diff options
author | Adam <adam@adambard.com> | 2013-10-27 22:18:31 -0700 |
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committer | Adam <adam@adambard.com> | 2013-10-27 22:18:31 -0700 |
commit | dadd4c2a2bf180dccdc74a89a82cfe42db1cedb9 (patch) | |
tree | 94db3c6fd5dc197ce303464f5128696e794d56bf | |
parent | 7ff3de74fe941a220e6fb3e3e3434d90d0d51cc6 (diff) | |
parent | 0c523f4e95ef7dabfbd14a6a90f86035e01f75a4 (diff) |
Merged with latest from upstream
-rw-r--r-- | bash.html.markdown | 9 | ||||
-rw-r--r-- | csharp.html.markdown | 581 | ||||
-rw-r--r-- | es-es/coffeescript-es.html.markdown | 4 | ||||
-rw-r--r-- | fr-fr/python-fr.html.markdown | 4 | ||||
-rw-r--r-- | haskell.html.markdown | 2 | ||||
-rw-r--r-- | julia.html.markdown | 299 |
6 files changed, 587 insertions, 312 deletions
diff --git a/bash.html.markdown b/bash.html.markdown index 276bc31f..d208b957 100644 --- a/bash.html.markdown +++ b/bash.html.markdown @@ -117,7 +117,7 @@ done # You can also define functions # Definition: -foo () +function foo () { echo "Arguments work just like script arguments: $@" echo "And: $1 $2..." @@ -125,6 +125,13 @@ foo () return 0 } +# or simply +bar () +{ + echo "Another way to declare functions!" + return 0 +} + # Calling your function foo "My name is" $NAME diff --git a/csharp.html.markdown b/csharp.html.markdown index ccc0ffad..87c2f704 100644 --- a/csharp.html.markdown +++ b/csharp.html.markdown @@ -4,6 +4,7 @@ contributors: - ["Irfan Charania", "https://github.com/irfancharania"] - ["Max Yankov", "https://github.com/golergka"] - ["Melvyn Laïly", "http://x2a.yt"] + - ["Shaun McCarthy", "http://www.shaunmccarthy.com"] filename: LearnCSharp.cs --- @@ -23,7 +24,12 @@ Multi-line comments look like this // Specify namespaces application will be using using System; using System.Collections.Generic; - +using System.Data.Entity; +using System.Dynamic; +using System.Linq; +using System.Linq.Expressions; +using System.Net; +using System.Threading.Tasks; // defines scope to organize code into "packages" namespace Learning @@ -32,8 +38,8 @@ namespace Learning // you're allowed to do otherwise, but shouldn't for sanity. public class LearnCSharp { - // A console application must have a main method as an entry point - public static void Main(string[] args) + // BASIC SYNTAX - skip to INTERESTING FEATURES if you have used Java or C++ before + public static void Syntax() { // Use Console.WriteLine to print lines Console.WriteLine("Hello World"); @@ -46,7 +52,6 @@ namespace Learning Console.Write("Hello "); Console.Write("World"); - /////////////////////////////////////////////////// // Types & Variables // @@ -61,140 +66,83 @@ namespace Learning // (0 <= byte <= 255) byte fooByte = 100; - // Short - Signed 16-bit integer - // (-32,768 <= short <= 32,767) + // Short - 16-bit integer + // Signed - (-32,768 <= short <= 32,767) + // Unsigned - (0 <= ushort <= 65,535) short fooShort = 10000; - - // Ushort - Unsigned 16-bit integer - // (0 <= ushort <= 65,535) ushort fooUshort = 10000; - // Integer - Signed 32-bit integer - // (-2,147,483,648 <= int <= 2,147,483,647) - int fooInt = 1; + // Integer - 32-bit integer + int fooInt = 1; // (-2,147,483,648 <= int <= 2,147,483,647) + uint fooUint = 1; // (0 <= uint <= 4,294,967,295) - // Uinteger - Unsigned 32-bit integer - // (0 <= uint <= 4,294,967,295) - uint fooUint = 1; - - // Long - Signed 64-bit integer - // (-9,223,372,036,854,775,808 <= long <= 9,223,372,036,854,775,807) - long fooLong = 100000L; + // Long - 64-bit integer + long fooLong = 100000L; // (-9,223,372,036,854,775,808 <= long <= 9,223,372,036,854,775,807) + ulong fooUlong = 100000L; // (0 <= ulong <= 18,446,744,073,709,551,615) + // Numbers default to being int or uint depending on size. // L is used to denote that this variable value is of type long or ulong - // anything without is treated as int or uint depending on size. - // Ulong - Unsigned 64-bit integer - // (0 <= ulong <= 18,446,744,073,709,551,615) - ulong fooUlong = 100000L; + // Double - Double-precision 64-bit IEEE 754 Floating Point + double fooDouble = 123.4; // Precision: 15-16 digits // Float - Single-precision 32-bit IEEE 754 Floating Point - // Precision: 7 digits - float fooFloat = 234.5f; - // f is used to denote that this variable value is of type float; - // otherwise it is treated as double. + float fooFloat = 234.5f; // Precision: 7 digits + // f is used to denote that this variable value is of type float - // Double - Double-precision 64-bit IEEE 754 Floating Point - // Precision: 15-16 digits - double fooDouble = 123.4; - - // Decimal - a 128-bits data type, with more precision than other floating-point types, - // suited for financial and monetary calculations - decimal fooDecimal = 150.3m; + // Decimal - a 128-bits data type, with more precision than other floating-point types, + // suited for financial and monetary calculations + decimal fooDecimal = 150.3m; // Boolean - true & false - bool fooBoolean = true; - bool barBoolean = false; + bool fooBoolean = true; // or false // Char - A single 16-bit Unicode character char fooChar = 'A'; // Strings -- unlike the previous base types which are all value types, - // a string is a reference type. That is, you can set it to null - string fooString = "My string is here!"; + // a string is a reference type. That is, you can set it to null + string fooString = "\"escape\" quotes and add \n (new lines) and \t (tabs)"; Console.WriteLine(fooString); - // You can access each character of the string with an indexer: - char charFromString = fooString[1]; // 'y' - // Strings are immutable: you can't do fooString[1] = 'X'; - // formatting + // You can access each character of the string with an indexer: + char charFromString = fooString[1]; // 'y' + // Strings are immutable: you can't do fooString[1] = 'X'; + + // Compare strings with current culture, ignoring case + string.Compare(fooString, "x", StringComparison.CurrentCultureIgnoreCase); + + // Formatting, based on sprintf string fooFs = string.Format("Check Check, {0} {1}, {0} {1:0.0}", 1, 2); - Console.WriteLine(fooFormattedString); - // formatting dates + // Dates & Formatting DateTime fooDate = DateTime.Now; Console.WriteLine(fooDate.ToString("hh:mm, dd MMM yyyy")); - // \n is an escaped character that starts a new line - string barString = "Printing on a new line?