diff options
-rw-r--r-- | bash.html.markdown | 2 | ||||
-rw-r--r-- | c.html.markdown | 1 | ||||
-rw-r--r-- | common-lisp.html.markdown | 31 | ||||
-rw-r--r-- | de-de/bash-de.html.markdown | 16 | ||||
-rw-r--r-- | de-de/git-de.html.markdown | 4 | ||||
-rw-r--r-- | git.html.markdown | 3 | ||||
-rw-r--r-- | haxe.html.markdown | 428 | ||||
-rw-r--r-- | hu-hu/go.html.markdown | 2 | ||||
-rw-r--r-- | julia.html.markdown | 2 | ||||
-rw-r--r-- | ko-kr/coffeescript-kr.html.markdown | 58 | ||||
-rw-r--r-- | ko-kr/java-kr.html.markdown | 9 | ||||
-rw-r--r-- | ko-kr/lua-kr.html.markdown | 2 | ||||
-rw-r--r-- | ko-kr/php-kr.html.markdown | 662 | ||||
-rw-r--r-- | matlab.html.markdown | 260 | ||||
-rw-r--r-- | perl.html.markdown | 35 | ||||
-rw-r--r-- | python.html.markdown | 34 | ||||
-rw-r--r-- | ru-ru/erlang-ru.html.markdown | 255 | ||||
-rw-r--r-- | ru-ru/python-ru.html.markdown | 105 | ||||
-rw-r--r-- | tr-tr/python-tr.html.markdown | 502 | ||||
-rw-r--r-- | zh-cn/go-zh.html.markdown | 8 |
20 files changed, 2260 insertions, 159 deletions
diff --git a/bash.html.markdown b/bash.html.markdown index 7421f880..a0c43c12 100644 --- a/bash.html.markdown +++ b/bash.html.markdown @@ -1,12 +1,10 @@ --- - category: tool tool: bash contributors: - ["Max Yankov", "https://github.com/golergka"] - ["Darren Lin", "https://github.com/CogBear"] filename: LearnBash.sh - --- Bash is a name of the unix shell, which was also distributed as the shell for the GNU operating system and as default shell on Linux and Mac OS X. diff --git a/c.html.markdown b/c.html.markdown index 24a96463..3acf1a4d 100644 --- a/c.html.markdown +++ b/c.html.markdown @@ -81,6 +81,7 @@ int main() { // is not evaluated (except VLAs (see below)). // The value it yields in this case is a compile-time constant. int a = 1; + // size_t is an unsiged integer type of at least 2 bytes used to represent the size of an object. size_t size = sizeof(a++); // a++ is not evaluated printf("sizeof(a++) = %zu where a = %d\n", size, a); // prints "sizeof(a++) = 4 where a = 1" (on a 32-bit architecture) diff --git a/common-lisp.html.markdown b/common-lisp.html.markdown index a917304c..bf4844f3 100644 --- a/common-lisp.html.markdown +++ b/common-lisp.html.markdown @@ -205,7 +205,7 @@ nil ; for false - and the empty list ;; Or use concatenate - -(concatenate +(concatenate 'list '(1 2) '(3 4)) ;; Lists are a very central type, so there is a wide variety of functionality for ;; them, a few examples: @@ -219,7 +219,7 @@ nil ; for false - and the empty list ;;; Vectors -;; Vectors are fixed-length arrays +;; Vector's literals are fixed-length arrays #(1 2 3) ; => #(1 2 3) ;; Use concatenate to add vectors together @@ -253,6 +253,23 @@ nil ; for false - and the empty list ; => 0 +;;; Adjustable vectors + +;; Adjustable vectors have the same printed representation +;; as fixed-length vector's literals. + +(defparameter *adjvec* (make-array '(3) :initial-contents '(1 2 3) + :adjustable t :fill-pointer t)) + +*adjvec* ; => #(1 2 3) + +;; Adding new element: +(vector-push-extend 4 *adjvec*) ; => 3 + +*adjvec* ; => #(1 2 3 4) + + + ;;; Naively, sets are just lists: (set-difference '(1 2 3 4) '(4 5 6 7)) ; => (3 2 1) @@ -279,10 +296,10 @@ nil ; for false - and the empty list ;; not. ;; Retrieving a non-present value returns nil - (gethash *m* 'd) ;=> nil, nil + (gethash 'd *m*) ;=> nil, nil ;; You can provide a default value for missing keys -(gethash *m* 'd :not-found) ; => :NOT-FOUND +(gethash 'd *m* :not-found) ; => :NOT-FOUND ;; Let's handle the multiple return values here in code. @@ -457,8 +474,8 @@ nil ; for false - and the empty list :accessor velocity :initarg :velocity) (average-efficiency - :accessor average-efficiency) - :initarg :average-efficiency) + :accessor average-efficiency + :initarg :average-efficiency)) (:documentation "A human powered conveyance")) ;; defclass, followed by name, followed by the superclass list, @@ -506,7 +523,7 @@ nil ; for false - and the empty list ; Direct superclasses: STANDARD-OBJECT ; Direct subclasses: UNICYCLE, BICYCLE, CANOE ; Not yet finalized. -(defparameter *foo#\u03BBooo* nil) ; Direct slots: +; Direct slots: ; VELOCITY ; Readers: VELOCITY ; Writers: (SETF VELOCITY) diff --git a/de-de/bash-de.html.markdown b/de-de/bash-de.html.markdown index f2a57511..9e3d7bc8 100644 --- a/de-de/bash-de.html.markdown +++ b/de-de/bash-de.html.markdown @@ -1,12 +1,20 @@ --- -language: bash +category: tool +tool: bash +lang: de-de contributors: - - ["Jake Prather", "http:#github.com/JakeHP"] + - ["Max Yankov", "https://github.com/golergka"] + - ["Darren Lin", "https://github.com/CogBear"] +translators: - ["kultprok", "http://www.kulturproktologie.de"] -filename: LearnBash-de.bash -lang: de-de +filename: LearnBash-de.sh --- +Bash ist der Name der Unix-Shell, die als Shell des GNU-Betriebssystems und auch als Standard-Shell von Linux und Mac OS X ausgeliefert wurde. +Beinahe alle der folgenden Beispiele können als Teile eines Shell-Skripts oder direkt in der Shell ausgeführt werden. + +[Weitere Informationen \(Englisch\)](http://www.gnu.org/software/bash/manual/bashref.html) + ```bash #!/bin/sh # Die erste Zeile des Scripts nennt sich Shebang in gibt dem System an, wie diff --git a/de-de/git-de.html.markdown b/de-de/git-de.html.markdown index 88f4a643..10deefd5 100644 --- a/de-de/git-de.html.markdown +++ b/de-de/git-de.html.markdown @@ -2,9 +2,9 @@ category: tool tool: git contributors: - - ["Jake Prather", "http:#github.com/JakeHP"] + - ["Jake Prather", "http://github.com/JakeHP"] +translators: - ["kultprok", "http://www.kulturproktologie.de"] -filename: LearnGit-de.txt lang: de-de --- diff --git a/git.html.markdown b/git.html.markdown index d8537300..abe8e3a7 100644 --- a/git.html.markdown +++ b/git.html.markdown @@ -2,9 +2,8 @@ category: tool tool: git contributors: - - ["Jake Prather", "http:#github.com/JakeHP"] + - ["Jake Prather", "http://github.com/JakeHP"] filename: LearnGit.txt - --- Git is a distributed version control and source code management system. diff --git a/haxe.html.markdown b/haxe.html.markdown index 90b2e250..eb39834e 100644 --- a/haxe.html.markdown +++ b/haxe.html.markdown @@ -11,45 +11,67 @@ Haxe author). Note that this guide is for Haxe version 3. Some of the guide may be applicable to older versions, but it is recommended to use other references. -```haxe +```csharp /* Welcome to Learn Haxe 3 in 15 minutes. http://www.haxe.org This is an executable tutorial. You can compile and run it using the haxe compiler, while in the same directory as LearnHaxe.hx: - haxe -main LearnHaxe3 -x out - */ + $> haxe -main LearnHaxe3 -x out -// Let's start with comments... this is a single line comment + Look for the slash-star marks surrounding these paragraphs. We are inside + a "Multiline comment". We can leave some notes here that will get ignored + by the compiler. + + Multiline comments are also used to generate javadoc-style documentation for + haxedoc. They will be used for haxedoc if they immediately precede a class, + class function, or class variable. -/* - And this is multiline. Multiline comments are also used to generate - javadoc-style documentation for haxedoc. They will be used if they precede - a class, class function, or class variable. */ +// Double slashes like this will give a single-line comment + + /* - A package declaration isn't necessary, but it's useful if you want to - organize your code into modules later on. Also worth mentioning, all - expressions in Haxe must end in a semicolon: + This is your first actual haxe code coming up, it's declaring an empty + package. A package isn't necessary, but it's useful if you want to create a + namespace for your code (e.g. org.module.ClassName). */ package; // empty package, no namespace. - -// if you import code from other files, it must be declared before the rest of -// the code. +/* + Packages define modules for your code. Each module (e.g. org.module) must + be lower case, and should exist as a folder structure containing the class. + Class (and type) names must be capitalized. E.g, the class "org.module.Foo" + should have the folder structure org/module/Foo.hx, as accessible from the + compiler's working directory or class path. + + If you import code from other files, it must be declared before the rest of + the code. Haxe provides a lot of common default classes to get you started: + */ import haxe.ds.ArraySort; // you can import many classes/modules at once with "*" import haxe.ds.*; -// you can also import classes in a special way, enabling them to extend the -// functionality of other classes. More on this later. +/* + You can also import classes in a special way, enabling them to extend the + functionality of other classes like a "mixin". More on 'using' later. + */ using StringTools; -// Haxe files typically define classes, although they can also define other -// types of code... more on that later. +/* + Typedefs are like variables... for types. They must be declared before any + code. More on this later. + */ +typedef FooString = String; +// Typedefs can also reference "structural" types, more on that later as well. +typedef FooObject = { foo: String }; +/* + Here's the class definition. It's the main class for the file, since it has + the same name (LearnHaxe3). + */ class LearnHaxe3{ /* If you want certain code to run automatically, you need to put it in @@ -58,6 +80,7 @@ class LearnHaxe3{ arguments above. */ static function main(){ + /* Trace is the default method of printing haxe expressions to the screen. Different targets will have different methods of @@ -67,8 +90,6 @@ class LearnHaxe3{ Finally, It's possible to prevent traces from showing by using the "--no-traces" argument on the compiler. */ - - trace("Hello World, with trace()!"); /* @@ -76,16 +97,11 @@ class LearnHaxe3{ a representation of the expression as best it can. You can also concatenate strings with the "+" operator: */ - trace( - " Integer: " + 10 + - " Float: " + 3.14 + - " Boolean: " + true - ); - + trace( " Integer: " + 10 + " Float: " + 3.14 + " Boolean: " + true); /* - Remember what I said about expressions needing semicolons? You - can put more than one expression on a line if you want. + In Haxe, it's required to separate expressions in the same block with + semicolons. But, you can put two expressions on one line: */ trace('two expressions..'); trace('one line'); @@ -99,7 +115,6 @@ class LearnHaxe3{ You can save values and references to data structures using the "var" keyword: */ - var an_integer:Int = 1; trace(an_integer + " is the value for an_integer"); @@ -111,7 +126,6 @@ class LearnHaxe3{ the haxe compiler is inferring that the type of another_integer should be "Int". */ - var another_integer = 2; trace(another_integer + " is the value for another_integer"); @@ -137,8 +151,14 @@ class LearnHaxe3{ var a_string = "some" + 'string'; // strings can have double or single quotes trace(a_string + " is the value for a_string"); + /* + Strings can be "interpolated" by inserting variables into specific + positions. The string must be single quoted, and the variable must + be preceded with "$". Expressions can be enclosed in ${...