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author | csukuangfj <5284924+csukuangfj@users.noreply.github.com> | 2019-03-01 04:39:26 +0800 |
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committer | Wouter van Oortmerssen <aardappel@gmail.com> | 2019-02-28 21:39:26 +0100 |
commit | 13c9c674fd9f349dbe9001694582ebb1f6eff6fc (patch) | |
tree | 54f9aff1313b12a6c6d06b7436d2787519976f68 /docs/source | |
parent | 034275c6e23831b3a60adb0d89b842834e3f2e16 (diff) | |
download | flatbuffers-13c9c674fd9f349dbe9001694582ebb1f6eff6fc.tar.gz |
[doc] fix typos in doc. (#5217)
Diffstat (limited to 'docs/source')
-rw-r--r-- | docs/source/Tutorial.md | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/docs/source/Tutorial.md b/docs/source/Tutorial.md index 34cfe5b8..db3efa3d 100644 --- a/docs/source/Tutorial.md +++ b/docs/source/Tutorial.md @@ -767,7 +767,7 @@ our `orc` Monster, lets create some `Weapon`s: a `Sword` and an `Axe`. - // The genearted ObjectBuilder classes offer an easier to use alternative + // The generated ObjectBuilder classes offer an easier to use alternative // at the cost of requiring some additional reference allocations. If memory // usage is critical, or if you'll be working with especially large messages // or tables, you should prefer using the generated Builder classes. @@ -1238,7 +1238,7 @@ for the `path` field above: final vec3Builder = new myGame.Vec3Builder(builder); vec3Builder.finish(4.0, 5.0, 6.0); vec3Builder.finish(1.0, 2.0, 3.0); - final int path = builder.endStructVector(2); // the lenght of the vector + final int path = builder.endStructVector(2); // the length of the vector // Otherwise, using the ObjectBuilder classes: // The dart implementation provides a simple interface for writing vectors @@ -1520,7 +1520,7 @@ can serialize the monster itself: // Create the monster using the `Monster::create` helper function. This // function accepts a `MonsterArgs` struct, which supplies all of the data // needed to build a `Monster`. To supply empty/default fields, just use the - // Rust built-in `Default::default()` function, as demononstrated below. + // Rust built-in `Default::default()` function, as demonstrated below. let orc = Monster::create(&mut builder, &MonsterArgs{ pos: Some(&Vec3::new(1.0f32, 2.0f32, 3.0f32)), mana: 150, @@ -1663,7 +1663,7 @@ Here is a repetition these lines, to help highlight them more clearly: </div> <div class="language-c"> ~~~{.c} - // Add union type and data simultanously. + // Add union type and data simultaneously. ns(Monster_equipped_Weapon_add(B, axe)); ~~~ </div> @@ -1906,7 +1906,7 @@ like so: Now you can write the bytes to a file, send them over the network.. -**Make sure your file mode (or tranfer protocol) is set to BINARY, not text.** +**Make sure your file mode (or transfer protocol) is set to BINARY, not text.** If you transfer a FlatBuffer in text mode, the buffer will be corrupted, which will lead to hard to find problems when you read the buffer. @@ -2207,7 +2207,7 @@ accessors for all non-`deprecated` fields. For example: <div class="language-csharp"> ~~~{.cs} // For C#, unlike most other languages support by FlatBuffers, most values (except for - // vectors and unions) are available as propreties instead of asccessor methods. + // vectors and unions) are available as properties instead of accessor methods. var hp = monster.Hp var mana = monster.Mana var name = monster.Name @@ -2258,7 +2258,7 @@ accessors for all non-`deprecated` fields. For example: <div class="language-dart"> ~~~{.dart} // For Dart, unlike other languages support by FlatBuffers, most values - // are available as propreties instead of asccessor methods. + // are available as properties instead of accessor methods. var hp = monster.hp; var mana = monster.mana; var name = monster.name; |