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-rw-r--r-- | fr-fr/ruby-fr.html.markdown | 407 | ||||
-rw-r--r-- | javascript.html.markdown | 246 | ||||
-rw-r--r-- | ruby.html.markdown | 6 |
3 files changed, 529 insertions, 130 deletions
diff --git a/fr-fr/ruby-fr.html.markdown b/fr-fr/ruby-fr.html.markdown new file mode 100644 index 00000000..5efb2f3c --- /dev/null +++ b/fr-fr/ruby-fr.html.markdown @@ -0,0 +1,407 @@ +--- +language: ruby +filename: learnruby-fr.rb +contributors: + - ["David Underwood", "http://theflyingdeveloper.com"] + - ["Joel Walden", "http://joelwalden.net"] + - ["Luke Holder", "http://twitter.com/lukeholder"] + - ["Tristan Hume", "http://thume.ca/"] + - ["Nick LaMuro", "https://github.com/NickLaMuro"] +translators: + - ["Geoffrey Roguelon", "https://github.com/GRoguelon"] + - ["Nami-Doc", "https://github.com/Nami-Doc"] +lang: fr-fr +--- + +```ruby +# Ceci est un commentaire + +=begin +Ceci est un commentaire multiligne +Personne ne les utilise +Vous devriez en faire de même +=end + +# Tout d'abord : Tout est un objet. + +# Les nombres sont des objets + +3.class #=> Fixnum + +3.to_s #=> "3" + +# Les opérateurs de base +1 + 1 #=> 2 +8 - 1 #=> 7 +10 * 2 #=> 20 +35 / 5 #=> 7 + +# Les opérateurs sont juste des raccourcis +# pour appeler une méthode sur un objet +1.+(3) #=> 4 +10.* 5 #=> 50 + +# Les valeurs spéciales sont des objets +nil # Nul +true # Vrai +false # Faux + +nil.class #=> NilClass +true.class #=> TrueClass +false.class #=> FalseClass + +# Égalité +1 == 1 #=> true +2 == 1 #=> false + +# Inégalité +1 != 1 #=> false +2 != 1 #=> true +!true #=> false +!false #=> true + +# à part false lui-même, nil est la seule autre valeur 'false' + +!nil #=> true +!false #=> true +!0 #=> false + +# Plus de comparaisons +1 < 10 #=> true +1 > 10 #=> false +2 <= 2 #=> true +2 >= 2 #=> true + +# Les chaînes de caractères sont des objets + +'Je suis une chaîne de caractères'.class #=> String +"Je suis également une chaîne de caractères".class #=> String + +placeholder = "utiliser l'interpolation de chaîne de caractères" +"Je peux #{placeholder} quand j'utilise les guillemets" +#=> "Je peux utiliser l'interpolation de chaîne de caractères quand j'utilise les guillemets" + +# Affichez un message +puts "J'affiche à l'écran!" + +# Variables +x = 25 #=> 25 +x #=> 25 + +# Notez que l'affectation retourne la valeur affectée. +# Cela signifie que vous pouvez affecter plusieurs fois de suite : + +x = y = 10 #=> 10 +x #=> 10 +y #=> 10 + +# Par convention, utilisez la notation underscore +# pour nommer les variables +snake_case = true + +# Utilisez des noms de variable explicites +path_to_project_root = '/nom/correct/' +path = '/mauvais/nom/' + +# Symboles (aussi des objets) +# Les symboles sont immuables, constants, +# réutilisables et représentés en interne +# par une valeur entière. Ils sont souvent +# utilisés à la place des chaînes de caractères +# pour transmettre efficacement des valeurs +# spécifiques ou significatives + +:pending.class #=> Symbol + +status = :pending + +status == :pending #=> true + +status == 'pending' #=> false + +status == :approved #=> false + +# Tableaux + +# Ceci est un tableau +array = [1, 2, 3, 4, 5] #=> [1, 2, 3, 4, 5] + +# Les tableaux contiennent différents types d'élément. + +[1, "hello", false] #=> [1, "hello", false] + +# Les tableaux peuvent être indexés +# Du début +array[0] #=> 1 +array[12] #=> nil + +# Comme les opérateurs, la syntaxe [var] est juste un raccourci +# pour appeler la méthode [] d'un objet +array.[] 0 #=> 1 +array.