}. + */ var x = 1; var an_interpolated_string = 'the value of x is $x'; + var another_interpolated_string = 'the value of x + 1 is ${x + 1}'; /* Strings are immutable, instance methods will return a copy of @@ -149,6 +169,12 @@ class LearnHaxe3{ trace(a_sub_string + " is the value for a_sub_string"); /* + Regexes are also supported, but there's not enough space to go into + much detail. + */ + trace((~/foobar/.match('foo')) + " is the value for (~/foobar/.match('foo')))"); + + /* Arrays are zero-indexed, dynamic, and mutable. Missing values are defined as null. */ @@ -191,7 +217,7 @@ class LearnHaxe3{ trace(m3 + " is the value for m3"); /* - Haxe has many more common datastructures in the haxe.ds module, such as + Haxe has some more common datastructures in the haxe.ds module, such as List, Stack, and BalancedTree */ @@ -199,7 +225,6 @@ class LearnHaxe3{ ////////////////////////////////////////////////////////////////// // Operators ////////////////////////////////////////////////////////////////// - trace("***OPERATORS***"); // basic arithmetic @@ -218,7 +243,7 @@ class LearnHaxe3{ trace((3 >= 2) + " is the value for 3 >= 2"); trace((3 <= 2) + " is the value for 3 <= 2"); - //bitwise operators + // standard bitwise operators /* ~ Unary bitwise complement << Signed left shift @@ -252,6 +277,27 @@ class LearnHaxe3{ trace("also not printed."); } + // there is also a "ternary" if: + (j == 10) ? trace("equals 10") : trace("not equals 10"); + + /* + Finally, there is another form of control structures that operates + at compile time: conditional compilation. + */ +#if neko + trace('hello from neko'); +#elseif js + trace('hello from js'); +#else + trace('hello from another platform!'); +#end + /* + The compiled code will change depending on the platform target. + Since we're compiling for neko (-x or -neko), we only get the neko + greeting. + */ + + trace("Looping and Iteration"); // while loop @@ -310,13 +356,14 @@ class LearnHaxe3{ generalized algebraic data types in enums (more on enums later). Here's some basic value examples for now: */ - var my_dog_name = 'fido'; - var favorite_thing = ''; + var my_dog_name = "fido"; + var favorite_thing = ""; switch(my_dog_name){ - case "fido" : favorite_thing = 'bone'; - case "rex" : favorite_thing = 'shoe'; - case "spot" : favorite_thing = 'tennis ball'; - case _ : favorite_thing = 'some unknown treat'; + case "fido" : favorite_thing = "bone"; + case "rex" : favorite_thing = "shoe"; + case "spot" : favorite_thing = "tennis ball"; + default : favorite_thing = "some unknown treat"; + // case _ : "some unknown treat"; // same as default } // The "_" case above is a "wildcard" value // that will match anything. @@ -345,10 +392,10 @@ class LearnHaxe3{ trace("K equals ", k); // outputs 10 var other_favorite_thing = switch(my_dog_name) { - case "fido" : 'teddy'; - case "rex" : 'stick'; - case "spot" : 'football'; - case _ : 'some unknown treat'; + case "fido" : "teddy"; + case "rex" : "stick"; + case "spot" : "football"; + default : "some unknown treat"; } trace("My dog's name is" + my_dog_name @@ -358,6 +405,7 @@ class LearnHaxe3{ ////////////////////////////////////////////////////////////////// // Converting Value Types ////////////////////////////////////////////////////////////////// + trace("***CONVERTING VALUE TYPES***"); // You can convert strings to ints fairly easily. @@ -372,33 +420,93 @@ class LearnHaxe3{ true + ""; // returns "true"; // See documentation for parsing in Std for more details. + + ////////////////////////////////////////////////////////////////// + // Dealing with Types + ////////////////////////////////////////////////////////////////// + + /* + + As mentioned before, Haxe is a statically typed language. All in + all, static typing is a wonderful thing. It enables + precise autocompletions, and can be used to thoroughly check the + correctness of a program. Plus, the Haxe compiler is super fast. + + *HOWEVER*, there are times when you just wish the compiler would let + something slide, and not throw a type error in a given case. + + To do this, Haxe has two separate keywords. The first is the + "Dynamic" type: + */ + var dyn: Dynamic = "any type of variable, such as this string"; + + /* + All that you know for certain with a Dynamic variable is that the + compiler will no longer worry about what type it is. It is like a + wildcard variable: You can pass it instead of any variable type, + and you can assign any variable type you want. + + The other more extreme option is the "untyped" keyword: + */ + + untyped { + var x:Int = 'foo'; // this can't be right! + var y:String = 4; // madness! + } + + /* + The untyped keyword operates on entire *blocks* of code, skipping + any type checks that might be otherwise required. This keyword should + be used very sparingly, such as in limited conditionally-compiled + situations where type checking is a hinderance. + + In general, skipping type checks is *not* recommended. Use the + enum, inheritance, or structural type models in order to help ensure + the correctness of your program. Only when you're certain that none + of the type models work should you resort to "Dynamic" or "untyped". + */ + ////////////////////////////////////////////////////////////////// // Basic Object Oriented Programming ////////////////////////////////////////////////////////////////// trace("***BASIC OBJECT ORIENTED PROGRAMMING***"); - // create an instance of FooClass. The classes for this are at the - // end of the file. - var instance = new FooClass(3); + /* + Create an instance of FooClass. The classes for this are at the + end of the file. + */ + var foo_instance = new FooClass(3); // read the public variable normally - trace(instance.public_any + " is the value for instance.public_any"); + trace(foo_instance.public_any + " is the value for foo_instance.public_any"); // we can read this variable - trace(instance.public_read + " is the value for instance.public_read"); + trace(foo_instance.public_read + " is the value for foo_instance.public_read"); // but not write it - // instance.public_write = 4; // this will throw an error if uncommented: - // trace(instance.public_write); // as will this. + // foo_instance.public_write = 4; // this will throw an error if uncommented: + // trace(foo_instance.public_write); // as will this. + + trace(foo_instance + " is the value for foo_instance"); // calls the toString method + trace(foo_instance.toString() + " is the value for foo_instance.toString()"); // same thing - trace(instance + " is the value for instance"); // calls the toString method - trace(instance.toString() + " is the value for instance.toString()"); // same thing + /* + The foo_instance has the "FooClass" type, while acceptBarInstance + has the BarClass type. However, since FooClass extends BarClass, it + is accepted. + */ + BarClass.acceptBarInstance(foo_instance); + + /* + The classes below have some more advanced examples, the "example()" + method will just run them here. + */ + SimpleEnumTest.example(); + ComplexEnumTest.example(); + TypedefsAndStructuralTypes.example(); + UsingExample.example(); - // instance has the "FooClass" type, while acceptBaseFoo has the - // BaseFooClass type. However, since FooClass extends BaseFooClass, - // it is accepted. - BaseFooClass.acceptBaseFoo(instance); } } @@ -406,7 +514,7 @@ class LearnHaxe3{ /* This is the "child class" of the main LearnHaxe3 Class */ -class FooClass extends BaseFooClass implements BaseFooInterface{ +class FooClass extends BarClass implements BarInterface{ public var public_any:Int; // public variables are accessible anywhere public var public_read (default,null): Int; // use this style to only enable public read public var public_write (null, default): Int; // or public write @@ -418,7 +526,7 @@ class FooClass extends BaseFooClass implements BaseFooInterface{ // a public constructor public function new(arg:Int){ - super(); // call the constructor of the parent object, since we extended BaseFooClass + super(); // call the constructor of the parent object, since we extended BarClass this.public_any= 0; this._private = arg; @@ -442,7 +550,7 @@ class FooClass extends BaseFooClass implements BaseFooInterface{ } // this class needs to have this function defined, since it implements - // the BaseFooInterface interface. + // the BarInterface interface. public function baseFunction(x: Int) : String{ // convert the int to string automatically return x + " was passed into baseFunction!"; @@ -452,21 +560,217 @@ class FooClass extends BaseFooClass implements BaseFooInterface{ /* A simple class to extend */ -class BaseFooClass { +class BarClass { var base_variable:Int; public function new(){ base_variable = 4; } - public static function acceptBaseFoo(b:BaseFooClass){ + public static function acceptBarInstance(b:BarClass){ } } /* A simple interface to implement */ -interface BaseFooInterface{ +interface BarInterface{ public function baseFunction(x:Int):String; } +////////////////////////////////////////////////////////////////// +// Enums and Switch Statements +////////////////////////////////////////////////////////////////// + +/* + Enums in Haxe are very powerful. In their simplest form, enums + are a type with a limited number of states: + */ + +enum SimpleEnum { + Foo; + Bar; + Baz; +} + +// Here's a class that uses it: + +class SimpleEnumTest{ + public static function example(){ + var e_explicit:SimpleEnum = SimpleEnum.Foo; // you can specify the "full" name + var e = Foo; // but inference will work as well. + switch(e){ + case Foo: trace("e was Foo"); + case Bar: trace("e was Bar"); + case Baz: trace("e was Baz"); // comment this line to throw an error. + } + + /* + This doesn't seem so different from simple value switches on strings. + However, if we don't include *all* of the states, the compiler will + complain. You can try it by commenting out a line above. + + You can also specify a default for enum switches as well: + */ + switch(e){ + case Foo: trace("e was Foo again"); + default : trace("default works here too"); + } + } +} + +/* + Enums go much further than simple states, we can also enumerate + *constructors*, but we'll need a more complex enum example + */ +enum ComplexEnum{ + IntEnum(i:Int); + MultiEnum(i:Int, j:String, k:Float); + SimpleEnumEnum(s:SimpleEnum); + ComplexEnumEnum(c:ComplexEnum); +} +// Note: The enum above can include *other* enums as well, including itself! + +class ComplexEnumTest{ + public static function example(){ + var e1:ComplexEnum = IntEnum(4); // specifying the enum parameter + /* + Now we can switch on the enum, as well as extract any parameters + it might of had. + */ + switch(e1){ + case IntEnum(x) : trace('$x was the parameter passed to e1'); + default: trace("Shouldn't be printed"); + } + + // another parameter here that is itself an enum... an enum enum? + var e2 = SimpleEnumEnum(Foo); + switch(e2){ + case SimpleEnumEnum(s): trace('$s was the parameter passed to e2'); + default: trace("Shouldn't