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Fixed typo in Java/C# tutorial.
Change-Id: I956b27f37b11988e67d0403a596c0569eacbfc2a
This commit is contained in:
@@ -662,7 +662,7 @@ our `orc` Monster, lets create some `Weapon`s: a `Sword` and an `Axe`.
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</div>
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</div>
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<div class="language-dart">
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<div class="language-dart">
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~~~{.dart}
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~~~{.dart}
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// The generated Builder classes work much like in other languages,
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// The generated Builder classes work much like in other languages,
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final int weaponOneName = builder.writeString("Sword");
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final int weaponOneName = builder.writeString("Sword");
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final int weaponOneDamage = 3;
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final int weaponOneDamage = 3;
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@@ -841,7 +841,7 @@ traversal. This is generally easy to do on any tree structures.
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// could correspond to an item that can be claimed after he is slain.
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// could correspond to an item that can be claimed after he is slain.
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final List<int> treasure = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9];
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final List<int> treasure = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9];
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final inventory = builder.writeListUint8(treasure);
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final inventory = builder.writeListUint8(treasure);
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// The following code should be used instead if you intend to use the
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// The following code should be used instead if you intend to use the
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// ObjectBuilder classes:
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// ObjectBuilder classes:
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// Serialize a name for our monster, called "Orc".
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// Serialize a name for our monster, called "Orc".
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@@ -1071,7 +1071,7 @@ can serialize the monster itself:
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~~~{.cpp}
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~~~{.cpp}
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// Create the position struct
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// Create the position struct
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auto position = Vec3(1.0f, 2.0f, 3.0f);
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auto position = Vec3(1.0f, 2.0f, 3.0f);
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// Set his hit points to 300 and his mana to 150.
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// Set his hit points to 300 and his mana to 150.
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int hp = 300;
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int hp = 300;
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int mana = 150;
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int mana = 150;
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@@ -1246,7 +1246,7 @@ can serialize the monster itself:
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// all of them.
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// all of them.
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// Also note that it is not necessary to `finish` the builder helpers above
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// Also note that it is not necessary to `finish` the builder helpers above
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// - the generated code will automatically reuse offsets if the same object
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// - the generated code will automatically reuse offsets if the same object
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// is used in more than one place (e.g. the axe appearing in `weapons` and
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// is used in more than one place (e.g. the axe appearing in `weapons` and
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// `equipped`).
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// `equipped`).
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final myGame.MonsterBuilder orcBuilder = new myGame.MonsterBuilder(
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final myGame.MonsterBuilder orcBuilder = new myGame.MonsterBuilder(
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name: name,
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name: name,
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@@ -1501,7 +1501,7 @@ like so:
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// The number of bytes is buf.remaining().
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// The number of bytes is buf.remaining().
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// Alternatively this copies the above data out of the ByteBuffer for you:
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// Alternatively this copies the above data out of the ByteBuffer for you:
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bytes[] buf = builder.sizedByteArray();
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byte[] buf = builder.sizedByteArray();
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~~~
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~~~
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</div>
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</div>
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<div class="language-csharp">
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<div class="language-csharp">
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@@ -1513,7 +1513,7 @@ like so:
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// buf.Length - buf.Position.
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// buf.Length - buf.Position.
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// Alternatively this copies the above data out of the ByteBuffer for you:
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// Alternatively this copies the above data out of the ByteBuffer for you:
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bytes[] buf = builder.SizedByteArray();
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byte[] buf = builder.SizedByteArray();
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~~~
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~~~
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</div>
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</div>
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<div class="language-go">
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<div class="language-go">
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