Merged with latest from upstream

This commit is contained in:
Adam 2013-10-27 22:18:31 -07:00
commit dadd4c2a2b
6 changed files with 592 additions and 317 deletions

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@ -117,7 +117,7 @@ done
# You can also define functions
# Definition:
foo ()
function foo ()
{
echo "Arguments work just like script arguments: $@"
echo "And: $1 $2..."
@ -125,6 +125,13 @@ foo ()
return 0
}
# or simply
bar ()
{
echo "Another way to declare functions!"
return 0
}
# Calling your function
foo "My name is" $NAME

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@ -4,6 +4,7 @@ contributors:
- ["Irfan Charania", "https://github.com/irfancharania"]
- ["Max Yankov", "https://github.com/golergka"]
- ["Melvyn Laïly", "http://x2a.yt"]
- ["Shaun McCarthy", "http://www.shaunmccarthy.com"]
filename: LearnCSharp.cs
---
@ -23,7 +24,12 @@ Multi-line comments look like this
// Specify namespaces application will be using
using System;
using System.Collections.Generic;
using System.Data.Entity;
using System.Dynamic;
using System.Linq;
using System.Linq.Expressions;
using System.Net;
using System.Threading.Tasks;
// defines scope to organize code into "packages"
namespace Learning
@ -32,8 +38,8 @@ namespace Learning
// you're allowed to do otherwise, but shouldn't for sanity.
public class LearnCSharp
{
// A console application must have a main method as an entry point
public static void Main(string[] args)
// BASIC SYNTAX - skip to INTERESTING FEATURES if you have used Java or C++ before
public static void Syntax()
{
// Use Console.WriteLine to print lines
Console.WriteLine("Hello World");
@ -46,7 +52,6 @@ namespace Learning
Console.Write("Hello ");
Console.Write("World");
///////////////////////////////////////////////////
// Types & Variables
//
@ -61,140 +66,83 @@ namespace Learning
// (0 <= byte <= 255)
byte fooByte = 100;
// Short - Signed 16-bit integer
// (-32,768 <= short <= 32,767)
// Short - 16-bit integer
// Signed - (-32,768 <= short <= 32,767)
// Unsigned - (0 <= ushort <= 65,535)
short fooShort = 10000;
// Ushort - Unsigned 16-bit integer
// (0 <= ushort <= 65,535)
ushort fooUshort = 10000;
// Integer - Signed 32-bit integer
// (-2,147,483,648 <= int <= 2,147,483,647)
int fooInt = 1;
// Integer - 32-bit integer
int fooInt = 1; // (-2,147,483,648 <= int <= 2,147,483,647)
uint fooUint = 1; // (0 <= uint <= 4,294,967,295)
// Uinteger - Unsigned 32-bit integer
// (0 <= uint <= 4,294,967,295)
uint fooUint = 1;
// Long - Signed 64-bit integer
// (-9,223,372,036,854,775,808 <= long <= 9,223,372,036,854,775,807)
long fooLong = 100000L;
// Long - 64-bit integer
long fooLong = 100000L; // (-9,223,372,036,854,775,808 <= long <= 9,223,372,036,854,775,807)
ulong fooUlong = 100000L; // (0 <= ulong <= 18,446,744,073,709,551,615)
// Numbers default to being int or uint depending on size.
// L is used to denote that this variable value is of type long or ulong
// anything without is treated as int or uint depending on size.
// Ulong - Unsigned 64-bit integer
// (0 <= ulong <= 18,446,744,073,709,551,615)
ulong fooUlong = 100000L;
// Float - Single-precision 32-bit IEEE 754 Floating Point
// Precision: 7 digits
float fooFloat = 234.5f;
// f is used to denote that this variable value is of type float;
// otherwise it is treated as double.
// Double - Double-precision 64-bit IEEE 754 Floating Point
// Precision: 15-16 digits
double fooDouble = 123.4;
// Decimal - a 128-bits data type, with more precision than other floating-point types,
// suited for financial and monetary calculations
decimal fooDecimal = 150.3m;
double fooDouble = 123.4; // Precision: 15-16 digits
// Float - Single-precision 32-bit IEEE 754 Floating Point
float fooFloat = 234.5f; // Precision: 7 digits
// f is used to denote that this variable value is of type float
// Decimal - a 128-bits data type, with more precision than other floating-point types,
// suited for financial and monetary calculations
decimal fooDecimal = 150.3m;
// Boolean - true & false
bool fooBoolean = true;
bool barBoolean = false;
bool fooBoolean = true; // or false
// Char - A single 16-bit Unicode character
char fooChar = 'A';
// Strings -- unlike the previous base types which are all value types,
// a string is a reference type. That is, you can set it to null
string fooString = "My string is here!";
// a string is a reference type. That is, you can set it to null
string fooString = "\"escape\" quotes and add \n (new lines) and \t (tabs)";
Console.WriteLine(fooString);
// You can access each character of the string with an indexer:
char charFromString = fooString[1]; // 'y'
// Strings are immutable: you can't do fooString[1] = 'X';
// formatting
// You can access each character of the string with an indexer:
char charFromString = fooString[1]; // 'y'
// Strings are immutable: you can't do fooString[1] = 'X';
// Compare strings with current culture, ignoring case
string.Compare(fooString, "x", StringComparison.CurrentCultureIgnoreCase);
// Formatting, based on sprintf
string fooFs = string.Format("Check Check, {0} {1}, {0} {1:0.0}", 1, 2);
Console.WriteLine(fooFormattedString);
// formatting dates
// Dates & Formatting
DateTime fooDate = DateTime.Now;
Console.WriteLine(fooDate.ToString("hh:mm, dd MMM yyyy"));
// \n is an escaped character that starts a new line
string barString = "Printing on a new line?\nNo Problem!";
Console.WriteLine(barString);
// it can be written prettier by using the @ symbol
// You can split a string over two lines with the @ symbol. To escape " use ""
string bazString = @"Here's some stuff
on a new line!";
Console.WriteLine(bazString);
// quotes need to be escaped
// use \" normally
string quotedString = "some \"quoted\" stuff";
Console.WriteLine(quotedString);
// use "" when strings start with @
string quotedString2 = @"some MORE ""quoted"" stuff";
Console.WriteLine(quotedString2);
on a new line! ""Wow!"", the masses cried";
// Use const or read-only to make a variable immutable
// const values are calculated at compile time
const int HOURS_I_WORK_PER_WEEK = 9001;
// Nullable types
// any value type (i.e. not a class) can be made nullable by suffixing a ?
