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Proofing/review: Remove filler words, adhere to style guide
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@@ -48,7 +48,7 @@ built-in language has proven to be a huge advantage.
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Example of GDScript
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~~~~~~~~~~~~~~~~~~~
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Some people can learn better by just taking a look at the syntax, so
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Some people can learn better by taking a look at the syntax, so
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here's a simple example of how GDScript looks.
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::
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@@ -473,12 +473,12 @@ Starting with Godot 2.1, indices may be negative like in Python, to count from t
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arr[0] = "Hi!" # Replacing value 1 with "Hi"
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arr.append(4) # Array is now ["Hi", 2, 3, 4]
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GDScript arrays are allocated linearly in memory for speed. Very
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large arrays (more than tens of thousands of elements) may however cause
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GDScript arrays are allocated linearly in memory for speed.
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Large arrays (more than tens of thousands of elements) may however cause
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memory fragmentation. If this is a concern special types of
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arrays are available. These only accept a single data type. They avoid memory
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fragmentation and also use less memory but are atomic and tend to run slower than generic
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arrays. They are therefore only recommended to use for very large data sets:
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arrays. They are therefore only recommended to use for large data sets:
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- :ref:`PoolByteArray <class_PoolByteArray>`: An array of bytes (integers from 0 to 255).
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- :ref:`PoolIntArray <class_PoolIntArray>`: An array of integers.
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@@ -866,7 +866,7 @@ Classes
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By default, the body of a script file is an unnamed class and it can
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only be referenced externally as a resource or file. Class syntax is
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meant to be very compact and can only contain member variables or
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meant to be compact and can only contain member variables or
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functions. Static functions are allowed, but not static members (this is
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in the spirit of thread safety, since scripts can be initialized in
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separate threads without the user knowing). In the same way, member
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@@ -1111,7 +1111,7 @@ can be set from the editor:
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export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
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Restricting the flags to a certain number of named flags is also
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possible. The syntax is very similar to the enumeration syntax:
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possible. The syntax is similar to the enumeration syntax:
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::
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@@ -1231,7 +1231,7 @@ Memory management
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~~~~~~~~~~~~~~~~~
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If a class inherits from :ref:`class_Reference`, then instances will be
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freed when no longer in use. No garbage collector exists, just simple
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freed when no longer in use. No garbage collector exists, just
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reference counting. By default, all classes that don't define
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inheritance extend **Reference**. If this is not desired, then a class
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must inherit :ref:`class_Object` manually and must call instance.free(). To
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@@ -1253,8 +1253,8 @@ Declaring a signal in GDScript is easy using the `signal` keyword.
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# With arguments
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signal your_signal_name_with_args(a, b)
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These signals, just like regular signals, can be connected in the editor
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or from code. Just take the instance of a class where the signal was
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These signals can be connected in the editor or from code like regular signals.
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Take the instance of a class where the signal was
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declared and connect it to the method of another instance:
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::
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@@ -1277,7 +1277,7 @@ your custom values:
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func _at_some_func():
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instance.connect("your_signal_name", self, "_callback_args", [22, "hello"])
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This is very useful when a signal from many objects is connected to a
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This is useful when a signal from many objects is connected to a
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single callback and the sender must be identified:
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::
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@@ -1377,7 +1377,7 @@ signal is received, execution will recommence. Here are some examples:
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Onready keyword
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~~~~~~~~~~~~~~~
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When using nodes, it's very common to desire to keep references to parts
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When using nodes, it's common to desire to keep references to parts
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of the scene in a variable. As scenes are only warranted to be
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configured when entering the active scene tree, the sub-nodes can only
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be obtained when a call to Node._ready() is made.
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