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

This commit is contained in:
mhilbrunner
2018-05-06 05:23:37 +02:00
parent c9be19229a
commit ec725ff8a0
88 changed files with 338 additions and 375 deletions

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@@ -41,12 +41,12 @@ Memory model
PC is a wonderful architecture. Computers often have gigabytes of RAM,
terabytes of storage and gigahertz of CPU, and when an application needs
more resources the OS will just swap out the inactive ones. Other
more resources the OS will swap out the inactive ones. Other
architectures (like mobile or consoles) are in general more limited.
The most common memory model is the heap, where an application will
request a region of memory, and the underlying OS will try to fit it
somewhere and return it. This often works best and is very flexible,
somewhere and return it. This often works best and is flexible,
but over time and with abuse, this can lead to segmentation.
Segmentation slowly creates holes that are too small for most common
@@ -59,7 +59,7 @@ However, in many studies and tests, it is shown that given enough
memory, if the maximum allocation size is below a given threshold in
proportion to the maximum heap size and proportion of memory intended to
be unused, segmentation will not be a problem over time as it will
remain constant. In other words, just leave 10-20% of your memory free
remain constant. In other words, leave 10-20% of your memory free
and perform all small allocations and you are fine.
Godot ensures that all objects that can be allocated dynamically are
@@ -103,14 +103,14 @@ which are equivalent to new, delete, new[] and delete[].
memnew/memdelete also use a little C++ magic and notify Objects right
after they are created, and right before they are deleted.
For dynamic memory, the DVector<> template is provided. Just use it
like:
For dynamic memory, the DVector<> template is provided. Use it
like this:
.. code:: cpp
DVector<int>
DVector is just a standard vector class, it can be accessed using the []
DVector is a standard vector class, it can be accessed using the []
operator, but that's probably slow for large amount of accesses (as it
has to lock internally). A few helpers exist for this:
@@ -145,7 +145,7 @@ Godot provides also a set of common containers:
- Set
- Map
They are very simple and aim to be as minimal as possible, as templates
They are simple and aim to be as minimal as possible, as templates
in C++ are often inlined and make the binary size much fatter, both in
debug symbols and code. List, Set and Map can be iterated using
pointers, like this:
@@ -189,7 +189,7 @@ StringName
StringNames are like a String, but they are unique. Creating a
StringName from a string results in a unique internal pointer for all
equal strings. StringNames are really useful for using strings as
equal strings. StringNames are useful for using strings as
identifier, as comparing them is basically comparing a pointer.
Creation of a StringName (especially a new one) is slow, but comparison
@@ -204,7 +204,7 @@ Math types
----------
There are several linear math types available in the core/math
directory, they are basically just that.
directory.
References:
~~~~~~~~~~~

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@@ -202,7 +202,7 @@ SDK library
So, finally it's time to add the SDK library. The library can come in
two flavors, a JAR file or an Android project for ant. JAR is the
easiest to integrate, just put it in the module directory and add it:
easiest to integrate, put it in the module directory and add it:
.. code:: python
@@ -263,7 +263,7 @@ This will cause your module to be included, the .jar will be copied to
the java folder, the .java will be copied to the sources folder, etc.
Each time you modify the .java, scons must be called.
Afterwards, just continue the steps for compiling android :ref:`doc_compiling_for_android`.
Afterwards, continue the steps for compiling android :ref:`doc_compiling_for_android`.
Using the module
~~~~~~~~~~~~~~~~
@@ -285,7 +285,7 @@ More than one singleton module can be enabled by separating with commas:
modules="org/godotengine/godot/MySingleton,corg/godotengine/godot/MyOtherSingleton"
Then just request the singleton Java object from Globals like this:
Then request the singleton Java object from Globals like this:
::

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@@ -157,7 +157,7 @@ this module:
# SCsub
Import('env')
env.add_source_files(env.modules_sources,"*.cpp") # just add all cpp files to the build
env.add_source_files(env.modules_sources,"*.cpp") # Add all cpp files to the build
With multiple sources, you can also add each file individually to a Python
string list:
@@ -227,8 +227,7 @@ your module will be included.
Using the module
----------------
Using your newly created module is very easy, from any script you can
now do:
You can now use your newly created moedule from any script:
::
@@ -406,15 +405,14 @@ one of the ``ClassName.xml`` files and recompile the engine from now on.
Summing up
----------
As you see, it's really easy to develop Godot in C++. Just write your
stuff normally and remember to:
Remember to:
- use ``GDCLASS`` macro for inheritance, so Godot can wrap it
- use ``_bind_methods`` to bind your functions to scripting, and to
allow them to work as callbacks for signals.
But this is not all, depending what you do, you will be greeted with
some surprises.
some (hopefully positive) surprises.
- If you inherit from :ref:`class_Node` (or any derived node type, such as
Sprite), your new class will appear in the editor, in the inheritance

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@@ -204,7 +204,7 @@ example:
If cast fails, NULL is returned. This system uses RTTI, but it also
works fine (although a bit slower) when RTTI is disabled. This is useful
on platforms where a very small binary size is ideal, such as HTML5 or
on platforms where a small binary size is ideal, such as HTML5 or
consoles (with low memory footprint).
Signals