// <type>? <var name> = <value>
int? nullable = null;
Console.WriteLine("Nullable variable: " + nullable);
// In order to use nullable's value, you have to use Value property
// or to explicitly cast it
DateTime? nullableDate = null;
// The previous line would not have compiled without the '?'
// because DateTime is a value type
// <type>? is equivalent to writing Nullable<type>
Nullable<DateTime> otherNullableDate = nullableDate;
nullableDate = DateTime.Now;
Console.WriteLine("Nullable value is: " + nullableDate.Value + " or: " + (DateTime) nullableDate );
// ?? is syntactic sugar for specifying default value
// in case variable is null
int notNullable = nullable ?? 0;
Console.WriteLine("Not nullable variable: " + notNullable);
// Var - compiler will choose the most appropriate type based on value
// Please note that this does not remove type safety.
// In this case, the type of fooImplicit is known to be a bool at compile time
var fooImplicit = true;
///////////////////////////////////////////////////
// Data Structures
///////////////////////////////////////////////////
Console.WriteLine("\n->Data Structures");
// Arrays
// Arrays - zero indexed
// The array size must be decided upon declaration
// The format for declaring an array is follows:
// <datatype>[] <var name> = new <datatype>[<array size>];
int[] intArray = new int[10];
string[] stringArray = new string[1];
bool[] boolArray = new bool[100];
// Another way to declare & initialize an array
int[] y = { 9000, 1000, 1337 };
// Indexing an array - Accessing an element
Console.WriteLine("intArray @ 0: " + intArray[0]);
// Arrays are zero-indexed and mutable.
// Arrays are mutable.
intArray[1] = 1;
Console.WriteLine("intArray @ 1: " + intArray[1]); // => 1
// Lists
// Lists are used more frequently than arrays as they are more flexible
@ -202,28 +150,21 @@ namespace Learning
// List<datatype> <var name> = new List<datatype>();
List<int> intList = new List<int>();
List<string> stringList = new List<string>();
// Another way to declare & initialize a list
List<int> z = new List<int> { 9000, 1000, 1337 };
// Indexing a list - Accessing an element
// Lists are zero-indexed and mutable.
Console.WriteLine("z @ 0: " + z[2]);
List<int> z = new List<int> { 9000, 1000, 1337 }; // intialize
// The <> are for generics - Check out the cool stuff section
// Lists don't default to a value;
// A value must be added before accessing the index
intList.Add(1);
Console.WriteLine("intList @ 0: " + intList[0]);
// Others data structures to check out:
//
// Stack/Queue
// Dictionary (an implementation of a hash map)
// HashSet
// Read-only Collections
// Tuple (.Net 4+)
///////////////////////////////////////
// Operators
///////////////////////////////////////
@ -232,10 +173,7 @@ namespace Learning
int i1 = 1, i2 = 2; // Shorthand for multiple declarations
// Arithmetic is straightforward
Console.WriteLine("1+2 = " + (i1 + i2)); // => 3
Console.WriteLine("2-1 = " + (i2 - i1)); // => 1
Console.WriteLine("2*1 = " + (i2 * i1)); // => 2
Console.WriteLine("1/2 = " + (i1 / i2)); // => 0 (0.5 truncated down)
Console.WriteLine(i1 + i2 - i1 * 3 / 7); //
// Modulo
Console.WriteLine("11%3 = " + (11 % 3)); // => 2
@ -266,7 +204,6 @@ namespace Learning
Console.WriteLine(i--); //i = 1. Post-Decrementation
Console.WriteLine(--i); //i = 0. Pre-Decrementation
///////////////////////////////////////
// Control Structures
///////////////////////////////////////
@ -291,50 +228,37 @@ namespace Learning
// A simple if/else can be written as follows
// <condition> ? <true> : <false>
string isTrue = (true) ? "True" : "False";
Console.WriteLine("Ternary demo: " + isTrue);
// While loop
int fooWhile = 0;
while (fooWhile < 100)
{
//Console.WriteLine(fooWhile);
//Increment the counter
//Iterated 99 times, fooWhile 0->99
fooWhile++;
}
Console.WriteLine("fooWhile Value: " + fooWhile);
// Do While Loop
int fooDoWhile = 0;
do
{
//Console.WriteLine(fooDoWhile);
//Increment the counter
//Iterated 99 times, fooDoWhile 0->99
fooDoWhile++;
} while (fooDoWhile < 100);
Console.WriteLine("fooDoWhile Value: " + fooDoWhile);
// For Loop
int fooFor;
//for loop structure => for(<start_statement>; <conditional>; <step>)
for (fooFor = 0; fooFor < 10; fooFor++)
for (int fooFor = 0; fooFor < 10; fooFor++)
{
//Console.WriteLine(fooFor);
//Iterated 10 times, fooFor 0->9
}
Console.WriteLine("fooFor Value: " + fooFor);
// For Each Loop
// For Each Loop
// foreach loop structure => foreach(<iteratorType> <iteratorName> in <enumerable>)
// The foreach loop loops over any object implementing IEnumerable or IEnumerable<T>
// All the collection types (Array, List, Dictionary...) in the .Net framework
// implement one or both of these interfaces.
// (The ToCharArray() could be removed, because a string also implements IEnumerable)
// The foreach loop loops over any object implementing IEnumerable or IEnumerable<T>
// All the collection types (Array, List, Dictionary...) in the .Net framework
// implement one or both of these interfaces.