[] 12 #=> nil + +# Depuis la fin +array[-1] #=> 5 + +# Avec un index de début et de fin +array[2, 4] #=> [3, 4, 5] + +# Ou avec un intervalle +array[1..3] #=> [2, 3, 4] + +# Ajoutez un élément au tableau comme ceci +array << 6 #=> [1, 2, 3, 4, 5, 6] + +# Les Hash sont des dictionnaires Ruby contenant des paires de clé/valeur. +# Les Hash sont délimitées par des accolades : +hash = {'color' => 'green', 'number' => 5} + +hash.keys #=> ['color', 'number'] + +# Les Hash retournent la valeur +# en utilisant la clé associée à la valeur : +hash['color'] #=> 'green' +hash['number'] #=> 5 + +# Recherchez une clé inexistante dans une Hash retourne nil : +hash['nothing here'] #=> nil + +# Depuis Ruby 1.9, Une syntaxe spécifique est apparue en utilisant les symboles comme clés : + +new_hash = { defcon: 3, action: true} + +new_hash.keys #=> [:defcon, :action] + +# Astuce : Les tableaux et les Hash sont dénombrables +# Ils partagent un certain nombre de méthodes pratiques +# telle que each, map, count, etc... + +# Structures de contrôle + +if true + "si instruction" +elsif false + "autrement si, facultatif" +else + "autrement, également facultatif" +end + +for compteur in 1..5 + puts "itération #{compteur}" +end +#=> itération 1 +#=> itération 2 +#=> itération 3 +#=> itération 4 +#=> itération 5 + +# CEPENDANT, l'usage de la boucle for est très rare. +# À la place, utilisez la méthode "each" +# et passez lui un bloc de code. +# Un bloc de code est un ensemble d'instructions que vous pouvez passer à une methode comme "each". +# Les blocs sont similaires aux lambdas, les fonctions anonymes ou les closures dans d'autres langages. +# +# La méthode "each" exécute le bloc de code pour chaque élément de l'intervalle d'éléments. +# Le bloc de code passe un paramètre compteur. +# Appelez la méthode "each" avec un bloc de code comme ceci : + +(1..5).each do |compteur| + puts "itération #{compteur}" +end +#=> itération 1 +#=> itération 2 +#=> itération 3 +#=> itération 4 +#=> itération 5 + +# Vous pouvez également mettre un bloc de code entre accolades : +(1..5).each {|compteur| puts "itération #{compteur}"} + +# Le contenu des structures de données peut être parcouru +# en utilisant la méthode each. +array.each do |element| + puts "#{element} est une partie du tableau" +end +hash.each do |cle, valeur| + puts "#{cle} est #{valeur}" +end + +compteur = 1 +while compteur <= 5 do + puts "itération #{compteur}" + compteur += 1 +end +#=> itération 1 +#=> itération 2 +#=> itération 3 +#=> itération 4 +#=> itération 5 + +grade = 'B' + +case grade +when 'A' + puts "Excellent" +when 'B' + puts "Plus de chance la prochaine fois" +when 'C' + puts "Vous pouvez faire mieux" +when 'D' + puts "C'est pas terrible" +when 'F' + puts "Vous avez échoué!" +else + puts "Sytème de notation alternatif" +end + +# Fonctions + +def double(x) + x * 2 +end + +# Les fonctions (et tous les blocs de code) retournent +# implicitement la valeur de la dernière instruction évaluée +double(2) #=> 4 + +# Les paranthèses sont facultative +# lorsqu'il n'y a pas d'ambiguïté sur le résultat +double 3 #=> 6 + +double double 3 #=> 12 + +def sum(x,y) + x + y +end + +# Les paramètres de méthode sont séparés par des virgules +sum 3, 4 #=> 7 + +sum sum(3,4), 5 #=> 12 + +# yield +# Toutes les méthodes ont un argument facultatif et implicite +# de type bloc de code +# il peut être appelé avec le mot clé 'yield' + +def surround + puts "{" + yield + puts "}" +end + +surround { puts 'Bonjour tout le monde' } + +# { +# Bonjour tout le monde +# } + + +# Définissez une classe avec le mot clé 'class' +class Humain + + # Une variable de classe + # est partagée par toutes les instances de cette classe. + @@espece = "H. sapiens" + + # Constructeur de classe + def initialize(nom, age = 0) + # Affectez l'argument à la variable d'instance 'nom' + # pour la durée de vie de l'instance de cette classe + @nom = nom + # Si le paramètre 'age' est absent, + # la valeur par défaut définie dans la liste des arguments sera utilisée. + @age = age + end + + # Une simple méthode setter + def nom=(nom) + @nom = nom + end + + # Une simple méthode getter + def nom + @nom + end + + # Une méthode de classe utilise le mot clé 'self' + # pour se distinguer de la méthode d'instance. + # La méthode sera alors accessible à partir de la classe + # et non pas de l'instance. + def self.say(msg) + puts "#{msg}" + end + + def species + @@species + end + +end + + +# Instanciez une classe +jim = Humain.new("Jim Halpert") + +dwight = Humain.new("Dwight K. Schrute") + +# Appelez quelques méthodes +jim.espece #=> "H. sapiens" +jim.nom #=> "Jim Halpert" +jim.nom = "Jim Halpert II" #=> "Jim Halpert II" +jim.nom #=> "Jim Halpert II" +dwight.espece #=> "H. sapiens" +dwight.nom #=> "Dwight K. Schrute" + +# Appelez