From 088974fbfca403cccf4e729bfe9d0db38c0beac6 Mon Sep 17 00:00:00 2001 From: corrigentia <20541985+corrigentia@users.noreply.github.com> Date: Wed, 5 Dec 2018 17:06:43 +0200 Subject: [PATCH] Fix some grammar in gdscript_advanced.rst (#1978) --- .../scripting/gdscript/gdscript_advanced.rst | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/getting_started/scripting/gdscript/gdscript_advanced.rst b/getting_started/scripting/gdscript/gdscript_advanced.rst index 8361b3569..e89dec624 100644 --- a/getting_started/scripting/gdscript/gdscript_advanced.rst +++ b/getting_started/scripting/gdscript/gdscript_advanced.rst @@ -44,8 +44,8 @@ This, translated to reality, means that Godot+GDScript are a combination 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 -entire game in GDScript and add small bits of C++ in the areas that need +possibility of using C++ is present too. This allows you to still create most of the +game in GDScript and add small bits of C++ in the areas that need a performance boost. Variables & assignment @@ -106,7 +106,7 @@ Dynamic: Pointers & referencing: ~~~~~~~~~~~~~~~~~~~~~~~ -In static languages such as C or C++ (and to some extent Java and C#), +In static languages, such as C or C++ (and to some extent Java and C#), there is a distinction between a variable and a pointer/reference to a variable. The latter allows the object to be modified by other functions by passing a reference to the original one. @@ -114,7 +114,7 @@ by passing a reference to the original one. In C# or Java, everything not a built-in type (int, float, sometimes String) is always a pointer or a reference. References are also garbage-collected automatically, which means they are erased when no -longer used. Dynamically typed languages tend to use this memory model +longer used. Dynamically typed languages tend to use this memory model, too. Some Examples: - C++: @@ -234,7 +234,7 @@ 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 -only on limited form). +only in 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 @@ -292,7 +292,7 @@ easily with dictionaries. Here's a simple battleship game example: missile(Vector2(2, 3)) Dictionaries can also be used as data markup or quick structures. While -GDScript dictionaries resemble python dictionaries, it also supports Lua +GDScript's dictionaries resemble python dictionaries, it also supports Lua style syntax and indexing, which makes it useful for writing initial states and quick structs: @@ -368,7 +368,7 @@ The range() function can take 3 arguments: range(b, n) # Will go from b to n-1 range(b, n, s) # Will go from b to n-1, in steps of s -Some examples: +Some statically typed programming language examples: .. code:: cpp @@ -515,7 +515,7 @@ Yes, we should call it Hulk typing instead. It's possible that the object being hit doesn't have a smash() function. Some dynamically typed languages simply ignore a method call when it -doesn't exist (like Objective C), but GDScript is more strict, so +doesn't exist (like Objective C), but GDScript is stricter, so checking if the function exists is desirable: ::