBusMenu { get; set; }

        /// <summary>
        /// Deferred renderer would be used on Windows when set to true. Immediate renderer would be used when set to false. The default value is true.
        /// </summary>
        /// <remarks>
        /// Avalonia has two different renderers - Immediate and Deferred.
        /// Immediate re-renders the whole scene when some element is changed on the scene. Deferred re-renders only changed elements.
        /// </remarks>
        public bool UseDeferredRendering { get; set; } = true;

        /// <summary>
        /// Determines whether to use IME.
        /// IME would be enabled by default if user input languages contain one of the following languages: Mandarin Chinese, Japanese, Vietnamese, Korean.
        /// </summary>
        /// <remarks>
        /// Input method editor is a component that enables users to generate characters not natively available 
        /// on their input devices by using sequences of characters or mouse operations that are natively available on their input devices.
        /// </remarks>
        public bool? EnableIme { get; set; }

        public IList<GlVersion> GlProfiles { get; set; } = new List<GlVersion>
        {
            new GlVersion(GlProfileType.OpenGL, 4, 0),
            new GlVersion(GlProfileType.OpenGL, 3, 2),
            new GlVersion(GlProfileType.OpenGL, 3, 0),
            new GlVersion(GlProfileType.OpenGLES, 3, 2),
            new GlVersion(GlProfileType.OpenGLES, 3, 0),
            new GlVersion(GlProfileType.OpenGLES, 2, 0)
        };

        public IList<string> GlxRendererBlacklist { get; set; } = new List<string>

Review comment (suggestion):
```suggestion
        /// Avalonia has two rendering modes: Immediate and Deferred rendering.
```

Code after:
    {
        /// <summary>
        /// Enables native Linux EGL when set to true. The default value is false.
        /// </summary>
        public bool UseEGL { get; set; }

        /// <summary>
        /// Determines whether to use GPU for rendering in your project. The default value is true.
        /// </summary>
        public bool UseGpu { get; set; } = true;

        /// <summary>
        /// Embeds popups to the window when set to true. The default value is false.
        /// </summary>
        public bool OverlayPopups { get; set; }

        /// <summary>
        /// Enables global menu support on Linux desktop environments where it's supported (e. g. XFCE and MATE with plugin, KDE, etc).
        /// The default value is false.
        /// </summary>
        public bool UseDBusMenu { get; set; }

        /// <summary>
        /// Deferred renderer would be used when set to true. Immediate renderer when set to false. The default value is true.
        /// </summary>
        /// <remarks>
        /// Avalonia has two rendering modes: Immediate and Deferred rendering.
        /// Immediate re-renders the whole scene when some element is changed on the scene. Deferred re-renders only changed elements.
        /// </remarks>
        public bool UseDeferredRendering { get; set; } = true;

        /// <summary>
        /// Determines whether to use IME.
        /// IME would be enabled by default if the current user input language is one of the following: Mandarin, Japanese, Vietnamese or Korean.
        /// </summary>
        /// <remarks>
        /// Input method editor is a component that enables users to generate characters not natively available 
        /// on their input devices by using sequences of characters or mouse operations that are natively available on their input devices.
        /// </remarks>
        public bool? EnableIme { get; set; }

        public IList<GlVersion> GlProfiles { get; set; } = new List<GlVersion>
        {
            new GlVersion(GlProfileType.OpenGL, 4, 0),
            new GlVersion(GlProfileType.OpenGL, 3, 2),
            new GlVersion(GlProfileType.OpenGL, 3, 0),
            new GlVersion(GlProfileType.OpenGLES, 3, 2),
            new GlVersion(GlProfileType.OpenGLES, 3, 0),
            new GlVersion(GlProfileType.OpenGLES, 2, 0)
        };