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Diffstat (limited to 'doc/classes/Object.xml')
-rw-r--r-- | doc/classes/Object.xml | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index ad3ce8e93e..7da9c1ac38 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Object" version="4.0"> <brief_description> - Base class for all non built-in types. + Base class for all non-built-in types. </brief_description> <description> Every class which is not a built-in type inherits from this class. @@ -179,7 +179,7 @@ </argument> <description> 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 recommend 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. + [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. If the callable's target is destroyed in the game's lifecycle, the connection will be lost. [b]Examples with recommended syntax:[/b] |