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-rw-r--r--docs/source/Tutorial.md7
1 files changed, 4 insertions, 3 deletions
diff --git a/docs/source/Tutorial.md b/docs/source/Tutorial.md
index 01d05933..a1eea12c 100644
--- a/docs/source/Tutorial.md
+++ b/docs/source/Tutorial.md
@@ -604,7 +604,7 @@ traversal. This is generally easy to do on any tree structures.
// Create a `vector` representing the inventory of the Orc. Each number
// could correspond to an item that can be claimed after he is slain.
- unsigned char treasure = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
+ unsigned char treasure[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
auto inventory = builder.CreateVector(treasure, 10);
~~~
</div>
@@ -811,7 +811,7 @@ for the `path` field above:
<div class="language-cpp">
~~~{.cpp}
Vec3 points[] = { Vec3(1.0f, 2.0f, 3.0f), Vec3(4.0f, 5.0f, 6.0f) };
- auto path = fbb.CreateVectorOfStructs(points, 2);
+ auto path = builder.CreateVectorOfStructs(points, 2);
~~~
</div>
<div class="language-java">
@@ -1028,13 +1028,14 @@ a bit more flexibility.
// manually.
MonsterBuilder monster_builder(builder);
monster_builder.add_pos(&pos);
+ auto pos = Vec3(1.0f, 2.0f, 3.0f);
monster_builder.add_hp(hp);
monster_builder.add_name(name);
monster_builder.add_inventory(inventory);
monster_builder.add_color(Color_Red);
monster_builder.add_weapons(weapons);
monster_builder.add_equipped_type(Equipment_Weapon);
- monster_builder.add_equpped(axe);
+ monster_builder.add_equpped(axe.Union());
auto orc = monster_builder.Finish();
~~~
</div>