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authorvanhauser-thc <vh@thc.org>2021-12-09 14:35:31 +0100
committervanhauser-thc <vh@thc.org>2021-12-09 14:35:31 +0100
commitdef386ae43ad070c11112e957c09f822f72c655d (patch)
treefb5371590ac0874c2fdcc5980a00bc10c3fcd56c
parent9063002af22e916701588248eca2fd2669e4d0df (diff)
downloadafl++-def386ae43ad070c11112e957c09f822f72c655d.tar.gz
typo
-rw-r--r--docs/fuzzing_in_depth.md2
1 files changed, 1 insertions, 1 deletions
diff --git a/docs/fuzzing_in_depth.md b/docs/fuzzing_in_depth.md
index 160258e0..e1599c39 100644
--- a/docs/fuzzing_in_depth.md
+++ b/docs/fuzzing_in_depth.md
@@ -570,7 +570,7 @@ its name is unique, hence the recommendation for `-M main-$HOSTNAME`.
 
 Now there are three strategies on how you can sync between the servers:
 * never: sounds weird, but this makes every server an island and has the chance
-  the each follow different paths into the target. You can make this even more
+  that each follow different paths into the target. You can make this even more
   interesting by even giving different seeds to each server.
 * regularly (~4h): this ensures that all fuzzing campaigns on the servers "see"
   the same thing. It is like fuzzing on a huge server.