\nNo Problem!"; - Console.WriteLine(barString); - - // it can be written prettier by using the @ symbol + // You can split a string over two lines with the @ symbol. To escape " use "" string bazString = @"Here's some stuff - on a new line!"; - Console.WriteLine(bazString); - - // quotes need to be escaped - // use \" normally - string quotedString = "some \"quoted\" stuff"; - Console.WriteLine(quotedString); - - // use "" when strings start with @ - string quotedString2 = @"some MORE ""quoted"" stuff"; - Console.WriteLine(quotedString2); +on a new line! ""Wow!"", the masses cried"; // Use const or read-only to make a variable immutable // const values are calculated at compile time const int HOURS_I_WORK_PER_WEEK = 9001; - // Nullable types - // any value type (i.e. not a class) can be made nullable by suffixing a ? - // <type>? <var name> = <value> - int? nullable = null; - Console.WriteLine("Nullable variable: " + nullable); - - // In order to use nullable's value, you have to use Value property - // or to explicitly cast it - DateTime? nullableDate = null; - // The previous line would not have compiled without the '?' - // because DateTime is a value type - // <type>? is equivalent to writing Nullable<type> - Nullable<DateTime> otherNullableDate = nullableDate; - - nullableDate = DateTime.Now; - Console.WriteLine("Nullable value is: " + nullableDate.Value + " or: " + (DateTime) nullableDate ); - - // ?? is syntactic sugar for specifying default value - // in case variable is null - int notNullable = nullable ?? 0; - Console.WriteLine("Not nullable variable: " + notNullable); - - // Var - compiler will choose the most appropriate type based on value - // Please note that this does not remove type safety. - // In this case, the type of fooImplicit is known to be a bool at compile time - var fooImplicit = true; - /////////////////////////////////////////////////// // Data Structures /////////////////////////////////////////////////// - Console.WriteLine("\n->Data Structures"); - // Arrays + // Arrays - zero indexed // The array size must be decided upon declaration // The format for declaring an array is follows: // <datatype>[] <var name> = new <datatype>[<array size>]; int[] intArray = new int[10]; - string[] stringArray = new string[1]; - bool[] boolArray = new bool[100]; // Another way to declare & initialize an array int[] y = { 9000, 1000, 1337 }; // Indexing an array - Accessing an element Console.WriteLine("intArray @ 0: " + intArray[0]); - - // Arrays are zero-indexed and mutable. + // Arrays are mutable. intArray[1] = 1; - Console.WriteLine("intArray @ 1: " + intArray[1]); // => 1 // Lists // Lists are used more frequently than arrays as they are more flexible @@ -202,28 +150,21 @@ namespace Learning // List<datatype> <var name> = new List<datatype>(); List<int> intList = new List<int>(); List<string> stringList = new List<string>(); - - // Another way to declare & initialize a list - List<int> z = new List<int> { 9000, 1000, 1337 }; - - // Indexing a list - Accessing an element - // Lists are zero-indexed and mutable. - Console.WriteLine("z @ 0: " + z[2]); + List<int> z = new List<int> { 9000, 1000, 1337 }; // intialize + // The <> are for generics - Check out the cool stuff section // Lists don't default to a value; // A value must be added before accessing the index intList.Add(1); Console.WriteLine("intList @ 0: " + intList[0]); - // Others data structures to check out: - // // Stack/Queue // Dictionary (an implementation of a hash map) + // HashSet // Read-only Collections // Tuple (.Net 4+) - /////////////////////////////////////// // Operators /////////////////////////////////////// @@ -232,10 +173,7 @@ namespace Learning int i1 = 1, i2 = 2; // Shorthand for multiple declarations // Arithmetic is straightforward - Console.WriteLine("1+2 = " + (i1 + i2)); // => 3 - Console.WriteLine("2-1 = " + (i2 - i1)); // => 1 - Console.WriteLine("2*1 = " + (i2 * i1)); // => 2 - Console.WriteLine("1/2 = " + (i1 / i2)); // => 0 (0.5 truncated down) + Console.WriteLine(i1 + i2 - i1 * 3 / 7); // // Modulo Console.WriteLine("11%3 = " + (11 % 3)); // => 2 @@ -266,7 +204,6 @@ namespace Learning Console.WriteLine(i--); //i = 1. Post-Decrementation Console.WriteLine(--i); //i = 0. Pre-Decrementation - /////////////////////////////////////// // Control Structures /////////////////////////////////////// @@ -291,50 +228,37 @@ namespace Learning // A simple if/else can be written as follows // <condition> ? <true> : <false> string isTrue = (true) ? "True" : "False"; - Console.WriteLine("Ternary demo: " + isTrue); - // While loop int fooWhile = 0; while (fooWhile < 100) { - //Console.WriteLine(fooWhile); - //Increment the counter //Iterated 99 times, fooWhile 0->99 fooWhile++; } - Console.WriteLine("fooWhile Value: " + fooWhile); // Do While Loop int fooDoWhile = 0; do { - //Console.WriteLine(fooDoWhile); - //Increment the counter //Iterated 99 times, fooDoWhile 0->99 fooDoWhile++; } while (fooDoWhile < 100); - Console.WriteLine("fooDoWhile Value: " + fooDoWhile); - // For Loop - int fooFor; //for loop structure => for(<start_statement>; <conditional>; <step>) - for (fooFor = 0; fooFor < 10; fooFor++) + for (int fooFor = 0; fooFor < 10; fooFor++) { - //Console.WriteLine(fooFor); //Iterated 10 times, fooFor 0->9 } - Console.WriteLine("fooFor Value: " + fooFor); - - // For Each Loop + + // For Each Loop // foreach loop structure => foreach(<iteratorType> <iteratorName> in <enumerable>) - // The foreach loop loops over any object implementing IEnumerable or IEnumerable<T> - // All the collection types (Array, List, Dictionary...) in the .Net framework - // implement one or both of these interfaces. - // (The ToCharArray() could be removed, because a string also implements IEnumerable) + // The foreach loop loops over any object implementing IEnumerable or IEnumerable<T> + // All the collection types (Array, List, Dictionary...) in the .Net framework + // implement one or both of these interfaces. + // (The ToCharArray() could be removed, because a string also implements IEnumerable) foreach (char