be printed"); + } + + // enums all the way down + var e3 = ComplexEnumEnum(ComplexEnumEnum(MultiEnum(4, 'hi', 4.3))); + switch(e3){ + // You can look for certain nested enums by specifying them explicitly: + case ComplexEnumEnum(ComplexEnumEnum(MultiEnum(i,j,k))) : { + trace('$i, $j, and $k were passed into this nested monster'); + } + default: trace("Shouldn't be printed"); + } + /* + Check out "generalized algebraic data types" (GADT) for more details + on why these are so great. + */ + } +} + +class TypedefsAndStructuralTypes { + public static function example(){ + /* + Here we're going to use typedef types, instead of base types. + At the top we've declared the type "FooString" to mean a "String" type. + */ + var t1:FooString = "some string"; + + /* + We can use typedefs for "structural types" as well. These types are + defined by their field structure, not by class inheritance. Here's + an anonymous object with a String field named "foo": + */ + + var anon_obj = { foo: 'hi' }; + + /* + The anon_obj variable doesn't have a type declared, and is an + anonymous object according to the compiler. However, remember back at + the top where we declared the FooObj typedef? Since anon_obj matches + that structure, we can use it anywhere that a "FooObject" type is + expected. + */ + + var f = function(fo:FooObject){ + trace('$fo was passed in to this function'); + } + f(anon_obj); // call the FooObject signature function with anon_obj. + + /* + Note that typedefs can have optional fields as well, marked with "?" + + typedef OptionalFooObj = { + ?optionalString: String, + requiredInt: Int + } + */ + + /* + Typedefs work well with conditional compilation. For instance, + we could have included this at the top of the file: + +#if( js ) + typedef Surface = js.html.CanvasRenderingContext2D; +#elseif( nme ) + typedef Surface = nme.display.Graphics; +#elseif( !flash9 ) + typedef Surface = flash8.MovieClip; +#elseif( java ) + typedef Surface = java.awt.geom.GeneralPath; +#end + + That would give us a single "Surface" type to work with across + all of those platforms. + */ + } +} + +class UsingExample { + public static function example() { + + /* + The "using" import keyword is a special type of class import that + alters the behavior of any static methods in the class. + + In this file, we've applied "using" to "StringTools", which contains + a number of static methods for dealing with String types. + */ + trace(StringTools.endsWith("foobar", "bar") + " should be true!"); + + /* + With a "using" import, the first argument type is extended with the + method. What does that mean? Well, since "endsWith" has a first + argument type of "String", that means all String types now have the + "endsWith" method: + */ + trace("foobar".endsWith("bar") + " should be true!"); + + /* + This technique enables a good deal of expression for certain types, + while limiting the scope of modifications to a single file. + + Note that the String instance is *not* modified in the run time. + The newly attached method is not really part of the attached + instance, and the compiler still generates code equivalent to a + static method. + */ + } + +} + ``` +We're still only scratching the surface here of what Haxe can do. For a formal +overiew of all Haxe features, checkout the [online +manual](http://haxe.org/manual), the [online api](http://api.haxe.org/), and +"haxelib", the [haxe library repo] (http://lib.haxe.org/). + +For more advanced topics, consider checking out: + +* [Abstract types](http://haxe.org/manual/abstracts) +* [Macros](http://haxe.org/manual/macros), and [Compiler Macros](http://haxe.org/manual/macros_compiler) +* [Tips and Tricks](http://haxe.org/manual/tips_and_tricks) + + +Finally, please join us on [the mailing list](https://groups.google.com/forum/#!forum/haxelang), on IRC [#haxe on +freenode](http://webchat.freenode.net/), or on +[Google+](https://plus.google.com/communities/103302587329918132234). + + diff --git a/hu-hu/go.html.markdown b/hu-hu/go.html.markdown index 69849858..621ebdbf 100644 --- a/hu-hu/go.html.markdown +++ b/hu-hu/go.html.markdown @@ -38,7 +38,7 @@ import ( "strconv" // Stringek átalakítására szolgáló csomag ) -// Funkció deklarás, a main nevű funkció a program kezdőpontja. +// Funkció deklarálás, a main nevű funkció a program kezdőpontja. func main() { // Println kiírja a beadott paramétereket a standard kimenetre. // Ha más csomagot funkcióját akarjuk használni, akkor azt jelezni kell a diff --git a/julia.html.markdown b/julia.html.markdown index 1023e303..cf3a464b 100644 --- a/julia.html.markdown +++ b/julia.html.markdown @@ -147,7 +147,7 @@ push!(a,3) #=> [1,2,4,3] append!(a,b) #=> [1,2,4,3,4,5,6] # Remove from the end with pop -pop!(a) #=> 6 and b is now [4,5] +pop!(b) #=> 6 and b is now [4,5] # Let's put it back push!(b,6) # b is now [4,5,6] again. diff --git a/ko-kr/coffeescript-kr.html.markdown b/ko-kr/coffeescript-kr.html.markdown new file mode 100644 index 00000000..7d00a0fe --- /dev/null +++ b/ko-kr/coffeescript-kr.html.markdown @@ -0,0 +1,58 @@ +--- +language: coffeescript +category: language +contributors: + - ["Tenor Biel", "http://github.com/L8D"] +filename: coffeescript.coffee +translators: + - ["wikibook", "http://wikibook.co.kr"] +lang: ko-kr +--- + +``` coffeescript +# 커피스크립트(CoffeeScript)는 최신 유행을 따르는 언어입니다. +# 커피스크립트는 여러 현대 언어의 트렌드를 따르는데, +# 그래서 주석을 작성할 때는 루비나 파이썬과 같이 해시를 씁니다. + +### +블록 주석은 이처럼 작성하며, 자바스크립트 코드로 만들어지도록 +'/ *'와 '* /'로 직접적으로 변환됩니다. + +계속하기에 앞서 자바스크립트 시맨틱을 대부분 이해하고 있어야 합니다. +### + +# 할당: +number = 42 #=> var number = 42; +opposite = true #=> var opposite = true; + +# 조건문: +number = -42 if opposite #=> if(opposite) { number = -42; } + +# 함수: +square = (x) -> x * x #=> var square = function(x) { return x * x; } + +# 범위: +list = [1..5] #=> var list = [1, 2, 3, 4, 5]; + +# 객체: +math = + root: Math.sqrt + square: square + cube: (x) -> x * square x +#=> var math = { +# "root": Math.sqrt, +# "square": square, +# "cube": function(x) { return x * square(x); } +#} + +# 가변 인자(splat): +race = (winner, runners...) -> + print winner, runners + +# 존재 여부 확인: +alert "I knew it!" if elvis? +#=> if(typeof elvis !== "undefined" && elvis !== null) { alert("I knew it!"); } + +# 배열 조건 제시법(comprehensions): +cubes = (math.cube num for num in list) #=> ... +``` diff --git a/ko-kr/java-kr.html.markdown b/ko-kr/java-kr.html.markdown index 371b4665..5dd5769a 100644 --- a/ko-kr/java-kr.html.markdown +++ b/ko-kr/java-kr.html.markdown @@ -169,7 +169,7 @@ public class LearnJava { System.out.println(--i); //i = 0. 전치 감소 연산 /////////////////////////////////////// - // 에저 구조 + // 제어 구조 /////////////////////////////////////// System.out.println("\n->Control Structures"); @@ -255,8 +255,13 @@ public class LearnJava { // String // 형변환 - // 자바 객채 또한 형변환할 수 있으며, 이와 관련해서 알아야 할 세부사항이 +<<<<<<< HEAD + // 자바 객체 또한 형변환할 수 있으며, 이와 관련해서 알아야 할 세부사항이 많을뿐더러 + // 다소 중급 수준에 해당하는 개념들도 다뤄야 합니다. +======= + // 자바 객체 또한 형변환할 수 있으며, 이와 관련해서 알아야 할 세부사항이 // 많을뿐더러 다소 중급 수준에 해당하는 개념들도 다뤄야 합니다. +>>>>>>> f33dea8b83bf64ecde36337a5e02cae77f5210de // 이와 관련된 사항은 아래 링크를 참고하세요. // http://docs.oracle.com/javase/tutorial/java/IandI/subclasses.html diff --git a/ko-kr/lua-kr.html.markdown b/ko-kr/lua-kr.html.markdown index 04d119c4..c40d9ab0 100644 --- a/ko-kr/lua-kr.html.markdown +++ b/ko-kr/lua-kr.html.markdown @@ -1,4 +1,4 @@ ---- +--- language: lua category: language contributors: diff --git a/ko-kr/php-kr.html.markdown b/ko-kr/php-kr.html.markdown new file mode 100644 index 00000000..2382a8fb --- /dev/null +++ b/ko-kr/php-kr.html.markdown @@ -0,0 +1,662 @@ +--- +language: php +category: language +contributors: + - ["Malcolm Fell", "http://emarref.net/"] + - ["Trismegiste", "https://github.com/Trismegiste"] +filename: learnphp.php +translators: + - ["wikibook", "http://wikibook.co.kr"] +lang: ko-kr +--- + +이 문서에서는 PHP 5+를 설명합니다. + + +```php +<?php // PHP 코드는 반드시 <?php 태그로 감싸야 합니다. + +// php 파일에 PHP 코드만 들어 있다면 닫는 태그를 생략하는 것이 관례입니다. + +// 슬래시 두 개는 한 줄 주석을 의미합니다. + +# 해시(파운드 기호로도 알려진)도 같은 역할을 하지만 //이 더 일반적으로 쓰입니다. + +/* + 텍스트를 슬래시-별표와 별표-슬래시로 감싸면 + 여러 줄 주석이 만들어집니다. +*/ + +// 출력결과를 표시하려면 "echo"나 "print"를 사용합니다. +print('Hello '); // 줄바꿈 없이 "Hello "를 출력합니다. + +// ()는 print와 echo를 사용할 때 선택적으로 사용할 수 있습니다. +echo "World\n"; // "World"를 출력한 후 줄바꿈합니다. +// (모든 구문은 반드시 세미콜론으로 끝나야 합니다.) + +// <?php 태그 밖의 내용은 모두 자동으로 출력됩니다. +?> +Hello World Again! +<?php + + +/************************************ + * 타입과 변수 + */ + +// 변수명은 $ 기호로 시작합니다. +// 유효한 변수명은 문자나 밑줄(_)로 시작하고, +// 이어서 임의 개수의 숫자나 문자, 밑줄이 옵니다. + +// 불린값은 대소문자를 구분합니다. +$boolean = true; // 또는 TRUE나 True +$boolean = false; // 또는 FALSE나 False + +// Integer +$int1 = 12; // => 12 +$int2 = -12; // => -12 +$int3 = 012; // => 10 (a leading 0 denotes an octal number) +$int4 = 0x0F; // => 15 (a leading 0x denotes a hex literal) + +// Float (doubles로도 알려짐) +$float = 1.234; +$float = 1.2e3; +$float = 7E-10; + +// 산술 연산 +$sum = 1 + 1; // 2 +$difference = 2 - 1; // 1 +$product = 2 * 2; // 4 +$quotient = 2 / 1; // 2 + +// 축약형 산술 연산 +$number = 0; +$number += 1; // $number를 1만큼 증가 +echo $number++; // 1을 출력(평가 후 증가) +echo ++$number; // 3 (평가 전 증가) +$number /= $float; // 나눗셈 후 몫을 $number에 할당 + +// 문자열은 작은따옴표로 감싸야 합니다. +$sgl_quotes = '$String'; // => '$String' + +// 다른 변수를 포함할 때를 제외하면 큰따옴표 사용을 자제합니다. +$dbl_quotes = "This is a $sgl_quotes."; // => 'This is a $String.' + +// 특수 문자는 큰따옴표에서만 이스케이프됩니다. +$escaped = "This contains a \t tab character."; +$unescaped = 'This just contains a slash and a t: \t'; + +// 필요할 경우 변수를 중괄호로 감쌉니다. +$money = "I have $${number} in the bank."; + +// PHP 5.3부터는 여러 줄 문자열을 생성하는 데 나우닥(nowdoc)을 사용할 수 있습니다. +$nowdoc = <<<'END' +Multi line +string +END; + +// 히어닥(heredoc)에서는 문자열 치환을 지원합니다. +$heredoc = <<<END +Multi line +$sgl_quotes +END; + +// 문자열을 연결할 때는 .을 이용합니다. +echo 'This string ' . 'is concatenated'; + + +/******************************** + * 상수 + */ + +// 상수는 define()을 이용해 정의되며, +// 런타임 동안 절대 변경될 수 없습니다! + +// 유효한 상수명은 문자나 밑줄로 시작하고, +// 이어서 임의 개수의 숫자나 문자, 밑줄이 옵니다. +define("FOO", "something"); + +// 상수명을 이용해 직접 상수에 접근할 수 있습니다. +echo 'This outputs '.FOO; + + +/******************************** + * 배열 + */ + +// PHP의 모든 배열은 연관 배열(associative array, 해시맵)입니다. + +// 일부 언어에서 해시맵으로도 알려진 연관 배열은 + +// 모든 PHP 버전에서 동작합니다. +$associative = array('One' => 1, 'Two' => 2, 'Three' => 3); + +// PHP 5.4에서는 새로운 문법이 도입됐습니다. +$associative = ['One' => 1, 'Two' => 2, 'Three' => 3]; + +echo $associative['One']; // 1을 출력 + +// 리스트 리터럴은 암시적으로 정수형 키를 할당합니다. +$array = ['One', 'Two', 'Three']; +echo $array[0]; // => "One" + + +/******************************** + * 출력 + */ + +echo('Hello World!'); +// 표준출력(stdout)에 Hello World!를 출력합니다. +// 브라우저에서 실행할 경우 표준출력은 웹 페이지입니다. + +print('Hello World!'); // echo과 동일 + +// echo는 실제로 언어 구성물에 해당하므로, 괄호를 생략할 수 있습니다. +echo 'Hello World!'; +print 'Hello World!'; // 똑같이 출력됩니다. + +$paragraph = 'paragraph'; + +echo 100; // 스칼라 변수는 곧바로 출력합니다. +echo $paragraph; // 또는 변수의 값을 출력합니다. + +// 축약형 여는 태그를 설정하거나 PHP 버전이 5.4.0 이상이면 +// 축약된 echo 문법을 사용할 수 있습니다. +?> +<p><?= $paragraph ?