Misc documentation fixes.
Change-Id: Id7be5baba7d8a11ca050e8d94d95857406690378
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@ -278,7 +278,10 @@ Current understood attributes:
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IDs allow the fields to be placed in any order in the schema.
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When a new field is added to the schema it must use the next available ID.
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- `deprecated` (on a field): do not generate accessors for this field
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anymore, code should stop using this data.
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anymore, code should stop using this data. Old data may still contain this
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field, but it won't be accessible anymore by newer code. Note that if you
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deprecate a field that was previous required, old code may fail to validate
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new data (when using the optional verifier).
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- `required` (on a non-scalar table field): this field must always be set.
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By default, all fields are optional, i.e. may be left out. This is
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desirable, as it helps with forwards/backwards compatibility, and
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@ -288,7 +291,10 @@ Current understood attributes:
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constructs FlatBuffers to ensure this field is initialized, so the reading
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code may access it directly, without checking for NULL. If the constructing
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code does not initialize this field, they will get an assert, and also
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the verifier will fail on buffers that have missing required fields.
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the verifier will fail on buffers that have missing required fields. Note
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that if you add this attribute to an existing field, this will only be
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valid if existing data always contains this field / existing code always
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writes this field.
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- `force_align: size` (on a struct): force the alignment of this struct
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to be something higher than what it is naturally aligned to. Causes
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these structs to be aligned to that amount inside a buffer, IF that
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@ -710,6 +710,10 @@ adding fields to our monster.
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other `vector`s), collect their offsets into a temporary data structure, and
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then create an additional `vector` containing their offsets.*
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If instead of creating a vector from an existing array you serialize elements
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individually one by one, take care to note that this happens in reverse order,
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as buffers are built back to front.
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For example, take a look at the two `Weapon`s that we created earlier (`Sword`
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and `Axe`). These are both FlatBuffer `table`s, whose offsets we now store in
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memory. Therefore we can create a FlatBuffer `vector` to contain these
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