character in "Hello World".ToCharArray()) { - //Console.WriteLine(character); //Iterated over all the characters in the string } @@ -356,20 +280,18 @@ namespace Learning case 3: monthString = "March"; break; - // You can assign more than one case to an action - // But you can't add an action without a break before another case - // (if you want to do this, you would have to explicitly add a goto case x - case 6: - case 7: - case 8: - monthString = "Summer time!!"; - break; + // You can assign more than one case to an action + // But you can't add an action without a break before another case + // (if you want to do this, you would have to explicitly add a goto case x + case 6: + case 7: + case 8: + monthString = "Summer time!!"; + break; default: monthString = "Some other month"; break; } - Console.WriteLine("Switch Case Result: " + monthString); - /////////////////////////////////////// // Converting Data Types And Typecasting @@ -384,46 +306,228 @@ namespace Learning // try parse will default to type default on failure // in this case: 0 int tryInt; - int.TryParse("123", out tryInt); + if (int.TryParse("123", out tryInt)) // Funciton is boolean + Console.WriteLine(tryInt); // 123 // Convert Integer To String // Convert class has a number of methods to facilitate conversions Convert.ToString(123); + // or + tryInt.ToString(); + } - /////////////////////////////////////// - // Classes And Functions - /////////////////////////////////////// - - Console.WriteLine("\n->Classes & Functions"); - - // (definition of the Bicycle class follows) + /////////////////////////////////////// + // CLASSES - see definitions at end of file + /////////////////////////////////////// + public static void Classes() + { + // See Declaration of objects at end of file // Use new to instantiate a class Bicycle trek = new Bicycle(); // Call object methods - trek.speedUp(3); // You should always use setter and getter methods - trek.setCadence(100); + trek.SpeedUp(3); // You should always use setter and getter methods + trek.Cadence = 100; // ToString is a convention to display the value of this Object. - Console.WriteLine("trek info: " + trek.ToString()); - - // Instantiate another new Bicycle - Bicycle octo = new Bicycle(5, 10); - Console.WriteLine("octo info: " + octo.ToString()); + Console.WriteLine("trek info: " + trek.Info()); // Instantiate a new Penny Farthing PennyFarthing funbike = new PennyFarthing(1, 10); - Console.WriteLine("funbike info: " + funbike.ToString()); + Console.WriteLine("funbike info: " + funbike.Info()); Console.Read(); } // End main method + // CONSOLE ENTRY A console application must have a main method as an entry point + public static void Main(string[] args) + { + OtherInterestingFeatures(); + } + + // + // INTERESTING FEATURES + // + + // DEFAULT METHOD SIGNATURES + + public // Visibility + static // Allows for direct call on class without object + int // Return Type, + MethodSignatures( + int maxCount, // First variable, expects an int + int count = 0, // will default the value to 0 if not passed in + int another = 3, + params string[] otherParams // captures all other parameters passed to method + ) + { + return -1; + } + + // Methods can have the same name, as long as the signature is unique + public static void MethodSignature(string maxCount) + { + } + + // GENERICS + // The classes for TKey and TValue is specified by the user calling this function. + // This method emulates the SetDefault of Python + public static TValue SetDefault<TKey, TValue>( + IDictionary<TKey, TValue> dictionary, + TKey key, + TValue defaultItem) + { + TValue result; + if (!dictionary.TryGetValue(key, out result)) + return dictionary[key] = defaultItem; + return result; + } + + // You can narrow down the objects that are passed in + public static void IterateAndPrint<T>(T toPrint) where T: IEnumerable<int> + { + // We can iterate, since T is a IEnumerable + foreach (var item in toPrint) + // Item is an int + Console.WriteLine(item.ToString()); + } + + public static void OtherInterestingFeatures() + { + // OPTIONAL PARAMETERS + MethodSignatures(3, 1, 3, "Some", "Extra", "Strings"); + MethodSignatures(3, another: 3); // explicity set a parameter, skipping optional ones + + // EXTENSION METHODS + int i = 3; + i.Print(); // Defined below + + // NULLABLE TYPES - great for database interaction / return values + // any value type (i.e. not a class) can be made nullable by suffixing a ? + // <type>? <var name> = <value> + int? nullable = null; // short hand for Nullable<int> + Console.WriteLine("Nullable variable: " + nullable); + bool hasValue = nullable.HasValue; // true if not null + + // ?? is syntactic sugar for specifying default value (coalesce) + // in case variable is null + int notNullable = nullable ?? 0; // 0 + + // IMPLICITLY TYPED VARIABLES - you can let the compiler work out what the type is: + var magic = "magic is a string, at compile time, so you still get type safety"; + // magic = 9; will not work as magic is a string, not an int + + // GENERICS + // + var phonebook = new Dictionary<string, string>() { + {"Sarah", "212 555 5555"} // Add some entries to the phone book + }; + + // Calling SETDEFAULT defined as a generic above + Console.WriteLine(SetDefault<string,string>(phonebook, "Shaun", "No Phone")); // No Phone + // nb, you don't need to specify the TKey and TValue since they can be + // derived implicitly + Console.WriteLine(SetDefault(phonebook, "Sarah", "No Phone")); // 212 555 5555 + + // LAMBDA EXPRESSIONS - allow you to write code in line + Func<int, int> square = (x) => x * x; // Last T item is the return value + Console.WriteLine(square(3)); // 9 + + // PARALLEL FRAMEWORK + // http://blogs.msdn.com/b/csharpfaq/archive/2010/06/01/parallel-programming-in-net-framework-4-getting-started.aspx + var websites = new string[] { + "http://www.google.com", "http://www.reddit.com", + "http://www.shaunmccarthy.com" + }; + var responses = new Dictionary<string, string>(); + + // Will spin up separate threads for each request, and join on them + // before going to the next step! + Parallel.ForEach(websites, + new ParallelOptions() {MaxDegreeOfParallelism = 3}, // max of 3 threads + website => + { + // Do something that