></p> +<?php + +$x = 1; +$y = 2; +$x = $y; // 이제 $x의 값은 $y의 값과 같습니다. +$z = &$y; +// $z는 이제 $y에 대한 참조를 담고 있습니다. $z의 값을 변경하면 +// $y의 값도 함께 변경되며, 그 반대도 마찬가지입니다. +// $x는 $y의 원래 값을 그대로 유지합니다. + +echo $x; // => 2 +echo $z; // => 2 +$y = 0; +echo $x; // => 2 +echo $z; // => 0 + + +/******************************** + * 로직 + */ +$a = 0; +$b = '0'; +$c = '1'; +$d = '1'; + +// assert는 인자가 참이 아닌 경우 경고를 출력합니다. + +// 다음과 같은 비교는 항상 참이며, 타입이 같지 않더라도 마찬가지입니다. +assert($a == $b); // 동일성 검사 +assert($c != $a); // 불일치성 검사 +assert($c <> $a); // 또 다른 불일치성 검사 +assert($a < $c); +assert($c > $b); +assert($a <= $b); +assert($c >= $d); + +// 다음과 같은 코드는 값과 타입이 모두 일치하는 경우에만 참입니다. +assert($c === $d); +assert($a !== $d); +assert(1 == '1'); +assert(1 !== '1'); + +// 변수는 어떻게 사용하느냐 따라 다른 타입으로 변환될 수 있습니다. + +$integer = 1; +echo $integer + $integer; // => 2 + +$string = '1'; +echo $string + $string; // => 2 (문자열이 강제로 정수로 변환됩니다) + +$string = 'one'; +echo $string + $string; // => 0 +// + 연산자는 'one'이라는 문자열을 숫자로 형변환할 수 없기 때문에 0이 출력됩니다. + +// 한 변수를 다른 타입으로 처리하는 데 형변환을 사용할 수 있습니다. + +$boolean = (boolean) 1; // => true + +$zero = 0; +$boolean = (boolean) $zero; // => false + +// 대다수의 타입을 형변환하는 데 사용하는 전용 함수도 있습니다. +$integer = 5; +$string = strval($integer); + +$var = null; // 널 타입 + + +/******************************** + * 제어 구조 + */ + +if (true) { + print 'I get printed'; +} + +if (false) { + print 'I don\'t'; +} else { + print 'I get printed'; +} + +if (false) { + print 'Does not get printed'; +} elseif(true) { + print 'Does'; +} + +// 사항 연산자 +print (false ? 'Does not get printed' : 'Does'); + +$x = 0; +if ($x === '0') { + print 'Does not print'; +} elseif($x == '1') { + print 'Does not print'; +} else { + print 'Does print'; +} + + + +// 다음과 같은 문법은 템플릿에 유용합니다. +?> + +<?php if ($x): ?> +This is displayed if the test is truthy. +<?php else: ?> +This is displayed otherwise. +<?php endif; ?> + +<?php + +// 특정 로직을 표현할 때는 switch를 사용합니다. +switch ($x) { + case '0': + print 'Switch does type coercion'; + break; // break을 반드시 포함해야 하며, break를 생략하면 + // 'two'와 'three' 케이스로 넘어갑니다. + case 'two': + case 'three': + // 변수가 'two'나 'three'인 경우에 실행될 코드를 작성합니다. + break; + default: + // 기본값으로 실행될 코드를 작성 +} + +// while과 do...while, for 문이 아마 더 친숙할 것입니다. +$i = 0; +while ($i < 5) { + echo $i++; +}; // "01234"를 출력 + +echo "\n"; + +$i = 0; +do { + echo $i++; +} while ($i < 5); // "01234"를 출력 + +echo "\n"; + +for ($x = 0; $x < 10; $x++) { + echo $x; +} // "0123456789"를 출력 + +echo "\n"; + +$wheels = ['bicycle' => 2, 'car' => 4]; + +// foreach 문은 배영를 순회할 수 있습니다. +foreach ($wheels as $wheel_count) { + echo $wheel_count; +} // "24"를 출력 + +echo "\n"; + +// 키와 값을 동시에 순회할 수 있습니다. +foreach ($wheels as $vehicle => $wheel_count) { + echo "A $vehicle has $wheel_count wheels"; +} + +echo "\n"; + +$i = 0; +while ($i < 5) { + if ($i === 3) { + break; // while 문을 빠져나옴 + } + echo $i++; +} // "012"를 출력 + +for ($i = 0; $i < 5; $i++) { + if ($i === 3) { + continue; // 이번 순회를 생략 + } + echo $i; +} // "0124"를 출력 + + +/******************************** + * 함수 + */ + +// "function"으로 함수를 정의합니다. +function my_function () { + return 'Hello'; +} + +echo my_function(); // => "Hello" + +// 유효한 함수명은 문자나 밑줄로 시작하고, 이어서 +// 임의 개수의 문자나 숫자, 밑줄이 옵니다. + +function add ($x, $y = 1) { // $y는 선택사항이고 기본값은 1입니다. + $result = $x + $y; + return $result; +} + +echo add(4); // => 5 +echo add(4, 2); // => 6 + +// 함수 밖에서는 $result에 접근할 수 없습니다. +// print $result; // 이 코드를 실행하면 경고가 출력됩니다. + +// PHP 5.3부터는 익명 함수를 선언할 수 있습니다. +$inc = function ($x) { + return $x + 1; +}; + +echo $inc(2); // => 3 + +function foo ($x, $y, $z) { + echo "$x - $y - $z"; +} + +// 함수에서는 함수를 반환할 수 있습니다. +function bar ($x, $y) { + // 'use'를 이용해 바깥 함수의 변수를 전달합니다. + return function ($z) use ($x, $y) { + foo($x, $y, $z); + }; +} + +$bar = bar('A', 'B'); +$bar('C'); // "A - B - C"를 출력 + +// 문자열을 이용해 이름이 지정된 함수를 호출할 수 있습니다. +$function_name = 'add'; +echo $function_name(1, 2); // => 3 +// 프로그램 방식으로 어느 함수를 실행할지 결정할 때 유용합니다. +// 아니면 call_user_func(callable $callback [, $parameter [, ... ]]);를 사용해도 됩니다. + +/******************************** + * 인클루드 + */ + +<?php +// 인클루드된 파일 내의 PHP 코드도 반드시 PHP 여는 태그로 시작해야 합니다. + +include 'my-file.php'; +// my-file.php 안의 코드는 이제 현재 유효범위에서 이용할 수 있습니다. +// 파일을 인클루드할 수 없으면(예: 파일을 찾을 수 없음) 경고가 출력됩니다. + +include_once 'my-file.php'; +// my-file.php 안의 코드가 다른 곳에 인클루드됐다면 다시 인클루드되지는 않습니다. +// 따라서 클래스 선언이 여러 번 되어 발생하는 문제가 일어나지 않습니다. + +require 'my-file.php'; +require_once 'my-file.php'; +// require()는 include()와 같지만 파일을 인클루드할 수 없을 경우 +// 치명적인 오류가 발생한다는 점이 다릅니다. + +// my-include.php의 내용 +<?php + +return 'Anything you like.'; +// 파일의 끝 + +// include와 require는 값을 반환할 수도 있습니다. +$value = include 'my-include.php'; + +// 파일은 지정된 파일 경로를 토대로 인클루드되거나, 혹은 아무것도 명시하지 않은 경우 +// include_path라는 설정 지시지를 따릅니다. include_path에서 파일을 발견할 수 없으면 +// include는 마지막으로 실패하기 전에 호출 스크립트 자체의 디렉터리와 현재 작업 디렉터리를 확인합니다. +/* */ + +/******************************** + * 클래스 + */ + +// 클래스는 class라는 키워드로 정의합니다. + +class MyClass +{ + const MY_CONST = 'value'; // 상수 + + static $staticVar = 'static'; + + // 프로퍼티에는 반드시 가시성을 선언해야 합니다. + public $property = 'public'; + public $instanceProp; + protected $prot = 'protected'; // 이 클래스와 하위 클래스에서 접근할 수 있음 + private $priv = 'private'; // 이 클래스 내에서만 접근 가능 + + // __construct로 생성자를 만듭니다. + public function __construct($instanceProp) { + // $this로 인스턴스 변수에 접근합니다. + $this->instanceProp = $instanceProp; + } + + // 메서드는 클래스 안의 함수로서 선언됩니다. + public function myMethod() + { + print 'MyClass'; + } + + final function youCannotOverrideMe() + { + } + + public static function myStaticMethod() + { + print 'I am static'; + } +} + +echo MyClass::MY_CONST; // 'value' 출력 +echo MyClass::$staticVar; // 'static' 출력 +MyClass::myStaticMethod(); // 'I am static' 출력 + +// new를 사용해 클래스를 인스턴스화합니다. +$my_class = new MyClass('An instance property'); +// 인자를 전달하지 않을 경우 괄호를 생략할 수 있습니다. + +// ->를 이용해 클래스 멤버에 접근합니다 +echo $my_class->property; // => "public" +echo $my_class->instanceProp; // => "An instance property" +$my_class->myMethod(); // => "MyClass" + + +// "extends"를 이용해 클래스를 확장합니다. +class MyOtherClass extends MyClass +{ + function printProtectedProperty() + { + echo $this->prot; + } + + // 메서드 재정의 + function myMethod() + { + parent::myMethod(); + print ' > MyOtherClass'; + } +} + +$my_other_class = new MyOtherClass('Instance prop'); +$my_other_class->printProtectedProperty(); // => "protected" 출력 +$my_other_class->myMethod(); // "MyClass > MyOtherClass" 출력 + +final class YouCannotExtendMe +{ +} + +// "마법 메서드(magic method)"로 설정자 메서드와 접근자 메서드를 만들 수 있습니다. +class MyMapClass +{ + private $property; + + public function __get($key) + { + return $this->$key; + } + + public function __set($key, $value) + { + $this->$key = $value; + } +} + +$x = new MyMapClass(); +echo $x->property; // __get() 메서드를 사용 +$x->property = 'Something'; // __set() 메서드를 사용 + +// 클래스는 추상화하거나(abstract 키워드를 사용해) +// 인터페이스를 구현할 수 있습니다(implments 키워드를 사용해). +// 인터페이스는 interface 키워드로 선언합니다. + +interface InterfaceOne +{ + public function doSomething(); +} + +interface InterfaceTwo +{ + public function doSomethingElse(); +} + +// 인터페이스는 확장할 수 있습니다. +interface InterfaceThree extends InterfaceTwo +{ + public function doAnotherContract(); +} + +abstract class MyAbstractClass implements InterfaceOne +{ + public $x = 'doSomething'; +} + +class MyConcreteClass extends MyAbstractClass implements InterfaceTwo +{ + public function doSomething() + { + echo $x; + } + + public function doSomethingElse() + { + echo 'doSomethingElse'; + } +} + + +// 클래스에서는 하나 이상의 인터페이스를 구현할 수 있습니다. +class SomeOtherClass implements InterfaceOne, InterfaceTwo +{ + public function doSomething() + { + echo 'doSomething'; + } + + public function doSomethingElse() + { + echo 'doSomethingElse'; + } +} + + +/******************************** + * 특성 + */ + +// 특성(trait)은 PHP 5.4.0부터 사용 가능하며, "trait"으로 선언합니다. + +trait MyTrait +{ + public function myTraitMethod() + { + print 'I have MyTrait'; + } +} + +class MyTraitfulClass +{ + use MyTrait; +} + +$cls = new MyTraitfulClass(); +$cls->myTraitMethod(); // "I have MyTrait"을 출력 + + +/******************************** + * 네임스페이스 + */ + +// 이 부분은 별도의 영역인데, 파일에서 처음으로 나타나는 문장은 +// 네임스페이스 선언이어야 하기 때문입니다. 여기서는 그런 경우가 아니라고 가정합니다. + +<?php + +// 기본적으로 클래스는 전역 네임스페이스에 존재하며, +// 백슬래시를 이용해 명시적으로 호출할 수 있습니다. + +$cls = new \MyClass(); + + + +// 파일에 대한 네임스페이스를 설정합니다. +namespace My\Namespace; + +class MyClass +{ +} + +// (다른 파일에 들어 있는 코드) +$cls = new My\Namespace\MyClass; + +// 또는 다른 네임스페이스 내에서 접근하는 경우 +namespace My\Other\Namespace; + +use My\Namespace\MyClass; + +$cls = new MyClass(); + +// 혹은 네임스페이스에 별칭을 붙일 수도 있습니다. + +namespace My\Other\Namespace; + +use My\Namespace as SomeOtherNamespace; + +$cls = new SomeOtherNamespace\MyClass(); + +*/ + +``` + +## 더 자세한 정보 + +레퍼런스와 커뮤니티 관련 내용은 [공식 PHP 문서](http://www.php.net/manual/)를 참고하세요. + +최신 모범 사례에 관심이 있다면 [PHP The Right Way](http://www.phptherightway.com/)를 참고하세요. + +PHP를 익히기 전에 다른 훌륭한 패키지 관리자를 지원하는 언어를 사용해본 적이 있다면 [컴포저(Composer)](http://getcomposer.org/)를 확인해 보세요. + +공통 표준이 궁금하다면 PHP 프레임워크 상호운용성 그룹의 [PSR 표준](https://github.com/php-fig/fig-standards)을 참고하세요. diff --git a/matlab.html.markdown b/matlab.html.markdown new file mode 100644 index 00000000..507e9c85 --- /dev/null +++ b/matlab.html.markdown @@ -0,0 +1,260 @@ +--- +language: Matlab +contributors: + - ["mendozao", "http://github.com/mendozao"] +--- + +Matlab stands for Matrix Laboratory. It is a powerful numerical computing language commonly used in engineering and mathematics. + +If you have any feedback please feel free to reach me at +[@the_ozzinator](https://twitter.com/the_ozzinator), or +[osvaldo.t.mendoza@gmail.com](mailto:osvaldo.t.mendoza@gmail.com). + +```Matlab + + + +% Comments start with a percent sign. + +%{ Multi line comments look +something +like +this %} + +clear % Erases all your variables from memory +clc % Erases the writing on your Command Window +who % Displays all variables in memory +diary % History of session +ctrl-c % Abort current computation + +help command % Displays documentation for command in Command Window +lookfor command % Searches for a given command + + +% Output formatting +format short % 4 decimals in a floating number +format long % 15 decimals +fprintf + +% Variables & Expressions +myVariable = 4 % Notice Workspace pane shows newly created variable +myVariable = 4; % Semi colon suppresses output to the Command Window +4 + 6 % ans = 10 +8 * myVariable % ans = 32 +a = 2; b = 3; +c = exp(a)*sin(pi/2) % c = 7.3891 + +% Logicals +1 > 5 % ans = 0 +10 >= 10 % ans = 1 +3 ~= 4 % Not equal to -> ans = 1 +3 == 3 % equal to -> ans = 1 +3 > 1 && 4 > 1 % AND -> ans = 1 +3 > 1 || 4 > 1 % OR -> ans = 1 +~1 % NOT -> ans = 0 + +% Strings +a = 'MyString' +length(a) % ans = 8 +a(2) % ans = y +[a,a] % ans = MyStringMyString + + +% Cells +a = {'one', 'two', 'three'} +a(1) % ans = 'one' - returns a cell +char(a(1)) % ans = one - returns a string + + +% Vectors +x = [4 32 53 7 1] +x(2) % ans = 32, indices in Matlab start 1, not 0 +x(2:3) % ans = 32 53 +x(2:end) % ans = 32 53 7 1 + +x = [4; 32; 53; 7; 1] % Column vector + +x = [1:10] % x = 1 2 3 4 5 6 7 8 9 10 + +% Matrices +A = [1 2 3; 4 5 6; 7 8 9] +% Rows are seperated with a semi colon, each element is seperated with space or comma +% A = + +% 1 2 3 +% 4 5 6 +% 7 8 9 + +A(2,3) % ans = 6, A(row, column) +A(2,3) = 42 % Update row 2 col 3 with 42 +% A = + +% 1 2 3 +% 4 5 42 +% 7 8 9 + +A(2:3,2:3) % Creates a new matrix from the old one +%ans = + +% 5 42 +% 8 9 + +A(:,1) % All rows in column 1 +%ans = + +% 1 +% 4 +% 7 + +A(1,:) % All columns in row 1 +%ans = + +% 1 2 3 + +A(:, [3 1 2]) %Rearrange the columns of original matrix +%ans = + +% 3 1 2 +% 42 4 5 +% 9 7 8 + +A(1, :) =[] %Delete the first row of the matrix + +size(A) % ans = 3 3 + +A' % Transpose the matrix + +[A ; A] % Concatenation of matrices +%ans = + +% 1 2 3 +% 4 5 42 +% 7 8 9 +% 1 2 3 +% 4 5 42 +% 7 8 9 + + +%Element by Element Arithmetic VS Matrix Arithmetic +A * B % Matrix multiplication +A .