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content/en-us/cloud-services/memory-stores/hash-map.md

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@@ -54,6 +54,8 @@ After you get a hash map, call any of the following functions to read or write d
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</tbody>
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</table>
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For in-depth documentation about each function, see `Class.MemoryStoreHashMap`.
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<Alert severity="warning">
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All functions accessing data structures in memory stores are asynchronous network calls that might occasionally fail. You should wrap these calls in `Global.LuaGlobals.pcall()` to catch and handle errors, as shown in the code samples.
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</Alert>
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---
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title: Roblox Developers Conference
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description: RDC is an invite-only, hybrid (in-person and online) event that brings together Roblox developers, brands, and creators from around the world.
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description: RDC is an invite-only, hybrid (in-person and online) event that brings together Roblox developers, brands, and creators worldwide.
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---
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RDC is an invite-only, hybrid (in-person and online) event that brings together Roblox developers, brands, and creators from around the world. There will be networking opportunities, in-depth breakout sessions, product demonstrations, and office hours—all designed to empower your success and showcase the future of Roblox.
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RDC is an invite-only, hybrid (in-person and online) event that brings together Roblox developers, brands, and creators worldwide. There will be networking opportunities, in-depth breakout sessions, product demonstrations, and office hours—all designed to empower your success and showcase the future of Roblox.
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<figure>
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<Chip
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variant="filled"/>
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</figure><br />
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Creators will receive invites to the annual Roblox Developer Conference. These invites can be to come in person or to watch virtually. Keep an eye on the DevForum for updates regarding the conference each year. We announce "Save the Date" and when registration opens.
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Creators will receive invites to the annual Roblox Developer Conference. These invites can be for in-person attendance or for virtual viewing. Keep an eye on the DevForum for updates regarding the conference each year. We announce "Save the Date" and when registration opens.
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For some examples of Roblox Developer Conference keynotes, talks, and Q&A sessions, see the [RDC 2023 YouTube playlist](https://www.youtube.com/playlist?list=PLuEQ5BB-Z1PK3EcpypEHHMlc2lknQCJyP).
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For some examples of Roblox Developer Conference keynotes, talks, and Q&A sessions, see the [RDC 2024 YouTube playlist](https://www.youtube.com/playlist?list=PLuEQ5BB-Z1PJi8RJ7Kuc0JhcT0ubgaL43).

content/en-us/education/battle-royale-series/cleanup-and-reset.md

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while myTimer:isRunning() do
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-- Adding +1 makes sure the timer display ends at 1 instead of 0.
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timeLeft.Value = (math.floor(myTimer:getTimeLeft() + 1))
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timeLeft.Value = (myTimer:getTimeLeft() + 1) // 1
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-- By not setting the time for wait, it offers more accurate looping
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task.wait()
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end

content/en-us/education/battle-royale-series/creating-a-gui.md

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```lua
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while myTimer:isRunning() do
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-- Adding +1 makes sure the timer display ends at 1 instead of 0.
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timeLeft.Value = (math.floor(myTimer:getTimeLeft() + 1))
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timeLeft.Value = (myTimer:getTimeLeft() + 1) // 1
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-- By not setting the time for wait, it offers more accurate looping
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task.wait()
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end
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while myTimer:isRunning() do
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-- Adding +1 makes sure the timer display ends at 1 instead of 0.
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timeLeft.Value = (math.floor(myTimer:getTimeLeft() + 1))
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timeLeft.Value = (myTimer:getTimeLeft() + 1) // 1
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-- By not setting the time for wait, it offers more accurate looping
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task.wait()
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end
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while myTimer:isRunning() do
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-- Adding +1 makes sure the timer display ends at 1 instead of 0.
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timeLeft.Value = (math.floor(myTimer:getTimeLeft() + 1))
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timeLeft.Value = (myTimer:getTimeLeft() + 1) // 1
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-- By not setting the time for wait, it offers more accurate looping
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task.wait()
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end

content/en-us/education/battle-royale-series/ending-matches.md

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while myTimer:isRunning() do
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-- Adding +1 makes sure the timer display ends at 1 instead of 0.
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timeLeft.Value = (math.floor(myTimer:getTimeLeft() + 1))
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timeLeft.Value = (myTimer:getTimeLeft() + 1) // 1
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-- By not setting the time for wait, it offers more accurate looping
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task.wait()
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end

content/en-us/education/build-it-play-it-island-of-move/sharing-animations.md

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<Alert severity="info">
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<AlertTitle>Rules in Sharing Animations</AlertTitle>
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When sharing animations, keep in mind that an Asset ID can only used between the group or individual that owns the animation.
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When sharing animations, keep in mind that an asset ID can only be used between the group or individual that owns the animation.
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</Alert>
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**Exporting Animations**

content/en-us/luau/metatables.md

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```lua
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local function mathProblem(num)
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for i = 1, 20 do
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num = math.floor(num * 10 + 65)
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num = (num * 10 + 65) // 1
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end
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for i = 1, 10 do
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num += i - 1

content/en-us/production/monetization/developer-products.md

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```lua
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local MarketplaceService = game:GetService("MarketplaceService")
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local player = game.Players.LocalPlayer
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local Players = game:GetService("Players")
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local player = Players.LocalPlayer
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local button = script.Parent
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-- Replace the placeholder ID with your developer product ID

content/en-us/reference/engine/classes/Backpack.yaml

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The Backpack can be accessed from both the client and the server.
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```lua
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local Players = game:GetService("Players")
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-- Accessing Backpack from a Server Script:
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game.Players.PlayerName.Backpack
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local backpack = Players.PlayerName.Backpack
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-- Accessing Backpack from a LocalScript:
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game.Players.LocalPlayer.Backpack
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local backpack = Players.LocalPlayer.Backpack
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```
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code_samples:
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- Backpack-Give-Tool

content/en-us/reference/engine/classes/CollectionService.yaml

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signal created by `Class.CollectionService:GetInstanceAddedSignal()` with
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the given tag.
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**Warning:** When tagging an instance, it is common that some resources
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are used to give the tag its functionality, e.g. event connections or
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tables. To prevent memory leaks, it is a good idea to clean these up
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(disconnect, set to nil, etc) when no longer needed for a tag. Do this
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##### Warnings
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- An instance's tags that were added client-side will be dropped if the server
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later adds or removes a tag on that instance because the server replicates all
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tags together and overwrites previous tags.
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- When tagging an instance, it is common that some resources
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are used to give the tag its functionality, for example event connections or
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tables. To prevent memory leaks, it's a good idea to clean these up
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(disconnect, set to `nil`, etc.) when no longer needed for a tag. Do this
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when calling `Class.CollectionService:RemoveTag()`, calling
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`Class.Instance:Destroy()` or in a function connected to a signal returned
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by `Class.CollectionService:GetInstanceRemovedSignal()`.

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