takes a long time on the file + using (var r = WebRequest.Create(new Uri(website)).GetResponse()) + { + responses[website] = r.ContentType; + } + }); + + // This won't happen till after all requests have been completed + foreach (var key in responses.Keys) + Console.WriteLine("{0}:{1}", key, responses[key]); + + // DYNAMIC OBJECTS (great for working with other languages) + dynamic student = new ExpandoObject(); + student.FirstName = "First Name"; // No need to define class first! + + // You can even add methods (returns a string, and takes in a string) + student.Introduce = new Func<string, string>( + (introduceTo) => string.Format("Hey {0}, this is {1}", student.FirstName, introduceTo)); + Console.WriteLine(student.Introduce("Beth")); + + // IQUERYABLE<T> - almost all collections implement this, which gives you a lot of + // very useful Map / Filter / Reduce style methods + var bikes = new List<Bicycle>(); + bikes.Sort(); // Sorts the array + bikes.Sort((b1, b2) => b1.Wheels.CompareTo(b2.Wheels)); // Sorts based on wheels + var result = bikes + .Where(b => b.Wheels > 3) // Filters - chainable (returns IQueryable of previous type) + .Where(b => b.IsBroken && b.HasTassles) + .Select(b => b.ToString()); // Map - we only this selects, so result is a IQueryable<string> + + var sum = bikes.Sum(b => b.Wheels); // Reduce - sums all the wheels in the collection + + // Create a list of IMPLICIT objects based on some parameters of the bike + var bikeSummaries = bikes.Select(b=>new { Name = b.Name, IsAwesome = !b.IsBroken && b.HasTassles }); + // Hard to show here, but you get type ahead completion since the compiler can implicitly work + // out the types above! + foreach (var bikeSummary in bikeSummaries.Where(b => b.IsAwesome)) + Console.WriteLine(bikeSummary.Name); + + // ASPARALLEL + // And this is where things get wicked - combines linq and parallel operations + var threeWheelers = bikes.AsParallel().Where(b => b.Wheels == 3).Select(b => b.Name); + // this will happen in parallel! Threads will automagically be spun up and the + // results divvied amongst them! Amazing for large datasets when you have lots of + // cores + + // LINQ - maps a store to IQueryable<T> objects, with delayed execution + // e.g. LinqToSql - maps to a database, LinqToXml maps to an xml document + var db = new BikeRespository(); + + // execution is delayed, which is great when querying a database + var fitler = db.Bikes.Where(b => b.HasTassles); // no query run + if (42 > 6) // You can keep adding filters, even conditionally - great for "advanced search" functionality + fitler = fitler.Where(b => b.IsBroken); // no query run + + var query = fitler + .OrderBy(b => b.Wheels) + .ThenBy(b => b.Name) + .Select(b => b.Name); // still no query run + + // Now the query runs, but opens a reader, so only populates are you iterate through + foreach (string bike in query) + Console.WriteLine(result); + + + + } } // End LearnCSharp class // You can include other classes in a .cs file + public static class Extensions + { + // EXTENSION FUNCTIONS + public static void Print(this object obj) + { + Console.WriteLine(obj.ToString()); + } + } // Class Declaration Syntax: // <public/private/protected/internal> class <class name>{ @@ -434,64 +538,88 @@ namespace Learning public class Bicycle { // Bicycle's Fields/Variables - public int cadence; // Public: Can be accessed from anywhere - private int _speed; // Private: Only accessible from within the class - protected int gear; // Protected: Accessible from the class and subclasses - internal int wheels; // Internal: Accessible from within the assembly - string name; // Everything is private by default: Only accessible from within this class + public int Cadence // Public: Can be accessed from anywhere + { + get // get - define a method to retrieve the property + { + return _cadence; + } + set // set - define a method to set a proprety + { + _cadence = value; // Value is the value passed in to to the setter + } + } + private int _cadence; + + protected virtual int Gear // Protected: Accessible from the class and subclasses + { + get; // creates an auto property so you don't need a member field + set; + } + + internal int Wheels // Internal: Accessible from within the assembly + { + get; + private set; // You can set modifiers on the get/set methods + } + + int _speed; // Everything is private by default: Only accessible from within this class. + // can also use keyword privatee + public string Name { get; set; } // Enum is a value type that consists of a set of named constants - // It is really just mapping a name to a value (an int, unless specified otherwise). - // The approved types for an enum are byte, sbyte, short, ushort, int, uint, long, or ulong. - // An enum can't contain the same value twice. - public enum Brand + // It is really just mapping a name to a value (an int, unless specified otherwise). + // The approved types for an enum are byte, sbyte, short, ushort, int, uint, long, or ulong. + // An enum can't contain the same value twice. + public enum BikeBrand { AIST, BMC, - Electra=42, //you can explicitly set a value to a name + Electra = 42, //you can explicitly set a value to a name Gitane } // We defined this type inside a Bicycle class, so it is a nested type // Code outside of this class should reference this type as Bicycle.Brand - public Brand brand; // After declaring an enum type, we can declare the field of this type + public BikeBrand Brand; // After declaring an enum type, we can declare the field of this type // Static members belong to the type itself rather then specific object. - static public int bicyclesCreated = 0; // You can access them without a reference to any object: // Console.WriteLine("Bicycles created: " + Bicycle.bicyclesCreated); + static public int BicyclesCreated = 0; // readonly values are set at run time // they can only be assigned upon declaration or in a constructor - readonly bool hasCardsInSpokes = false; // read-only private + readonly bool _hasCardsInSpokes = false; // read-only private // Constructors are a way of creating classes // This is a default constructor - private Bicycle() + public Bicycle() { - gear = 1; - cadence = 50; + this.Gear = 1; // you