// (The ToCharArray() could be removed, because a string also implements IEnumerable)
foreach (char character in "Hello World".ToCharArray())
{
//Console.WriteLine(character);
//Iterated over all the characters in the string
}
@ -356,20 +280,18 @@ namespace Learning
case 3:
monthString = "March";
break;
// You can assign more than one case to an action
// But you can't add an action without a break before another case
// (if you want to do this, you would have to explicitly add a goto case x
case 6:
case 7:
case 8:
monthString = "Summer time!!";
break;
// You can assign more than one case to an action
// But you can't add an action without a break before another case
// (if you want to do this, you would have to explicitly add a goto case x
case 6:
case 7:
case 8:
monthString = "Summer time!!";
break;
default:
monthString = "Some other month";
break;
}
Console.WriteLine("Switch Case Result: " + monthString);
///////////////////////////////////////
// Converting Data Types And Typecasting
@ -384,46 +306,228 @@ namespace Learning
// try parse will default to type default on failure
// in this case: 0
int tryInt;
int.TryParse("123", out tryInt);
if (int.TryParse("123", out tryInt)) // Funciton is boolean
Console.WriteLine(tryInt); // 123
// Convert Integer To String
// Convert class has a number of methods to facilitate conversions
Convert.ToString(123);
// or
tryInt.ToString();
}
///////////////////////////////////////
// Classes And Functions
///////////////////////////////////////
Console.WriteLine("\n->Classes & Functions");
// (definition of the Bicycle class follows)
///////////////////////////////////////
// CLASSES - see definitions at end of file
///////////////////////////////////////
public static void Classes()
{
// See Declaration of objects at end of file
// Use new to instantiate a class
Bicycle trek = new Bicycle();
// Call object methods
trek.speedUp(3); // You should always use setter and getter methods
trek.setCadence(100);
trek.SpeedUp(3); // You should always use setter and getter methods
trek.Cadence = 100;
// ToString is a convention to display the value of this Object.
Console.WriteLine("trek info: " + trek.ToString());
// Instantiate another new Bicycle
Bicycle octo = new Bicycle(5, 10);
Console.WriteLine("octo info: " + octo.ToString());
Console.WriteLine("trek info: " + trek.Info());
// Instantiate a new Penny Farthing
PennyFarthing funbike = new PennyFarthing(1, 10);
Console.WriteLine("funbike info: " + funbike.ToString());
Console.WriteLine("funbike info: " + funbike.Info());
Console.Read();
} // End main method
// CONSOLE ENTRY A console application must have a main method as an entry point
public static void Main(string[] args)
{
OtherInterestingFeatures();
}
//
// INTERESTING FEATURES
//
// DEFAULT METHOD SIGNATURES
public // Visibility
static // Allows for direct call on class without object
int // Return Type,
MethodSignatures(
int maxCount, // First variable, expects an int
int count = 0, // will default the value to 0 if not passed in
int another = 3,
params string[] otherParams // captures all other parameters passed to method
)
{
return -1;
}
// Methods can have the same name, as long as the signature is unique
public static void MethodSignature(string maxCount)
{
}
// GENERICS
// The classes for TKey and TValue is specified by the user calling this function.
// This method emulates the SetDefault of Python
public static TValue SetDefault<TKey, TValue>(
IDictionary<TKey, TValue> dictionary,
TKey key,
TValue defaultItem)
{
TValue result;
if (!dictionary.TryGetValue(key, out result))
return dictionary[key] = defaultItem;
return result;
}
// You can narrow down the objects that are passed in
public static void IterateAndPrint<T>(T toPrint) where T: IEnumerable<int>
{
// We can iterate, since T is a IEnumerable
foreach (var item in toPrint)
// Item is an int
Console.WriteLine(item.ToString());
}
public static void OtherInterestingFeatures()
{
// OPTIONAL PARAMETERS
MethodSignatures(3, 1, 3, "Some", "Extra", "Strings");
MethodSignatures(3, another: 3); // explicity set a parameter, skipping optional ones
// EXTENSION METHODS
int i = 3;
i.Print(); // Defined below
// NULLABLE TYPES - great for database interaction / return values
// any value type (i.e. not a class) can be made nullable by suffixing a ?
// <type>? <var name> = <value>
int? nullable = null; // short hand for Nullable<int>
Console.WriteLine("Nullable variable: " + nullable);
bool hasValue = nullable.HasValue; // true if not null
// ?? is syntactic sugar for specifying default value (coalesce)
// in case variable is null
int notNullable = nullable ?? 0; // 0
// IMPLICITLY TYPED VARIABLES - you can let the compiler work out what the type is:
var magic = "magic is a string, at compile time, so you still get type safety";
// magic = 9; will not work as magic is a string, not an int
// GENERICS
//
var phonebook = new Dictionary<string, string>() {
{"Sarah", "212 555 5555"} // Add some entries to the phone book
};
// Calling SETDEFAULT defined as a generic above
Console.WriteLine(SetDefault<string,string>(phonebook, "Shaun", "No Phone")); // No Phone
// nb, you don't need to specify the TKey and TValue since they can be
// derived implicitly
Console.WriteLine(SetDefault(phonebook, "Sarah", "No Phone")); // 212 555 5555
// LAMBDA EXPRESSIONS - allow you to write code in line
Func<int, int> square = (x) => x * x; // Last T item is the return value
Console.WriteLine(square(3)); // 9
// PARALLEL FRAMEWORK
// http://blogs.msdn.com/b/csharpfaq/archive/2010/06/01/parallel-programming-in-net-framework-4-getting-started.aspx
var websites = new string[] {
"http://www.google.com", "http://www.reddit.com",
"http://www.shaunmccarthy.com"
};
var responses = new Dictionary<string, string>();
// Will spin up separate threads for each request, and join on them
// before going to the next step!
Parallel.ForEach(websites,
new ParallelOptions() {MaxDegreeOfParallelism = 3}, // max of 3 threads
website =>
{
// Do something that takes a long time on the file
using (var r = WebRequest.Create(new Uri(website)).GetResponse())
{
responses[website] = r.ContentType;
}
});
// This won't happen till after all requests have been completed
foreach (var key in responses.Keys)
Console.WriteLine("{0}:{1}", key, responses[key]);
// DYNAMIC OBJECTS (great for working with other languages)
dynamic student = new ExpandoObject();
student.FirstName = "First Name"; // No need to define class first!