* B % Multiple each element in A by its corresponding element in B + + +%Plotting +x = 0:.10:2*pi % Creates a vector that starts at 0 and ends at 2*pi with increments of .1 +y = sin(x) +plot(x,y) +xlabel('x axis') +ylabel('y axis') +title('Plot of y = sin(x)') +axis([0 2*pi -1 1]) % x range from 0 to 2*pi, y range from -1 to 1 +plot(x,y1,’-’,x,y2,’--’,x,y3,’:’) % For multiple functions on one plot + + +% .mat files +% Save the variables in your Workspace + +%M-file Scripts +%A script file is an external file that contains a sequence of statements. +%Better than typing your code in the Command Window +%Have .m extensions + + +%M-file Functions +%Programs that accept inputs and return an output +%Have .m extensions +% double_input.m - naming your ,m file the same as you call it in the file is required +function output = double_input(x) + %double_input(x) returns twice the value of x + output = 2*x; +end +double_input(6) % ans = 12 + +%User input +a = input('Enter the value: ') + +%Reading in data +fopen(filename) + +%Output +disp(a) % Print out the value of variable a +disp('Hello World') % Print out a string +fprintf % More control display to Command Window + +%Conditional statements +if a > 15 + disp('Greater than 15') +elseif a == 23 + disp('a is 23') +else + disp('neither condition met') +end + +%Looping +for k = 1:5 + disp(k) +end + +k = 0; +while (k < 5) + k = k + 1; +end + + +%Connecting to a MySQL Database +dbname = 'database_name'; +username = 'root'; +password = 'root'; +driver = 'com.mysql.jdbc.Driver'; +dburl = ['jdbc:mysql://localhost:8889/' dbname]; +javaclasspath('mysql-connector-java-5.1.xx-bin.jar'); %xx depends on version, download available at http://dev.mysql.com/downloads/connector/j/ +conn = database(dbname, username, password, driver, dburl); +sql = ['SELECT * from table_name where id = 22'] %Example sql statement +a = fetch(conn, sql) %a will contain your data + + +% Common math functions +sin(x) +cos(x) +tan(x) +asin(x) +acos(x) +atan(x) +exp(x) +sqrt(x) +log(x) +log10(x) +abs(x) +min(x) +max(x) +ceil(x) +floor(x) +round(x) +rem(x) +rand +randi + +% Common constants +pi +NaN +inf + +% Common matrix functions +zeros(m,n) % m x n matrix of 0's +ones(m,n) % m x n matrix of 1's +diag(A) % Extracts the diagonal elements of a matrix +eye(m,n) % Indentity matrix +inv(A) % Inverse of matrix A +det(A) % Determinant of A +eig(A) %Eigenvalues and eigenvectors of A +isempty(A) % Tests if array is empty +isequal(A, B) %Tests equality of two arrays +numel(A) %Number of elements in matrix + + + +``` + +## More on Matlab + +* The official website [http://http://www.mathworks.com/products/matlab/](http://www.mathworks.com/products/matlab/) diff --git a/perl.html.markdown b/perl.html.markdown index 024bd851..18339dde 100644 --- a/perl.html.markdown +++ b/perl.html.markdown @@ -104,6 +104,35 @@ $a =~ s/foo/bar/; # replaces foo with bar in $a $a =~ s/foo/bar/g; # replaces ALL INSTANCES of foo with bar in $a +#### Files and I/O + +# You can open a file for input or output using the "open()" function. + +open(my $in, "<", "input.txt") or die "Can't open input.txt: $!"; +open(my $out, ">", "output.txt") or die "Can't open output.txt: $!"; +open(my $log, ">>", "my.log") or die "Can't open my.log: $!"; + +# You can read from an open filehandle using the "<>" operator. In scalar context it reads a single line from +# the filehandle, and in list context it reads the whole file in, assigning each line to an element of the list: + +my $line = <$in>; +my @lines = <$in>; + +#### Writing subroutines + +# Writing subroutines is easy: + +sub logger { + my $logmessage = shift; + open my $logfile, ">>", "my.log" or die "Could not open my.log: $!"; + print $logfile $logmessage; +} + +# Now we can use the subroutine just as any other built-in function: + +logger("We have a logger subroutine!"); + + ``` #### Using Perl modules @@ -114,5 +143,7 @@ perlfaq contains questions and answers related to many common tasks, and often p #### Further Reading -[Learn at www.perl.com](http://www.perl.org/learn.html) - and perldoc perlintro + - [perl-tutorial](http://perl-tutorial.org/) + - [Learn at www.perl.com](http://www.perl.org/learn.html) + - [perldoc](http://perldoc.perl.org/) + - and perl built-in : `perldoc perlintro` diff --git a/python.html.markdown b/python.html.markdown index f0b74d08..bad9a360 100644 --- a/python.html.markdown +++ b/python.html.markdown @@ -93,8 +93,8 @@ not False #=> True # None is an object None #=> None -# Don't use the equality `==` symbol to compare objects to None -# Use `is` instead +# Don't use the equality "==" symbol to compare objects to None +# Use "is" instead "etc" is None #=> False None is None #=> True @@ -158,19 +158,19 @@ li[2:] #=> [4, 3] # Omit the end li[:3] #=> [1, 2, 4] -# Remove arbitrary elements from a list with del +# Remove arbitrary elements from a list with "del" del li[2] # li is now [1, 2, 3] # You can add lists li + other_li #=> [1, 2, 3, 4, 5, 6] - Note: li and other_li is left alone -# Concatenate lists with extend +# Concatenate lists with "extend()" li.extend(other_li) # Now li is [1, 2, 3, 4, 5, 6] -# Check for existence in a list with in +# Check for existence in a list with "in" 1 in li #=> True -# Examine the length with len +# Examine the length with "len()" len(li) #=> 6 @@ -201,37 +201,37 @@ filled_dict = {"one": 1, "two": 2, "three": 3} # Look up values with [] filled_dict["one"] #=> 1 -# Get all keys as a list +# Get all keys as a list with "keys()" filled_dict.keys() #=> ["three", "two", "one"] # Note - Dictionary key ordering is not guaranteed. # Your results might not match this exactly. -# Get all values as a list +# Get all values as a list with "values()" filled_dict.values() #=> [3, 2, 1] # Note - Same as above regarding key ordering. -# Check for existence of keys in a dictionary with in +# Check for existence of keys in a dictionary with "in" "one" in filled_dict #=> True 1 in filled_dict #=> False # Looking up a non-existing key is a KeyError filled_dict["four"] # KeyError -# Use get method to avoid the KeyError +# Use "get()" method to avoid the KeyError filled_dict.get("one") #=> 1 filled_dict.get("four") #=> None # The get method supports a default argument when the value is missing filled_dict.get("one", 4) #=> 1 filled_dict.get("four", 4) #=> 4 -# Setdefault method is a safe way to add new key-value pair into dictionary +# "setdefault()" method is a safe way to add new key-value pair into dictionary filled_dict.setdefault("five", 5) #filled_dict["five"] is set to 5 filled_dict.setdefault("five", 6) #filled_dict["five"] is still 5 # Sets store ... well sets empty_set = set() -# Initialize a set with a bunch of values +# Initialize a "set()" with a bunch of values some_set = set([1,2,2,3,4]) # some_set is now set([1, 2, 3, 4]) # Since Python 2.7, {} can be used to declare a set @@ -284,7 +284,7 @@ for animal in ["dog", "cat", "mouse"]: print "%s is a mammal" % animal """ -`range(number)` returns a list of numbers +"range(number)" returns a list of numbers from zero to the given number prints: 0 @@ -312,7 +312,7 @@ while x < 4: # Works on Python 2.6 and up: try: - # Use raise to raise an error + # Use "raise" to raise an error raise IndexError("This is an index error") except IndexError as e: pass # Pass is just a no-op. Usually you would do recovery here. @@ -322,7 +322,7 @@ except IndexError as e: ## 4. Functions #################################################### -# Use def to create new functions +# Use "def" to create new functions def add(x, y): print "x is %s and y is %s" % (x, y) return x + y # Return values with a return statement @@ -359,7 +359,7 @@ all_the_args(1, 2, a=3, b=4) prints: {"a": 3, "b": 4} """ -# When calling functions, you can do the opposite of varargs/kwargs! +# When calling functions, you can do the opposite of args/kwargs! # Use * to expand tuples and use ** to expand kwargs. args = (1, 2, 3, 4) kwargs = {"a": 3, "b": 4} @@ -402,7 +402,7 @@ class Human(object): # Assign the argument to the instance's name attribute self.name = name - # An instance method. All methods take self as the first argument + # An instance method. All methods take "self" as the first argument def say(self, msg): return "%s: %s" % (self.name, msg) diff --git a/ru-ru/erlang-ru.html.markdown b/ru-ru/erlang-ru.html.markdown new file mode 100644 index 00000000..88d07c09 --- /dev/null +++ b/ru-ru/erlang-ru.html.markdown @@ -0,0 +1,255 @@ +--- +language: erlang +contributors: + - ["Giovanni Cappellotto", "http://www.focustheweb.com/"] + - ["Nikita Kalashnikov", "https://root.yuuzukiyo.net/"] +filename: learnerlang-ru.erl +lang: ru-ru +--- + +```erlang +% Символ процента предваряет однострочный комментарий. + +%% Два символа процента обычно используются для комментариев к функциям. + +%%% Три символа процента используются для комментариев к модулям. + +% Пунктуационные знаки, используемые в Erlang: +% Запятая (`,`) разделяет аргументы в вызовах функций, структурах данных и +% образцах. +% Точка (`.