Skip to content

Commit

Permalink
Merge pull request #41 from FlashBlaze/master
Browse files Browse the repository at this point in the history
Fixed some grammatical errors
  • Loading branch information
JacquesLucke committed Aug 3, 2018
2 parents b9cf382 + 69009a3 commit 3ddc1a1
Show file tree
Hide file tree
Showing 2 changed files with 5 additions and 5 deletions.
6 changes: 3 additions & 3 deletions docs/user_guide/getting_started/data.rst
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ The output of the *Combine Vector* and *Object Input* nodes are 3D Vector and Ob
Implicit Conversion
===================

Some data types can be *implicitly* converted to other data types, the conversion happens at the socket level. Thus, it is noted that some sockets accepts more than one data type. For instance, it is possible to connect Integers, Floats and Booleans together because all of which are numbers and can be implicitly converted to each other.
Some data types can be *implicitly* converted to other data types, the conversion happens at the socket level. Thus, it is noted that some sockets accept more than one data type. For instance, it is possible to connect Integers, Floats and Booleans together because all of which are numbers and can be implicitly converted to each other.

.. note::
A boolean when converted to a number is ``1`` if ``True`` and ``0`` if ``False``. Moreover, a number when converted to boolean is ``True`` if it is non zero and ``False`` if zero. Floats are floored when converted into integers, so ``1.5`` becomes ``1`` and ``2.7`` becomes ``2``.
Expand Down Expand Up @@ -47,9 +47,9 @@ A vectorized node has vectorized sockets, such sockets change from list types to
Data Copying
============

Users of Animation nodes don't have to worry about data copying as Animation Nodes automatically copy data if needed, however, sometimes, control over whether data should be copied is given to the user, such control is only needed for advanced uses of subprograms and data editing nodes. The options to control data copying is provided in the *Advanced Node Settings* of the nodes that supports it.
Users of Animation Nodes don't have to worry about data copying as Animation Nodes automatically copy data if needed, however, sometimes, control over whether data should be copied is given to the user, such control is only needed for advanced uses of subprograms and data editing nodes. The options to control data copying is provided in the *Advanced Node Settings* of the nodes that supports it.

To have a better understanding of data copying and a possible situation where control over it might be needed, consider the following example (*The following example is rather advanced and require good knowledge of loops, you may skip it if you are just getting started*).
To have a better understanding of data copying and a possible situation where control over it might be needed, consider the following example (*The following example is rather advanced and requires good knowledge of loops. You may skip it if you are just getting started*).

A loop is constructed such that it appends a float to an initially empty float list parameter provided a condition is satisfied at each iteration. The conditional appending is achieved by conditionally reassigning the float list parameter to the list after appending. *Notice that using a conditional generator may not be an option because access to the generated list at each iteration might be needed.* Now, consider the situation where we only reassign if the index is larger than 2, if the number of iterations is 5, we should expect the float list to contain two floats, but upon viewing it, we see it actually contains five elements realizing that the conditional reassigning is rendered ineffective. Why is that?

Expand Down
4 changes: 2 additions & 2 deletions docs/user_guide/getting_started/execution.rst
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ Always

**Always** option is enabled by default and it does what we stated before, that is, execute the nodetree as much as possible. This option should not be used unless absolutely needed. A possible uses for it is as follows:

- A lot of variables that Animation Nodes uses in the scene are changing regularly and constantly, for instance, if the nodetree rely on the locations of tenths of objects that are constantly moving. Had they just been couple of object, then it would be better to use *triggers* (Triggers will be presented later on).
- A lot of variables that Animation Nodes uses in the scene are changing regularly and constantly, for instance, if the nodetree relies on the locations of tenths of objects that are constantly moving. Had they just been couple of object, then it would be better to use *triggers* (Triggers will be presented later on).
- When running a time based discretized simulations that need to be computed as fast as possible.

.. image:: gifs/always.gif
Expand Down Expand Up @@ -84,7 +84,7 @@ The *Parse Number Node* can't parse the letter ``a``, it can only parse numbers,
Fatal Errors
------------

Fatal errors stops the execution of the whole nodetree and have to be solved. Such errors occur when you try to do something that the developer didn't consider. Sometimes fatal errors persists even if you resolve them, in that case, pressing the *Retry* button in the *Execution* panel should get everything back to normal. Other times, fatal errors will persists even if *Retry* is pressed, this is a known bug, the only way to get the nodetree back to normal is to relaod the file. Note that a fatal error could be a bug and should be reported. An example for such error can be seen in the expression node:
Fatal errors stop the execution of the whole nodetree and have to be solved. Such errors occur when you try to do something that the developer didn't consider. Sometimes fatal errors persists even if you resolve them, in that case, pressing the *Retry* button in the *Execution* panel should get everything back to normal. Other times, fatal errors will persists even if *Retry* is pressed, this is a known bug, the only way to get the nodetree back to normal is to relaod the file. Note that a fatal error could be a bug and should be reported. An example for such error can be seen in the expression node:

.. image:: images/fatal_error.png

Expand Down

0 comments on commit 3ddc1a1

Please sign in to comment.