Change all usages of "run-time" to "runtime"

This commit is contained in:
tetrapod00
2024-11-06 19:49:08 -08:00
parent a178d0c6c7
commit 5994348764
32 changed files with 57 additions and 57 deletions

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@@ -8,7 +8,7 @@ Introduction
**GDExtension** is a Godot-specific technology that lets the engine interact with
native `shared libraries <https://en.wikipedia.org/wiki/Library_(computing)#Shared_libraries>`__
at run-time. You can use it to run native code without compiling it with the engine.
at runtime. You can use it to run native code without compiling it with the engine.
.. note:: GDExtension is *not* a scripting language and has no relation to
:ref:`GDScript <doc_gdscript>`.
@@ -50,7 +50,7 @@ Also:
languages.
- You can use the same compiled GDExtension library in the editor and exported
project. With C++ modules, you have to recompile all the export templates you
plan to use if you require its functionality at run-time.
plan to use if you require its functionality at runtime.
- GDExtension only requires you to compile your library, not the whole engine.
That's unlike C++ modules, which are statically compiled into the engine.
Every time you change a module, you need to recompile the engine. Even with

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@@ -38,7 +38,7 @@ While the main disadvantages are:
statically typed languages only appear while running the code
(because expression parsing is more strict).
- Less flexibility for code-completion (some variable types are only
known at run-time).
known at runtime).
This, translated to reality, means that Godot used with GDScript is a combination
designed to create games quickly and efficiently. For games that are very