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-rw-r--r--doc/classes/Variant.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index 042c8d8e67..775bd58bcf 100644
--- a/doc/classes/Variant.xml
+++ b/doc/classes/Variant.xml
@@ -17,7 +17,7 @@
- VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time.
- C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept.
- The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects.
- The global [method @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
+ The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
[codeblock]
var foo = 2
match typeof(foo):
@@ -50,7 +50,7 @@
Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link>
+ <link title="Variant class">https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link>
</tutorials>
<methods>
</methods>