https://developer.roblox.com/en-us/api-reference/function/HttpService/GenerateGUID
It says it uses GenerateGUI method, it should be GenerateGUID.
https://developer.roblox.com/en-us/api-reference/function/HttpService/GenerateGUID
Under the second code blog:
local evenNums = Set.new({2, 4, 6, 8, 10})
local oddNums = Set.new()
for i = 1, 10 do
if not evenNums:contains(x) then
oddNums.add(x)
end
end
print(evenNums)
print(oddNums)
in the evenNums:contains(x)
. “x” should be changed to i. The same goes for oddNums.add(x)
.
On the PlayerRemoving API Reference, it has a grammatical mistake I believe, it says Before a player is leaves the game. It should be Before the player leaves the game.
https://developer.roblox.com/en-us/api-reference/event/Players/PlayerRemoving
In studio, the arguments of string.sub are all strings. This should be string, int, int.
There is an error in Marketplace.ProcessReceipt API example here:
The pcall condition looks for condition:
if not success or not result then
This is an error because one of the conditions would always evaluate to true (not success and not error).
It should state:
if not success or result then
Here is the full line in the API example:
– Call the handler function and catch any errors
local success, result = pcall(handler, receiptInfo, player)
if not success or not result then
warn("Error occurred while processing a product purchase")
print("\nProductId:", receiptInfo.ProductId)
print("\nPlayer:", player)
return Enum.ProductPurchaseDecision.NotProcessedYet
end
Am I reading this correctly?
I was not able to post to the Website bug reporting topic.
No, if an error occurs, the result should be nil.
What do you mean Result is nil if an error occurs?? You mean, on Success, Result is nil. In a pcall, the second variable (Result) catches the errors and then returns the error message.
The example evaluates:
if not success (FAILED) or not result (PASSED) then
…
It will always PASS or FAIL, so in the API example, it will ALWAYS return the ERROR/FAILED message. So the correct statement should be:
if not success or result then
No, I mean, on Success, Result will be true. if error occur, Result will be nil
Yes, you are correct. I was coming here to point out the same. I wasn’t paying attention to the actual function it was calling.
Thanks.
Here are some broken links and spelling mistakes.
TextService:GetTextSize()
Broken Link
At The ModuleScript Page, the code says:
-- Tables are store multiple values in one variable
local my_functions = {}
-- Add a few functions to the table
function my_functions.foo()
print("Foo!")
end
function functions.bar()
print("Bar!")
end
-- ModuleScripts must return exactly one value
return my_functions
If you look a bit closer, at
function functions.bar()
print("Bar!")
end
It SHOULD be
function my_functions.bar()
print("Bar!")
end
They simply forgot the my_
part. Not the biggest bug, but definitely a bug.
FilterStringAsync is misspelled as “FilterStringAsyc” here.
Don’t wanna sound like a broken record either but as @Affenity said, in TextService’s look-alike function for filtering strings, it still hasn’t been changed from Instance to TextFilterContext. Just in case if you guys overlooked it since it was posted such a long time ago. Sorry if this doesn’t belong here, it says incorrect documentation doesn’t belong here, while it’s not technically incorrect, it’s just undesired for learning how to use this for the first time.
https://developer.roblox.com/en-us/api-reference/property/Fire/Size
PointLight/Brightness
should instead go to Light/Brightness.
When the user presses I and O the camera zooms in and out. When the presses down and moves their left mouse button…
Should be changed to
When the user presses I and O, the camera zooms in and out. When the user presses down and moves their left mouse button…
Just add a comma for flow and the word “user”.
A markdown formatting error on the Player:IsInGroup page:
https://developer.roblox.com/en-us/api-reference/function/Player/IsInGroup
Interesting how this went unnoticed.
https://developer.roblox.com/en-us/api-reference/function/MarketplaceService/PlayerOwnsAsset
GlobalDataStore
to save when a player has bought a developer product instead.
In the Humanoid.Jump, and Humanoid.Sit documentation, there are some broken images that aren’t viewable and not showing what these functions do for the Humanoid:
Humanoid.Jump:
Humanoid.Sit:
Should have updated image of what they were in the past.
In the article on a Vehicles Kit, all the links are broken and all the vehicles are unhelpfully named “VEHICLE_NAME.”
That was, quite literally, the purpose of my reply.