diff --git a/amd.html.markdown b/amd.html.markdown new file mode 100644 index 00000000..b3237dc7 --- /dev/null +++ b/amd.html.markdown @@ -0,0 +1,212 @@ +--- +category: tool +tool: amd +contributors: + - ["Frederik Ring", "https://github.com/m90"] +filename: learnamd.js +--- + +## Getting Started with AMD + +The **Asynchronous Module Definition** API specifies a mechanism for defining +JavaScript modules such that the module and its dependencies can be asynchronously +loaded. This is particularly well suited for the browser environment where +synchronous loading of modules incurs performance, usability, debugging, and +cross-domain access problems. + +### Basic concept +```javascript +// The basic AMD API consists of nothing but two methods: `define` and `require` +// and is all about module definition and consumption: +// `define(id?, dependencies?, factory)` defines a module +// `require(dependencies, callback)` imports a set of dependencies and +// consumes them in the passed callback + +// Let's start by using define to define a new named module +// that has no dependencies. We'll do so by passing a name +// and a factory function to define: +define('awesomeAMD', function(){ + var isAMDAwesome = function(){ + return true; + }; + // The return value of a module's factory function is + // what other modules or require calls will receive when + // requiring our `awesomeAMD` module. + // The exported value can be anything, (constructor) functions, + // objects, primitives, even undefined (although that won't help too much). + return isAMDAwesome; +}); + +// Now, let's define another module that depends upon our `awesomeAMD` module. +// Notice that there's an additional argument defining our +// module's dependencies now: +define('loudmouth', ['awesomeAMD'], function(awesomeAMD){ + // dependencies will be passed to the factory's arguments + // in the order they are specified + var tellEveryone = function(){ + if (awesomeAMD()){ + alert('This is sOoOo rad!'); + } else { + alert('Pretty dull, isn\'t it?'); + } + }; + return tellEveryone; +}); + +// As we do know how to use define now, let's use `require` to +// kick off our program. `require`'s signature is `(arrayOfDependencies, callback)`. +require(['loudmouth'], function(loudmouth){ + loudmouth(); +}); + +// To make this tutorial run code, let's implement a very basic +// (non-asynchronous) version of AMD right here on the spot: +function define(name, deps, factory){ + // notice how modules without dependencies are handled + define[name] = require(factory ? deps : [], factory || deps); +} + +function require(deps, callback){ + var args = []; + // first let's retrieve all the dependencies needed + // by the require call + for (var i = 0; i < deps.length; i++){ + args[i] = define[deps[i]]; + } + // satisfy all the callback's dependencies + return callback.apply(null, args); +} +// you can see this code in action here: http://jsfiddle.net/qap949pd/ +``` + +### Real-world usage with require.js + +In contrast to the introductory example, `require.js` (the most popular AMD library) actually implements the **A** in **AMD**, enabling you to load modules and their dependencies asynchronously via XHR: + +```javascript +/* file: app/main.js */ +require(['modules/someClass'], function(SomeClass){ + // the callback is deferred until the dependency is loaded + var thing = new SomeClass(); +}); +console.log('So here we are, waiting!'); // this will run first +``` + +By convention, you usually store one module in one file. `require.js` can resolve module names based on file paths, so you don't have to name your modules, but can simply reference them using their location. In the example `someClass` is assumed to be in the `modules` folder, relative to your configuration's `baseUrl`: + +* app/ + * main.js + * modules/ + * someClass.js + * someHelpers.js + * ... + * daos/ + * things.js + * ... + +This means we can define `someClass` without specifying a module id: + +```javascript +/* file: app/modules/someClass.js */ +define(['daos/things', 'modules/someHelpers'], function(thingsDao, helpers){ + // module definition, of course, will also happen asynchronously + function SomeClass(){ + this.method = function(){/**/}; + // ... + } + return SomeClass; +}); +``` +To alter the default path mapping behavior use `requirejs.config(configObj)` in your `main.js`: + +```javascript +/* file: main.js */ +requirejs.config({ + baseUrl : 'app', + paths : { + // you can also load modules from other locations + jquery : '//ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min', + coolLibFromBower : '../bower_components/cool-lib/coollib' + } +}); +require(['jquery', 'coolLibFromBower', 'modules/someHelpers'], function($, coolLib, helpers){ + // a `main` file needs to call require at least once, + // otherwise no code will ever run + coolLib.doFancyStuffWith(helpers.transform($('#foo'))); +}); +``` +`require.js`-based apps will usually have a single entry point (`main.js`) that is passed to the `require.js` script tag as a data-attribute. It will be automatically loaded and executed on pageload: + +```html + + + + A hundred script tags? Never again! + + + + + +``` + +### Optimizing a whole project using r.js + +Many people prefer using AMD for sane code organization during development, but still want to ship a single script file in production instead of performing hundreds of XHRs on page load. + +`require.js` comes with a script called `r.js` (that you will probably run in node.js, although Rhino is supported too) that can analyse your project's dependency graph, and build a single file containing all your modules (properly named), minified and ready for consumption. + +Install it using `npm`: +```shell +$ npm install requirejs -g +``` + +Now you can feed it with a configuration file: +```shell +$ r.js -o app.build.js +``` + +For our above example the configuration might look like: +```javascript +/* file : app.build.js */ +({ + name : 'main', // name of the entry point + out : 'main-built.js', // name of the file to write the output to + baseUrl : 'app', + paths : { + // `empty:` tells r.js that this should still be loaded from the CDN, using + // the location specified in `main.js` + jquery : 'empty:', + coolLibFromBower : '../bower_components/cool-lib/coollib' + } +}) +``` + +To use the built file in production, simply swap `data-main`: +```html + +``` + +An incredibly detailed [overview of build options](https://github.com/jrburke/r.js/blob/master/build/example.build.js) is available in the GitHub repo. + +### Topics not covered in this tutorial +* [Loader plugins / transforms](http://requirejs.org/docs/plugins.html) +* [CommonJS style loading and exporting](http://requirejs.org/docs/commonjs.html) +* [Advanced configuration](http://requirejs.org/docs/api.html#config) +* [Shim configuration (loading non-AMD modules)](http://requirejs.org/docs/api.html#config-shim) +* [CSS loading and optimizing with require.js](http://requirejs.org/docs/optimization.html#onecss) +* [Using almond.js for builds](https://github.com/jrburke/almond) + +### Further reading: + +* [Official Spec](https://github.com/amdjs/amdjs-api/wiki/AMD) +* [Why AMD?](http://requirejs.org/docs/whyamd.html) +* [Universal Module Definition](https://github.com/umdjs/umd) + +### Implementations: + +* [require.js](http://requirejs.org) +* [dojo toolkit](http://dojotoolkit.org/documentation/tutorials/1.9/modules/) +* [cujo.js](http://cujojs.com/) +* [curl.js](https://github.com/cujojs/curl) +* [lsjs](https://github.com/zazl/lsjs) +* [mmd](https://github.com/alexlawrence/mmd) diff --git a/bash.html.markdown b/bash.html.markdown index dc7d32b6..11c1f3a2 100644 --- a/bash.html.markdown +++ b/bash.html.markdown @@ -9,6 +9,7 @@ contributors: - ["akirahirose", "https://twitter.com/akirahirose"] - ["Anton Strömkvist", "http://lutic.org/"] - ["Rahil Momin", "https://github.com/iamrahil"] + - ["Gregrory Kielian", "https://github.com/gskielian"] filename: LearnBash.sh --- @@ -199,4 +200,12 @@ sort file.txt uniq -d file.txt # prints only the first column before the ',' character cut -d ',' -f 1 file.txt +# replaces every occurrence of 'okay' with 'great' in file.txt, (regex compatible) +sed -i 's/okay/great/g' file.txt +# print to stdout all lines of file.txt which match some regex, the example prints lines which begin with "foo" and end in "bar" +grep "^foo.*bar$" file.txt +# pass the option "-c" to instead print the number of lines matching the regex +grep -c "^foo.*bar$" file.txt +# if you literally want to search for the string, and not the regex, use fgrep (or grep -F) +fgrep "^foo.