// You can even add methods (returns a string, and takes in a string)
student.Introduce = new Func<string, string>(
(introduceTo) => string.Format("Hey {0}, this is {1}", student.FirstName, introduceTo));
Console.WriteLine(student.Introduce("Beth"));
// IQUERYABLE<T> - almost all collections implement this, which gives you a lot of
// very useful Map / Filter / Reduce style methods
var bikes = new List<Bicycle>();
bikes.Sort(); // Sorts the array
bikes.Sort((b1, b2) => b1.Wheels.CompareTo(b2.Wheels)); // Sorts based on wheels
var result = bikes
.Where(b => b.Wheels > 3) // Filters - chainable (returns IQueryable of previous type)
.Where(b => b.IsBroken && b.HasTassles)
.Select(b => b.ToString()); // Map - we only this selects, so result is a IQueryable<string>
var sum = bikes.Sum(b => b.Wheels); // Reduce - sums all the wheels in the collection
// Create a list of IMPLICIT objects based on some parameters of the bike
var bikeSummaries = bikes.Select(b=>new { Name = b.Name, IsAwesome = !b.IsBroken && b.HasTassles });
// Hard to show here, but you get type ahead completion since the compiler can implicitly work
// out the types above!
foreach (var bikeSummary in bikeSummaries.Where(b => b.IsAwesome))
Console.WriteLine(bikeSummary.Name);
// ASPARALLEL
// And this is where things get wicked - combines linq and parallel operations
var threeWheelers = bikes.AsParallel().Where(b => b.Wheels == 3).Select(b => b.Name);
// this will happen in parallel! Threads will automagically be spun up and the
// results divvied amongst them! Amazing for large datasets when you have lots of
// cores
// LINQ - maps a store to IQueryable<T> objects, with delayed execution
// e.g. LinqToSql - maps to a database, LinqToXml maps to an xml document
var db = new BikeRespository();
// execution is delayed, which is great when querying a database
var fitler = db.Bikes.Where(b => b.HasTassles); // no query run
if (42 > 6) // You can keep adding filters, even conditionally - great for "advanced search" functionality
fitler = fitler.Where(b => b.IsBroken); // no query run
var query = fitler
.OrderBy(b => b.Wheels)
.ThenBy(b => b.Name)
.Select(b => b.Name); // still no query run
// Now the query runs, but opens a reader, so only populates are you iterate through
foreach (string bike in query)
Console.WriteLine(result);
}
} // End LearnCSharp class
// You can include other classes in a .cs file
public static class Extensions
{
// EXTENSION FUNCTIONS
public static void Print(this object obj)
{
Console.WriteLine(obj.ToString());
}
}
// Class Declaration Syntax:
// <public/private/protected/internal> class <class name>{
@ -434,64 +538,88 @@ namespace Learning
public class Bicycle
{
// Bicycle's Fields/Variables
public int cadence; // Public: Can be accessed from anywhere
private int _speed; // Private: Only accessible from within the class
protected int gear; // Protected: Accessible from the class and subclasses
internal int wheels; // Internal: Accessible from within the assembly
string name; // Everything is private by default: Only accessible from within this class
public int Cadence // Public: Can be accessed from anywhere
{
get // get - define a method to retrieve the property
{
return _cadence;
}
set // set - define a method to set a proprety
{
_cadence = value; // Value is the value passed in to to the setter
}
}
private int _cadence;
protected virtual int Gear // Protected: Accessible from the class and subclasses
{
get; // creates an auto property so you don't need a member field
set;
}
internal int Wheels // Internal: Accessible from within the assembly
{
get;
private set; // You can set modifiers on the get/set methods
}
int _speed; // Everything is private by default: Only accessible from within this class.
// can also use keyword privatee
public string Name { get; set; }
// Enum is a value type that consists of a set of named constants
// It is really just mapping a name to a value (an int, unless specified otherwise).
// The approved types for an enum are byte, sbyte, short, ushort, int, uint, long, or ulong.
// An enum can't contain the same value twice.
public enum Brand
// It is really just mapping a name to a value (an int, unless specified otherwise).
// The approved types for an enum are byte, sbyte, short, ushort, int, uint, long, or ulong.
// An enum can't contain the same value twice.
public enum BikeBrand
{
AIST,
BMC,
Electra=42, //you can explicitly set a value to a name
Electra = 42, //you can explicitly set a value to a name
Gitane
}
// We defined this type inside a Bicycle class, so it is a nested type
// Code outside of this class should reference this type as Bicycle.Brand
public Brand brand; // After declaring an enum type, we can declare the field of this type
public BikeBrand Brand; // After declaring an enum type, we can declare the field of this type
// Static members belong to the type itself rather then specific object.
static public int bicyclesCreated = 0;
// You can access them without a reference to any object:
// Console.WriteLine("Bicycles created: " + Bicycle.bicyclesCreated);
static public int BicyclesCreated = 0;
// readonly values are set at run time
// they can only be assigned upon declaration or in a constructor
readonly bool hasCardsInSpokes = false; // read-only private
readonly bool _hasCardsInSpokes = false; // read-only private
// Constructors are a way of creating classes
// This is a default constructor
private Bicycle()
public Bicycle()
{
gear = 1;
cadence = 50;
this.Gear = 1; // you can access mmebers of the object with the keyword this
Cadence = 50; // but you don't always need it
_speed = 5;
name = "Bontrager";
brand = Brand.AIST;
bicyclesCreated++;
Name = "Bontrager";
Brand = BikeBrand.AIST;
BicyclesCreated++;
}
// This is a specified constructor (it contains arguments)
public Bicycle(int startCadence, int startSpeed, int startGear,
string name, bool hasCardsInSpokes, Brand brand)
string name, bool hasCardsInSpokes, BikeBrand brand)
: base() // calls base first
{
this.gear = startGear; // "this" keyword denotes the current object
this.cadence = startCadence;
this._speed = startSpeed;
this.name = name; // it can be useful when there's a name conflict
this.hasCardsInSpokes = hasCardsInSpokes;
this.brand = brand;
Gear = startGear;
Cadence = startCadence;
_speed = startSpeed;
Name = name;
_hasCardsInSpokes = hasCardsInSpokes;
Brand = brand;
}
// Constructors can be chained
public Bicycle(int startCadence, int startSpeed, Brand brand) :
this(startCadence, startSpeed, 0, "big wheels", true)
public Bicycle(int startCadence, int startSpeed, BikeBrand brand) :
this(startCadence, startSpeed, 0, "big wheels", true, brand)
{
}
@ -501,27 +629,8 @@ namespace Learning
// classes can implement getters and setters for their fields
// or they can implement properties (this is the preferred way in C#)
// Method declaration syntax:
// <scope> <return type> <method name>(<args>)
public int GetCadence()
{
return cadence;
}
// void methods require no return statement
public void SetCadence(int newValue)
{
cadence = newValue;
}
// virtual keyword indicates this method can be overridden in a derived class
public virtual void SetGear(int newValue)
{
gear = newValue;
}
// Method parameters can have default values.