la méthode de classe +Humain.say("Hi") #=> "Hi" + +# Les classes sont également des objets en Ruby. +# Par conséquent, les classes peuvent avoir des variables d'instance. +# Les variables de classe sont partagées parmi +# la classe et ses descendants. + +# Classe parente +class Humain + @@foo = 0 + + def self.foo + @@foo + end + + def self.foo=(valeur) + @@foo = valeur + end +end + +# Classe fille +class Travailleur < Humain +end + +Humain.foo # 0 +Travailleur.foo # 0 + +Humain.foo = 2 # 2 +Travailleur.foo # 2 + +# Les variables d'instance de classe ne sont pas partagées +# avec les classes héritées. + +class Humain + @bar = 0 + + def self.bar + @bar + end + + def self.bar=(valeur) + @bar = valeur + end +end + +class Docteur < Humain +end + +Humain.bar # 0 +Docteur.bar # nil + +``` diff --git a/javascript.html.markdown b/javascript.html.markdown index cc279b9a..fb79949e 100644 --- a/javascript.html.markdown +++ b/javascript.html.markdown @@ -30,83 +30,84 @@ doStuff(); // wherever there's a newline, except in certain cases. doStuff() -// We'll leave semicolons off here; whether you do or not will depend on your -// personal preference or your project's style guide. +// So that we don't have to worry about those certain cases (for now), we'll +// leave them on. /////////////////////////////////// // 1. Numbers, Strings and Operators // Javascript has one number type (which is a 64-bit IEEE 754 double). -3 // = 3 -1.5 // = 1.5 +3; // = 3 +1.5; // = 1.5 // All the basic arithmetic works as you'd expect. -1 + 1 // = 2 -8 - 1 // = 7 -10 * 2 // = 20 -35 / 5 // = 7 +1 + 1; // = 2 +8 - 1; // = 7 +10 * 2; // = 20 +35 / 5; // = 7 // Including uneven division. -5 / 2 // = 2.5 +5 / 2; // = 2.5 // Bitwise operations also work; when you perform a bitwise operation your float // is converted to a signed int *up to* 32 bits. -1 << 2 // = 4 +1 << 2; // = 4 // Precedence is enforced with parentheses. -(1 + 3) * 2 // = 8 +(1 + 3) * 2; // = 8 // There are three special not-a-real-number values: -Infinity // result of e.g. 1/0 --Infinity // result of e.g. -1/0 -NaN // result of e.g. 0/0 +Infinity; // result of e.g. 1/0 +-Infinity; // result of e.g. -1/0 +NaN; // result of e.g. 0/0 // There's also a boolean type. -true -false +true; +false; // Strings are created with ' or ". -'abc' -"Hello, world" +'abc'; +"Hello, world"; // Negation uses the ! symbol -!true // = false -!false // = true +!true; // = false +!false; // = true // Equality is == -1 == 1 // = true -2 == 1 // = false +1 == 1; // = true +2 == 1; // = false // Inequality is != -1 != 1 // = false -2 != 1 // = true +1 != 1; // = false +2 != 1; // = true // More comparisons -1 < 10 // = true -1 > 10 // = false -2 <= 2 // = true -2 >= 2 // = true +1 < 10; // = true +1 > 10; // = false +2 <= 2; // = true +2 >= 2; // = true // Strings are concatenated with + -"Hello " + "world!" // = "Hello world!" +"Hello " + "world!"; // = "Hello world!" // and are compared with < and > -"a" < "b" // = true +"a" < "b"; // = true // Type coercion is performed for comparisons... -"5" == 5 // = true +"5" == 5; // = true // ...unless you use === -"5" === 5 // = false +"5" === 5; // = false // You can access characters in a string with charAt -"This is a string".charAt(0) +"This is a string".charAt(0); // There's also null and undefined -null // used to indicate a deliberate non-value -undefined // used to indicate a value that hasn't been set yet +null; // used to indicate a deliberate non-value +undefined; // used to indicate a value is not currently present (although undefined + // is actually a value itself) -// null, undefined, NaN, 0 and "" are falsy, and everything else is truthy. +// false, null, undefined, NaN, 0 and "" are falsy, and everything else is truthy. // Note that 0 is falsy and "0" is truthy, even though 0 == "0". /////////////////////////////////// @@ -114,57 +115,57 @@ undefined // used to indicate a value that hasn't been set yet // Variables are declared with the var keyword. Javascript is dynamically typed, // so you don't need to specify type. Assignment uses a single = character. -var someVar = 5 +var someVar = 5; // if you leave the var keyword