*bar$" file.txt ``` diff --git a/c++.html.markdown b/c++.html.markdown index 5bf7e2ea..9f357b08 100644 --- a/c++.html.markdown +++ b/c++.html.markdown @@ -3,346 +3,588 @@ language: c++ filename: learncpp.cpp contributors: - ["Steven Basart", "http://github.com/xksteven"] + - ["Matt Kline", "https://github.com/mrkline"] lang: en --- -I am writing this to highlight the differences and -additions that C++ has with respect to C. My -suggestion would be to follow the C tutorial first -then look here for the additions and differences. +C++ is a systems programming language that, +[according to its inventor Bjarne Stroustrup](http://channel9.msdn.com/Events/Lang-NEXT/Lang-NEXT-2014/Keynote), +was designed to + +- be a "better C" +- support data abstraction +- support object-oriented programming +- support generic programming + +Though its syntax can be more difficult or complex than newer languages, +it is widely used because it compiles to native instructions that can be +directly run by the processor and offers tight control over hardware (like C) +while offering high-level features such as generics, exceptions, and classes. +This combination of speed and functionality makes C++ +one of the most widely-used programming languages. ```c++ -/////////////////////////////////////// -// C++ differences -/////////////////////////////////////// - - -//In C++ -//cannot use void main() -int main() { //or int main(int argc, char **argv) - //cannot end with return; - return 0; - //Can also end without return statement -} - -//In C++ -/* - //This could lead to compiler errors and is discouraged - //#if 0 #endif pairs are encouraged instead -*/ - -//In C++ -sizeof(10) //Typically 4 -sizeof('c') == 1 - -//In C -sizeof('c') == sizeof(10) //true chars are passed as ints - - -//In C++ strict prototyping -void func(); //function which accepts no arguments - -//In C -void func(); //function which may accept arguments - - -//In C++ -for(int i = 0; i < 10; i++) {;} -//In C must int i must be declared before - - -//C++ Supports Function overloading -//Provided each function takes different -//parameters - -void printing(char const *myString) -{printf("String %s\n",myString);} //Hello - -void printing(int myInt) -{printf("My int is %d",myInt);} //15 - -int main () -{ - printing("Hello"); - printing(15); -} - - - -//C++ Default Function Arguments -void two_ints(int a = 1, int b = 4); - -int main() -{ - two_ints(); // arguments: 1, 4 - two_ints(20); // arguments: 20, 4 - two_ints(20, 5); // arguments: 20, 5 -} - - -//C++ added the nullptr which is different from 0 -int *ip = nullptr; // OK -int value = nullptr; // error: value is no pointer - - -/////////////////////////////////////// -// C++ Additions ontop of C -/////////////////////////////////////// - - -/////////////////////////////////////// -// C++ Namespace -/////////////////////////////////////// - -//Namespaces allow you to define your own -//functions and variables for use - -// Use '::' to change variable (or function) scope -// Putting '::' before a function or variable will -// reference a global scope - -// This allows you to make normal c library calls -// std is for standard library -using namespace std; - -#include - -int counter = 50; // global variable - -int main() -{ - for (int counter = 1; // this refers to the - counter < 2; // local variable - counter++) - { - printf("Global var %d local var %d\n", - ::counter, // global variable - counter); // local variable - // => Global var 50 local var 1 - } -} - -// Namespaces can be nested - - -namespace myFirstNameSpace -{ - namespace myInnerSoul - { - cos(int x) - { - printf("My inner soul was made to program."); - } - } -} - -namespace anotherNameSpace -{ - cos(int x) {;} //does nothing -} - -int main() -{ - //Specify the full path because main is outside of both namespaces. - //Will print out My inner soul was made to program. - myFirstNameSpace::myInnerSoul::cos(60); -} - - -/////////////////////////////////////// -// C++ Strings -/////////////////////////////////////// - -//Strings in C++ are Objects and have many functions -myString = "Hello"; -myOtherString = " World"; - -myString + myOtherString; // => "Hello World" - -myString + ' You'; // => "Hello You" - -myString != myOtherString; //True - -//An example of a string method -myString.append(" Dog"); // => "Hello Dog" - - -/////////////////////////////////////// -// C++ Input Output -/////////////////////////////////////// - -//C++ input and output streams -//cin, cout, cerr, << is insertion and >> is extraction operator -#include - -using namespace std; - -int main() -{ - - int myInt; - - //Prints to stdout (or terminal/screen) - cout << "Enter your fav number:\n"; - //Takes in input - cin >> myInt; - - //cout can also be formatted - cout << "Your fav number is " << myInt << "\n"; - //Your fav number is ## - - cerr << "Used for error messages"; -} - - -/////////////////////////////////////// -// C++ Classes -/////////////////////////////////////// - - -//First example of classes -#include - -//define a class -class Doggie -{ - std::string name; - int weight; - - // These are only the declarations - //Can also have private and protected - public: - //The public methods (can also include variables) - - // Default constructor - Doggie(); - - void setName(std::string dogsName); - void setWeight(int dogsWeight); - void printDog(); - - //Can define functions within class declaration too - void dogBark() {std::cout << "Bark Bark\n"} - - //Destructors are methods that free the allocated space - ~doggieDestructor(); - //if no destructor compiler defines the trivial destructor - -//Classes are similar to structs and must close the } with ; -}; - -// This is the implementation of the class methods -// Also called the definition -void Doggie::Doggie () { - std::cout << "A doggie is born. Woof!\n"; -} - -void Doggie::setName (std::string doggie_name) { - name = doggie_name; -} - -void Doggie::setWeight (int doggie_weight) { - weight = doggie_weight; -} - -void Doggie::printDog () { - std::cout << "Dog is " << name << " weighs" << weight << "\n"; -} - -void Doggie::~doggieDestructor () { - delete[] name; - delete weight; -} - -int main () { - Doggie deedee; // prints out a doggie is born. Woof! - deedee.setName ("Barkley"); - deedee.setWeight(1000000); - deedee.printDog; - //prints => Dog is Barkley weighs 1000000 - return 0; -} - - -//C++ Class inheritance - -class German_Sheperd : public Doggie +////////////////// +// Comparison to C +////////////////// + +// C++ is _almost_ a superset of C and shares its basic syntax for +// variable declarations, primitive types, and functions. +// However, C++ varies in some of the following ways: + +// A main() function in C++ should return an int, +// though void main() is accepted by most compilers (gcc, clang, etc.) +// This value serves as the program's exit status. +// See http://en.wikipedia.org/wiki/Exit_status for more information. +int main(int argc, char** argv) { - //This class now inherits everything public and protected from Doggie class + // Command line arguments are passed in by argc and argv in the same way + // they are in C. + // argc indicates the number of arguments, + // and argv is an array of C-style strings (char*) + // representing the arguments. + // The first argument is the name by which the program was called. + // argc and argv can be omitted if you do not care about arguments, + // giving the function signature of int main() - //Good practice to put d_ in front of datatypes in classes - std::string d_type; - - public: - void dogType() {d_type = "German Sheperd";} -}; - - - -/////////////////////////////////////// -// C++ Exception Handling -/////////////////////////////////////// - -try { - throw 12.25; // throws a double no handler declared -} catch (int errorNum) -{ - std::cout << "I caught an int " << errorNum << "\n"; -//default catcher -} catch (...) -{ - std::cout << "I got an error. Not sure what but I can pass it up."; - throw; -} - - -/////////////////////////////////////// -// C++ Operator Overloading -/////////////////////////////////////// - -// In C++ you can overload operators such as +, -, new, etc. - -#include -using namespace std; - -class Vector { - public: - double x,y; - Vector () {}; - Vector (double a, double b) : x(a), y(b) {} - Vector operator + (const CVector&); - Vector operator += (const CVector&); -}; - -Vector Vector::operator+ (const Vector& rhs) -{ - Vector temp; - temp.x = x + rhs.x; - temp.y = y + rhs.y; - return temp; -} - -Vector Vector::operator+= (const Vector& rhs) -{ - x += rhs.x; - y += rhs.y; - return *this; -} - -int main () { - Vector up (0,1); - Vector right (1,0); - Vector result; - // This calls the Vector + operator - // Vector up calls the + (function) with right as its paramater - result = up + right; - // prints out => Result is upright (1,1) - cout << "Result is upright (" << result.x << ',' << result.y << ")\n"; - return 0; + // An exit status of 0 indicates success. + return 0; } -``` -Futher Reading +// In C++, character literals are one byte. +sizeof('c') == 1 -for more resources see: http://www.icce.rug.nl/documents/cplusplus/ -for other reference material: http://www.cplusplus.com/doc/tutorial/ +// In C, character literals are the same size as ints. +sizeof('c') == sizeof(10) + + +// C++ has strict prototyping +void func(); // function which accepts no arguments + +// In C +void func(); // function which may accept any number of arguments + +// Use nullptr instead of NULL in C++ +int* ip = nullptr; + +// C standard headers are available in C++, +// but are prefixed with "c" and have no .h suffix. +#include + +int main() +{ + printf("Hello, world!\n"); + return 0; +} + +/////////////////////// +// Function overloading +/////////////////////// + +// C++ supports function overloading +// provided each function takes different parameters. + +void print(char const* myString) +{ + printf("String %s\n", myString); +} + +void print(int myInt) +{ + printf("My int is %d", myInt); +} + +int main() +{ + print("Hello"); // Resolves to void print(const char*) + print(15); // Resolves to void print(int) +} + +///////////////////////////// +// Default function arguments +///////////////////////////// + +// You can provide default arguments for a function +// if they are not provided by the caller. + +void doSomethingWithInts(int a = 1, int b = 4) +{ + // Do something with the ints here +} + +int main() +{ + doSomethingWithInts(); // a = 1, b = 4 + doSomethingWithInts(20); // a = 20, b = 4 + doSomethingWithInts(20, 5); // a = 20, b = 5 +} + +// Default arguments must be at the end of the arguments list. + +void invalidDeclaration(int a = 1, int b) // Error! +{ +} + + +///////////// +// Namespaces +///////////// + +// Namespaces provide separate scopes for variable, function, +// and other declarations. +// Namespaces can be nested. + +namespace First { + namespace Nested { + void foo() + { + printf("This is First::Nested::foo\n"); + } + } // end namespace Nested +} // end namespace First + +namespace Second { + void foo() + { + printf("This is Second::foo\n") + } +} + +void foo() +{ + printf("This is global foo\n"); +} + +int main() +{ + // Assume everything is from the namespace "Second" + // unless otherwise specified. + using namespace Second; + + foo(); // prints "This is Second::foo" + First::Nested::foo(); // prints "This is First::Nested::foo" + ::foo(); // prints "This is global