// In this case, methods can be called with these parameters omitted
// In this case, methods can be called with these parameters omitted
public void SpeedUp(int increment = 1)
{
_speed += increment;
@ -541,12 +650,12 @@ namespace Learning
get { return _hasTassles; }
set { _hasTassles = value; }
}
// You can also define an automatic property in one line
// this syntax will create a backing field automatically.
// You can set an access modifier on either the getter or the setter (or both)
// to restrict its access:
public bool IsBroken { get; private set; }
// You can also define an automatic property in one line
// this syntax will create a backing field automatically.
// You can set an access modifier on either the getter or the setter (or both)
// to restrict its access:
public bool IsBroken { get; private set; }
// Properties can be auto-implemented
public int FrameSize
@ -558,13 +667,13 @@ namespace Learning
}
//Method to display the attribute values of this Object.
public override string ToString()
public virtual string Info()
{
return "gear: " + gear +
" cadence: " + cadence +
" speed: " + _speed +
" name: " + name +
" cards in spokes: " + (hasCardsInSpokes ? "yes" : "no") +
return "Gear: " + Gear +
" Cadence: " + Cadence +
" Speed: " + _speed +
" Name: " + Name +
" Cards in Spokes: " + (_hasCardsInSpokes ? "yes" : "no") +
"\n------------------------------\n"
;
}
@ -573,9 +682,10 @@ namespace Learning
public static bool DidWeCreateEnoughBycles()
{
// Within a static method, we only can reference static class members
return bicyclesCreated > 9000;
return BicyclesCreated > 9000;
} // If your class only needs static members, consider marking the class itself as static.
} // end class Bicycle
// PennyFarthing is a subclass of Bicycle
@ -586,20 +696,27 @@ namespace Learning
// calling parent constructor
public PennyFarthing(int startCadence, int startSpeed) :
base(startCadence, startSpeed, 0, "PennyFarthing", true)
base(startCadence, startSpeed, 0, "PennyFarthing", true, BikeBrand.Electra)
{
}
public override void SetGear(int gear)
protected override int Gear
{
gear = 0;
get
{
return 0;
}
set
{
throw new ArgumentException("You can't change gears on a PennyFarthing");
}
}
public override string ToString()
public override string Info()
{
string result = "PennyFarthing bicycle ";
result += base.ToString(); // Calling the base version of the method
return reuslt;
return result;
}
}
@ -624,7 +741,7 @@ namespace Learning
damage += meters;
}
public void Broken
public bool Broken
{
get
{
@ -632,24 +749,34 @@ namespace Learning
}
}
}
} // End Namespace
/// <summary>
/// Used to connect to DB for LinqToSql example.
/// EntityFramework Code First is awesome (similar to Ruby's ActiveRecord, but bidirectional)
/// http://msdn.microsoft.com/en-us/data/jj193542.aspx
/// </summary>
public class BikeRespository : DbSet
{
public BikeRespository()
: base()
{
}
public DbSet<Bicycle> Bikes { get; set; }
}
} // End Namespace
```
## Topics Not Covered
* Flags
* Attributes
* Generics (T), Delegates, Func, Actions, lambda expressions
* Static properties
* Exceptions, Abstraction
* LINQ
* ASP.NET (Web Forms/MVC/WebMatrix)
* Winforms
* Windows Presentation Foundation (WPF)
## Further Reading
* [DotNetPerls](http://www.dotnetperls.com)

View File

@ -44,7 +44,7 @@ math =
# "cube": function(x) { return x * square(x); }
#}
# Símbolos:
# Número de argumentos variable:
race = (winner, runners...) ->
print winner, runners
@ -52,6 +52,6 @@ race = (winner, runners...) ->
alert "I knew it!" if elvis?
#=> if(typeof elvis !== "undefined" && elvis !== null) { alert("I knew it!"); }
# Colecciones por comprensión:
# Listas:
cubes = (math.cube num for num in list) #=> ...
```

View File

@ -156,9 +156,9 @@ li[4] # Lève un 'IndexError'
# On peut accèder à des rangs de valeurs avec la syntaxe "slice"
# (C'est un rang de type 'fermé/ouvert' pour les plus matheux)
li[1:3] #=> [2, 4]
# Sans spécifier de début de rang
# Sans spécifier de fin de rang, on "saute" le début de la liste
li[2:] #=> [4, 3]
# Sans spécifier de fin de rang
# Sans spécifier de début de rang, on "saute" la fin de la liste
li[:3] #=> [1, 2, 4]
# Retirer un élément spécifique dee la liste avec "del"

View File

@ -11,7 +11,7 @@ makes coding a real joy for me.
```haskell
-- Single line comments start with two dashes.
{- Multiline comments can be enclosed
en a block like this.
in a block like this.
-}
----------------------------------------------------

View File

@ -8,7 +8,7 @@ filename: learnjulia.jl
Julia is a new homoiconic functional language focused on technical computing.