`) (с пробелом после них) разделяет функции и выражения в +% оболочке. +% Точка с запятой (`;`) разделяет выражения в следующих контекстах: +% формулы функций, выражения `case`, `if`, `try..catch` и `receive`. + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% 1. Переменные и сопоставление с образцом. +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +Num = 42. % Все названия переменных начинаются с большой буквы. + +% Erlang использует единичное присваивание переменным. Если вы попытаетесь +% присвоить другое значение переменной `Num`, вы получите ошибку. +Num = 43. % ** exception error: no match of right hand side value 43 + +% В большинстве языков `=` обозначает операцию присвоения. В отличие от них, в +% Erlang `=` — операция сопоставления с образцом. `Lhs = Rhs` на самом +% деле подразумевает «вычисли правую часть выражения (Rhs) и затем сопоставь +% результат с образцом слева (Lhs)». +Num = 7 * 6. + +% Числа с плавающей точкой. +Pi = 3.14159. + +% Атомы используются для представления различных нечисловых констант. Названия +% атомов начинаются с буквы в нижнем регистре, за которой могут следовать другие +% буквы английского алфавита, цифры, символ подчёркивания (`_`) или «собака» +% (`@`). +Hello = hello. +OtherNode = example@node. + +% Если в имени атома нужно использовать другие символы, кроме допустимых, +% имя атома необходимо взять в одинарные кавычки (`'`). +AtomWithSpace = 'some atom with space'. + +% Кортежы подобны структурам в языке C. +Point = {point, 10, 45}. + +% Если нужно извлечь определённые данные из кортежа, используется оператор +% сопоставления с образцом — `=`. +{point, X, Y} = Point. % X = 10, Y = 45 + +% Символ `_` может использоваться как «заполнитель» для переменных, значения +% которых в текущем выражении нас не интересуют. Он называется анонимной +% переменной. В отличие от остальных переменных, множественные использования +% `_` в одном образце не требуют, чтобы все значения, присваевыемые этой +% переменной, были идентичными. +Person = {person, {name, {first, joe}, {last, armstrong}}, {footsize, 42}}. +{_, {_, {_, Who}, _}, _} = Person. % Who = joe + +% Список создаётся путём заключения его элементов в квадратные скобки и +% разделения их запятыми. Отдельные элементы списка могут быть любого типа. +% Первый элемент списка называется головой списка. Список, получающийся в +% результате отделения головы, называется хвостом списка. +ThingsToBuy = [{apples, 10}, {pears, 6}, {milk, 3}]. + +% Если `T` — список, то `[H|T]` — тоже список, где `H` является головой, а `T` — +% хвостом. Вертикальная черта (`|`) разделяет голову и хвост списка. +% `[]` — пустой список. +% Мы можем извлекать элементы из списка с помощью сопоставления с образцом. +% Если у нас есть непустой список `L`, тогда выражение `[X|Y] = L`, где `X` и +% `Y` — свободные (не связанные с другими значениям) переменные, извлечёт голову +% списка в `X` и его хвост в `Y`. +[FirstThing|OtherThingsToBuy] = ThingsToBuy. +% FirstThing = {apples, 10} +% OtherThingsToBuy = {pears, 6}, {milk, 3} + +% В Erlang нет строк как отдельного типа. Все используемые в программах строки +% являются обычным списком целых чисел. Строковые значения всегда должны быть в +% двойных кавычках (`"`). +Name = "Hello". +[72, 101, 108, 108, 111] = "Hello". + + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% 2. Последовательное программирование. +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +% Модуль — основная единица кода в Erlang. В них пишутся и сохраняются все +% функции. Модули хранятся в файлах с расширением `.erl`. +% Модули должны быть скомпилированы перед тем, как использовать код из них. +% Скомпилированный файл модуля имеет разрешение `.beam`. +-module(geometry). +-export([area/1]). % список функций, экспортируемых из модуля. + +% Функция `area` состоит из двух формул (clauses). Формулы отделяются друг от +% друга точкой с запятой, после последнего определения должна стоять точка с +% пробелом после неё. +% Каждое определение имеет заголовок и тело. Заголовок состоит из названия +% функции и образца (в скобках); тело состоит из последовательных выражений, +% вычисляемых, когда аргументы функции совпадают с образцом в заголовке. +% Сопоставление с образцами в заголовках происходит в том порядке, в котором +% они перечислены в определении функции. +area({rectangle, Width, Ht}) -> Width * Ht; +area({circle, R}) -> 3.14159 * R * R. + +% Компиляция файла с исходным кодом geometry.erl. +c(geometry). % {ok,geometry} + +% Необходимо указывать имя модуля вместе с именем функции для определения, какую +% именно фукнцию мы хотим вызвать. +geometry:area({rectangle, 10, 5}). % 50 +geometry:area({circle, 1.4}). % 6.15752 + +% В Erlang две функции с разной арностью (числом аргументов) в пределах одного +% модуля представляются как две разные функции. +-module(lib_misc). +-export([sum/1]). % экспорт функции `sum` с арностью 1, принимающую один аргумент. +sum(L) -> sum(L, 0). +sum([], N) -> N; +sum([H|T], N) -> sum(T, H+N). + +% Fun'ы — анонимные функции, называемые так по причине отсутствия имени. Зато +% их можно присваивать переменным. +Double = fun(X) -> 2*X end. % `Double` указывает на анонимную функцию с идентификатором: #Fun<erl_eval.6.17052888> +Double(2). % 4 + +% Функции могут принимать fun'ы как параметры и возвращать их в качестве +% результата вычислений. +Mult = fun(Times) -> ( fun(X) -> X * Times end ) end. +Triple = Mult(3). +Triple(5). % 15 + +% Выделения списоков (list comprehensions) — выражения, создающие списки без +% применения анонимных функций, фильтров или map'ов. +% Запись `[F(X) || X <- L]` значит «список `F(X)`, где `X` последовательно +% выбирается из списка `L`». +L = [1,2,3,4,5]. +[2*X || X <- L]. % [2,4,6,8,10] +% В выделениях списков могут быть генераторы и фильтры для отделения подмножеств +% генерируемых значений. +EvenNumbers = [N || N <- [1, 2, 3, 4], N rem 2 == 0]. % [2, 4] + +% Охранные выражения используются для простых проверок переменных в образцах, +% что значительно расширяет возможности сопоставления. Они могут использоваться +% в заголовках определений функций, предварённые ключевым словом `when`, а также +% в условных конструкциях. +max(X, Y) when X > Y -> X; +max(X, Y) -> Y. + +% Охранные выражения можно группировать, разделяя запятой. +% Последовательность `GuardExpr1, GuardExpr2, ..., GuardExprN` является истинной +% только в том случае, когда все выражения, которые она содержат, являются +% истинными. +is_cat(A) when is_atom(A), A =:= cat -> true; +is_cat(A) -> false. +is_dog(A) when is_atom(A), A =:= dog -> true; +is_dog(A) -> false. + +% Последовательность охранных выражений, разделённых точками с запятой, является +% истинной в том случае, если хотя бы одно выражение из списка `G1; G2; ...; Gn` +% является истинным. +is_pet(A) when is_dog(A); is_cat(A) -> true; +is_pet(A) -> false. + +% Записи предоставляют возможность именования определённых элементов в кортежах. +% Определения записей могут быть включены в исходный код модулей Erlang или же +% в заголовочные файлы с расширением `.hrl`. +-record(todo, { + status = reminder, % Значение по умолчанию. + who = joe, + text +}). + +% Для чтения определений записей из файлов в оболочке можно использовать команду +% `rr`. +rr("records.hrl"). % [todo] + +% Создание и изменение записей. +X = #todo{}. +% #todo{status = reminder, who = joe, text = undefined} +X1 = #todo{status = urgent, text = "Fix errata in book"}. +% #todo{status = urgent, who = joe, text = "Fix errata in book"} +X2 = X1#todo{status = done}. +% #todo{status = done,who = joe,text = "Fix errata in book"} + +% Условное выражение `case`. +% Функция `filter` возвращет список всех элементов `X` из списка `L`, для +% которых выражение `P(X)` является истинным. +filter(P, [H|T]) -> + case P(H) of + true -> [H|filter(P, T)]; + false -> filter(P, T) + end; +filter(P, []) -> []. +filter(fun(X) -> X rem 2 == 0 end, [1, 2, 3, 4]). % [2, 4] + +% Условное выражение `if`. +max(X, Y) -> + if + X > Y -> X; + X < Y -> Y; + true -> nil; + end. + +% Внимание: в выражении `if` должно быть как минимум одно охранное выраженние, +% вычисляющееся в true, иначе возникнет исключение. + + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% 3. Обработка исключений. +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +% Исключения возникают в случае внутренних ошибок системы или вызываются +% непосредственно из кода программы с помощью вызовов `throw(Exception)`, +% `exit(Exception)` или `erlang:error(Exception)`. +generate_exception(1) -> a; +generate_exception(2) -> throw(a); +generate_exception(3) -> exit(a); +generate_exception(4) -> {'EXIT', a}; +generate_exception(5) -> erlang:error(a). + +% В Erlang есть два способа обработки исключений. Первый заключается в +% использовании выражения `try..catch` в функции, в которой возможен выброс +% исключения. +catcher(N) -> + try generate_exception(N) of + Val -> {N, normal, Val} + catch + throw:X -> {N, caught, thrown, X}; + exit:X -> {N, caught, exited, X}; + error:X -> {N, caught, error, X} + end. + +% Второй способ заключается в использовании `catch`. Во время поимки исключения +% оно преобразуется в кортеж с информацией об ошибке. +catcher(N) -> catch generate_exception(N). + +``` + +## Ссылки: + +* ["Learn You Some Erlang for great good!"](http://learnyousomeerlang.com/) +* ["Programming Erlang: Software for a Concurrent World" by Joe Armstrong](http://pragprog.com/book/jaerlang/programming-erlang) +* [Erlang/OTP Reference Documentation](http://www.erlang.org/doc/) +* [Erlang - Programming Rules and Conventions](http://www.erlang.se/doc/programming_rules.shtml) diff --git a/ru-ru/python-ru.html.markdown b/ru-ru/python-ru.html.markdown index 9163c8aa..3f457bdc 100644 --- a/ru-ru/python-ru.html.markdown +++ b/ru-ru/python-ru.html.markdown @@ -6,12 +6,12 @@ contributors: filename: learnpython-ru.py --- -Язык Python был создан Гвидо ван Россумом в ранние 90-е. Сегодня это один из самых популярных -языков. Я влюбился в него благодаря его понятному и доходчивому синтаксису - это почти что исполняемый псевдокод. +Язык Python был создан Гвидо ван Россумом в начале 90-х. Сейчас это один из самых популярных +языков. Я люблю его за его понятный и доходчивый синтаксис - это почти что исполняемый псевдокод. -Обратная связь будет высоко оценена! Вы можете связаться со мной: [@louiedinh](http://twitter.com/louiedinh) или louiedinh [at] [google's email service] +С благодарностью жду ваших отзывов: [@louiedinh](http://twitter.com/louiedinh) или louiedinh [at] [google's email service] -Замечание: Эта статья относится к Python 2.7, но должна быть применима к Python 2.x. Скоро ожидается версия и для Python 3! +Замечание: Эта статья относится к Python 2.7, но должно работать и в Python 2.x. Скоро будет версия и для Python 3! ```python # Однострочные комментарии начинаются с hash-символа. @@ -21,25 +21,25 @@ filename: learnpython-ru.py """ #################################################### -## 1. Примитивные типы данных и операторв +## 1. Примитивные типы данных и операторов #################################################### # У вас есть числа 3 #=> 3 -# Математика работает так, как вы и думаете +# Математика работает вполне ожидаемо 1 + 1 #=> 2 8 - 1 #=> 7 10 * 2 #=> 20 35 / 5 #=> 7 -# Деление немного сложнее. Это деление целых чисел и результат -# автоматически округляется в меньшую сторону. +# А вот деление немного сложнее. В этом случае происходит деление +№ целых чисел и результат автоматически округляется в меньшую сторону. 5 / 2 #=> 2 # Чтобы научиться делить, сначала нужно немного узнать о дробных числах. -2.0 # Это дробное число. -11.0 / 4.0 #=> 2.75 вооот... гораздо лучше +2.0 # Это дробное число +11.0 / 4.0 #=> 2.75 Вооот... Так гораздо лучше # Приоритет операций указывается скобками (1 + 3) * 2 #=> 8 @@ -60,7 +60,7 @@ not False #=> True 1 != 1 #=> False 2 != 1 #=> True -# Больше сравнений +# Еще немного сравнений 1 < 10 #=> True 1 > 10 #=> False 2 <= 2 #=> True @@ -70,36 +70,36 @@ not False #=> True 1 < 2 < 3 #=> True 2 < 3 < 2 #=> False -# Строки создаются при символом " или ' +# Строки определяются символом " или ' "Это строка." 