In “An adornee what it shows up on”, there should be an “is” between “what” and “it”. I think there should also be an s at the end of “require”, the second word in the sentence, though maybe the correct fix would be to make SelectionBox plural. I think there should also be a comma after “objects” in the first sentence.
Currently, it says that the rotations are applied in Y, X, Z order. It should instead say that rotations are applied in Z, X, Y order because CFrames multiply from the right.
The function table.getn() shouldn’t be in the documentation if it’s deprecated (at least add a comment that it’s not working). Btw, why on earth is it deprecated? What’s more common than getting the length of a table??
Deprecated stuff absolutely must be documented, as programmers updating old content would need to know how old stuff worked in order to maintain feature parity.
I cannot seem to confirm that table.getn is broken - if this is the case, the Engine Bugs
topic is where to post about that. If it’s the documentation which is wrong, create a new thread in this topic to describe the issue, since this thread is for small typos, not factual errors.
Finally, table.getn deprecated in favor of the unary # operator, e.g. #{4,3,2,1} would produce 4. Functionally, they are identical. In the old version of Lua which Roblox’s Luau is based off, you used to have more control over the array portion of tables’ memory, i.e. there used to be a table.setn. Source: Programming in Lua 19.1
While the # is a good solution, it doesn’t work for more complicated situations like dictionaries. Look at the post I’m linking here; it’s a year old, talking about how the table.getn() doesn’t work. So until they fix it, I would hope for an Astrix about deprecation so that other developers won’t waste time on this issue.
This line is confusing as it makes it seem as if the method is a member of the Players service, which it isn’t. Even though the code doesn’t directly error because it depends on what the Players variable would be, it surely doesn’t help newcomers who look at the code as they might think it’s the Players service.
in bezier curves, lerping/lerp might be difficult to understand for newbies, even i thought ‘lerping’ was a typo and it should be changed to ‘looping’, but lerp was ‘linear interpolation’
Problem: table.move is poorly described in the api. It makes it sound as it it’s moving data from one table to another. Instead, it is creating a copy of the data onto the second table (as far as I can tell). This caused some memory leak issues from me poorly understanding that it’s not cleaning up its tracks.
Example code:
local T1,T2 = {5,7,3,6},{9,9}
table.move(T2,1,#T2,#T1+1,T1)
print(T1,T2) -- T2 still contains all the data
Proposed edit to API:
Instead of "Moves elements from table a1 to table a2"
It could be worded as: "Copies elements from table a1 to table a2", to make it more obvious that the data is still retained in a1 as well.
The highlighted parts have the wrong capitalization. It should be:
local DataStoreService = game:GetService("DataStoreService")
local experienceStore = DataStoreService:GetDataStore("PlayerExperience")
local setOptions = Instance.new("DataStoreSetOptions")
setOptions:SetMetadata({["ExperienceElement"] = "Fire"})
local success, errorMessage = pcall(function()
experienceStore:SetAsync("User_1234", 50, {1234}, setOptions)
end)
if not success then
print(errorMessage)
end