Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Minor corrections and adjustments #923

Open
wants to merge 6 commits into
base: main
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -27,22 +27,22 @@ To enable Automatic Text Capture:
<img src="../../assets/localization/Portal-Enable-ATC.png"
width="800" alt="The Localization Settings section highlighting the toggle for Capture text from Experience UI while users play."/>

ATC adds text strings to the localization table within 1-2 minutes of encountering the text in the experience. If you do not want ATC to collect a certain text string, such as a name or unique text entry, disable the `Class.GuiBase2d.AutoLocalize|AutoLocalize` property of the text object.
ATC adds text strings to the localization table within 12 minutes of encountering the text in the experience. If you do not want ATC to collect a certain text string, such as a name or unique text entry, disable the `Class.GuiBase2d.AutoLocalize|AutoLocalize` property of the text object.

<Alert severity="info">
ATC can not capture some experience objects. These objects may require special handling with <a href="./localizing-with-scripting.md">localization scripts</a>. The current exemptions are:
<ul>
<li>The default Roblox leaderboards and chat </li>
<li>Items or tools owned by a player </li>
<li>The default Roblox leaderboards and chat</li>
<li>Items or tools owned by a player</li>
<li>Images with embedded text</li>
<li>Badge names and descriptions pulled from the platform</li>
<li>Game Pass names and descriptions pulled from the platform.</li>
<li>Game Pass names and descriptions pulled from the platform</li>
</ul>
</Alert>

### Text Capture in Studio

There may be situations in which you need to immediately capture strings to your translation table. In these cases, you can use the text capture tool in Studio to capture strings while playtesting. These strings will be added to the localization table within 1-2 minutes of encountering them.
There may be situations in which you need to immediately capture strings to your translation table. In these cases, you can use the text capture tool in Studio to capture strings while playtesting. These strings will be added to the localization table within 12 minutes of encountering them.

To enable text capture in Studio:

Expand Down Expand Up @@ -92,7 +92,7 @@ You can track your automatic translation quota usage on your experience's locali
<img src="../../assets/localization/Automatic-Translation-Quotas.png"
width="800" alt="The Localization Languages section depicting the Automatic Translation Quotas at the top of the page, including the date of the monthly quota renewal." />

Quotas are calculated on a **per-character** and **per-language basis**. For example, translating the source string "hello" into all 15 automatic translation-supported languages will count as 5 x 15 = 75 characters towards your quota.
Quotas are calculated on a **per-character** and **per-language basis**. For example, translating the source string "hello" into all 15 automatic translation-supported languages will count as 5 × 15 = 75 characters towards your quota.

### Automatic Translation Updates

Expand Down Expand Up @@ -150,6 +150,9 @@ Roblox supports automatic translation between the languages listed below. Curren
<tr>
<td>Korean</td>
</tr>
<tr>
<td>Polish</td>
</tr>
<tr>
<td>Portuguese</td>
</tr>
Expand All @@ -165,9 +168,6 @@ Roblox supports automatic translation between the languages listed below. Curren
<tr>
<td>Turkish</td>
</tr>
<tr>
<td>Polish</td>
</tr>
<tr>
<td>Vietnamese</td>
</tr>
Expand Down

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Only the following fields are editable: summary, description, deprecation_message. Other fields are automatically overwritten if edited. Please undo changes to the following fields:

  • methods.4.parameters.1.default

⛔️ This change is a requirement. Please fix it before merging.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

@IgnisRBX Can I request an override on this? As the summary suggests, the default value appears to be 32 page items.

Original file line number Diff line number Diff line change
Expand Up @@ -188,7 +188,7 @@ methods:
given prefix.
- name: pageSize
type: int
default: 0
default: 32
summary: |
**(Optional)** Number of items to be returned in each page. By default
is 32.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -41,8 +41,8 @@ methods:
**minValue**/**maxValue** are optional parameters which filter the
results.

See [Data Stores](../../../cloud-services/data-stores) for request limits
and descriptions of the error codes.
See [Data Stores](../../../cloud-services/data-stores/index.md) for
request limits and descriptions of the error codes.
code_samples:
parameters:
- name: ascending
Expand Down
4 changes: 2 additions & 2 deletions content/en-us/reference/engine/classes/Terrain.yaml
Original file line number Diff line number Diff line change
Expand Up @@ -475,7 +475,7 @@ methods:
type: CFrame
default:
summary: |
The cframe (position and orientation) of the terrain block.
The position and orientation of the terrain block.
- name: size
type: Vector3
default:
Expand Down Expand Up @@ -513,7 +513,7 @@ methods:
type: CFrame
default:
summary: |
The CFrame (position and orientation) of the terrain cylinder.
The position and orientation of the terrain cylinder.
- name: height
type: float
default:
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ next: /tutorials/fundamentals/coding-5/pairs-and-ipairs
prev: /tutorials/fundamentals/coding-5/making-changes-to-arrays
---

Dictionaries are tables that associate names or "\*keys\*\*" with a value instead of an index.
Dictionaries are tables that associate names or **keys** with a value instead of an index.

