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authorcsukuangfj <5284924+csukuangfj@users.noreply.github.com>2019-03-01 04:39:26 +0800
committerWouter van Oortmerssen <aardappel@gmail.com>2019-02-28 21:39:26 +0100
commit13c9c674fd9f349dbe9001694582ebb1f6eff6fc (patch)
tree54f9aff1313b12a6c6d06b7436d2787519976f68 /docs/source
parent034275c6e23831b3a60adb0d89b842834e3f2e16 (diff)
downloadflatbuffers-13c9c674fd9f349dbe9001694582ebb1f6eff6fc.tar.gz
[doc] fix typos in doc. (#5217)
Diffstat (limited to 'docs/source')
-rw-r--r--docs/source/Tutorial.md14
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;