While having the full power of homoiconic macros, first-class functions, and low-level control, Julia is as easy to learn and use as Python.
This is based on the current development version of Julia, as of June 29th, 2013.
This is based on the current development version of Julia, as of October 18th, 2013.
```ruby
@ -20,20 +20,20 @@ This is based on the current development version of Julia, as of June 29th, 2013
# Everything in Julia is a expression.
# You have numbers
# There are several basic types of numbers.
3 #=> 3 (Int64)
3.2 #=> 3.2 (Float64)
2 + 1im #=> 2 + 1im (Complex{Int64})
2//3 #=> 2//3 (Rational{Int64})
# Math is what you would expect
# All of the normal infix operators are available.
1 + 1 #=> 2
8 - 1 #=> 7
10 * 2 #=> 20
35 / 5 #=> 7.0
5 / 2 #=> 2.5 # dividing an Int by an Int always results in a Float
div(5, 2) #=> 2 # for a truncated result, use div
5 \ 35 #=> 7.0
5 / 2 #=> 2.5
div(5, 2) #=> 2
2 ^ 2 #=> 4 # power, not bitwise xor
12 % 10 #=> 2
@ -77,11 +77,13 @@ false
# Strings are created with "
"This is a string."
# Character literals written with '
# Character literals are written with '
'a'
# A string can be treated like a list of characters
# A string can be indexed like an array of characters
"This is a string"[1] #=> 'T' # Julia indexes from 1
# However, this is will not work well for UTF8 strings,
# so iterating over strings is reccommended (map, for loops, etc).
# $ can be used for string interpolation:
"2 + 2 = $(2 + 2)" #=> "2 + 2 = 4"
@ -94,10 +96,10 @@ false
## 2. Variables and Collections
####################################################
# Printing is pretty easy
# Printing is easy
println("I'm Julia. Nice to meet you!")
# No need to declare variables before assigning to them.
# You don't declare variables before assigning to them.
some_var = 5 #=> 5
some_var #=> 5
@ -108,12 +110,14 @@ catch e
println(e)
end
# Variable name start with a letter. You can use uppercase letters, digits,
# and exclamation points as well after the initial alphabetic character.
# Variable names start with a letter.
# After that, you can use letters, digits, underscores, and exclamation points.
SomeOtherVar123! = 6 #=> 6
# You can also use unicode characters
☃ = 8 #=> 8
# These are especially handy for mathematical notation
2 * π #=> 6.283185307179586
# A note on naming conventions in Julia:
#
@ -158,6 +162,10 @@ a[1] #=> 1 # remember that Julia indexes from 1, not 0!
# indexing expression
a[end] #=> 6
# we also have shift and unshift
shift!(a) #=> 1 and a is now [2,4,3,4,5,6]
unshift!(a,7) #=> [7,2,4,3,4,5,6]
# Function names that end in exclamations points indicate that they modify
# their argument.
arr = [5,4,6] #=> 3-element Int64 Array: [5,4,6]
@ -182,23 +190,24 @@ a = [1:5] #=> 5-element Int64 Array: [1,2,3,4,5]
# You can look at ranges with slice syntax.
a[1:3] #=> [1, 2, 3]
a[2:] #=> [2, 3, 4, 5]
a[2:end] #=> [2, 3, 4, 5]
# Remove arbitrary elements from a list with splice!
# Remove elements from an array by index with splice!
arr = [3,4,5]
splice!(arr,2) #=> 4 ; arr is now [3,5]
# Concatenate lists with append!
b = [1,2,3]
append!(a,b) # Now a is [1, 3, 4, 5, 1, 2, 3]
append!(a,b) # Now a is [1, 2, 3, 4, 5, 1, 2, 3]
# Check for existence in a list with contains
contains(a,1) #=> true
# Check for existence in a list with in
in(a,1) #=> true
# Examine the length with length
length(a) #=> 7
length(a) #=> 8
# Tuples are immutable.
tup = (1, 2, 3) #=>(1,2,3) # an (Int64,Int64,Int64) tuple.
tup = (1, 2, 3) #=> (1,2,3) # an (Int64,Int64,Int64) tuple.
tup[1] #=> 1
try:
tup[0] = 3 #=> ERROR: no method setindex!((Int64,Int64,Int64),Int64,Int64)
@ -209,22 +218,26 @@ end
# Many list functions also work on tuples
length(tup) #=> 3
tup[1:2] #=> (1,2)
contains(tup,2) #=> true
in(tup,2) #=> true
# You can unpack tuples into variables
a, b, c = (1, 2, 3) #=> (1,2,3) # a is now 1, b is now 2 and c is now 3
# Tuples are created by default if you leave out the parentheses
# Tuples are created even if you leave out the parentheses
d, e, f = 4, 5, 6 #=> (4,5,6)
# Now look how easy it is to swap two values
# A 1-element tuple is distinct from the value it contains
(1,) == 1 #=> false
(1) == 1 #=> true
# Look how easy it is to swap two values
e, d = d, e #=> (5,4) # d is now 5 and e is now 4
# Dictionaries store mappings
empty_dict = Dict() #=> Dict{Any,Any}()
# Here is a prefilled dictionary
# You can create a dictionary using a literal
filled_dict = ["one"=> 1, "two"=> 2, "three"=> 3]
# => Dict{ASCIIString,Int64}
@ -241,31 +254,35 @@ values(filled_dict)
#=> ValueIterator{Dict{ASCIIString,Int64}}(["three"=>3,"one"=>1,"two"=>2])