can access mmebers of the object with the keyword this + Cadence = 50; // but you don't always need it _speed = 5; - name = "Bontrager"; - brand = Brand.AIST; - bicyclesCreated++; + Name = "Bontrager"; + Brand = BikeBrand.AIST; + BicyclesCreated++; } // This is a specified constructor (it contains arguments) public Bicycle(int startCadence, int startSpeed, int startGear, - string name, bool hasCardsInSpokes, Brand brand) + string name, bool hasCardsInSpokes, BikeBrand brand) + : base() // calls base first { - this.gear = startGear; // "this" keyword denotes the current object - this.cadence = startCadence; - this._speed = startSpeed; - this.name = name; // it can be useful when there's a name conflict - this.hasCardsInSpokes = hasCardsInSpokes; - this.brand = brand; + Gear = startGear; + Cadence = startCadence; + _speed = startSpeed; + Name = name; + _hasCardsInSpokes = hasCardsInSpokes; + Brand = brand; } // Constructors can be chained - public Bicycle(int startCadence, int startSpeed, Brand brand) : - this(startCadence, startSpeed, 0, "big wheels", true) + public Bicycle(int startCadence, int startSpeed, BikeBrand brand) : + this(startCadence, startSpeed, 0, "big wheels", true, brand) { } @@ -501,27 +629,8 @@ namespace Learning // classes can implement getters and setters for their fields // or they can implement properties (this is the preferred way in C#) - // Method declaration syntax: - // <scope> <return type> <method name>(<args>) - public int GetCadence() - { - return cadence; - } - - // void methods require no return statement - public void SetCadence(int newValue) - { - cadence = newValue; - } - - // virtual keyword indicates this method can be overridden in a derived class - public virtual void SetGear(int newValue) - { - gear = newValue; - } - // Method parameters can have default values. - // In this case, methods can be called with these parameters omitted + // In this case, methods can be called with these parameters omitted public void SpeedUp(int increment = 1) { _speed += increment; @@ -541,12 +650,12 @@ namespace Learning get { return _hasTassles; } set { _hasTassles = value; } } - - // You can also define an automatic property in one line - // this syntax will create a backing field automatically. - // You can set an access modifier on either the getter or the setter (or both) - // to restrict its access: - public bool IsBroken { get; private set; } + + // You can also define an automatic property in one line + // this syntax will create a backing field automatically. + // You can set an access modifier on either the getter or the setter (or both) + // to restrict its access: + public bool IsBroken { get; private set; } // Properties can be auto-implemented public int FrameSize @@ -558,13 +667,13 @@ namespace Learning } //Method to display the attribute values of this Object. - public override string ToString() + public virtual string Info() { - return "gear: " + gear + - " cadence: " + cadence + - " speed: " + _speed + - " name: " + name + - " cards in spokes: " + (hasCardsInSpokes ? "yes" : "no") + + return "Gear: " + Gear + + " Cadence: " + Cadence + + " Speed: " + _speed + + " Name: " + Name + + " Cards in Spokes: " + (_hasCardsInSpokes ? "yes" : "no") + "\n------------------------------\n" ; } @@ -573,9 +682,10 @@ namespace Learning public static bool DidWeCreateEnoughBycles() { // Within a static method, we only can reference static class members - return bicyclesCreated > 9000; + return BicyclesCreated > 9000; } // If your class only needs static members, consider marking the class itself as static. + } // end class Bicycle // PennyFarthing is a subclass of Bicycle @@ -586,20 +696,27 @@ namespace Learning // calling parent constructor public PennyFarthing(int startCadence, int startSpeed) : - base(startCadence, startSpeed, 0, "PennyFarthing", true) + base(startCadence, startSpeed, 0, "PennyFarthing", true, BikeBrand.Electra) { } - public override void SetGear(int gear) + protected override int Gear { - gear = 0; + get + { + return 0; + } + set + { + throw new ArgumentException("You can't change gears on a PennyFarthing"); + } } - public override string ToString() + public override string Info() { string result = "PennyFarthing bicycle "; result += base.ToString(); // Calling the base version of the method - return reuslt; + return result; } } @@ -624,7 +741,7 @@ namespace Learning damage += meters; } - public void Broken + public bool Broken { get { @@ -632,24 +749,34 @@ namespace Learning } } } -} // End Namespace + /// <summary> + /// Used to connect to DB for LinqToSql example. + /// EntityFramework Code First is awesome (similar to Ruby's ActiveRecord, but bidirectional) + /// http://msdn.microsoft.com/en-us/data/jj193542.aspx + /// </summary> + public class BikeRespository : DbSet + { + public BikeRespository() + : base() + { + } + + public DbSet<Bicycle> Bikes { get; set; } + } +} // End Namespace ``` ## Topics Not Covered * Flags * Attributes - * Generics (T), Delegates, Func, Actions, lambda expressions * Static properties * Exceptions, Abstraction - * LINQ * ASP.NET (Web Forms/MVC/WebMatrix) * Winforms * Windows Presentation Foundation (WPF) - - ## Further Reading * [DotNetPerls](http://www.dotnetperls.com) diff --git a/es-es/coffeescript-es.html.markdown b/es-es/coffeescript-es.html.markdown index 78bb9be5..6bf430e6 100644 --- a/es-es/coffeescript-es.html.markdown +++ b/es-es/coffeescript-es.html.markdown @@ -44,7 +44,7 @@ math = # "cube": function(x) { return x * square(x); } #} -# Símbolos: +# Número de argumentos variable: race = (winner, runners...) -> print winner, runners @@ -52,6 +52,6 @@ race = (winner, runners...) -> alert "I knew it!" if elvis? #=> if(typeof elvis !== "undefined" && elvis !