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Fix `Api` capitalization in API class names

core_refactor
Anton Tarasenko 2 years ago
parent
commit
1e1b3b3739
  1. 2
      sources/BaseRealm/API/Math/MathAPI.uc
  2. 12
      sources/BaseRealm/API/Memory/MemoryAPI.uc

2
sources/BaseRealm/API/Math/MathAPI.uc

@ -18,7 +18,7 @@
* *
* You should have received a copy of the GNU General Public License * You should have received a copy of the GNU General Public License
*/ */
class MathAPI extends AcediaObject; class MathApi extends AcediaObject;
//! API for basic math methods and [`BigInt`] creation. //! API for basic math methods and [`BigInt`] creation.

12
sources/BaseRealm/API/Memory/MemoryAPI.uc

@ -19,7 +19,7 @@
* You should have received a copy of the GNU General Public License * You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>. * along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/ */
class MemoryAPI extends AcediaObject; class MemoryApi extends AcediaObject;
//! API that provides functions for managing object of classes, derived from `AcediaObject`. //! API that provides functions for managing object of classes, derived from `AcediaObject`.
//! //!
@ -35,15 +35,15 @@ class MemoryAPI extends AcediaObject;
//! First of all, this API is only meant for non-actor `Object` creation. //! First of all, this API is only meant for non-actor `Object` creation.
//! `Actor` creation is generally avoided in Acedia and, when unavoidable, different APIs //! `Actor` creation is generally avoided in Acedia and, when unavoidable, different APIs
//! are dealing with that. //! are dealing with that.
//! `MemoryAPI` is designed to work in the absence of any level (and, therefore, `Actor`s) at all. //! `MemoryApi` is designed to work in the absence of any level (and, therefore, `Actor`s) at all.
//! //!
//! Simply use `MemoryAPI.Allocate()` to create a new object and `MemoryAPI.Free()` to get rid of //! Simply use `MemoryApi.Allocate()` to create a new object and `MemoryApi.Free()` to get rid of
//! unneeded reference. //! unneeded reference.
//! Do note that `AcediaObject`s use reference counting and object will be deallocated and pooled //! Do note that `AcediaObject`s use reference counting and object will be deallocated and pooled
//! only after every trackable reference was released by `MemoryAPI.Free()`. //! only after every trackable reference was released by `MemoryApi.Free()`.
//! //!
//! Best practice is to only care about what object reference you're keeping, properly release them //! Best practice is to only care about what object reference you're keeping, properly release them
//! with `MemoryAPI.Free()` and to NEVER EVER USE THEM after you've release them. //! with `MemoryApi.Free()` and to NEVER EVER USE THEM after you've release them.
//! Regardless of whether they were actually deallocated. //! Regardless of whether they were actually deallocated.
//! //!
//! There's also a set of auxiliary methods for either loading `class`es from their //! There's also a set of auxiliary methods for either loading `class`es from their
@ -53,7 +53,7 @@ class MemoryAPI extends AcediaObject;
//! //!
//! Object pool usage can be disabled completely for your class by setting `usesObjectPool = false` //! Object pool usage can be disabled completely for your class by setting `usesObjectPool = false`
//! in `defaultproperties` block. //! in `defaultproperties` block.
//! Without object pools `MemoryAPI.Allocate()` will create a new instance of your class every //! Without object pools `MemoryApi.Allocate()` will create a new instance of your class every
//! single time. //! single time.
//! //!
//! You can also set a limit to how many objects will be stored in an object pool with //! You can also set a limit to how many objects will be stored in an object pool with

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