# Note - Same as above regarding key ordering.
# Check for existence of keys in a dictionary with contains, haskey
contains(filled_dict, ("one", 1)) #=> true
contains(filled_dict, ("two", 3)) #=> false
# Check for existence of keys in a dictionary with in, haskey
in(filled_dict, ("one", 1)) #=> true
in(filled_dict, ("two", 3)) #=> false
haskey(filled_dict, "one") #=> true
haskey(filled_dict, 1) #=> false
# Trying to look up a non-existing key will raise an error
# Trying to look up a non-existant key will raise an error
try
filled_dict["four"] #=> ERROR: key not found: four in getindex at dict.jl:489
catch e
println(e)
end
# Use get method to avoid the error
# Use the get method to avoid that error by providing a default value
# get(dictionary,key,default_value)
get(filled_dict,"one",4) #=> 1
get(filled_dict,"four",4) #=> 4
# Sets store sets
# Use Sets to represent collections of unordered, unique values
empty_set = Set() #=> Set{Any}()
# Initialize a set with a bunch of values
# Initialize a set with values
filled_set = Set(1,2,2,3,4) #=> Set{Int64}(1,2,3,4)
# Add more items to a set
add!(filled_set,5) #=> Set{Int64}(5,4,2,3,1)
# Add more values to a set
push!(filled_set,5) #=> Set{Int64}(5,4,2,3,1)
# Check if the values are in the set
in(filled_set,2) #=> true
in(filled_set,10) #=> false
# There are functions for set intersection, union, and difference.
other_set = Set(3, 4, 5, 6) #=> Set{Int64}(6,4,5,3)
@ -273,10 +290,6 @@ intersect(filled_set, other_set) #=> Set{Int64}(3,4,5)
union(filled_set, other_set) #=> Set{Int64}(1,2,3,4,5,6)
setdiff(Set(1,2,3,4),Set(2,3,5)) #=> Set{Int64}(1,4)
# Check for existence in a set with contains
contains(filled_set,2) #=> true
contains(filled_set,10) #=> false
####################################################
## 3. Control Flow
@ -285,8 +298,7 @@ contains(filled_set,10) #=> false
# Let's make a variable
some_var = 5
# Here is an if statement. Indentation is NOT meaningful in Julia.
# prints "some var is smaller than 10"
# Here is an if statement. Indentation is not meaningful in Julia.
if some_var > 10
println("some_var is totally bigger than 10.")
elseif some_var < 10 # This elseif clause is optional.
@ -294,12 +306,22 @@ elseif some_var < 10 # This elseif clause is optional.
else # The else clause is optional too.
println("some_var is indeed 10.")
end
#=> prints "some var is smaller than 10"
# For loops iterate over iterables, such as ranges, lists, sets, dicts, strings.
# For loops iterate over iterables.
# Iterable types include Range, Array, Set, Dict, and String.
for animal=["dog", "cat", "mouse"]
# You can use $ to interpolate into strings
println("$animal is a mammal")
# You can use $ to interpolate variables or expression into strings
end
# prints:
# dog is a mammal
# cat is a mammal
# mouse is a mammal
# You can use 'in' instead of '='.
for animal in ["dog", "cat", "mouse"]
println("$animal is a mammal")
end
# prints:
@ -307,31 +329,33 @@ end
# cat is a mammal
# mouse is a mammal
# You can use in instead of =, if you want.
for animal in ["dog", "cat", "mouse"]
println("$animal is a mammal")
end
for a in ["dog"=>"mammal","cat"=>"mammal","mouse"=>"mammal"]
println("$(a[1]) is $(a[2])")
println("$(a[1]) is a $(a[2])")
end
# prints:
# dog is a mammal
# cat is a mammal
# mouse is a mammal
for (k,v) in ["dog"=>"mammal","cat"=>"mammal","mouse"=>"mammal"]
println("$k is $v")
println("$k is a $v")
end
# While loops go until a condition is no longer met.
# prints:
# 0
# 1
# 2
# 3
# dog is a mammal
# cat is a mammal
# mouse is a mammal
# While loops loop while a condition is true
x = 0
while x < 4
println(x)
x += 1 # Shorthand for x = x + 1
end
# prints:
# 0
# 1
# 2
# 3
# Handle exceptions with a try/except block
try
@ -346,11 +370,14 @@ end
## 4. Functions
####################################################
# Use the keyword function to create new functions
# The keyword 'function' creates new functions
#function name(arglist)
# body...
#end
function add(x, y)
println("x is $x and y is $y")
# Functions implicitly return the value of their last statement
# Functions return the value of their last statement
x + y
end
@ -360,13 +387,16 @@ add(5, 6) #=> 11 after printing out "x is 5 and y is 6"
# positional arguments
function varargs(args...)
return args
# use the keyword return to return anywhere in the function
end
#=> varargs (generic function with 1 method)
varargs(1,2,3) #=> (1,2,3)
# The ... is called a splat.
# It can also be used in a fuction call
# to splat a list or tuple out to be the arguments
# We just used it in a function definition.
# It can also be used in a fuction call,
# where it will splat an Array or Tuple's contents into the argument list.
Set([1,2,3]) #=> Set{Array{Int64,1}}([1,2,3]) # produces a Set of Arrays
Set([1,2,3]...) #=> Set{Int64}(1,2,3) # this is equivalent to Set(1,2,3)
@ -399,7 +429,7 @@ keyword_args(name2="ness") #=> ["name2"=>"ness","k1"=>4]
keyword_args(k1="mine") #=> ["k1"=>"mine","name2"=>"hello"]
keyword_args() #=> ["name2"=>"hello","k2"=>4]
# You can also do both at once
# You can combine all kinds of arguments in the same function
function all_the_args(normal_arg, optional_positional_arg=2; keyword_arg="foo")
println("normal arg: $normal_arg")
println("optional arg: $optional_positional_arg")
@ -420,12 +450,15 @@ function create_adder(x)
return adder
end
# or equivalently
# This is "stabby lambda syntax" for creating anonymous functions
(x -> x > 2)(3) #=> true
# This function is identical to create_adder implementation above.
function create_adder(x)
y -> x + y
end
# you can also name the internal function, if you want
# You can also name the internal function, if you want
function create_adder(x)
function adder(y)
x + y
@ -436,61 +469,114 @@ end
add_10 = create_adder(10)
add_10(3) #=> 13
# The first two inner functions above are anonymous functions
(x -> x > 2)(3) #=> true
# There are built-in higher order functions
map(add_10, [1,2,3]) #=> [11, 12, 13]
filter(x -> x > 5, [3, 4, 5, 6, 7]) #=> [6, 7]
# We can use list comprehensions for nice maps and filters
# We can use list comprehensions for nicer maps
[add_10(i) for i=[1, 2, 3]] #=> [11, 12, 13]
[add_10(i) for i in [1, 2, 3]] #=> [11, 12, 13]