'Это тоже строка.' -# Строки тоже могут складываться! +# И строки тоже могут складываться! "Привет " + "мир!" #=> "Привет мир!" -# Со строкой можно работать как со списком символов +# Со строкой можно работать, как со списком символов "Это строка"[0] #=> 'Э' -# % используется для форматирования строк, например: +# Символ % используется для форматирования строк, например: "%s могут быть %s" % ("строки", "интерполированы") # Новый метод форматирования строк - использование метода format. # Это предпочитаемый способ. "{0} могут быть {1}".format("строки", "форматированы") -# Вы можете использовать ключевые слова, если не хотите считать. +# Если вы не хотите считать, можете использовать ключевые слова. "{name} хочет есть {food}".format(name="Боб", food="лазанью") # None является объектом None #=> None -# Не используйте оператор равенства `==` для сравнения -# объектов с None. Используйте для этого `is` +# Не используйте оператор равенства '=='' для сравнения +# объектов с None. Используйте для этого 'is' "etc" is None #=> False None is None #=> True # Оператор 'is' проверяет идентичность объектов. Он не # очень полезен при работе с примитивными типами, но -# очень полезен при работе с объектами. +# зато просто незаменим при работе с объектами. # None, 0, и пустые строки/списки равны False. # Все остальные значения равны True @@ -111,15 +111,15 @@ None is None #=> True ## 2. Переменные и коллекции #################################################### -# Печать довольно проста +# Печатать довольно просто print "Я Python. Приятно познакомиться!" -# Необязательно объявлять переменные перед присваиванием им значения. +# Необязательно объявлять переменные перед их инициализацией. some_var = 5 # По соглашению используется нижний_регистр_с_подчеркиваниями some_var #=> 5 -# При попытке доступа к переменной, которой не было ранее присвоено значение, +# При попытке доступа к неинициализированной переменной, # выбрасывается исключение. # См. раздел "Поток управления" для информации об исключениях. some_other_var # Выбрасывает ошибку именования @@ -133,25 +133,25 @@ li = [] other_li = [4, 5, 6] # Объекты добавляются в конец списка методом append -li.append(1) #li содержит [1] -li.append(2) #li содержит [1, 2] -li.append(4) #li содержит [1, 2, 4] -li.append(3) #li содержит [1, 2, 4, 3] -# Удаляются с конца методом pop -li.pop() #=> 3 и li содержит [1, 2, 4] -# Положим его обратно -li.append(3) # li содержит [1, 2, 4, 3] опять. +li.append(1) # [1] +li.append(2) # [1, 2] +li.append(4) # [1, 2, 4] +li.append(3) # [1, 2, 4, 3] +# И удаляются с конца методом pop +li.pop() #=> возвращает 3 и li становится равен [1, 2, 4] +# Положим элемент обратно +li.append(3) # [1, 2, 4, 3]. # Обращайтесь со списком, как с обычным массивом li[0] #=> 1 -# Посмотрим на последний элемент +# Обратимся к последнему элементу li[-1] #=> 3 -# Попытка выйти за границы массива приводит к IndexError +# Попытка выйти за границы массива приведет к IndexError li[4] # Выдает IndexError # Можно обращаться к диапазону, используя "кусочный синтаксис" (slice syntax) -# (Для тех из вас, кто любит математику, это замкнуто/открытый интервал.) +# (Для тех, кто любит математику, это называется замкнуто/открытый интервал.) li[1:3] #=> [2, 4] # Опускаем начало li[2:] #=> [4, 3] @@ -159,38 +159,38 @@ li[2:] #=> [4, 3] li[:3] #=> [1, 2, 4] # Удаляем произвольные элементы из списка оператором del -del li[2] # li содержит [1, 2, 3] +del li[2] # [1, 2, 3] # Вы можете складывать списки -li + other_li #=> [1, 2, 3, 4, 5, 6] - ЗАмечание: li и other_li остаются нетронутыми +li + other_li #=> [1, 2, 3, 4, 5, 6] - Замечание: li и other_li остаются нетронутыми # Конкатенировать списки можно методом extend li.extend(other_li) # Теперь li содержит [1, 2, 3, 4, 5, 6] -# Проверять элемент на вхождение на список оператором in +# Проверить элемент на вхождение в список можно оператором in 1 in li #=> True -# Длина списка вычисляется при помощи len +# Длина списка вычисляется функцией len len(li) #=> 6 -# Кортежи - это как списки, только неизменяемые +# Кортежи - это такие списки, только неизменяемые tup = (1, 2, 3) tup[0] #=> 1 tup[0] = 3 # Выдает TypeError -# Все те же штуки можно делать и с кортежами +# Все то же самое можно делать и с кортежами len(tup) #=> 3 tup + (4, 5, 6) #=> (1, 2, 3, 4, 5, 6) tup[:2] #=> (1, 2) 2 in tup #=> True # Вы можете распаковывать кортежи (или списки) в переменные -a, b, c = (1, 2, 3) # a теперь равно 1, b равно 2 и c равно 3 +a, b, c = (1, 2, 3) # a == 1, b == 2 и c == 3 # Кортежи создаются по умолчанию, если опущены скобки d, e, f = 4, 5, 6 # Обратите внимание, как легко поменять местами значения двух переменных -e, d = d, e # d теперь равно 5 and e равно 4 +e, d = d, e # теперь d == 5, а e == 4 # Словари содержат ассоциативные массивы @@ -208,7 +208,7 @@ filled_dict.keys() #=> ["three", "two", "one"] # Можно получить и все значения в виде списка filled_dict.values() #=> [3, 2, 1] -# Замечание - то же самое, что и выше, насчет порядка ключей +# То же самое замечание насчет порядка ключей справедливо и здесь # При помощи оператора in можно проверять ключи на вхождение в словарь "one" in filled_dict #=> True @@ -260,7 +260,7 @@ filled_set | other_set #=> {1, 2, 3, 4, 5, 6} ## 3. Поток управления #################################################### -# Давайте заведем переменную +# Для начала заведем переменную some_var = 5 # Так выглядит выражение if. Отступы в python очень важны! @@ -274,8 +274,9 @@ else: # Это тоже необязательно. """ -Циклы For проходят по циклам -результат: +Циклы For проходят по спискам + +Результат: собака это млекопитающее кошка это млекопитающее мышь это млекопитающее @@ -287,7 +288,7 @@ for animal in ["собака", "кошка", "мышь"]: """ `range(number)` возвращает список чисел от нуля до заданного числа -результат: +Результат: 0 1 2 @@ -298,7 +299,7 @@ for i in range(4): """ Циклы while продолжаются до тех пор, пока указанное условие не станет ложным. -результат: +Результат: 0 1 2 @@ -422,10 +423,10 @@ class Human(object): # Инстанцирование класса i = Human(name="Иван") -print i.say("привет") # выводит "Иван: привет" +print i.say("привет") # "Иван: привет" j = Human("Петр") -print j.say("Привет") #выводит "Петр: привет" +print j.say("Привет") # "Петр: привет" # Вызов метода класса i.get_species() #=> "H. sapiens" @@ -453,7 +454,7 @@ print ceil(3.7) #=> 4.0 print floor(3.7) #=> 3.0 # Можете импортировать все функции модуля. -# Предупреждение: не рекомендуется +# (Хотя это и не рекомендуется) from math import * # Можете сокращать имена модулей @@ -472,7 +473,7 @@ dir(math) ``` -## Хочется большего? +## Хотите еще? ### Бесплатные онлайн-материалы @@ -482,7 +483,7 @@ dir(math) * [Hitchhiker's Guide to Python](http://docs.python-guide.org/en/latest/) * [Python Module of the Week](http://pymotw.com/2/) -### Готовьте деньги +### Платные * [Programming Python](http://www.amazon.com/gp/product/0596158106/ref=as_li_qf_sp_asin_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0596158106&linkCode=as2&tag=homebits04-20) * [Dive Into Python](http://www.amazon.com/gp/product/1441413022/ref=as_li_tf_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=1441413022&linkCode=as2&tag=homebits04-20) diff --git a/tr-tr/python-tr.html.markdown b/tr-tr/python-tr.html.markdown new file mode 100644 index 00000000..01285080 --- /dev/null +++ b/tr-tr/python-tr.html.markdown @@ -0,0 +1,502 @@ +--- +language: python +filename: learnpython-tr.py +contributors: + - ["Louie Dinh", "http://ldinh.ca"] +translators: + - ["Haydar KULEKCI", "http://scanf.info/"] +lang: tr-tr +--- +Python Guido Van Rossum tarafından 90'ların başında yaratılmıştır. Şu anda +varolanlar arasında en iyi dillerden birisidir. Ben (Louie Dinh) Python +dilinin syntax'ının belirginliğine aşığım. O basit olarak çalıştırılabilir +pseudocode'dur. + +Geri bildirimlerden son derece mutluluk duyarım! Bana [@louiedinh](http://twitter.com/louiedinh) +adresinden ya da louiedinh [at] [google's email service] adresinden ulaşabilirsiniz. + +Çeviri için geri bildirimleri de [@kulekci](http://twitter.com/kulekci) +adresine yapabilirsiniz. + +Not: Bu yazıdaki özellikler Python 2.7 için geçerlidir, ama Python 2.x için de +uygulanabilir. Python 3 için başka bir zaman tekrar bakınız. + + +```python +# Tek satır yorum hash işareti ile başlar. +""" Çoklu satır diziler üç tane çift tırnak + arasında yazılır. Ve yorum olarak da + kullanılabilir +""" + + +#################################################### +## 1. İlkel Veri Tipleri ve Operatörler +#################################################### + +# Sayılar +3 #=> 3 + +# Matematik beklediğiniz gibi +1 + 1 #=> 2 +8 - 1 #=> 7 +10 * 2 #=> 20 +35 / 5 #=> 7 + +# Bölünme biraz ilginç. EĞer tam sayılar üzerinde bölünme işlemi yapıyorsanız +# sonuç otomatik olarak kırpılır. +5 / 2 #=> 2 + +# Bölünme işlemini düzenlemek için kayan noktalı sayıları bilmeniz gerekir. +2.0 # Bu bir kayan noktalı sayı +11.0 / 4.0 #=> 2.75 ahhh...daha iyi + +# İşlem önceliğini parantezler ile sağlayabilirsiniz. +(1 + 3) * 2 #=> 8 + +# Boolean değerleri bilindiği gibi +True +False + +# not ile nagatif(mantıksal) değerini alma +not True #=> False +not False #=> True + +# Eşitlik == +1 == 1 #=> True +2 == 1 #=> False + +# Eşitsizlik != +1 != 1 #=> False +2 != 1 #=> True + +# Daha fazla karşılaştırma +1 < 10 #=> True +1 > 10 #=> False +2 <= 2 #=> True +2 >= 2 #=> True + +# Karşılaştırma zincirleme yapılabilir! +1 < 2 < 3 #=> True +2 < 3 < 2 #=> False + +# Karakter dizisi " veya ' ile oluşturulabilir +"This is a string." +'This is also a string.' + +# Karakter dizileri birbirleri ile eklenebilir +"Hello " + "world!" #=> "Hello world!" + +# A string can be treated like a list of characters +# Bir string'e karakter listesi gibi davranabilirsiniz. +"This is a string"[0] #=> 'T' + +# % karakter dizisini(string) formatlamak için kullanılır, bunun gibi: +"%s can be %s" % ("strings", "interpolated") + +# String'leri formatlamanın yeni bir yöntem ise format metodudur. +# Bu metod tercih edilen yöntemdir. +"{0} can be {1}".format("strings", "formatted") +# Eğer saymak istemiyorsanız anahtar kelime kullanabilirsiniz. +"{name} wants to eat {food}".format(name="Bob", food="lasagna") + +# None bir objedir +None #=> None + +# "==" eşitliğini non objesi ile karşılaştırmak için kullanmayın. +# Onun yerine "is" kullanın. +"etc" is None #=> False +None is None #=> True + +# 'is' operatörü obje kimliği için test etmektedir. Bu ilkel değerler +# için kullanışlı değildir, ama objeleri karşılaştırmak için kullanışlıdır. + +# None, 0 ve boş string/list'ler False olarak değerlendirilir. +# Tüm eşitlikler True döner +0 == False #=> True +"" == False #=> True + + +#################################################### +## 2. Değişkenler ve Kolleksiyonlar +#################################################### + +# Ekrana yazdırma oldukça kolaydır. +print "I'm Python. Nice to meet you!" + + +# Değişkenlere bir değer atamadan önce tanımlamaya gerek yoktur. +some_var = 5 # Değişken isimlerinde gelenek küçük karakter ve alt çizgi + # kullanmaktır. +some_var #=> 5 + +# Daha önceden tanımlanmamış ya da assign edilmemeiş bir değişkene erişmeye +# çalıştığınızda bir hata fırlatılacaktır. Hata ayıklama hakkında daha fazla +# bilgi için kontrol akışı kısmına