foo" +} + +/////////////// +// Input/Output +/////////////// + +// C++ input and output uses streams +// cin, cout, and cerr represent stdin, stdout, and stderr. +// << is the insertion operator and >> is the extraction operator. + +#include // Include for I/O streams + +using namespace std; // Streams are in the std namespace (standard library) + +int main() +{ + int myInt; + + // Prints to stdout (or terminal/screen) + cout << "Enter your favorite number:\n"; + // Takes in input + cin >> myInt; + + // cout can also be formatted + cout << "Your favorite number is " << myInt << "\n"; + // prints "Your favorite number is " + + cerr << "Used for error messages"; +} + +////////// +// Strings +////////// + +// Strings in C++ are objects and have many member functions +#include + +using namespace std; // Strings are also in the namespace std (standard library) + +string myString = "Hello"; +string myOtherString = " World"; + +// + is used for concatenation. +cout << myString + myOtherString; // "Hello World" + +cout << myString + " You"; // "Hello You" + +// C++ strings are mutable and have value semantics. +myString.append(" Dog"); +cout << myString; // "Hello Dog" + + +///////////// +// References +///////////// + +// In addition to pointers like the ones in C, +// C++ has _references_. +// These are pointer types that cannot be reassigned once set +// and cannot be null. +// They also have the same syntax as the variable itself: +// No * is needed for dereferencing and +// & (address of) is not used for assignment. + +using namespace std; + +string foo = "I am foo"; +string bar = "I am bar"; + + +string& fooRef = foo; // This creates a reference to foo. +fooRef += ". Hi!"; // Modifies foo through the reference +cout << fooRef; // Prints "I am foo. Hi!" + +fooRef = bar; // Error: references cannot be reassigned. + +const string& barRef = bar; // Create a const reference to bar. +// Like C, const values (and pointers and references) cannot be modified. +barRef += ". Hi!"; // Error, const references cannot be modified. + +////////////////////////////////////////// +// Classes and object-oriented programming +////////////////////////////////////////// + +// First example of classes +#include + +// Declare a class. +// Classes are usually declared in header (.h or .hpp) files. +class Dog { + // Member variables and functions are private by default. + std::string name; + int weight; + +// All members following this are public +// until "private:" or "protected:" is found. +public: + + // Default constructor + Dog(); + + // Member function declarations (implementations to follow) + // Note that we use std::string here instead of placing + // using namespace std; + // above. + // Never put a "using namespace" statement in a header. + void setName(const std::string& dogsName); + + void setWeight(int dogsWeight); + + // Functions that do not modify the state of the object + // should be marked as const. + // This allows you to call them if given a const reference to the object. + // Also note the functions must be explicitly declared as _virtual_ + // in order to be overridden in derived classes. + // Functions are not virtual by default for performance reasons. + virtual void print() const; + + // Functions can also be defined inside the class body. + // Functions defined as such are automatically inlined. + void bark() const { std::cout << name << " barks!\n" } + + // Along with constructors, C++ provides destructors. + // These are called when an object is deleted or falls out of scope. + // This enables powerful paradigms such as RAII + // (see below) + // Destructors must be virtual to allow classes to be derived from this one. + virtual ~Dog(); + +}; // A semicolon must follow the class definition. + +// Class member functions are usually implemented in .cpp files. +void Dog::Dog() +{ + std::cout << "A dog has been constructed\n"; +} + +// Objects (such as strings) should be passed by reference +// if you are modifying them or const reference if you are not. +void Dog::setName(const std::string& dogsName) +{ + name = dogsName; +} + +void Dog::setWeight(int dogsWeight) +{ + weight = dogsWeight; +} + +// Notice that "virtual" is only needed in the declaration, not the definition. +void Dog::print() const +{ + std::cout << "Dog is " << name << " and weighs " << weight << "kg\n"; +} + +void Dog::~Dog() +{ + cout << "Goodbye " << name << "\n"; +} + +int main() { + Dog myDog; // prints "A dog has been constructed" + myDog.setName("Barkley"); + myDog.setWeight(10); + myDog.printDog(); // prints "Dog is Barkley and weighs 10 kg" + return 0; +} // prints "Goodbye Barkley" + +// Inheritance: + +// This class inherits everything public and protected from the Dog class +class OwnedDog : public Dog { + + void setOwner(const std::string& dogsOwner) + + // Override the behavior of the print function for all OwnedDogs. See + // http://en.wikipedia.org/wiki/Polymorphism_(computer_science)#Subtyping + // for a more general introduction if you are unfamiliar with + // subtype polymorphism. + // The override keyword is optional but makes sure you are actually + // overriding the method in a base class. + void print() const override; + +private: + std::string owner; +}; + +// Meanwhile, in the corresponding .cpp file: + +void OwnedDog::setOwner(const std::string& dogsOwner) +{ + owner = dogsOwner; +} + +void OwnedDog::print() const +{ + Dog::print(); // Call the print function in the base Dog class + std::cout << "Dog is owned by " << owner << "\n"; + // Prints "Dog is and weights " + // "Dog is owned by " +} + +////////////////////////////////////////// +// Initialization and Operator Overloading +////////////////////////////////////////// + +// In C++ you can overload the behavior of operators such as +, -, *, /, etc. +// This is done by defining a function which is called +// whenever the operator is used. + +#include +using namespace std; + +class Point { +public: + // Member variables can be given default values in this manner. + double x = 0; + double y = 0; + + // Define a default constructor which does nothing + // but initialize the Point to the default value (0, 0) + Point() { }; + + // The following syntax is known as an initialization list + // and is the proper way to initialize class member values + Point (double a, double b) : + x(a), + y(b) + { /* Do nothing except initialize the values */ } + + // Overload the + operator. + Point operator+(const Point& rhs) const; + + // Overload the += operator + Point& operator+=(const Point& rhs); + + // It would also make sense to add the - and -= operators, + // but we will skip those for brevity. +}; + +Point Point::operator+(const Point& rhs) const +{ + // Create a new point that is the sum of this one and rhs. + return Point(x + rhs.x, y + rhs.y); +} + +Point& Point::operator+=(const Point& rhs) +{ + x += rhs.x; + y += rhs.y; + return *this; +} + +int main () { + Point up (0,1); + Point right (1,0); + // This calls the Point + operator + // Point up calls the + (function) with right as its paramater + Point result = up + right; + // Prints "Result is upright (1,1)" + cout << "Result is upright (" << result.x << ',' << result.y << ")\n"; + return 0; +} + +///////////////////// +// Exception Handling +///////////////////// + +// The standard library provides a few exception types +// (see http://en.cppreference.com/w/cpp/error/exception) +// but any type can be thrown an as exception +#include + +// All exceptions thrown inside the _try_ block can be caught by subsequent +// _catch_ handlers. +try { + // Do not allocate exceptions on the heap using _new_. + throw std::exception("A problem occurred"); +} +// Catch exceptions by const reference if they are objects +catch (const std::exception& ex) +{ + std::cout << ex.what(); +// Catches any exception not caught by previous _catch_ blocks +} catch (...) +{ + std::cout << "Unknown exception caught"; + throw; // Re-throws the exception +} + +/////// +// RAII +/////// + +// RAII stands for Resource Allocation Is Initialization. +// It is often considered the most powerful paradigm in C++, +// and is the simple concept that a constructor for an object +// acquires that object's resources and the destructor releases them. + +// To understand how this is useful, +// consider a function that uses a C file handle: +void doSomethingWithAFile(const char* filename) +{ + // To begin with, assume nothing can fail. + + FILE* fh = fopen(filename, "r"); // Open the file in read mode. + + doSomethingWithTheFile(fh); + doSomethingElseWithIt(fh); + + fclose(fh); // Close the file handle. +} + +// Unfortunately, things are quickly complicated by error handling. +// Suppose fopen can fail, and that doSomethingWithTheFile and +// doSomethingElseWithIt return error codes if they fail. +// (Exceptions are the preferred way of handling failure, +// but some programmers, especially those with a C background, +// disagree on the utility of exceptions). +// We now have to check each call for failure and close the file handle +// if a problem occurred. +bool doSomethingWithAFile(const char* filename) +{ + FILE* fh = fopen(filename, "r"); // Open the file in read mode + if (fh == nullptr) // The returned pointer is null on failure. + reuturn false; // Report that failure to the caller. + + // Assume each function returns false if it failed + if (!doSomethingWithTheFile(fh)) { + fclose(fh); // Close the file handle so it doesn't leak. + return false; // Propagate the error. + } + if (!doSomethingElseWithIt(fh)) { + fclose(fh); // Close the file handle so it doesn't leak. + return false; // Propagate the error. + } + + fclose(fh); // Close the file handle so it doesn't leak. + return true; // Indicate success +} + +// C programmers often clean this up a little bit using goto: +bool doSomethingWithAFile(const char* filename) +{ + FILE* fh = fopen(filename, "r"); + if (fh == nullptr) + reuturn false; + + if (!doSomethingWithTheFile(fh)) + goto failure; + + if (!doSomethingElseWithIt(fh)) + goto failure; + + fclose(fh); // Close