off, you won't get an error... -someOtherVar = 10 +someOtherVar = 10; // ...but your variable will be created in the global scope, not in the scope // you defined it in. // Variables declared without being assigned to are set to undefined. -var someThirdVar // = undefined +var someThirdVar; // = undefined // There's shorthand for performing math operations on variables: -someVar += 5 // equivalent to someVar = someVar + 5; someVar is 10 now -someVar *= 10 // now someVar is 100 +someVar += 5; // equivalent to someVar = someVar + 5; someVar is 10 now +someVar *= 10; // now someVar is 100 // and an even-shorter-hand for adding or subtracting 1 -someVar++ // now someVar is 101 -someVar-- // back to 100 +someVar++; // now someVar is 101 +someVar--; // back to 100 // Arrays are ordered lists of values, of any type. -var myArray = ["Hello", 45, true] +var myArray = ["Hello", 45, true]; // Their members can be accessed using the square-brackets subscript syntax. // Array indices start at zero. -myArray[1] // = 45 +myArray[1]; // = 45 // JavaScript's objects are equivalent to 'dictionaries' or 'maps' in other // languages: an unordered collection of key-value pairs. -{key1: "Hello", key2: "World"} +var myObj = {key1: "Hello", key2: "World"}; // Keys are strings, but quotes aren't required if they're a valid // JavaScript identifier. Values can be any type. -var myObj = {myKey: "myValue", "my other key": 4} +var myObj = {myKey: "myValue", "my other key": 4}; // Object attributes can also be accessed using the subscript syntax, -myObj["my other key"] // = 4 +myObj["my other key"]; // = 4 // ... or using the dot syntax, provided the key is a valid identifier. -myObj.myKey // = "myValue" +myObj.myKey; // = "myValue" // Objects are mutable; values can be changed and new keys added. -myObj.myThirdKey = true +myObj.myThirdKey = true; // If you try to access a value that's not yet set, you'll get undefined. -myObj.myFourthKey // = undefined +myObj.myFourthKey; // = undefined /////////////////////////////////// // 3. Logic and Control Structures // The if structure works as you'd expect. -var count = 1 +var count = 1; if (count == 3){ // evaluated if count is 3 } else if (count == 4) { @@ -181,10 +182,10 @@ while (true) { // Do-while loops are like while loops, except they always run at least once. var input do { - input = getInput() + input = getInput(); } while (!isValid(input)) -// the for loop is the same as C and Java: +// the for loop is the same as C and Java: // initialisation; continue condition; iteration. for (var i = 0; i < 5; i++){ // will run 5 times @@ -192,29 +193,23 @@ for (var i = 0; i < 5; i++){ // && is logical and, || is logical or if (house.size == "big" && house.colour == "blue"){ - house.contains = "bear" + house.contains = "bear"; } if (colour == "red" || colour == "blue"){ // colour is either red or blue } // && and || "short circuit", which is useful for setting default values. -var name = otherName || "default" +var name = otherName || "default"; /////////////////////////////////// // 4. Functions, Scope and Closures // JavaScript functions are declared with the function keyword. function myFunction(thing){ - return thing.toUpperCase() + return thing.toUpperCase(); } -myFunction("foo") // = "FOO" - -// Functions can also be defined "anonymously" - without a name: -function(thing){ - return thing.toLowerCase() -} -// (we can't call our function, since we don't have a name to refer to it with) +myFunction("foo"); // = "FOO" // JavaScript functions are first class objects, so they can be reassigned to // different variable names and passed to other functions as arguments - for @@ -222,52 +217,49 @@ function(thing){ function myFunction(){ // this code will be called in 5 seconds' time } -setTimeout(myFunction, 5000) - -// You can even write the function statement directly in the call to the other -// function. +setTimeout(myFunction, 5000); -setTimeout(function myFunction(){ +// Function objects don't even have to be declared with a name - you can write +// an anonymous function definition directly into the arguments of another. +setTimeout(function(){ // this code will be