diff --git a/Terminal.Gui/Views/StatusBar.cs b/Terminal.Gui/Views/StatusBar.cs
index d6a6b886a..85c6de3fa 100644
--- a/Terminal.Gui/Views/StatusBar.cs
+++ b/Terminal.Gui/Views/StatusBar.cs
@@ -13,7 +13,7 @@ namespace Terminal.Gui {
///
/// A statusbar item has a title, a shortcut aka hotkey, and an action to execute on activation.
/// Such an item is ment to be as part of the global hotkeys of the application, which are available in the current context of the screen.
- /// The colour of the text will be changed after each ~. Having an statusbar item with a text of `~F1~ Help` will draw *F1* as shortcut and
+ /// The colour of the text will be changed after each ~. Having an statusbar item with a text of `~F1~ Help` will draw *F1* as shortcut and
/// *Help* as standard text.
///
public class StatusItem {
@@ -49,10 +49,10 @@ namespace Terminal.Gui {
};
///
- /// A statusbar for your application.
+ /// A statusbar for your application.
/// The statusbar should be context sensitive. This means, if the main menu and an open text editor are visible, the items probably shown will
- /// be ~F1~ Help ~F2~ Save ~F3~ Load. While a dialog to ask a file to load is executed, the remaining commands will probably be ~F1~ Help.
- /// So for each context must be a new instance of a statusbar.
+ /// be ~F1~ Help ~F2~ Save ~F3~ Load. While a dialog to ask a file to load is executed, the remaining commands will probably be ~F1~ Help.
+ /// So for each context must be a new instance of a statusbar.
///
public class StatusBar : View {
public StatusItem [] Items { get; set; }
@@ -70,7 +70,7 @@ namespace Terminal.Gui {
CanFocus = false;
ColorScheme = Colors.Menu;
- Application.OnResized += () => {
+ Application.OnLoad += () => {
this.X = Pos.Left (Application.Top);
this.Y = Pos.Bottom (Application.Top);
};