the file + return true; // Indicate success + +failure: + fclose(fh); + return false; // Propagate the error +} + +// If the functions indicate errors using exceptions, +// things are a little cleaner, but still sub-optimal. +void doSomethingWithAFile(const char* filename) +{ + FILE* fh = fopen(filename, "r"); // Open the file in read mode + if (fh == nullptr) + throw std::exception("Could not open the file."); + + try { + doSomethingWithTheFile(fh); + doSomethingElseWithIt(fh); + } + catch (...) { + fclose(fh); // Be sure to close the file if an error occurs. + throw; // Then re-throw the exception. + } + + fclose(fh); // Close the file + // Everything succeeded +} + +// Compare this to the use of C++'s file stream class (fstream) +// fstream uses its destructor to close the file. +// Recall from above that destructors are automatically called +// whenver an object falls out of scope. +void doSomethingWithAFile(const std::string& filename) +{ + // ifstream is short for input file stream + std::ifstream fh(filename); // Open the file + + // Do things with the file + doSomethingWithTheFile(fh); + doSomethingElseWithIt(fh); + +} // The file is automatically closed here by the destructor + +// This has _massive_ advantages: +// 1. No matter what happens, +// the resource (in this case the file handle) will be cleaned up. +// Once you write the destructor correctly, +// It is _impossible_ to forget to close the handle and leak the resource. +// 2. Note that the code is much cleaner. +// The destructor handles closing the file behind the scenes +// without you having to worry about it. +// 3. The code is exception safe. +// An exception can be thrown anywhere in the function and cleanup +// will still occur. + +// All idiomatic C++ code uses RAII extensively for all resources. +// Additional examples include +// - Memory using unique_ptr and shared_ptr +// - Containers - the standard library linked list, +// vector (i.e. self-resizing array), hash maps, and so on +// all automatically destroy their contents when they fall out of scope. +// - Mutexes using lock_guard and unique_lock +``` +Futher Reading: + +An up-to-date language reference can be found at + + +Additional resources may be found at diff --git a/c.html.markdown b/c.html.markdown index 10e6fa45..6daabe94 100644 --- a/c.html.markdown +++ b/c.html.markdown @@ -5,6 +5,7 @@ contributors: - ["Adam Bard", "http://adambard.com/"] - ["Árpád Goretity", "http://twitter.com/H2CO3_iOS"] - ["Jakub Trzebiatowski", "http://cbs.stgn.pl"] + - ["Marco Scannadinari", "https://marcoms.github.io"] --- @@ -21,6 +22,10 @@ memory management and C will take you as far as you need to go. Multi-line comments look like this. They work in C89 as well. */ +/* +Multi-line comments don't nest /* Be careful */ // comment ends on this line... +*/ // ...not this one! + // Constants: #define #define DAYS_IN_YEAR 365 @@ -74,10 +79,10 @@ int main() { long long x_long_long = 0; // floats are usually 32-bit floating point numbers - float x_float = 0.0; + float x_float = 0.0f; // 'f' suffix here denotes floating point literal // doubles are usually 64-bit floating-point numbers - double x_double = 0.0; + double x_double = 0.0; // real numbers without any suffix are doubles // Integral types may be unsigned. unsigned short ux_short; diff --git a/common-lisp.html.markdown b/common-lisp.html.markdown index 08134e35..c4ecb5e8 100644 --- a/common-lisp.html.markdown +++ b/common-lisp.html.markdown @@ -431,7 +431,7 @@ nil ; for false - and the empty list :walked (walker (1- n)))) -(walker) ; => :walked +(walker 5) ; => :walked ;; Most of the time, we use DOLIST or LOOP diff --git a/de-de/csharp-de.html.markdown b/de-de/csharp-de.html.markdown new file mode 100644 index 00000000..dc77dda0 --- /dev/null +++ b/de-de/csharp-de.html.markdown @@ -0,0 +1,889 @@ +--- +language: c# +contributors: + - ["Irfan Charania", "https://github.com/irfancharania"] + - ["Max Yankov", "https://github.com/golergka"] + - ["Melvyn Laïly", "http://x2a.yt"] + - ["Shaun McCarthy", "http://www.shaunmccarthy.com"] +translators: + - ["Frederik Ring", "https://github.com/m90"] +filename: LearnCSharp-de.cs +lang: de-de +--- +C# ist eine elegante, typsichere und objektorientierte Sprache, mit der Entwickler eine Vielzahl sicherer und robuster Anwendungen erstellen können, die im .NET Framework ausgeführt werden. + +[Mehr über C# erfährst du hier.](http://msdn.microsoft.com/de-de/library/vstudio/z1zx9t92.aspx) + +```c# +// Einzeilige Kommentare starten mit zwei Schrägstrichen: // +/* +Mehrzeile Kommentare wie in C Schrägstrich / Stern +*/ +/// +/// XML-Kommentare können zur automatisierten Dokumentation verwendet werden +/// + +// Zu Beginn werden die in der Datei verwendeten Namespaces aufgeführt +using System; +using System.Collections.Generic; +using System.Data.Entity; +using System.Dynamic; +using System.Linq; +using System.Linq.Expressions; +using System.Net; +using System.Threading.Tasks; +using System.IO; + +// definiert einen Namespace um Code in "packages" zu organisieren +namespace Learning +{ + // Jede .cs-Datei sollte zumindest eine Klasse mit dem Namen der Datei + // enthalten. Das ist zwar nicht zwingend erforderlich, es anders zu + // handhaben führt aber unweigerlich ins Chaos (wirklich)! + public class LearnCSharp + { + // Zuerst erklärt dieses Tutorial die Syntax-Grundlagen, + // wenn du bereits Java oder C++ programmieren kannst: + // lies bei "Interessante Features" weiter! + public static void Syntax() + { + // Mit Console.WriteLine kannst du einfachen Text ausgeben: + Console.WriteLine("Hallo Welt"); + Console.WriteLine( + "Integer: " + 10 + + " Double: " + 3.14 + + " Boolean: " + true); + + // Console.Write erzeugt keinen Zeilenumbruch + Console.Write("Hallo "); + Console.Write("Welt"); + + /////////////////////////////////////////////////// + // Typen & Variablen + /////////////////////////////////////////////////// + + // Deklariere eine Variable mit + + // Sbyte - Vorzeichenbehaftete 8-Bit Ganzzahl + // (-128 <= sbyte <= 127) + sbyte fooSbyte = 100; + + // Byte - Vorzeichenlose 8-Bit Ganzzahl + // (0 <= byte <= 255) + byte fooByte = 100; + + // Short - 16-Bit Ganzzahl + // Vorzeichenbehaftet - (-32,768 <= short <= 32,767) + // Vorzeichenlos - (0 <= ushort <= 65,535) + short fooShort = 10000; + ushort fooUshort = 10000; + + // Integer - 32-bit Ganzzahl + int fooInt = 1; // (-2,147,483,648 <= int <= 2,147,483,647) + uint fooUint = 1; // (0 <= uint <= 4,294,967,295) + + // Long - 64-bit Ganzzahl + long fooLong = 100000L; // (-9,223,372,036,854,775,808 <= long <= 9,223,372,036,854,775,807) + ulong fooUlong = 100000L; // (0 <= ulong <= 18,446,744,073,709,551,615) + // Ganze Zahlen werden standardmäßig - je nach Größe - als int oder + // uint behandelt. Ein nachgestelltes L markiert den Wert als long + // oder ulong. + + // Double - Double-precision 64-bit IEEE 754 Fließkommazahl + double fooDouble = 123.4; // Genauigkeit: 15-16 Stellen + + // Float - Single-precision 32-bit IEEE 754 Fließkommazahl + float fooFloat = 234.5f; // Genauigkeit: 7 Stellen + // Das nachgestellte f zeigt an dass es sich um einen Wert vom Typ + // float handelt + + // Decimal - ein 128-Bit-Datentyp mit größerer Genauigkeit als + // andere Fließkommatypen, und somit bestens geeignet für + // die Berechnung von Geld- und Finanzwerten + decimal fooDecimal = 150.3m; + + // Boolean - true & false + bool fooBoolean = true; // oder false + + // Char - Ein einzelnes 16-Bit Unicode Zeichen + char fooChar = 'A'; + + // Strings - im Gegensatz zu allen vorhergehenden Basistypen, die + // alle Werttypen sind, ist String ein Referenztyp. Strings sind + // somit nullable, Werttypen sind dies nicht. + string fooString = "\"maskiere\" Anführungszeichen, und füge \n (Umbrüche) und \t (Tabs) hinzu"; + Console.WriteLine(fooString); + + // Jeder Buchstabe eines Strings kann über seinen Index + // referenziert werden: + char charFromString = fooString[1]; // => 'e' + // Strings sind unveränderlich: + // `fooString[1] = 'X';` funktioniert nicht + + // Ein Vergleich zweier Strings, unter Berücksichtigung der + // aktuellen, sprachspezifischen Gegebenheiten (also z.B. a,ä,b,c + // in deutschsprachigen Umgebungen), und ohne Beachtung von + // Groß- und Kleinschreibung: + string.Compare(fooString, "x", StringComparison.CurrentCultureIgnoreCase); + + // Formatierung, genau wie "sprintf" + string fooFs = string.Format("Mikrofon Check, {0} {1}, {0} {1:0.0}", 1, 2); + + // Datumsangaben und Formatierung + DateTime fooDate = DateTime.Now; + Console.WriteLine(fooDate.ToString("hh:mm, dd MMM yyyy")); + + // Durch ein vorangestelltes @ lässt sich ein mehrzeiliger String + // schreiben. Um " zu maskieren benutzt man "" + string bazString = @"Hier geht es +zur nächsten Zeile, ""Wahnsinn!"", die Massen waren kaum zu bändigen"; + + // Die Keywords const oder readonly kennzeichnen eine + // unveränderliche Variable/Konstante. Die Werte von Konstanten + // werden übrigens bereits zur Compile-Zeit berechnet. + const int HOURS_I_WORK_PER_WEEK = 9001; + + /////////////////////////////////////////////////// + // Datenstrukturen + /////////////////////////////////////////////////// + + // Arrays - Index beginnt bei Null + // Die Größe des Arrays wird bei der Deklaration festgelegt. + // Die syntaktische Struktur um ein neues Array zu erzeugen sieht + // folgendermaßen aus: + // [] = new []; + int[] intArray = new int[10]; + + // Arrays können auch über ein Array-Literal deklariert werden: + int[] y = { 9000, 1000, 1337 }; + + // Indizierung eines Arrays - Zugriff auf ein bestimmtes Element + Console.WriteLine("intArray @ 0: " + intArray[0]); + // Arrays sind veränderbar + intArray[1] = 1; + + // Listen + // Durch ihre größere Flexibilität kommen Listen in C# weit + // häufiger zum Einsatz als Arrays. Eine Liste wird so deklariert: + // List = new List(); + List intList = new List(); + List stringList = new List(); + List z = new List { 9000, 1000, 1337 }; + // Die <> kennzeichnen "Generics", mehr dazu