Example:

Expand All @@ -16,11 +16,11 @@ local pet = {
}
```

Use dictionaries when you need to label values, not just list them in order as an array does —practice using dictionaries in this tutorial by manipulating values associated with a player.
Use dictionaries when you need to label values, not just list them in order as an array does. Practice using dictionaries in this tutorial by manipulating values associated with a player.

## Dictionary Syntax

Like arrays, dictionaries are assigned to a variable with curly brackets`{}`. **Key value pairs** are stored on separate lines followed by a comma. Keys and values can be any data type, including strings, numbers, and variable names.
Like arrays, dictionaries are assigned to a variable with curly brackets `{}`. **Key-value pairs** are stored on separate lines followed by a comma. Keys and values can be any data type, including strings, numbers, and variable names.

```lua
local playerNames = {
Expand Down Expand Up @@ -87,8 +87,7 @@ One everyday use of dictionaries is organizing player or character information.
### Using Dictionary Values

There are two ways to access dictionary values:
`tableName["keyName"]` -- Note the quotations
`tableName.keyName`
`tableName["keyName"]` — note the quotations — and `tableName.keyName`.

```lua
local enemy = {
Expand All @@ -100,7 +99,7 @@ print("The villain " .. enemy["Name"] .. " approaches!")
print("The villain " .. enemy.Name .. " approaches!")
```

Which style to use usually depends on the purpose of the table. For tables holding a collection of values like a list of players in a server, coders will usually use tableName["keyName"]. For a dictionary used to describe an object, coders are more likely to use tableName.keyName.
Which style to use usually depends on the purpose of the table. For tables holding a collection of values like a list of players in a server, coders will usually use `tableName["keyName"]`. For a dictionary used to describe an object, coders are more likely to use `tableName.keyName`.

## Changing a Dictionary Value

Expand Down Expand Up @@ -158,7 +157,7 @@ Dictionaries can interact with pre-existing variables declared in other parts of
end
```

4. Insert name into the `playerPoints` dictionary as a key, and set the value, the player's points, to 0.
4. Insert `name` into the `playerPoints` dictionary as a key, and set the value, the player's points, to 0.

```lua
local function setPoints(newPlayer)
Expand All @@ -169,10 +168,10 @@ Dictionaries can interact with pre-existing variables declared in other parts of
```

<Alert severity="warning">
Since `name` was created as a variable, it can be accessed with the actual variable name. If `name` had been simply a key name, it would need to be accessed the same as other strings, playerPoints["name"]
Since `name` was created as a variable, it can be accessed with the actual variable name. If `name` were a key name, it would need to be accessed the same as other strings: `playerPoints["name"]`.
</Alert>

5. Use `name` to print the name of the player and playerPoints[name] to print the value of the key matching the variable.
5. Use `name` to print the name of the player and `playerPoints[name]` to print the value of the key matching the variable.

```lua
local function setPoints(newPlayer)
Expand All @@ -183,7 +182,7 @@ Dictionaries can interact with pre-existing variables declared in other parts of
end
```

6. Run the project and look into the output editor.
6. Run the project and observe the output.

```lua title="Finished script"
local Players = game:GetService("Players")
Expand All @@ -208,7 +207,7 @@ Below are some challenges that apply to using dictionaries in different ways. Se

- Create a trap part that does damage over time to a player. Once a player touches the trap, damage them, wait, then allow them to be damaged again.
- Create a function that checks which of two players has the most points by accessing a dictionary.
- Create a cipher, a system of swapping one word for another to create a "secret" code, for example, how the letter "A" can be swapped with "G", or how the word apple can be swapped for the word orange.
- Create a cipher, a system of swapping one string for another to create a "secret" code. For example, the letter "A" can be swapped with "G," or the word "apple" can be swapped with "orange."

## Dictionaries and pairs()

Expand Down Expand Up @@ -257,7 +256,7 @@ Dictionaries are tables that use key-value pairs instead of indexed values. Dict

All keys within a dictionary should use the same data type, but the values can mix data types without issue.

The style of how a dictionary is accessed can convey the purpose of a dictionary. A dictionary of enemy properties will likely be accessed with the dot operator, while a list of names will likely use tableName[keyName].
The way in which a dictionary is accessed can convey its purpose. A dictionary of enemy properties will likely be accessed with the dot operator, while a list of names will likely use `tableName[keyName]`.

When using brackets, be careful; key names created within the table must be treated as strings: `tableName["keyName"]`. However, when referencing objects like parts, the quotations are not needed: `tableName[keyName]`.

Expand Down
Loading