From b4927261dbaa4e546cf19e86b90a59e12b794f2e Mon Sep 17 00:00:00 2001 From: liquidev Date: Sat, 30 Nov 2024 20:11:05 +0100 Subject: [PATCH] fix commas before closing parentheses --- content/README.md | 2 +- content/programming/blog/haku.tree | 2 +- content/programming/languages/javascript.tree | 2 +- content/programming/technologies/unreal-engine/blueprint.tree | 4 ++-- 4 files changed, 5 insertions(+), 5 deletions(-) diff --git a/content/README.md b/content/README.md index 57d6a2b..07cdff4 100644 --- a/content/README.md +++ b/content/README.md @@ -12,7 +12,7 @@ inside of itself. TOML metadata is defined by `Attributes` from the `treehouse` crate. Djot on the other hand has support for generic attributes. -Keys are not documented (read the generator if you want to know about them,) but generally `:`-prefixed keys are +Keys are not documented (read the generator if you want to know about them), but generally `:`-prefixed keys are reserved for the treehouse's own purposes. You probably don't want to read the content if you're not me. diff --git a/content/programming/blog/haku.tree b/content/programming/blog/haku.tree index 9c24613..03ab55e 100644 --- a/content/programming/blog/haku.tree +++ b/content/programming/blog/haku.tree @@ -509,7 +509,7 @@ scripts = ["treehouse/vendor/codejar.js", "treehouse/components/literate-program % id = "01J3K8A0D14VZTKBPJTG3BGD0M" - there's also a performance boost from implementing it this way: _lazy_ parsing, as I like to call it, allows us to defer most of the parsing work until it's actually needed. - if the token never ends up being needed (e.g. due to a syntax error,) we don't end up doing extra work eagerly! + if the token never ends up being needed (e.g. due to a syntax error), we don't end up doing extra work eagerly! % id = "01J3K8A0D1GYZ9Y9MK6K24JME7" - if that doesn't convince you, consider that now all your tokens are the exact same data structure, and you can pack them neatly into a flat array. diff --git a/content/programming/languages/javascript.tree b/content/programming/languages/javascript.tree index 367a8be..f089a65 100644 --- a/content/programming/languages/javascript.tree +++ b/content/programming/languages/javascript.tree @@ -52,7 +52,7 @@ you already have it on your computer. - JavaScript being available on everyone's computers makes it a super-accessible programming language to learn: all you have to do is open your web browser and go to the console in its Developer Tools. % id = "01J2931RRH51K35C80Z2NHSVRW" - - moreso, if you are building a website and would like to embed a language interpreter (like me,) _you already have JavaScript for that._ + - moreso, if you are building a website and would like to embed a language interpreter (like me), _you already have JavaScript for that._ % id = "01J2931RRH65HHY6BQ7N0P9MX9" - yes, you could in theory embed [Lua][page:programming/languages/lua], but for most cases JavaScript is Already There and there is nothing wrong with it. diff --git a/content/programming/technologies/unreal-engine/blueprint.tree b/content/programming/technologies/unreal-engine/blueprint.tree index 3bdaaae..67e6bf9 100644 --- a/content/programming/technologies/unreal-engine/blueprint.tree +++ b/content/programming/technologies/unreal-engine/blueprint.tree @@ -58,7 +58,7 @@ + perhaps a bug I could fix one day? % id = "01H987QXFEYSE260S996BE84DV" - - from [Oskar Kogut](https://github.com/kretoskar): if you change a `BlueprintCallable` function to `const` (or otherwise make it pure,) the editor will automatically correct the `Exec` pin flow for you + - from [Oskar Kogut](https://github.com/kretoskar): if you change a `BlueprintCallable` function to `const` (or otherwise make it pure), the editor will automatically correct the `Exec` pin flow for you % id = "01H8Y0CKD1C5TJXXD40B99WQ3C" + the design of Blueprint the Language is pretty dated - it is still an imperative language and has a concept similar to statements (`Exec` pins), which breaks the entire idea of pure data @@ -77,7 +77,7 @@ flow and introduces control flow into the mix + and `Select` is used to choose a value based on another value, kind of like a ternary in C++ % id = "01H8Y0CKD156C0ZAXK7JS9W81D" - - however it is quite annoying because you can only switch on enums (and other stuff that has a finite set of values,) whereas with `Branch` you can use any `Bool` condition you want + - however it is quite annoying because you can only switch on enums (and other stuff that has a finite set of values), whereas with `Branch` you can use any `Bool` condition you want % id = "01H8Y0CKD1YP7Q3HVJJZNJAJKG" + this would be fine if not for the existence of Gameplay Tags, which precisely _do not_ have a finite set of values