unter "Coole Sachen" + + // Listen haben keinen Default-Wert. + // Bevor auf einen Index zugegriffen werden kann, muss dieser + // auch gesetzt worden sein: + intList.Add(1); + Console.WriteLine("intList @ 0: " + intList[0]); + + // Andere interessante Datenstrukturen sind: + // Stack/Queue + // Dictionary (entspricht einer Hash Map) + // HashSet + // Read-only Collections + // Tuple (.Net 4+) + + /////////////////////////////////////// + // Operatoren + /////////////////////////////////////// + Console.WriteLine("\n->Operatoren"); + + // kurze Schreibweise um mehrere Deklarationen zusammenzufassen: + // (Benutzung vom C# Styleguide aber ausdrücklich abgeraten!) + int i1 = 1, i2 = 2; + + // Arithmetik funktioniert wie erwartet: + Console.WriteLine(i1 + i2 - i1 * 3 / 7); // => 3 + + // Modulo + Console.WriteLine("11%3 = " + (11 % 3)); // => 2 + + // Vergleiche + Console.WriteLine("3 == 2? " + (3 == 2)); // => false + Console.WriteLine("3 != 2? " + (3 != 2)); // => true + Console.WriteLine("3 > 2? " + (3 > 2)); // => true + Console.WriteLine("3 < 2? " + (3 < 2)); // => false + Console.WriteLine("2 <= 2? " + (2 <= 2)); // => true + Console.WriteLine("2 >= 2? " + (2 >= 2)); // => true + + // Bitweise Operatoren + /* + ~ Unäres bitweises NICHT + << Verschieben nach links + >> Verschieben nach rechts + & Bitweises UND + ^ Bitweises exklusives ODER + | Bitweises inklusives ODER + */ + + // Inkremente + int i = 0; + Console.WriteLine("\n->Inkrement / Dekrement"); + Console.WriteLine(i++); //i = 1. Post-Inkrement + Console.WriteLine(++i); //i = 2. Pre-Inkrement + Console.WriteLine(i--); //i = 1. Post-Dekrement + Console.WriteLine(--i); //i = 0. Pre-Dekrement + + /////////////////////////////////////// + // Kontrollstrukturen + /////////////////////////////////////// + Console.WriteLine("\n->Kontrollstrukturen"); + + // If-Statements funktionieren wie in C + int j = 10; + if (j == 10) + { + Console.WriteLine("Ich werde ausgegeben"); + } + else if (j > 10) + { + Console.WriteLine("Ich nicht"); + } + else + { + Console.WriteLine("Ich leider auch nicht"); + } + + // Ternärer Operator + // Anstatt eines einfachen if/else lässt sich auch folgendes schreiben: + // ? : + string isTrue = true ? "Ja" : "Nein"; + + // while-Schleife + int fooWhile = 0; + while (fooWhile < 100) + { + // Wird 100mal wiederholt, fooWhile 0->99 + fooWhile++; + } + + // do-while-Schleife + int fooDoWhile = 0; + do + { + // Wird 100mal wiederholt, fooDoWhile 0->99 + fooDoWhile++; + } while (fooDoWhile < 100); + + //for-Schleifen => for(; ; ) + for (int fooFor = 0; fooFor < 10; fooFor++) + { + // Wird 10mal wiederholt, fooFor 0->9 + } + + // foreach-Schleife + // Die normale Syntax für eine foreach-Schleife lautet: + // foreach( in ) + // foreach kann mit jedem Objekt verwendet werden das IEnumerable + // oder IEnumerable implementiert. Alle Auflistungs-Typen + // (Array, List, Dictionary...) im .NET Framework implementieren + // eines dieser beiden Interfaces. + + foreach (char character in "Hallo Welt".ToCharArray()) + { + // Ein Durchgang für jedes Zeichen im String + } + // (ToCharArray() könnte man hier übrigens auch weglassen, + // da String IEnumerable bereits implementiert) + + // Switch Struktur + // Ein Switch funktioniert mit byte, short, char und int Datentypen. + // Auch Aufzählungstypen können verwendet werden, genau wie + // die Klasse String, und ein paar Sonderklassen, die Wrapper für + // Primitives sind: Character, Byte, Short und Integer + int month = 3; + string monthString; + switch (month) + { + case 1: + monthString = "Januar"; + break; + case 2: + monthString = "Februar"; + break; + case 3: + monthString = "März"; + break; + // Man kann für mehrere Fälle auch das selbe Verhalten + // definieren. Jeder Block muss aber mit einem break-Statement + // abgeschlossen werden. Einzelne Fälle können über + // `goto case x` erreicht werden + case 6: + case 7: + case 8: + monthString = "Sommer!!"; + break; + default: + monthString = "Irgendein anderer Monat"; + break; + } + + /////////////////////////////////////// + // Umwandlung von Datentypen und Typecasting + /////////////////////////////////////// + + // Umwandlung + + // von String nach Integer + // bei einem Fehler wirft diese Code eine Exception + int.Parse("123"); //gibt die Ganzzahl 123 zurück + + // TryParse gibt bei einem Fehler den Default-Wert zurück + // (im Fall von int: 0) + int tryInt; + if (int.TryParse("123", out tryInt)) // gibt true oder false zurück + { + Console.WriteLine(tryInt); // 123 + } + + // von Integer nach String + // Die Klasse Convert stellt Methoden zur Konvertierung von + // unterschiedlichsten Daten zur Verfügung: + Convert.ToString(123); // "123" + // oder + tryInt.ToString(); // "123" + } + + /////////////////////////////////////// + // Klassen + /////////////////////////////////////// + public static void Classes() + { + + // Benutze das new-Keyword um eine Instanz einer Klasse zu erzeugen + Bicycle trek = new Bicycle(); + + // So werden Methoden der Instanz aufgerufen + trek.SpeedUp(3); // Es empfiehlt sich immer Getter und Setter zu benutzen + trek.Cadence = 100; + + // ToString ist eine Konvention über die man üblicherweiser + // Informationen über eine Instanz erhält + Console.WriteLine("Infos zu trek: " + trek.ToString()); + + // Wir instantiieren ein neues Hochrad + PennyFarthing funbike = new PennyFarthing(1, 10); + Console.WriteLine("Infos zu funbike: " + funbike.ToString()); + + Console.Read(); + } // Ende der Methode main + + // Main als Konsolenstartpunkt + // Eine Konsolenanwendung muss eine Methode Main als Startpunkt besitzen + public static void Main(string[] args) + { + OtherInterestingFeatures(); + } + + /////////////////////////////////////// + // Interessante Features + /////////////////////////////////////// + + // Methodensignaturen + + public // Sichtbarkeit + static // Erlaubt einen Zugriff auf der Klasse (nicht auf einer Instanz) + int // Typ des Rückgabewerts, + MethodSignatures( + // Erstes Argument, erwartet int + int maxCount, + // setzt sich selbst auf 0 wenn kein anderer Wert übergeben wird + int count = 0, + int another = 3, + // enthält alle weiteren der Methode übergebenen Parameter (quasi Splats) + params string[] otherParams + ) + { + return -1; + } + + // Methoden können überladen werden, solange sie eindeutige + // Signaturen haben + public static void MethodSignatures(string maxCount) + { + } + + // Generische Typen + // Die Typen für TKey und TValue werden erst beim Aufruf der Methode + // festgelegt. Diese Methode emuliert z.B. SetDefault aus Python: + public static TValue SetDefault( + IDictionary dictionary, + TKey key, + TValue defaultItem) + { + TValue result; + if (!dictionary.TryGetValue(key, out result)) + { + return dictionary[key] = defaultItem; + } + return result; + } + + // Möglichen Typen lassen sich auch über ihr Interface beschränken: + public static void IterateAndPrint(T toPrint) where T: IEnumerable + { + // Da T ein IEnumerable ist können wir foreach benutzen + foreach (var item in toPrint) + { + // Item ist ein int + Console.WriteLine(item.ToString()); + } + } + + public static void OtherInterestingFeatures() + { + // Optionale Parameter + MethodSignatures(3, 1, 3, "Ein paar", "extra", "Strings"); + // setzt explizit einen bestimmten Parameter, andere werden übersprungen + MethodSignatures(3, another: 3); + + // Erweiterungsmethoden + int i = 3; + i.Print(); // Weiter unten definiert + + // Nullables - perfekt für die Interaktion mit + // Datenbanken / Rückgabewerten + // Jeder Wert (d.h. keine Klassen) kann durch das Nachstellen eines ? + // nullable gemacht werden: ? = + int? nullable = null; // Die explizite Langform wäre Nullable + Console.WriteLine("Mein Nullable: " + nullable); + bool hasValue = nullable.HasValue; // true wenn nicht null + + // ?? ist "syntaktischer Zucker" um einen Defaultwert für den Fall + // dass die Variable null ist festzulegen. + int notNullable = nullable ?? 0; // 0 + + // Implizit typisierte Variablen + // Man kann auch den Typ einer Variable auch vom Compiler + // bestimmen lassen: + var magic = "magic ist zur Compile-Zeit ein String, folglich geht keine Typsicherheit verloren"; + magic = 9; // funktioniert nicht da magic vom Typ String ist + + // Generics + var phonebook = new Dictionary() { + {"Resi", "08822 / 43 67"} // Fügt einen Eintrag zum Telefonbuch hinzu + }; + + // Hier könnte man auch unser generisches SetDefault von + // weiter oben benutzen: + Console.WriteLine(SetDefault(phonebook, "Xaver", "kein Telefon")); // kein Telefon + // TKey und TValue müssen nicht zwingend angegeben werden, da sie + // auch implizit vom Compiler ermittelt werden können + Console.WriteLine(SetDefault(phonebook, "Resi", "kein Telefon")); // 08822 / 43 67 + + // Lambdas - konzise Syntax für Inline-Funktionen + Func square = (x) => x * x; // Das letzte Element vom Typ T ist der Rückgabewert + Console.WriteLine(square(3)); // 9 + + // Disposables - einfaches Management von nicht verwalteten Ressourcen + // So gut wie alle Objekte die auf nicht verwaltete Ressourcen + // (Dateien, Geräte, ...) zugreifen, implementieren das Interface + // IDisposable. Das using Statement stellt sicher dass die vom + // IDisposable benutzten Ressourcen nach der Benutzung wieder + // freigegeben werden: + using (StreamWriter writer = new StreamWriter("log.txt")) + { + writer.WriteLine("Alles bestens!"); + // Am Ende des Codeblocks werden die Ressourcen wieder + // freigegeben - auch im Falle einer Exception + } + + // Parallel Klasse + // http://blogs.msdn.com/b/csharpfaq/archive/2010/06/01/parallel-programming-in-net-framework-4-getting-started.aspx + var websites = new string[] { + "http://www.google.com", "http://www.reddit.com", + "http://www.shaunmccarthy.com" + }; + var responses = new Dictionary(); + + // Für jeden Request wird ein neuer Thread erzeugt, der nächste + // Schritt wird erst nach Beendigung aller Tasks ausgeführt + Parallel.ForEach(websites, + // maximal 3 Threads gleichzeitig + new ParallelOptions() {MaxDegreeOfParallelism = 3}, + website => + { + // Hier folgt eine langwierige, asynchrone Operation + using (var r = WebRequest.Create(new Uri(website)).GetResponse()) + { + responses[website] = r.ContentType; + } + }); + + // Dieser Code wird erst nach Beendigung aller Requests ausgeführt + foreach (var key in responses.Keys) + { + Console.WriteLine("{0}:{1}", key, responses[key]); + } + + // Dynamische Objekte (gut um mit anderen Sprachen zu arbeiten) + dynamic student = new ExpandoObject(); + // hier muss keine Typ angegeben werden + student.FirstName = "Christian"; + + // Einem solchen Objekt kann man sogar Methoden zuordnen. + // Das Beispiel gibt einen String zurück und erwartet einen String + student.Introduce = new Func( + (introduceTo) => string.Format("Hallo {0}, das ist {1}", student.FirstName, introduceTo)); + Console.WriteLine(student.Introduce("Bettina")); + + // IQueryable - So gut wie alle Aufzählungstypen implementieren + // dieses Interface, welches eine Vielzahl von funktionalen Methoden + // wie Map / Filter / Reduce zur Verfügung stellt: + var bikes = new List(); + // sortiert die Liste + bikes.Sort(); + // sortiert nach Anzahl Räder + bikes.Sort((b1, b2) => b1.Wheels.CompareTo(b2.Wheels)); + var result = bikes + // diese Filter können auch aneinandergehängt werden + .Where(b => b.Wheels > 3) // (gibt ein IQueryable des vorherigen Typs zurück) + .Where(b => b.IsBroken && b.HasTassles) + // diese Zuordnung gibt ein IQueryable zurück + .Select(b => b.ToString()); + + // "Reduce" - addiert alle Räder der Aufzählung zu einem Wert + var sum = bikes.Sum(b => b.Wheels); + + // So erzeugt man ein implizit typisiertes Objekt, basierend auf + // den Parametern der Elemente: + var bikeSummaries = bikes.Select(b=>new { Name = b.Name, IsAwesome = !b.IsBroken && b.HasTassles }); + // Auch wenn wir es hier nicht demonstrieren können: + // In einer IDE wie VisualStudio kriegen wir hier sogar TypeAhead, + // da der Compiler in der Lage ist, die passenden Typen zu erkennen. + foreach (var bikeSummary in bikeSummaries.Where(b => b.IsAwesome)) + { + Console.WriteLine(bikeSummary.Name); + } + + // AsParallel-Methode + // Jetzt kommen die Schmankerl! Die AsParallel-Methode kombiniert + // LINQ und parallele Operationen: + var threeWheelers = bikes.AsParallel().Where(b => b.Wheels == 3).Select(b => b.Name); + // Diese Berechnung passiert parallel! Benötigte Threads werden + // automatisch erzeugt, und die Rechenlast unter ihnen aufgeteilt. + // Ein Traum für die Verarbeitung von großen Datenmengen + // auf mehreren Cores! + + // LINQ - bildet einen Datenspeicher auf IQueryable Objekte ab + // LinqToSql beispielsweise speichert und liest aus einer + // SQL-Datenbank, LinqToXml aus einem XML-Dokument. + // LINQ-Operationen werden "lazy" ausgeführt. + var db = new BikeRepository(); + + // Die verzögerte Ausführung ist optimal für Datenbankabfragen + var filter = db.Bikes.Where(b => b.HasTassles); // noch keine Abfrage + // Es können noch mehr Filter hinzugefügt werden (auch mit + // Bedingungen) - ideal für z.B. "erweiterte Suchen" + if (42 > 6) + { + filter = filter.Where(b => b.IsBroken); // immer noch keine Abfrage + } + + var query = filter + .OrderBy(b => b.Wheels) + .ThenBy(b => b.Name) + .Select(b => b.Name); // auch hier: immer noch keine Abfrage + + // Erst hier wird die Datenbankabfrage wirklich ausgeführt, + // limitiert auf die Elemente die der foreach-Loop verwendet + foreach (string bike in query) + { + Console.WriteLine(result); + } + + } + + } // Ende der Klasse LearnCSharp + + // Eine .cs-Datei kann auch mehrere Klassen enthalten + + public static class Extensions + { + // Erweiterungsmethoden + public static void Print(this object obj) + { + Console.WriteLine(obj.ToString()); + } + } + + // Syntax zur Deklaration einer Klasse: + // class { + // // Datenfelder, Konstruktoren und Methoden leben alle + // // innerhalb dieser Deklaration + // } + + public class Bicycle + { + // Felder/Variablen der Klasse "Bicycle" + // Das Keyword public macht das Member von überall zugänglich + public int Cadence + { + get // get definiert eine Methode um die Eigenschaft abzurufen + { + return _cadence; + } + set // set definiert eine Methode um die Eigenschaft zu setzen + { + _cadence = value; // value ist der dem Setter übergebene Wert + } + } + private int _cadence; + + // Das Keyword protected macht das Member nur für die Klasse selbst + // und ihre Subklassen zugänglich + protected virtual int Gear + { + get; // erzeugt eine Eigenschaft für die kein "Zwischenwert" benötigt wird + set; + } + + // Das Keyword internal macht das Member innerhalb der Assembly zugänglich + internal int Wheels + { + get; + private set; // get/set kann auch über Keywords modifiziert werden + } + + int _speed; // Member ohne vorangestellte Keywords sind standardmäßig + // private, sie sind nur innerhalb der Klasse zugänglich. + // Man kann aber natürlich auch das Keyword private benutzen. + private string Name { get; set; } + + // Ein Enum ist ein klar definierter Satz an benannten Konstanten. + // Eigentlich ordnet es diese Konstanten nur bestimmten Werten zu + // (einer int-Zahl, solange nicht anders angegeben). Mögliche Typen für + // die Werte eines Enums sind byte, sbyte, short, ushort, int, uint, + // long, oder ulong. Alle Werte in einem Enum sind eindeutig. + public enum BikeBrand + { + Colnago, + EddyMerckx, + Bianchi = 42, // so kann man den Wert explizit setzen + Kynast // 43 + } + // Nachdem dieser Typ in der Klasse "Bicycle" definiert ist, + // sollte Code ausserhalb der Klasse den Typen als Bicycle.Brand referenzieren + + // Nachdem das Enum deklariert ist, können wir den Typen verwenden: + public BikeBrand Brand; + + // Als static gekennzeichnete Member gehören dem Typ selbst, + // nicht seinen Instanzen. Man kann sie also ohne Referenz zu einem + // Objekt benutzen + // Console.WriteLine("Schon " + Bicycle.BicyclesCreated + " Fahrräder, nur für dieses Tutorial!"); + static public int BicyclesCreated = 0; + + // readonly-Werte werden zur Laufzeit gesetzt + // Ihr Wert kann nur bei ihrer Deklaration, oder in einem Konstruktor + // festgelegt werden + readonly bool _hasCardsInSpokes = false; // readonly und private + + // Konstruktoren bestimmen was bei einer Instantiierung passiert. + // Das ist ein Default-Konstruktor: + public Bicycle() + { + // Member der Klasse können über das Keyword this erreicht werden + this.Gear = 1; + // oft ist das aber gar nicht nötig + Cadence = 50; + _speed = 5; + Name = "Bonanzarad"; + Brand = BikeBrand.Kynast; + BicyclesCreated++; + } + + // Das ist ein spezifischer Konstruktor (d.h. er erwartet Argumente): + public Bicycle(int startCadence, int startSpeed, int startGear, + string name, bool hasCardsInSpokes, BikeBrand brand) + : base() // ruft zuerst den "base"-Konstruktor auf + { + Gear = startGear; + Cadence = startCadence; + _speed = startSpeed; + Name = name; + _hasCardsInSpokes = hasCardsInSpokes; + Brand = brand; + } + + // Konstruktoren können aneinandergehängt werden: + public Bicycle(int startCadence, int startSpeed, BikeBrand brand) : + this(startCadence, startSpeed, 0, "richtig große Räder", true, brand) + { + } + + // Syntax für Methoden: + // () + + // Klassen können Getter und Setter für Werte definieren, + // oder diese Werte direkt als Eigenschaft implementieren + // (in C# der bevorzugte Weg) + + // Parameter von Methoden können Default-Werte haben. + // "SpeedUp" kann man also auch ohne Parameter aufrufen: + public void SpeedUp(int increment = 1) + { + _speed += increment; + } + + public void SlowDown(int decrement = 1) + { + _speed -= decrement; + } + + // Eigenschaften mit get/set + // wenn es nur um den Zugriff auf Daten geht, ist eine Eigenschaft zu + // empfehlen. Diese können Getter und Setter haben, oder auch nur + // einen Getter bzw. einen Setter + private bool _hasTassles; // private Variable + public bool HasTassles // öffentliches Interface + { + get { return _hasTassles; } + set { _hasTassles = value; } + } + + // Das kann man auch kürzer schreiben: + // Dieser Syntax erzeugt automatisch einen hinterlegten Wert, + // (entsprechend `private bool _isBroken`) der gesetzt + // bzw. zurückgegeben wird: + public bool IsBroken { get; private set; } + public int FrameSize + { + get; + // für Getter und Setter kann der Zugriff auch einzeln + // beschränkt werden, FrameSize kann also nur von innerhalb + // der Klasse "Bicycle" gesetzt werden + private set; + } + + // Diese Methode gibt eine Reihe an Informationen über das Objekt aus: + public virtual string ToString() + { + return "Gang: " + Gear + + " Kadenz: " + Cadence + + " Geschwindigkeit: " + _speed + + " Name: " + Name + + " Hipster-Karten zwischen den Speichen: " + (_hasCardsInSpokes ? "Na klar!" : "Bloß nicht!") + + "\n------------------------------\n" + ; + } + + // Auch Methoden können als static gekennzeichnet werden, nützlich + // beispielsweise für Helper-Methoden + public static bool DidWeCreateEnoughBicyclesYet() + { + // In einer statischen Methode können wir natürlich auch nur + // statische Member der Klasse referenzieren + return BicyclesCreated > 9000; + } + // Wenn eine Klasse nur statische Member enthält, kann es eine gute Idee + // sein die Klasse selbst als static zu kennzeichnen + + } // Ende der Klasse "Bicycle" + + // "PennyFarthing" ist eine Unterklasse von "Bicycle" + class PennyFarthing : Bicycle + { + // (Hochräder - englisch Penny Farthing - sind diese antiken Fahrräder + // mit riesigem Vorderrad. Sie haben keine Gangschaltung.) + + // hier wird einfach der Elternkonstruktor aufgerufen + public PennyFarthing(int startCadence, int startSpeed) : + base(startCadence, startSpeed, 0, "Hochrad", true, BikeBrand.EddyMerckx) + { + } + + protected override int Gear + { + get + { + return 0; + } + set + { + throw new ArgumentException("Ein Hochrad hat keine Gangschaltung, doh!"); + } + } + + public override string ToString() + { + string result = "Hochrad "; + result += base.ToString(); // ruft die "base"-Version der Methode auf + return