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docs: Use it's, etc. more consistently (#2287)
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# Conclusion
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In this tutorial, we have demonstrated how to combine some built-in Slint elements with C++ code to build a little
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game. There are many more features that we have not talked about, such as layouts, widgets, or styling.
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game. There are many more features that we haven't talked about, such as layouts, widgets, or styling.
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We recommend the following links to continue:
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* [Examples](https://github.com/slint-ui/slint/tree/master/examples): In the Slint repository we have collected a few demos and examples. These are a great starting point to learn how to use many Slint features.
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* [Todo Example](https://github.com/slint-ui/slint/tree/master/examples/todo): This is one of the examples that implements a classic use-case.
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* [Memory Puzzzle](https://github.com/slint-ui/slint/tree/master/examples/memory): This is a slightly more polished version of the code in this example. And you can <a href="https://slint-ui.com/demos/memory/" target="_blank">play the wasm version</a> in your browser.
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* [Memory Puzzle](https://github.com/slint-ui/slint/tree/master/examples/memory): This is a slightly more polished version of the code in this example. And you can <a href="https://slint-ui.com/demos/memory/" target="_blank">play the wasm version</a> in your browser.
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* [Slint API Docs](https://slint-ui.com/docs/cpp/): The reference documentation for the C++ library.
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What we'll do is take the list of tiles declared in the .slint language, duplicate it, and shuffle it.
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We'll do so by accessing the `memory_tiles` property through the C++ code. For each top-level property,
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a getter and a setter function is generated - in our case `get_memory_tiles` and `set_memory_tiles`.
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Since `memory_tiles` is an array in the `.slint` language, it is represented as a [`std::shared_ptr<slint::Model>`](https://slint-ui.com/docs/cpp/api/classslint_1_1model).
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Since `memory_tiles` is an array in the `.slint` language, it's represented as a [`std::shared_ptr<slint::Model>`](https://slint-ui.com/docs/cpp/api/classslint_1_1model).
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We can't modify the model generated by the .slint, but we can extract the tiles from it, and put it
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in a [`slint::VectorModel`](https://slint-ui.com/docs/cpp/api/classslint_1_1vectormodel) which inherits from `Model`.
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`VectorModel` allows us to make modifications and we can use it to replace the static generated model.
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With the skeleton in place, let's look at the first element of the game, the memory tile. It will be the
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visual building block that consists of an underlying filled rectangle background, the icon image. Later we'll add a
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covering rectangle that acts as a curtain. The background rectangle is declared to be 64 logical pixels wide and tall,
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and it is filled with a soothing tone of blue. Note how lengths in the `.slint` language have a unit, here
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and it's filled with a soothing tone of blue. Note how lengths in the `.slint` language have a unit, here
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the `px` suffix. That makes the code easier to read and the compiler can detect when your are accidentally
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mixing values with different units attached to them.
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