diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index f7a3be48cfe..42844794b01 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -157,7 +157,7 @@ Connects a [code]signal[/code] to a [code]callable[/code]. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the [Callable]'s method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants. [b]Note:[/b] This method is the legacy implementation for connecting signals. The recommended modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below. - A signal can only be connected once to a [Callable]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. + A signal can only be connected once to a [Callable]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. If the callable's target is destroyed in the game's lifecycle, the connection will be lost. [b]Examples with recommended syntax:[/b] Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach for both GDScript and C#. @@ -245,7 +245,7 @@ } [/csharp] [/codeblocks] - While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), option 3 offers the best validation: it will throw a compile-time error if either the [code]button_down[/code] signal or the [code]_on_button_down[/code] callable are undefined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will throw a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method. + While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), option 3 offers the best validation: it will print a compile-time error if either the [code]button_down[/code] signal or the [code]_on_button_down[/code] callable are undefined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method. [b]Parameter bindings and passing:[/b] For legacy or language-specific reasons, there are also several ways to bind parameters to signals. One can pass a [code]binds[/code] [Array] to [method Object.connect] or [method Signal.connect], or use the recommended [method Callable.bind] method to create a new callable from an existing one, with the given parameter binds. One can also pass additional parameters when emitting the signal with [method emit_signal]. The examples below show the relationship between those two types of parameters. @@ -297,7 +297,7 @@ Disconnects a [code]signal[/code] from a given [code]callable[/code]. - If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists. + If you try to disconnect a connection that does not exist, the method will print an error. Use [method is_connected] to ensure that the connection exists. diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index 3b8e4815197..bcaf38fd06f 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -69,7 +69,7 @@ [/codeblocks] The debugger calls the callable to get the value of custom monitor. The callable must return a number. Callables are called with arguments supplied in argument array. - [b]Note:[/b] It throws an error if given id is already present. + [b]Note:[/b] It prints an error if given id is already present. @@ -77,7 +77,7 @@ Returns the value of custom monitor with given id. The callable is called to get the value of custom monitor. - [b]Note:[/b] It throws an error if the given id is absent. + [b]Note:[/b] It prints an error if the given id is absent. @@ -119,7 +119,7 @@ Removes the custom monitor with given id. - [b]Note:[/b] It throws an error if the given id is already absent. + [b]Note:[/b] It prints an error if the given id is already absent.