result; + } + } + + // Interfaces (auch Schnittstellen genant) definieren nur die Signaturen + // ihrer Member, enthalten aber auf keinen Fall ihre Implementierung: + interface IJumpable + { + // Alle Member eines Interfaces sind implizit public + void Jump(int meters); + } + + interface IBreakable + { + // Interfaces können Eigenschaften, Methoden und Events definieren + bool Broken { get; } + } + + // Eine Klasse kann nur von einer Klasse erben, kann aber eine beliebige + // Anzahl von Interfaces implementieren + class MountainBike : Bicycle, IJumpable, IBreakable + { + int damage = 0; + + public void Jump(int meters) + { + damage += meters; + } + + public bool Broken + { + get + { + return damage > 100; + } + } + } + + // Das hier stellt eine Datenbankverbindung für das LinqToSql-Beispiel her. + // EntityFramework Code First ist großartig + // (ähnlich zu Ruby's ActiveRecord, aber bidirektional) + // http://msdn.microsoft.com/de-de/data/jj193542.aspx + public class BikeRepository : DbSet + { + public BikeRepository() + : base() + { + } + + public DbSet Bikes { get; set; } + } +} // Ende des Namespaces +``` + +## In dieser Übersicht nicht enthalten sind die Themen: + + * Flags + * Attributes + * Statische Eigenschaften + * Exceptions, Abstraction + * ASP.NET (Web Forms/MVC/WebMatrix) + * Winforms + * Windows Presentation Foundation (WPF) + +## Zum Weiterlesen gibt es viele gute Anlaufpunkte: + + * [DotNetPerls](http://www.dotnetperls.com) + * [C# in Depth](http://manning.com/skeet2) + * [Programming C#](http://shop.oreilly.com/product/0636920024064.do) + * [LINQ](http://shop.oreilly.com/product/9780596519254.do) + * [MSDN Library](http://msdn.microsoft.com/en-us/library/618ayhy6.aspx) + * [ASP.NET MVC Tutorials](http://www.asp.net/mvc/tutorials) + * [ASP.NET Web Matrix Tutorials](http://www.asp.net/web-pages/tutorials) + * [ASP.NET Web Forms Tutorials](http://www.asp.net/web-forms/tutorials) + * [Windows Forms Programming in C#](http://www.amazon.com/Windows-Forms-Programming-Chris-Sells/dp/0321116208) + +[C# Coding Conventions](http://msdn.microsoft.com/de-de/library/vstudio/ff926074.aspx) \ No newline at end of file diff --git a/elixir.html.markdown b/elixir.html.markdown index c0abc815..0a20e3df 100644 --- a/elixir.html.markdown +++ b/elixir.html.markdown @@ -2,6 +2,7 @@ language: elixir contributors: - ["Joao Marques", "http://github.com/mrshankly"] + - ["Dzianis Dashkevich", "https://github.com/dskecse"] filename: learnelixir.ex --- @@ -59,7 +60,7 @@ tail #=> [2,3] # the tuples have different sizes. # {a, b, c} = {1, 2} #=> ** (MatchError) no match of right hand side value: {1,2} -# There's also binaries +# There are also binaries <<1,2,3>> # binary # Strings and char lists @@ -108,7 +109,7 @@ div(10, 2) #=> 5 # To get the division remainder use `rem` rem(10, 3) #=> 1 -# There's also boolean operators: `or`, `and` and `not`. +# There are also boolean operators: `or`, `and` and `not`. # These operators expect a boolean as their first argument. true and true #=> true false or true #=> true @@ -119,7 +120,6 @@ false or true #=> true 1 || true #=> 1 false && 1 #=> false nil && 20 #=> nil - !true #=> false # For comparisons we have: `==`, `!=`, `===`, `!==`, `<=`, `>=`, `<` and `>` @@ -165,12 +165,12 @@ case {:one, :two} do {:four, :five} -> "This won't match" {:one, x} -> - "This will match and assign `x` to `:two`" + "This will match and bind `x` to `:two`" _ -> "This will match any value" end -# It's common practice to assign a value to `_` if we don't need it. +# It's common to bind the value to `_` if we don't need it. # For example, if only the head of a list matters to us: [head | _] = [1,2,3] head #=> 1 @@ -190,7 +190,7 @@ cond do "But I will" end -# It is common to see a last condition equal to `true`, which will always match. +# It is common to see the last condition equal to `true`, which will always match. cond do 1 + 1 == 3 -> "I will never be seen" @@ -301,7 +301,7 @@ end Recursion.sum_list([1,2,3], 0) #=> 6 # Elixir modules support attributes, there are built-in attributes and you -# may also add custom attributes. +# may also add custom ones. defmodule MyMod do @moduledoc """ This is a built-in attribute on a example module. @@ -312,21 +312,24 @@ defmodule MyMod do end ## --------------------------- -## -- Records and Exceptions +## -- Structs and Exceptions ## --------------------------- -# Records are basically structures that allow you to associate a name with -# a particular value. -defrecord Person, name: nil, age: 0, height: 0 +# Structs are extensions on top of maps that bring default values, +# compile-time guarantees and polymorphism into Elixir. +defmodule Person do + defstruct name: nil, age: 0, height: 0 +end -joe_info = Person.new(name: "Joe", age: 30, height: 180) -#=> Person[name: "Joe", age: 30, height: 180] +joe_info = %Person{ name: "Joe", age: 30, height: 180 } +#=> %Person{age: 30, height: 180, name: "Joe"} # Access the value of name joe_info.name #=> "Joe" # Update the value of age -joe_info = joe_info.age(31) #=> Person[name: "Joe", age: 31, height: 180] +older_joe_info = %{ joe_info | age: 31 } +#=> %Person{age: 31, height: 180, name: "Joe"} # The `try` block with the `rescue` keyword is used to handle exceptions try do @@ -394,5 +397,7 @@ self() #=> #PID<0.27.0> * [Getting started guide](http://elixir-lang.org/getting_started/1.html) from [elixir webpage](http://elixir-lang.org) * [Elixir Documentation](http://elixir-lang.org/docs/master/) +* ["Programming Elixir"](https://pragprog.com/book/elixir/programming-elixir) by Dave Thomas +* [Elixir Cheat Sheet](http://media.pragprog.com/titles/elixir/ElixirCheat.pdf) * ["Learn You Some Erlang for Great Good!"](http://learnyousomeerlang.com/) by Fred Hebert -* "Programming Erlang: Software for a Concurrent World" by Joe Armstrong +* ["Programming Erlang: Software for a Concurrent World"](https://pragprog.com/book/jaerlang2/programming-erlang) by Joe Armstrong diff --git a/fr-fr/brainfuck-fr.html.markdown b/fr-fr/brainfuck-fr.html.markdown new file mode 100644 index 00000000..3882734d --- /dev/null +++ b/fr-fr/brainfuck-fr.html.markdown @@ -0,0 +1,87 @@ +--- +language: brainfuck +filename: learnbrainfuck-fr.bf +contributors: + - ["Prajit Ramachandran", "http://prajitr.github.io/"] + - ["Mathias Bynens", "http://mathiasbynens.be/"] +translators: + - ["Baptiste Fontaine", "http://bfontaine.net"] +lang: fr-fr +--- + +Brainfuck (sans majuscule à part au début d’une phrase) est un langage +Turing-complet extrêmement simple avec seulement 8 commandes. + +``` +Tout caractère en dehors de "><+-.,[]" (en dehors des guillements) est ignoré. + +Brainfuck est représenté par un tableau de 30 000 cellules initialisées à 0 et +un pointeur de données pointant sur la cellule courante. + +Il y a huit commandes : ++ : Incrémente la valeur de la cellule courante de un. +- : Décrémente la valeur de la cellule courante de un. +> : Déplace le pointeur de données sur la cellule suivante (à droite). +< : Déplace le pointeur de données sur la cellule précédente (à gauche). +. : Affiche la valeur ASCII de la cellule courante (par ex. 65 = 'A'). +, : Lit un caractère et le place dans la cellule courante. +[ : Si la valeur dans la cellule courante vaut 0, saute au ] correspondant. + Sinon, continue avec la commande suivante. +] : Si la valeur dans la cellule courante vaut 0, continue avec la commande + suivante. Sinon, retourne au [ correspondant. + +[ et ] forment une boucle « tant que » (« while »). Ils doivent évidemment +aller par paires. + +Regardons quelques programmes simples en brainfuck. + +++++++ [ > ++++++++++ < - ] > +++++ . + +Ce programme affiche la lettre 'A'. Il commence par incrémenter la première +cellule à 6. Il entre ensuite dans une boucle et se déplace sur la seconde +cellule. Il l’incrémente 10 fois, retourne sur la première cellule, et la +décrémente. Cette boucle est exécutée 6 fois (ce qui correspond aux 6 +décrémentations de la première cellule pour la faire atteindre 0, ce qui fait +sortir de la boucle). + +À ce moment-là, nous sommes sur la première cellule, qui a une valeur de 0, +tandis que la seconde cellule a une valeur de 60. Nous nous déplaçons sur +celle-ci, l’incrémentons 5 fois, pour une valeur de 65, et affichons sa valeur. +En ASCII, 65 correspond à 'A' donc le programme affiche 'A' dans le terminal. + +, [ > + < - ] > . + +Ce programme lit un caractère sur l’entrée standard et le copie dans la +première cellule. Il commence ensuite une boucle : il bouge sur la seconde +cellule, incrémente sa valeur, retourne sur la première et décrémente sa +valeur. Il continue jusqu’à ce que la valeur de la première cellule soit à 0, +et que la seconde cellule contienne l’ancienne valeur de la première. Comme +nous sommes sur la première cellule à la fin de la boucle, il bouge sur la +seconde et affiche sa valeur en ASCII. + +Souvenez-vous que les espaces sont uniquement là pour favoriser la lisibilité, +vous pourriez tout aussi aisément écrire le programme comme ceci : + +,[>+<-]>. + +Essayez et devinez ce que ce programme fait : + +,>,< [ > [ >+ >+ << -] >> [- << + >>] <<< -] >> + +Ce programme prend deux nombres en entrée, et les multiplie. + +Il commence par lire deux entrées, puis commence une boucle externe, qui a une +condition sur la première cellule. Il bouge ensuite sur la seconde, et commence +une boucle interne sur celle-ci, en incrémentant la troisième cellule. Il y a +cependant un problème : à la fin de la boucle interne, la valeur de la seconde +cellule est à zéro. Dans ce cas, la boucle interne ne fonctionnera pas une +seconde fois. Pour régler le problème, nous incrémentons aussi la quatrième +cellule, puis recopions sa valeur dans la seconde cellule. +À la fin, la troisième cellule contient le résultat de la multiplication. +``` + +Et voilà ce qu’est le brainfuck. Pas très dur, hein ? Pour le fun, vous pouvez +écrire vos propres programmes en brainfuck, ou écrire un interpréteur brainfuck +dans un autre langage. L’interpréteur est relativement simple à implémenter, +mais si vous êtes un masochiste, essayez d’écrire un interpréteur brainfuck en… +brainfuck. diff --git a/fr-fr/markdown.html.markdown b/fr-fr/markdown.html.markdown new file mode 100644 index 00000000..29c0d65d --- /dev/null +++ b/fr-fr/markdown.html.markdown @@ -0,0 +1,289 @@ +--- +language: markdown +contributors: +- ["Andrei Curelaru", "http://www.infinidad.fr"] +filename: markdown.md +lang: fr-fr +--- + +Markdown a été créé par John Gruber en 2004. Il se veut être d'une syntaxe +facile à lire et à écrire, aisément convertible en HTML + (et beaucoup d'autres formats aussi à présent). + +Faites moi autant de retours que vous voulez! Sentez vous libre de "forker" +et envoyer des pull request! + + +```markdown + + + + + + + + +# Ceci est un