== null) { alert("I knew it!"); } -# Colecciones por comprensión: +# Listas: cubes = (math.cube num for num in list) #=> ... ``` diff --git a/fr-fr/python-fr.html.markdown b/fr-fr/python-fr.html.markdown index 2bf0afd0..9dbdafe1 100644 --- a/fr-fr/python-fr.html.markdown +++ b/fr-fr/python-fr.html.markdown @@ -156,9 +156,9 @@ li[4] # Lève un 'IndexError' # On peut accèder à des rangs de valeurs avec la syntaxe "slice" # (C'est un rang de type 'fermé/ouvert' pour les plus matheux) li[1:3] #=> [2, 4] -# Sans spécifier de début de rang +# Sans spécifier de fin de rang, on "saute" le début de la liste li[2:] #=> [4, 3] -# Sans spécifier de fin de rang +# Sans spécifier de début de rang, on "saute" la fin de la liste li[:3] #=> [1, 2, 4] # Retirer un élément spécifique dee la liste avec "del" diff --git a/haskell.html.markdown b/haskell.html.markdown index 6b3c6e17..267b40af 100644 --- a/haskell.html.markdown +++ b/haskell.html.markdown @@ -11,7 +11,7 @@ makes coding a real joy for me. ```haskell -- Single line comments start with two dashes. {- Multiline comments can be enclosed -en a block like this. +in a block like this. -} ---------------------------------------------------- diff --git a/julia.html.markdown b/julia.html.markdown index cf3a464b..4ebd50ff 100644 --- a/julia.html.markdown +++ b/julia.html.markdown @@ -8,7 +8,7 @@ filename: learnjulia.jl Julia is a new homoiconic functional language focused on technical computing. While having the full power of homoiconic macros, first-class functions, and low-level control, Julia is as easy to learn and use as Python. -This is based on the current development version of Julia, as of June 29th, 2013. +This is based on the current development version of Julia, as of October 18th, 2013. ```ruby @@ -20,20 +20,20 @@ This is based on the current development version of Julia, as of June 29th, 2013 # Everything in Julia is a expression. -# You have numbers +# There are several basic types of numbers. 3 #=> 3 (Int64) 3.2 #=> 3.2 (Float64) 2 + 1im #=> 2 + 1im (Complex{Int64}) 2//3 #=> 2//3 (Rational{Int64}) -# Math is what you would expect +# All of the normal infix operators are available. 1 + 1 #=> 2 8 - 1 #=> 7 10 * 2 #=> 20 35 / 5 #=> 7.0 +5 / 2 #=> 2.5 # dividing an Int by an Int always results in a Float +div(5, 2) #=> 2 # for a truncated result, use div 5 \ 35 #=> 7.0 -5 / 2 #=> 2.5 -div(5, 2) #=> 2 2 ^ 2 #=> 4 # power, not bitwise xor 12 % 10 #=> 2 @@ -77,11 +77,13 @@ false # Strings are created with " "This is a string." -# Character literals written with ' +# Character literals are written with ' 'a' -# A string can be treated like a list of characters +# A string can be indexed like an array of characters "This is a string"[1] #=> 'T' # Julia indexes from 1 +# However, this is will not work well for UTF8 strings, +# so iterating over strings is reccommended (map, for loops, etc). # $ can be used for string interpolation: "2 + 2 = $(2 + 2)" #=> "2 + 2 = 4" @@ -94,10 +96,10 @@ false ## 2. Variables and Collections #################################################### -# Printing is pretty easy +# Printing is easy println("I'm Julia. Nice to meet you!") -# No need to declare variables before assigning to them. +# You don't declare variables before assigning to them. some_var = 5 #=> 5 some_var #=> 5 @@ -108,12 +110,14 @@ catch e println(e) end -# Variable name start with a letter. You can use uppercase letters, digits, -# and exclamation points as well after the initial alphabetic character. +# Variable names start with a letter. +# After that, you can use letters, digits, underscores, and exclamation points. SomeOtherVar123! = 6 #=> 6 # You can also use unicode characters ☃ = 8 #=> 8 +# These are especially handy for mathematical notation +2 * π #=> 6.283185307179586 # A note on naming conventions in Julia: # @@ -158,6 +162,10 @@ a[1] #=> 1 # remember that Julia indexes from 1, not 0! # indexing expression a[end] #=> 6 +# we also have shift and unshift +shift!(a) #=> 1 and a is now [2,4,3,4,5,6] +unshift!(a,7) #=> [7,2,4,3,4,5,6] + # Function names that end in exclamations points indicate that they modify # their argument. arr = [5,4,6] #=> 3-element Int64 Array: [5,4,6] @@ -182,23 +190,24 @@ a = [1:5] #=> 5-element Int64 Array: [1,2,3,4,5] # You can look at ranges with slice syntax. a[1:3] #=> [1, 2, 3] a[2:] #=> [2, 3, 4, 5] +a[2:end] #=> [2, 3, 4, 5] -# Remove arbitrary elements from a list with splice! +# Remove elements from an array by index with splice! arr = [3,4,5] splice!(arr,2) #=> 4 ; arr is now [3,5] # Concatenate lists with append! b = [1,2,3] -append!(a,b) # Now a is [1, 3, 4, 5, 1, 2, 3] +append!(a,b) # Now a is [1, 2, 3, 4, 5, 1, 2, 3] -# Check for existence in a list with contains -contains(a,1) #=> true +# Check for existence in a list with in +in(a,1) #=> true # Examine the length with length -length(a) #=> 7 +length(a) #=> 8 # Tuples are immutable. -tup = (1, 2, 3) #=>(1,2,3) # an (Int64,Int64,Int64) tuple. +tup = (1, 2, 3) #=> (1,2,3) # an (Int64,Int64,Int64) tuple. tup[1] #=> 1 try: tup[0] = 3 #=> ERROR: no method setindex!((Int64,Int64,Int64),Int64,Int64) @@ -209,22 +218,26 @@ end # Many list functions also work on tuples length(tup) #=> 3 tup[1:2] #=> (1,2) -contains(tup,2) #=> true +in(tup,2) #=> true # You can unpack tuples into variables a, b, c = (1, 2, 3) #=> (1,2,3) # a is now 1, b is now 2 and c is now 3 -# Tuples are created by default if you leave out the parentheses +# Tuples are created even if you leave out the parentheses d, e, f = 4, 5, 6 #=> (4,5,6) -# Now look how easy it is to swap two values +# A 1-element tuple is distinct from the value it contains +(1,) == 1 #=> false +(1) == 1 #=> true + +# Look how easy it is to swap two values e, d = d, e #=> (5,4) # d is now 5 and e is now 4 # Dictionaries store mappings empty_dict = Dict() #=> Dict{Any,Any}() -# Here is a prefilled dictionary +# You can create a dictionary using a literal filled_dict = ["one"=> 1, "two"=> 2, "three"=> 3] # => Dict{ASCIIString,Int64} @@ -241,31 +254,35 @@ values(filled_dict) #=> ValueIterator{Dict{ASCIIString,Int64}}(["three"=>3,"one"=>1,"two"=>2]) # Note - Same as above regarding key ordering. -# Check for existence of keys in a dictionary with contains, haskey -contains(filled_dict, ("one", 1)) #=> true -contains(filled_dict, ("two", 3)) #=> false +# Check for existence of keys in a dictionary with in, haskey +in(filled_dict, ("one", 1)) #=> true +in(filled_dict, ("two", 3)) #=> false haskey(filled_dict, "one") #=> true haskey(filled_dict, 1) #=> false -# Trying to look up a non-existing key will raise an error +# Trying to look up a non-existant key will raise an error try filled_dict["four"] #=> ERROR: key not found: four in getindex at dict.jl:489 catch e println(e) end -# Use get method to avoid the error +# Use the get method to avoid that error by providing a default value # get(dictionary,key,default_value) get(filled_dict,"one",4) #=> 1 get(filled_dict,"four",4) #=> 4 -# Sets store sets +# Use Sets to represent collections of unordered, unique values empty_set = Set() #=> Set{Any}() -# Initialize a set with a bunch of values +# Initialize a set with values filled_set = Set(1,2,2,3,4) #=> Set{Int64}(1,2,3,4) -# Add more items to a set -add!