better name for js reference (#65)

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- [Anchor References](./anchor_references/anchor_references.md)
- [Space Reference](./anchor_references/space.md)
- [Javascript Type Conversion Reference](./anchor_references/js_type_conversion_reference.md)
- [Javascript Anchor Types Reference](./anchor_references/js_type_conversion_reference.md)
- [CLI Reference](./anchor_references/cli.md)
- [AVM Reference](./anchor_references/avm.md)
- [Anchor.toml Reference](./anchor_references/anchor-toml_reference.md)

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We did not have to specify the `system_program` account. This is because anchor recognizes this account and is able to infer it. This is also true for other known accounts such as the `token_program` or the `rent` sysvar account.
After the transaction returns, we can fetch the state of the game account. You can fetch account state using the `program.account` namespace.
Finally, we verify the game has been set up properly by comparing the actual state and the expected state. To learn how Anchor maps the Rust types to the js/ts types, check out the [Javascript Type Conversion Reference](./../anchor_references/js_type_conversion_reference.md).
Finally, we verify the game has been set up properly by comparing the actual state and the expected state. To learn how Anchor maps the Rust types to the js/ts types, check out the [Javascript Anchor Types Reference](./../anchor_references/js_type_conversion_reference.md).
Now, run `anchor test`. This starts up (and subsequently shuts down) a local validator (make sure you don't have one running before) and runs your tests using the test script defined in `Anchor.toml`.

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# Javascript Type Conversion Reference
# Javascript Anchor Types Reference
This reference shows you how rust types are mapped to javascript/typescript types in the client.