+## Ceci est un

+### Ceci est un

+#### Ceci est un

+##### Ceci est un

+###### Ceci est un
+ + + +Ceci est un h1 +============= + +Ceci est un h2 +------------- + + + + +*Ce texte est en italique.* +_Celui-ci aussi._ + +**Ce texte est en gras.** +__Celui-là aussi.__ + +***Ce texte a les deux styles.*** +**_Pareil ici_** +*__Et là!__* + + + +~~Ce texte est barré avec strikethrough.~~ + + + +Ceci est un paragraphe. Là, je suis dans un paragraphe, facile non? + +Maintenant je suis dans le paragraphe 2. +Je suis toujours dans le paragraphe 2! + + +Puis là, eh oui, le paragraphe 3! + + + +J'ai deux espaces vides à la fin (sélectionnez moi pour les voir). + +Bigre, il y a un
au dessus de moi! + + + +> Ceci est une superbe citation. Vous pouvez même +> revenir à la ligne quand ça vous chante, et placer un `>` +> devant chaque bout de ligne faisant partie +> de la citation. +> La taille ne compte pas^^ tant que chaque ligne commence par un `>`. + +> Vous pouvez aussi utiliser plus d'un niveau +>> d'imbrication! +> Classe et facile, pas vrai? + + + + +* Item +* Item +* Un autre item + +ou + ++ Item ++ Item ++ Encore un item + +ou + +- Item +- Item +- Un dernier item + + + +1. Item un +2. Item deux +3. Item trois + + + +1. Item un +1. Item deux +1. Item trois + + + + +1. Item un +2. Item deux +3. Item trois +* Sub-item +* Sub-item +4. Item quatre + + + +Les [ ] ci dessous, n'ayant pas de [ x ], +deviendront des cases à cocher HTML non-cochées. + +- [ ] Première tache à réaliser. +- [ ] Une autre chose à faire. +La case suivante sera une case à cocher HTML cochée. +- [x] Ça ... c'est fait! + + + + + echo "Ça, c'est du Code!"; + var Ça = "aussi !"; + + + + my_array.each do |item| + puts item + end + + + +La fonction `run()` ne vous oblige pas à aller courir! + + + +\`\`\`ruby + +def foobar +puts "Hello world!" +end +\`\`\` + +<-- Pas besoin d'indentation pour le code juste au dessus, de plus, Github +va utiliser une coloration syntaxique pour le langage indiqué après les ``` --> + + + + +*** +--- +- - - +**************** + + + + +[Clic moi!](http://test.com/) + + + +[Clic moi!](http://test.com/ "Lien vers Test.com") + + + +[En avant la musique](/music/). + + + +[Cliquez ici][link1] pour plus d'information! +[Regardez aussi par ici][foobar] si vous voulez. + +[link1]: http://test.com/ "Cool!" +[foobar]: http://foobar.biz/ "Alright!" + + + + + +[Ceci][] est un lien. + +[ceci]: http://ceciestunlien.com/ + + + + + + +![Attribut ALT de l'image](http://imgur.com/monimage.jpg "Titre optionnel") + + + +![Ceci est l'attribut ALT de l'image][monimage] + +[monimage]: relative/urls/cool/image.jpg "si vous voulez un titre, c'est ici." + + + + + est équivalent à : +[http://testwebsite.com/](http://testwebsite.com/) + + + + + + +Il suffit de précéder les caractères spécifiques à ignorer par des backslash \ + +Pour taper *ce texte* entouré d'astérisques mais pas en italique : +Tapez \*ce texte\*. + + + + +| Col1 | Col2 | Col3 | +| :----------- | :------: | ------------: | +| Alignement Gauche | Centé | Alignement Droite | +| bla | bla | bla | + + + +Col 1 | Col2 | Col3 +:-- | :-: | --: +Ough que c'est moche | svp | arrêtez + + + +``` + +Pour plus d'information : + consultez [ici](http://daringfireball.net/projects/markdown/syntax) le post officiel de Jhon Gruber à propos de la syntaxe, + et [là](https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet) la superbe cheatsheet de Adam Pritchard. diff --git a/fr-fr/xml-fr.html.markdown b/fr-fr/xml-fr.html.markdown new file mode 100644 index 00000000..ed5f55ff --- /dev/null +++ b/fr-fr/xml-fr.html.markdown @@ -0,0 +1,128 @@ +--- +language: xml +contributors: + - ["João Farias", "https://github.com/JoaoGFarias"] +translators: + - ["Geoffrey Liu", "https://github.com/g-liu"] +filename: learnxml-fr.xml +lang: fr-fr +--- + +XML est un langage de balisage conçu pour stocker et transporter les informations. + +Contrairement à HTML, XML ne spécifie pas comment afficher ou formater les informations, juste comment les porter. + +* La syntaxe XML + +```xml + + + + + + Everyday Italian + Giada De Laurentiis + 2005 + 30.00 + + + Harry Potter + J. K. Rowling + 2005 + 29.99 + + + Learning XML + Erik T. Ray + 2003 + 39.95 + + + + + + + + + + +ordinateur.gif + + +``` + +* Un document bien formaté & le validation + +Un document XML est bien formaté s'il est syntaxiquement correct. +Cependant, il est possible d'injecter plus de contraintes dans le document, +en utilisant les définitions de documents, tels que les schémas DTD et XML. + +Un document XML qui suit une définition de document est dit valide, +en ce qui concerne ce document. + +Avec cet outil, vous pouvez vérifier les données XML en dehors de la logique de l'application. + +```xml + + + + + + + + Everyday Italian + 30.00 + + + + + + + + + + +]> + + + + + + + + + + + + +]> + + + + Everyday Italian + 30.00 + + +``` diff --git a/haml.html.markdown b/haml.html.markdown new file mode 100644 index 00000000..aed3dcae --- /dev/null +++ b/haml.html.markdown @@ -0,0 +1,155 @@ +--- +language: haml +filename: learnhaml.haml +contributors: + - ["Simon Neveu", "https://github.com/sneveu"] +--- + +Haml is a markup language predominantly used with Ruby that cleanly and simply describes the HTML of any web document without the use of inline code. It is a popular alternative to using Rails templating language (.erb) and allows you to embed Ruby code into your markup. + +It aims to reduce repetition in your markup by closing tags for you based on the structure of the indents in your code. The result is markup that is well-structured, DRY, logical, and easier to read. + +You can also use Haml on a project independent of Ruby, by installing the Haml gem on your machine and using the command line to convert it to html. + +$ haml input_file.haml output_file.html + + +```haml +/ ------------------------------------------- +/ Indenting +/ ------------------------------------------- + +/ + Because of the importance indentation has on how your code is rendered, the + indents should be consistent throughout the document. Any differences in + indentation will throw an error. It's common-practice to use two spaces, + but it's really up to you, as long as they're constant. + + +/ ------------------------------------------- +/ Comments +/ ------------------------------------------- + +/ This is what a comment looks like in Haml. + +/ + To write a multi line comment, indent your commented code to be + wrapped by the forward slash + +-# This is a silent comment, which means it wont be rendered into the doc at all + + +/ ------------------------------------------- +/ Html elements +/ ------------------------------------------- + +/ To write your tags, use the percent sign followed by the name of the tag +%body + %header + %nav + +/ Notice no closing tags. The above code would output + +
+ +
+ + +/ The div tag is the default element, so they can be written simply like this +.foo + +/ To add content to a tag, add the text directly after the declaration +%h1 Headline copy + +/ To write multiline content, nest it instead +%p + This is a lot of content that we could probably split onto two + separate lines. + +/ + You can escape html by using the ampersand and equals sign ( &= ). This + converts html-sensitive characters (&, /, :) into their html encoded + equivalents. For example + +%p + &= "Yes & yes" + +/ would output 'Yes & yes' + +/ You can unescape html by using the bang and equals sign ( != ) +%p + != "This is how you write a paragraph tag

" + +/ which would output 'This is how you write a paragraph tag

' + +/ CSS classes can be added to your tags either by chaining .classnames to the tag +%div.foo.bar + +/ or as part of a Ruby hash +%div{:class => 'foo bar'} + +/ Attributes for any tag can be added in the hash +%a{:href => '#', :class => 'bar', :title => 'Bar'} + +/ For boolean attributes assign the value 'true' +%input{:selected => true} + +/ To write data-attributes, use the :data key with its value as another hash +%div{:data => {:attribute => 'foo'}} + + +/ ------------------------------------------- +/ Inserting Ruby +/ ------------------------------------------- + +/ + To output a Ruby value as the contents of a tag, use an equals sign followed + by the Ruby code + +%h1= book.name + +%p + = book.author + = book.publisher + + +/ To run some Ruby code without rendering it to the html, use a hyphen instead +- books = ['book 1', 'book 2', 'book 3'] + +/ Allowing you to do all sorts of awesome, like Ruby blocks +- books.shuffle.each_with_index do |book, index| + %h1= book + + if book do + %p This is a book + +/ + Again, no need to add the closing tags to the block, even for the Ruby. + Indentation will take care of that for you. + + +/ ------------------------------------------- +/ Inline Ruby / Ruby interpolation +/ ------------------------------------------- + +/ Include a Ruby variable in a line of plain text using #{} +%p Your highest scoring game is #{best_game} + + +/ ------------------------------------------- +/ Filters +/ ------------------------------------------- + +/ + Use the colon to define Haml filters, one example of a filter you can + use is :javascript, which can be used for writing inline js + +:javascript + console.log('This is inline