called in 5 seconds' time -}, 5000) +}, 5000); // JavaScript has function scope; functions get their own scope but other blocks // do not. if (true){ - var i = 5 + var i = 5; } -i // = 5 - not undefined as you'd expect in a block-scoped language +i; // = 5 - not undefined as you'd expect in a block-scoped language // This has led to a common pattern of "immediately-executing anonymous // functions", which prevent temporary variables from leaking into the global // scope. (function(){ - var temporary = 5 + var temporary = 5; // We can access the global scope by assiging to the 'global object', which // in a web browser is always 'window'. The global object may have a // different name in non-browser environments such as Node.js. - window.permanent = 10 - // Or, as previously mentioned, we can just leave the var keyword off. - permanent2 = 15 -})() -temporary // raises ReferenceError -permanent // = 10 -permanent2 // = 15 + window.permanent = 10; +})(); +temporary; // raises ReferenceError +permanent; // = 10 // One of JavaScript's most powerful features is closures. If a function is // defined inside another function, the inner function has access to all the -// outer function's variables. +// outer function's variables, even after the outer function exits. function sayHelloInFiveSeconds(name){ - var prompt = "Hello, " + name + "!" + var prompt = "Hello, " + name + "!"; function inner(){ - alert(prompt) + alert(prompt); } - setTimeout(inner, 5000) - // setTimeout is asynchronous, so this function will finish without waiting - // 5 seconds. However, once the 5 seconds is up, inner will still have - // access to the value of prompt. + setTimeout(inner, 5000); + // setTimeout is asynchronous, so the sayHelloInFiveSeconds function will + // exit immediately, and setTimeout will call inner afterwards. However, + // because inner is "closed over" sayHelloInFiveSeconds, inner still has + // access to the 'prompt' variable when it is finally called. } -sayHelloInFiveSeconds("Adam") // will open a popup with "Hello, Adam!" in 5s +sayHelloInFiveSeconds("Adam"); // will open a popup with "Hello, Adam!" in 5s /////////////////////////////////// // 5. More about Objects; Constructors and Prototypes @@ -275,44 +267,44 @@ sayHelloInFiveSeconds("Adam") // will open a popup with "Hello, Adam!" in 5s // Objects can contain functions. var myObj = { myFunc: function(){ - return "Hello world!" + return "Hello world!"; } -} -myObj.myFunc() // = "Hello world!" +}; +myObj.myFunc(); // = "Hello world!" // When functions attached to an object are called, they can access the object // they're attached to using the this keyword. myObj = { myString: "Hello world!", myFunc: function(){ - return this.myString + return this.myString; } -} -myObj.myFunc() // = "Hello world!" +}; +myObj.myFunc(); // = "Hello world!" // What this is set to has to do with how the function is called, not where // it's defined. So, our function doesn't work if it isn't called in the // context of the object. -var myFunc = myObj.myFunc -myFunc() // = undefined +var myFunc = myObj.myFunc; +myFunc(); // = undefined // Inversely, a function can be assigned to the object and gain access to it // through this, even if it wasn't attached when it was defined. var myOtherFunc = function(){ - return this.myString.toUpperCase() + return this.myString.toUpperCase(); } -myObj.myOtherFunc = myOtherFunc -myObj.myOtherFunc() // = "HELLO WORLD!" +myObj.myOtherFunc = myOtherFunc; +myObj.myOtherFunc(); // = "HELLO WORLD!" // When you call a function with the new keyword, a new object is created, and // made available to the function via this. Functions designed to be called // like this are called constructors. var MyConstructor = function(){ - this.myNumber = 5 + this.myNumber = 5; } -myNewObj = new MyConstructor() // = {myNumber: 5} -myNewObj.myNumber // = 5 +myNewObj = new MyConstructor(); // = {myNumber: 5} +myNewObj.myNumber; // = 5 // Every JavaScript object has a 'prototype'. When you go to access a property // on an object that doesn't exist on the actual object, the interpreter will @@ -323,31 +315,31 @@ myNewObj.myNumber // = 5 // part of the standard; we'll get to standard ways of using prototypes later. var myObj = { myString: "Hello world!", -} +}; var myPrototype = { meaningOfLife: 42, myFunc: function(){ return this.myString.toLowerCase() } -} -myObj.