Proofing/review: Remove filler words, adhere to style guide

This commit is contained in:
mhilbrunner
2018-05-06 05:23:37 +02:00
parent 9f526a3ea8
commit f215a0cf26
88 changed files with 337 additions and 374 deletions
@@ -22,7 +22,7 @@ Pros & cons of dynamic typing
GDScript is a Dynamically Typed language. As such, its main advantages
are that:
- The language is very simple to learn.
- The language is simple and easy to learn.
- Most code can be written and changed quickly and without hassle.
- Less code written means less errors & mistakes to fix.
- Easier to read the code (less clutter).
@@ -41,7 +41,7 @@ While the main disadvantages are:
known at run-time).
This, translated to reality, means that Godot+GDScript are a combination
designed to create games very quickly and efficiently. For games that are very
designed to create games quickly and efficiently. For games that are very
computationally intensive and can't benefit from the engine built-in
tools (such as the Vector types, Physics Engine, Math library, etc), the
possibility of using C++ is present too. This allows to still create the
@@ -230,7 +230,7 @@ Or unordered sets:
Dictionaries
------------
Dictionaries are a very powerful tool in dynamically typed languages.
Dictionaries are a powerful tool in dynamically typed languages.
Most programmers that come from statically typed languages (such as C++
or C#) ignore their existence and make their life unnecessarily more
difficult. This datatype is generally not present in such languages (or
@@ -238,7 +238,7 @@ only on limited form).
Dictionaries can map any value to any other value with complete
disregard for the datatype used as either key or value. Contrary to
popular belief, they are very efficient because they can be implemented
popular belief, they are efficient because they can be implemented
with hash tables. They are, in fact, so efficient that some languages
will go as far as implementing arrays as dictionaries.
@@ -293,7 +293,7 @@ easily with dictionaries. Here's a simple battleship game example:
Dictionaries can also be used as data markup or quick structures. While
GDScript dictionaries resemble python dictionaries, it also supports Lua
style syntax and indexing, which makes it very useful for writing initial
style syntax and indexing, which makes it useful for writing initial
states and quick structs:
::
@@ -48,7 +48,7 @@ built-in language has proven to be a huge advantage.
Example of GDScript
~~~~~~~~~~~~~~~~~~~
Some people can learn better by just taking a look at the syntax, so
Some people can learn better by taking a look at the syntax, so
here's a simple example of how GDScript looks.
::
@@ -473,12 +473,12 @@ Starting with Godot 2.1, indices may be negative like in Python, to count from t
arr[0] = "Hi!" # Replacing value 1 with "Hi"
arr.append(4) # Array is now ["Hi", 2, 3, 4]
GDScript arrays are allocated linearly in memory for speed. Very
large arrays (more than tens of thousands of elements) may however cause
GDScript arrays are allocated linearly in memory for speed.
Large arrays (more than tens of thousands of elements) may however cause
memory fragmentation. If this is a concern special types of
arrays are available. These only accept a single data type. They avoid memory
fragmentation and also use less memory but are atomic and tend to run slower than generic
arrays. They are therefore only recommended to use for very large data sets:
arrays. They are therefore only recommended to use for large data sets:
- :ref:`PoolByteArray <class_PoolByteArray>`: An array of bytes (integers from 0 to 255).
- :ref:`PoolIntArray <class_PoolIntArray>`: An array of integers.
@@ -866,7 +866,7 @@ Classes
By default, the body of a script file is an unnamed class and it can
only be referenced externally as a resource or file. Class syntax is
meant to be very compact and can only contain member variables or
meant to be compact and can only contain member variables or
functions. Static functions are allowed, but not static members (this is
in the spirit of thread safety, since scripts can be initialized in
separate threads without the user knowing). In the same way, member
@@ -1111,7 +1111,7 @@ can be set from the editor:
export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
Restricting the flags to a certain number of named flags is also
possible. The syntax is very similar to the enumeration syntax:
possible. The syntax is similar to the enumeration syntax:
::
@@ -1231,7 +1231,7 @@ Memory management
~~~~~~~~~~~~~~~~~
If a class inherits from :ref:`class_Reference`, then instances will be
freed when no longer in use. No garbage collector exists, just simple
freed when no longer in use. No garbage collector exists, just
reference counting. By default, all classes that don't define
inheritance extend **Reference**. If this is not desired, then a class
must inherit :ref:`class_Object` manually and must call instance.free(). To
@@ -1253,8 +1253,8 @@ Declaring a signal in GDScript is easy using the `signal` keyword.
# With arguments
signal your_signal_name_with_args(a, b)
These signals, just like regular signals, can be connected in the editor
or from code. Just take the instance of a class where the signal was
These signals can be connected in the editor or from code like regular signals.
Take the instance of a class where the signal was
declared and connect it to the method of another instance:
::
@@ -1277,7 +1277,7 @@ your custom values:
func _at_some_func():
instance.connect("your_signal_name", self, "_callback_args", [22, "hello"])
This is very useful when a signal from many objects is connected to a
This is useful when a signal from many objects is connected to a
single callback and the sender must be identified:
::
@@ -1377,7 +1377,7 @@ signal is received, execution will recommence. Here are some examples:
Onready keyword
~~~~~~~~~~~~~~~
When using nodes, it's very common to desire to keep references to parts
When using nodes, it's common to desire to keep references to parts
of the scene in a variable. As scenes are only warranted to be
configured when entering the active scene tree, the sub-nodes can only
be obtained when a call to Node._ready() is made.