(filled_set,5) #=> Set{Int64}(5,4,2,3,1) +# Add more values to a set +push!(filled_set,5) #=> Set{Int64}(5,4,2,3,1) + +# Check if the values are in the set +in(filled_set,2) #=> true +in(filled_set,10) #=> false # There are functions for set intersection, union, and difference. other_set = Set(3, 4, 5, 6) #=> Set{Int64}(6,4,5,3) @@ -273,10 +290,6 @@ intersect(filled_set, other_set) #=> Set{Int64}(3,4,5) union(filled_set, other_set) #=> Set{Int64}(1,2,3,4,5,6) setdiff(Set(1,2,3,4),Set(2,3,5)) #=> Set{Int64}(1,4) -# Check for existence in a set with contains -contains(filled_set,2) #=> true -contains(filled_set,10) #=> false - #################################################### ## 3. Control Flow @@ -285,8 +298,7 @@ contains(filled_set,10) #=> false # Let's make a variable some_var = 5 -# Here is an if statement. Indentation is NOT meaningful in Julia. -# prints "some var is smaller than 10" +# Here is an if statement. Indentation is not meaningful in Julia. if some_var > 10 println("some_var is totally bigger than 10.") elseif some_var < 10 # This elseif clause is optional. @@ -294,44 +306,56 @@ elseif some_var < 10 # This elseif clause is optional. else # The else clause is optional too. println("some_var is indeed 10.") end +#=> prints "some var is smaller than 10" -# For loops iterate over iterables, such as ranges, lists, sets, dicts, strings. - +# For loops iterate over iterables. +# Iterable types include Range, Array, Set, Dict, and String. for animal=["dog", "cat", "mouse"] - # You can use $ to interpolate into strings println("$animal is a mammal") + # You can use $ to interpolate variables or expression into strings end # prints: # dog is a mammal # cat is a mammal # mouse is a mammal -# You can use in instead of =, if you want. +# You can use 'in' instead of '='. for animal in ["dog", "cat", "mouse"] println("$animal is a mammal") end +# prints: +# dog is a mammal +# cat is a mammal +# mouse is a mammal for a in ["dog"=>"mammal","cat"=>"mammal","mouse"=>"mammal"] - println("$(a[1]) is $(a[2])") + println("$(a[1]) is a $(a[2])") end +# prints: +# dog is a mammal +# cat is a mammal +# mouse is a mammal for (k,v) in ["dog"=>"mammal","cat"=>"mammal","mouse"=>"mammal"] - println("$k is $v") + println("$k is a $v") end - - -# While loops go until a condition is no longer met. # prints: -# 0 -# 1 -# 2 -# 3 +# dog is a mammal +# cat is a mammal +# mouse is a mammal + +# While loops loop while a condition is true x = 0 while x < 4 println(x) x += 1 # Shorthand for x = x + 1 end +# prints: +# 0 +# 1 +# 2 +# 3 # Handle exceptions with a try/except block try @@ -346,11 +370,14 @@ end ## 4. Functions #################################################### -# Use the keyword function to create new functions +# The keyword 'function' creates new functions +#function name(arglist) +# body... +#end function add(x, y) println("x is $x and y is $y") - # Functions implicitly return the value of their last statement + # Functions return the value of their last statement x + y end @@ -360,13 +387,16 @@ add(5, 6) #=> 11 after printing out "x is 5 and y is 6" # positional arguments function varargs(args...) return args + # use the keyword return to return anywhere in the function end +#=> varargs (generic function with 1 method) varargs(1,2,3) #=> (1,2,3) # The ... is called a splat. -# It can also be used in a fuction call -# to splat a list or tuple out to be the arguments +# We just used it in a function definition. +# It can also be used in a fuction call, +# where it will splat an Array or Tuple's contents into the argument list. Set([1,2,3]) #=> Set{Array{Int64,1}}([1,2,3]) # produces a Set of Arrays Set([1,2,3]...) #=> Set{Int64}(1,2,3) # this is equivalent to Set(1,2,3) @@ -399,7 +429,7 @@ keyword_args(name2="ness") #=> ["name2"=>"ness","k1"=>4] keyword_args(k1="mine") #=> ["k1"=>"mine","name2"=>"hello"] keyword_args() #=> ["name2"=>"hello","k2"=>4] -# You can also do both at once +# You can combine all kinds of arguments in the same function function all_the_args(normal_arg, optional_positional_arg=2; keyword_arg="foo") println("normal arg: $normal_arg") println("optional arg: $optional_positional_arg") @@ -420,12 +450,15 @@ function create_adder(x) return adder end -# or equivalently +# This is "stabby lambda syntax" for creating anonymous functions +(x -> x > 2)(3) #=> true + +# This function is identical to create_adder implementation above. function create_adder(x) y -> x + y end -# you can also name the internal function, if you want +# You can also name the internal function, if you want function create_adder(x) function adder(y) x + y @@ -436,61 +469,114 @@ end add_10 = create_adder(10) add_10(3) #=> 13 -# The first two inner functions above are anonymous functions -(x -> x > 2)(3) #=> true # There are built-in higher order functions map(add_10, [1,2,3]) #=> [11, 12, 13] filter(x -> x > 5, [3, 4, 5, 6, 7]) #=> [6, 7] -# We can use list comprehensions for nice maps and filters +# We can use list comprehensions for nicer maps [add_10(i) for i=[1, 2, 3]] #=> [11, 12, 13] [add_10(i) for i in [1, 2, 3]] #=> [11, 12, 13] #################################################### -## 5. Types and Multiple-Dispatch +## 5. Types #################################################### -# Type definition +# Julia has a type system. +# Every value has a type; variables do not have types themselves. +# You can use the `typeof` function to get the type of a value. +typeof(5) #=> Int64 + +# Types are first-class values +typeof(Int64) #=> DataType +typeof(DataType) #=> DataType +# DataType is the type that represents types, including itself. + +# Types are used for documentation, optimizations, and