göz atınız. +some_other_var # isim hatası fırlatılır + +# isterseniz "if"i bir ifade gibi kullanabilirsiniz. +"yahoo!" if 3 > 2 else 2 #=> "yahoo!" + +# Listeler +li = [] +# Önceden değerleri tanımlanmış listeler +other_li = [4, 5, 6] + +# Bir listenin sonuna birşeyler eklemek +li.append(1) #li şu anda [1] +li.append(2) #li şu anda [1, 2] +li.append(4) #li şu anda [1, 2, 4] +li.append(3) #li şu anda [1, 2, 4, 3] +# pop ile sondan birşeyler silmek +li.pop() #=> 3 and li is now [1, 2, 4] +# Tekrar sonuna eklemek +li.append(3) # li is now [1, 2, 4, 3] again. + +# Dizi gibi listenin elemanlarına erişmek +li[0] #=> 1 +# Son elemanın değerine ulaşmak +li[-1] #=> 3 + +# Listede bulunmayan bir index'teki elemana erişirken "IndexError" hatası +# fırlatılır +li[4] # IndexError fırlatılır + +# slice syntax'ı ile belli aralıktakı değerlere bakabilirsiniz. +# (Açık ve kapalı aralıklıdır.) +li[1:3] #=> [2, 4] +# Başlangıcı ihmal etme +li[2:] #=> [4, 3] +# Sonu ihmal etme +li[:3] #=> [1, 2, 4] + +# "del" ile istenilen bir elemanı listeden silmek +del li[2] # li is now [1, 2, 3] + +# Listeleri birbiri ile birleştirebilirsiniz. +li + other_li #=> [1, 2, 3, 4, 5, 6] - Not: li ve other_li yanlız bırakılır + +# extend ile listeleri birleştirmek +li.extend(other_li) # Now li is [1, 2, 3, 4, 5, 6] + +# bir değerin liste içerisinde varlığını "in" ile kontrol etmek +1 in li #=> True + +# "len" ile listenin uzunluğunu bulmak +len(li) #=> 6 + +# Tüpler listeler gibidir sadece değişmezler(immutable) +tup = (1, 2, 3) +tup[0] #=> 1 +tup[0] = 3 # TypeError fırlatılır. + +# Litelerde yapılanların hepsini tüplerde de yapılabilir +len(tup) #=> 3 +tup + (4, 5, 6) #=> (1, 2, 3, 4, 5, 6) +tup[:2] #=> (1, 2) +2 in tup #=> True + +# Tüplerin(veya listelerin) içerisindeki değerleri değişkenelere +# atanabilir +a, b, c = (1, 2, 3) # a şu anda 1, b şu anda 2 ve c şu anda 3 +# Eğer parantez kullanmaz iseniz tüpler varsayılan olarak oluşturulur +d, e, f = 4, 5, 6 +# şimdi iki değeri değiş tokuş etmek çok kolaydır. +e, d = d, e # d şimdi 5 ve e şimdi 4 + + +# Sözlükler (Dictionaries) key-value saklanır. +empty_dict = {} +# Sözlüklere önceden değer atama örneği +filled_dict = {"one": 1, "two": 2, "three": 3} + +# Değere ulaşmak için [] kullanılır +filled_dict["one"] #=> 1 + +# Tüm anahtarlara(key) "keys()" metodu ile ulaşılır +filled_dict.keys() #=> ["three", "two", "one"] +# Not - Sözlüklerin anahtarlarının sıralı geleceği garanti değildir +# Sonuçlarınız değer listesini aldığınızda tamamen eşleşmeyebilir + +# Tüm değerleri almak için "values()" kullanabilirsiniz. +filled_dict.values() #=> [3, 2, 1] +# Not - Sıralama ile ilgili anahtarlar ile aynı durum geçerlidir. + +# Bir anahtarın sözlükte oluş olmadığını "in" ile kontrol edilebilir +"one" in filled_dict #=> True +1 in filled_dict #=> False + +# Olmayan bir anahtar çağrıldığında KeyError fırlatılır. +filled_dict["four"] # KeyError + +# "get()" metodu KeyError fırlatılmasını önler +filled_dict.get("one") #=> 1 +filled_dict.get("four") #=> None +# get() metodu eğer anahtar mevcut değilse varsayılan bir değer atama +# imknaı sağlar. +filled_dict.get("one", 4) #=> 1 +filled_dict.get("four", 4) #=> 4 + +# "setdefault()" metodu sözlüğe yeni bir key-value eşleşmesi eklemenin +# güvenli bir yoludur. +filled_dict.setdefault("five", 5) #filled_dict["five"] is set to 5 +filled_dict.setdefault("five", 6) #filled_dict["five"] is still 5 + + +# Sets store ... well sets +empty_set = set() +# Bir demek değer ile bir "set" oluşturmak +some_set = set([1,2,2,3,4]) # some_set is now set([1, 2, 3, 4]) + +# Python 2.7'den beri {}'ler bir "set" tanımlaman için kullanılabilir +filled_set = {1, 2, 2, 3, 4} # => {1 2 3 4} + +# Bir set'e daha fazla eleman eklemek +filled_set.add(5) # filled_set is now {1, 2, 3, 4, 5} + +# "&" işareti ile iki set'in kesişimlerini alınabilir +other_set = {3, 4, 5, 6} +filled_set & other_set #=> {3, 4, 5} + +# | işareti ile +filled_set | other_set #=> {1, 2, 3, 4, 5, 6} + +# "-" işareti ile iki set'in farkları alınabilir +{1,2,3,4} - {2,3,5} #=> {1, 4} + +# "in" ile değerin set içerisinde olup olmadığını kontrol edebilirsiniz +2 in filled_set #=> True +10 in filled_set #=> False + + +#################################################### +## 3. Akış Denetimi +#################################################### + +# Bir değişken oluşturmak +some_var = 5 + +# Buradaki bir if ifadesi. Girintiler(Intentation) Python'da önemlidir! +# "some_var is smaller than 10" yazdırılır. +if some_var > 10: + print "some_var is totally bigger than 10." +elif some_var < 10: # elif ifadesi isteğe bağlıdır + print "some_var is smaller than 10." +else: # Bu da isteğe bağlıdır. + print "some_var is indeed 10." + + +""" +For döngüleri listeler üzerinde iterasyon yapar +Ekrana yazdırılan: + dog is a mammal + cat is a mammal + mouse is a mammal +""" +for animal in ["dog", "cat", "mouse"]: + # Biçimlendirmeleri string'e katmak için % kullanabilirsiniz + print "%s is a mammal" % animal + +""" +"range(number)" ifadesi sıfırdan verilen sayıya kadar bir sayı listesi döner +Ekrana yazdırılan: + 0 + 1 + 2 + 3 +""" +for i in range(4): + print i + +""" +While döngüsü koşul sağlanmayana kadar devam eder +Ekrana yazdırılan: + 0 + 1 + 2 + 3 +""" +x = 0 +while x < 4: + print x + x += 1 # Shorthand for x = x + 1 + +# try/except bloğu ile hatalar ayıklanabilir + +# Python 2.6 ve üstü için çalışacaktır: +try: + # "raise" bir hata fırlatmak için kullanılabilir + raise IndexError("This is an index error") +except IndexError as e: + pass # Pass is just a no-op. Usually you would do recovery here. + + +#################################################### +## 4. Fonksiyonlar +#################################################### + + +# Yeni bir fonksiyon oluşturmak için "def" kullanılır +def add(x, y): + print "x is %s and y is %s" % (x, y) + return x + y # Return values with a return statement + +# Fonksiyonu parametre ile çağırmak +add(5, 6) #=> prints out "x is 5 and y is 6" and returns 11 + +# Diğer bir yol fonksiyonları anahtar argümanları ile çağırmak +add(y=6, x=5) # Anahtar argümanlarının sırası farklı da olabilir + +# Değişken sayıda parametresi olan bir fonksiyon tanımlayabilirsiniz +def varargs(*args): + return args + +varargs(1, 2, 3) #=> (1,2,3) + +# Değişken sayıda anahtar argümanlı parametre alan fonksiyonlar da +# tanımlayabilirsiniz. +def keyword_args(**kwargs): + return kwargs + +# Şu şekilde kullanılacaktır +keyword_args(big="foot", loch="ness") #=> {"big": "foot", "loch": "ness"} + +# Eğer isterseniz ikisini aynı anda da yapabilirsiniz +def all_the_args(*args, **kwargs): + print args + print kwargs +""" +all_the_args(1, 2, a=3, b=4) prints: + (1, 2) + {"a": 3, "b": 4} +""" + +# Fonksiyonu çağırırken, args/kwargs'ın tam tersini de yapabilirsiniz! +# Tüpü yaymak için * ve kwargs'ı yaymak için ** kullanın. +args = (1, 2, 3, 4) +kwargs = {"a": 3, "b": 4} +all_the_args(*args) # foo(1, 2, 3, 4) ile eşit +all_the_args(**kwargs) # foo(a=3, b=4) ile eşit +all_the_args(*args, **kwargs) # foo(1, 2, 3, 4, a=3, b=4) ile eşit + +# Python first-class fonksiyonlara sahiptir +def create_adder(x): + def adder(y): + return x + y + return adder + +add_10 = create_adder(10) +add_10(3) #=> 13 + +# Anonymous fonksiyonlar da vardır +(lambda x: x > 2)(3) #=> True + +# Dahili yüksek seviye fonksiyonlar vardır +map(add_10, [1,2,3]) #=> [11, 12, 13] +filter(lambda x: x > 5, [3, 4, 5, 6, 7]) #=> [6, 7] + +# Map etme(maps) ve filtreleme(filtres) için liste kullanabiliriz. +[add_10(i) for i in [1, 2, 3]] #=> [11, 12, 13] +[x for x in [3, 4, 5, 6, 7] if x > 5] #=> [6, 7] + + +#################################################### +## 5. Sınıflar +#################################################### + +# We subclass from object to get a class. +class Human(object): + + # Bir sınıf özelliği. Bu sınıfın tüm "instance"larına paylaşılmıştır. + species = "H. sapiens" + + # Basic initializer + def __init__(self, name): + # Metoda gelen argümanın değerini sınıfın elemanı olan "name" + # değişkenine atama + self.name = name + + # Bir instance metodu. Tüm metodlar ilk argüman olarak "self" + # parametresini alır + def say(self, msg): + return "%s: %s" % (self.name, msg) + + # Bir sınıf metodu tüm "instance"lar arasında paylaşılır + # İlk argüman olarak sınıfı çağırarak çağrılırlar + @classmethod + def get_species(cls): + return cls.species + + # Bir statik metod bir sınıf ya da instance referansı olmadan çağrılır + @staticmethod + def grunt(): + return "*grunt*" + + +# Bir sınıf örneği oluşturmak +i = Human(name="Ian") +print i.say("hi") # "Ian: hi" çıktısı verir + +j = Human("Joel") +print j.say("hello") # "Joel: hello" çıktısı verir + +# Sınıf metodunu çağıralım +i.get_species() #=> "H. sapiens" + +# Paylaşılan sınıf özellik değiştirelim. +Human.species = "H. neanderthalensis" +i.get_species() #=> "H. neanderthalensis" +j.get_species() #=> "H. neanderthalensis" + +# Statik metodu çağırma +Human.grunt() #=> "*grunt*" + + +#################################################### +## 6. Modüller +#################################################### + +# Modülleri sayfaya dahil edebilirsiniz +import math +print math.sqrt(16) #=> 4 + +# Modül içerisinden spesifik bir fonksiyonu getirebilirsiniz +from math import ceil, floor +print ceil(3.7) #=> 4.0 +print floor(3.7) #=> 3.0 + +# Modüldeki tüm fonksiyonları dahil edebilirsiniz +# Uyarı: bu önerilmez +from math import * + +# Modülün adını kısaltabilirsiniz +import math as m +math.sqrt(16) == m.sqrt(16) #=> True + +# Python modülleri sıradan python dosyalarıdır. Kendinize bir modül +# yazabilirsiniz, ve dahil edebilirsiniz. Modülün adı ile dosya adı +# aynı olmalıdır. + +# Modüllerde tanımlanmış fonksiyon ve metodları öğrenebilirsiniz. +import math +dir(math) + + + +``` + +## Daha fazlası için hazır mısınız? + +### Ücretsiz Dökümanlar + +* [Learn Python The Hard Way](http://learnpythonthehardway.org/book/) +* [Dive Into Python](http://www.diveintopython.net/) +* [The Official Docs](http://docs.python.org/2.6/) +* [Hitchhiker's Guide to Python](http://docs.python-guide.org/en/latest/) +* [Python Module of the Week](http://pymotw.com/2/) + +### Dead Tree + +* [Programming Python](http://www.amazon.com/gp/product/0596158106/ref=as_li_qf_sp_asin_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0596158106&linkCode=as2&tag=homebits04-20) +* [Dive Into Python](http://www.amazon.com/gp/product/1441413022/ref=as_li_tf_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=1441413022&linkCode=as2&tag=homebits04-20) +* [Python Essential Reference](http://www.amazon.com/gp/product/0672329786/ref=as_li_tf_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0672329786&linkCode=as2&tag=homebits04-20) diff --git a/zh-cn/go-zh.html.markdown b/zh-cn/go-zh.html.markdown index 8f7cb2af..0af5bbe3 100644 --- a/zh-cn/go-zh.html.markdown +++ b/zh-cn/go-zh.html.markdown @@ -1,8 +1,8 @@ --- -名字:Go -分类:编程语言 -文件名:learngo.go -贡献者: +language: Go +lang: zh-cn +filename: learngo.go +contributors: - ["Sonia Keys", "https://github.com/soniakeys"] - ["pantaovay", "https://github.com/pantaovay"] --- |