__proto__ = myPrototype -myObj.meaningOfLife // = 42 +}; +myObj.__proto__ = myPrototype; +myObj.meaningOfLife; // = 42 // This works for functions, too. -myObj.myFunc() // = "hello world!" +myObj.myFunc(); // = "hello world!" // Of course, if your property isn't on your prototype, the prototype's // prototype is searched, and so on. myPrototype.__proto__ = { myBoolean: true -} -myObj.myBoolean // = true +}; +myObj.myBoolean; // = true // There's no copying involved here; each object stores a reference to its // prototype. This means we can alter the prototype and our changes will be // reflected everywhere. -myPrototype.meaningOfLife = 43 -myObj.meaningOfLife // = 43 +myPrototype.meaningOfLife = 43; +myObj.meaningOfLife; // = 43 // We mentioned that __proto__ was non-standard, and there's no standard way to // change the prototype of an existing object. However, there's two ways to @@ -355,8 +347,8 @@ myObj.meaningOfLife // = 43 // The first is Object.create, which is a recent addition to JS, and therefore // not available in all implementations yet. -var myObj = Object.create(myPrototype) -myObj.meaningOfLife // = 43 +var myObj = Object.create(myPrototype); +myObj.meaningOfLife; // = 43 // The second way, which works anywhere, has to do with constructors. // Constructors have a property called prototype. This is *not* the prototype of @@ -366,20 +358,20 @@ myConstructor.prototype = { getMyNumber: function(){ return this.myNumber } -} -var myNewObj2 = new myConstructor() -myNewObj2.getMyNumber() // = 5 +}; +var myNewObj2 = new myConstructor(); +myNewObj2.getMyNumber(); // = 5 // Built-in types like strings and numbers also have constructors that create // equivalent wrapper objects. -var myNumber = 12 -var myNumberObj = new Number(12) -myNumber == myNumberObj // = true +var myNumber = 12; +var myNumberObj = new Number(12); +myNumber == myNumberObj; // = true // Except, they aren't exactly equivalent. -typeof(myNumber) // = 'number' -typeof(myNumberObj) // = 'object' -myNumber === myNumberObj // = false +typeof(myNumber); // = 'number' +typeof(myNumberObj); // = 'object' +myNumber === myNumberObj; // = false if (0){ // This code won't execute, because 0 is falsy. } @@ -390,9 +382,9 @@ if (Number(0)){ // However, the wrapper objects and the regular builtins share a prototype, so // you can actually add functionality to a string, for instance. String.prototype.firstCharacter = function(){ - return this.charAt(0) + return this.charAt(0); } -"abc".firstCharacter() // = "a" +"abc".firstCharacter(); // = "a" // This fact is often used in "polyfilling", which is implementing newer // features of JavaScript in an older subset of JavaScript, so that they can be @@ -403,10 +395,10 @@ String.prototype.firstCharacter = function(){ if (Object.create === undefined){ // don't overwrite it if it exists Object.create = function(proto){ // make a temporary constructor with the right prototype - var Constructor = function(){} - Constructor.prototype = proto + var Constructor = function(){}; + Constructor.prototype = proto; // then use it to create a new, appropriately-prototyped object - return new Constructor() + return new Constructor(); } } ``` diff --git a/ruby.html.markdown b/ruby.html.markdown index 19f2ec86..3a233d98 100644 --- a/ruby.html.markdown +++ b/ruby.html.markdown @@ -36,7 +36,7 @@ You shouldn't either # Arithmetic is just syntactic sugar # for calling a method on an object 1.+(3) #=> 4 -10.* 5 #=> 50 +10.* 5 #=> 50 # Special values are objects nil # Nothing to see here @@ -242,7 +242,7 @@ when 'D' puts "Scraping through" when 'F' puts "You failed!" -else +else puts "Alternative grading system, eh?" end @@ -252,7 +252,7 @@ def double(x) x * 2 end -# Functions (and all blocks) implcitly return the value of the last statement +# Functions (and all blocks) implicitly return the value of the last statement double(2) #=> 4 # Parentheses are optional where the result is unambiguous |