dispatch. +# They are not statically checked. + +# Users can define types +# They are like records or structs in other languages. +# New types are defined used the `type` keyword. + +# type Name +# field::OptionalType +# ... +# end type Tiger taillength::Float64 - coatcolor # no type annotation is implicitly Any + coatcolor # not including a type annotation is the same as `::Any` end -# default constructor is the properties in order -# so, Tiger(taillength,coatcolor) -# Type instantiation -tigger = Tiger(3.5,"orange") # the type doubles as the constructor function +# The default constructor's arguments are the properties +# of the tyep, in order the order they are listed in the definition +tigger = Tiger(3.5,"orange") #=> Tiger(3.5,"orange") + +# The type doubles as the constructor function for values of that type +sherekhan = typeof(tigger)(5.6,"fire") #=> Tiger(5.6,"fire") -# Abtract Types -abstract Cat # just a name and point in the type hierarchy +# These struct-style types are called concrete types +# They can be instantiated, but cannot have subtypes. +# The other kind of types is abstract types. -# * types defined with the type keyword are concrete types; they can be -# instantiated -# -# * types defined with the abstract keyword are abstract types; they can -# have subtypes. -# -# * each type has one supertype; a supertype can have zero or more subtypes. +# abstract Name +abstract Cat # just a name and point in the type hierarchy +# Abstract types cannot be instantiated, but can have subtypes. +# For example, Number is an abstract type +subtypes(Number) #=> 6-element Array{Any,1}: + # Complex{Float16} + # Complex{Float32} + # Complex{Float64} + # Complex{T<:Real} + # ImaginaryUnit + # Real +subtypes(Cat) #=> 0-element Array{Any,1} + +# Every type has a super type; use the `super` function to get it. +typeof(5) #=> Int64 +super(Int64) #=> Signed +super(Signed) #=> Real +super(Real) #=> Number +super(Number) #=> Any +super(super(Signed)) #=> Number +super(Any) #=> Any +# All of these type, except for Int64, are abstract. + +# <: is the subtyping operator type Lion <: Cat # Lion is a subtype of Cat mane_color roar::String end +# You can define more constructors for your type +# Just define a function of the same name as the type +# and call an existing constructor to get a value of the correct type +Lion(roar::String) = Lion("green",roar) +# This is an outer constructor because it's outside the type definition + type Panther <: Cat # Panther is also a subtype of Cat eye_color Panther() = new("green") # Panthers will only have this constructor, and no default constructor. end +# Using inner constructors, like Panter does, gives you control +# over how values of the type can be created. +# When possible, you should use outer constructors rather than inner ones. -# Multiple Dispatch +#################################################### +## 6. Multiple-Dispatch +#################################################### # In Julia, all named functions are generic functions # This means that they are built up from many small methods -# For example, let's make a function meow: +# Each constructor for Lion is a method of the generic function Lion. + +# For a non-constructor example, let's make a function meow: + +# Definitions for Lion, Panther, Tiger function meow(cat::Lion) - cat.roar # access properties using dot notation + cat.roar # access type properties using dot notation end function meow(cat::Panther) @@ -501,21 +587,75 @@ function meow(cat::Tiger) "rawwwr" end +# Testing the meow function meow(tigger) #=> "rawwr" meow(Lion("brown","ROAAR")) #=> "ROAAR" meow(Panther()) #=> "grrr" +# Review the local type hierarchy +issubtype(Tiger,Cat) #=> false +issubtype(Lion,Cat) #=> true +issubtype(Panther,Cat) #=> true + +# Defining a function that takes Cats function pet_cat(cat::Cat) println("The cat says $(meow(cat))") end +pet_cat(Lion("42")) #=> prints "The cat says 42" try pet_cat(tigger) #=> ERROR: no method pet_cat(Tiger,) catch e println(e) end -pet_cat(Lion(Panther(),"42")) #=> prints "The cat says 42" +# In OO languages, single dispatch is common; +# this means that the method is picked based on the type of the first argument. +# In Julia, all of the argument types contribute to selecting the best method. + +# Let's define a function with more arguments, so we can see the difference +function fight(t::Tiger,c::Cat) + println("The $(t.coatcolor) tiger wins!") +end +#=> fight (generic function with 1 method) + +fight(tigger,Panther()) #=> prints The orange tiger wins! +fight(tigger,Lion("ROAR")) #=> prints The orange tiger wins! + +# Let's change the behavior when the Cat is specifically a Lion +fight(t::Tiger,l::Lion) = println("The $(l.mane_color)-maned lion wins!") +#=> fight (generic function with 2 methods) + +fight(tigger,Panther()) #=> prints The orange tiger wins! +fight(tigger,Lion("ROAR")) #=> prints The green-maned lion wins! + +# We don't need a Tiger in order to fight +fight(l::Lion,c::Cat) = println("The victorious cat says $(meow(c))") +#=> fight (generic function with 3 methods) + +fight(Lion("balooga!"),Panther()) #=> prints The victorious cat says grrr +try + fight(Panther(),Lion("RAWR")) #=> ERROR: no method fight(Panther,Lion) +catch +end + +# Also let the cat go first +fight(c::Cat,l::Lion) = println("The cat beats the Lion") +#=> Warning: New definition +# fight(Cat,Lion) at none:1 +# is ambiguous with +# fight(Lion,Cat) at none:2. +# Make sure +# fight(Lion,Lion) +# is defined first. +#fight (generic function with 4 methods) + +# This warning is because it's unclear which fight will be called in: +fight(Lion("RAR"),Lion("brown","rarrr")) #=> prints The victorious cat says rarrr +# The result may be different in other versions of Julia + +fight(l::Lion,l2::Lion) = println("The lions come to a tie") +fight(Lion("RAR"),Lion("brown","rarrr")) #=> prints The lions come to a tie ``` @@ -523,3 +663,4 @@ pet_cat(Lion(Panther(),"42")) #=> prints "The cat says 42" You can get a lot more detail from [The Julia Manual](http://docs.julialang.org/en/latest/manual/) +The best place to get help with Julia is the (very friendly) [mailing list](https://groups.google.com/forum/#!forum/julia-users). |