####################################################
## 5. Types and Multiple-Dispatch
## 5. Types
####################################################
# Type definition
# Julia has a type system.
# Every value has a type; variables do not have types themselves.
# You can use the `typeof` function to get the type of a value.
typeof(5) #=> Int64
# Types are first-class values
typeof(Int64) #=> DataType
typeof(DataType) #=> DataType
# DataType is the type that represents types, including itself.
# Types are used for documentation, optimizations, and dispatch.
# They are not statically checked.
# Users can define types
# They are like records or structs in other languages.
# New types are defined used the `type` keyword.
# type Name
# field::OptionalType
# ...
# end
type Tiger
taillength::Float64
coatcolor # no type annotation is implicitly Any
coatcolor # not including a type annotation is the same as `::Any`
end
# default constructor is the properties in order
# so, Tiger(taillength,coatcolor)
# Type instantiation
tigger = Tiger(3.5,"orange") # the type doubles as the constructor function
# The default constructor's arguments are the properties
# of the tyep, in order the order they are listed in the definition
tigger = Tiger(3.5,"orange") #=> Tiger(3.5,"orange")
# The type doubles as the constructor function for values of that type
sherekhan = typeof(tigger)(5.6,"fire") #=> Tiger(5.6,"fire")
# Abtract Types
# These struct-style types are called concrete types
# They can be instantiated, but cannot have subtypes.
# The other kind of types is abstract types.
# abstract Name
abstract Cat # just a name and point in the type hierarchy
# * types defined with the type keyword are concrete types; they can be
# instantiated
#
# * types defined with the abstract keyword are abstract types; they can
# have subtypes.
#
# * each type has one supertype; a supertype can have zero or more subtypes.
# Abstract types cannot be instantiated, but can have subtypes.
# For example, Number is an abstract type
subtypes(Number) #=> 6-element Array{Any,1}:
# Complex{Float16}
# Complex{Float32}
# Complex{Float64}
# Complex{T<:Real}
# ImaginaryUnit
# Real
subtypes(Cat) #=> 0-element Array{Any,1}
# Every type has a super type; use the `super` function to get it.
typeof(5) #=> Int64
super(Int64) #=> Signed
super(Signed) #=> Real
super(Real) #=> Number
super(Number) #=> Any
super(super(Signed)) #=> Number
super(Any) #=> Any
# All of these type, except for Int64, are abstract.
# <: is the subtyping operator
type Lion <: Cat # Lion is a subtype of Cat
mane_color
roar::String
end
# You can define more constructors for your type
# Just define a function of the same name as the type
# and call an existing constructor to get a value of the correct type
Lion(roar::String) = Lion("green",roar)
# This is an outer constructor because it's outside the type definition
type Panther <: Cat # Panther is also a subtype of Cat
eye_color
Panther() = new("green")
# Panthers will only have this constructor, and no default constructor.
end
# Using inner constructors, like Panter does, gives you control
# over how values of the type can be created.
# When possible, you should use outer constructors rather than inner ones.
# Multiple Dispatch
####################################################
## 6. Multiple-Dispatch
####################################################
# In Julia, all named functions are generic functions
# This means that they are built up from many small methods
# For example, let's make a function meow:
# Each constructor for Lion is a method of the generic function Lion.
# For a non-constructor example, let's make a function meow:
# Definitions for Lion, Panther, Tiger
function meow(cat::Lion)
cat.roar # access properties using dot notation
cat.roar # access type properties using dot notation
end
function meow(cat::Panther)
@ -501,21 +587,75 @@ function meow(cat::Tiger)
"rawwwr"
end
# Testing the meow function
meow(tigger) #=> "rawwr"
meow(Lion("brown","ROAAR")) #=> "ROAAR"
meow(Panther()) #=> "grrr"
# Review the local type hierarchy
issubtype(Tiger,Cat) #=> false
issubtype(Lion,Cat) #=> true
issubtype(Panther,Cat) #=> true
# Defining a function that takes Cats
function pet_cat(cat::Cat)
println("The cat says $(meow(cat))")
end
pet_cat(Lion("42")) #=> prints "The cat says 42"
try
pet_cat(tigger) #=> ERROR: no method pet_cat(Tiger,)
catch e
println(e)
end
pet_cat(Lion(Panther(),"42")) #=> prints "The cat says 42"
# In OO languages, single dispatch is common;
# this means that the method is picked based on the type of the first argument.
# In Julia, all of the argument types contribute to selecting the best method.
# Let's define a function with more arguments, so we can see the difference
function fight(t::Tiger,c::Cat)
println("The $(t.coatcolor) tiger wins!")
end
#=> fight (generic function with 1 method)
fight(tigger,Panther()) #=> prints The orange tiger wins!
fight(tigger,Lion("ROAR")) #=> prints The orange tiger wins!
# Let's change the behavior when the Cat is specifically a Lion
fight(t::Tiger,l::Lion) = println("The $(l.mane_color)-maned lion wins!")
#=> fight (generic function with 2 methods)
fight(tigger,Panther()) #=> prints The orange tiger wins!
fight(tigger,Lion("ROAR")) #=> prints The green-maned lion wins!
# We don't need a Tiger in order to fight
fight(l::Lion,c::Cat) = println("The victorious cat says $(meow(c))")
#=> fight (generic function with 3 methods)
fight(Lion("balooga!"),Panther()) #=> prints The victorious cat says grrr
try
fight(Panther(),Lion("RAWR")) #=> ERROR: no method fight(Panther,Lion)
catch
end
# Also let the cat go first
fight(c::Cat,l::Lion) = println("The cat beats the Lion")
#=> Warning: New definition
# fight(Cat,Lion) at none:1
# is ambiguous with
# fight(Lion,Cat) at none:2.
# Make sure
# fight(Lion,Lion)
# is defined first.
#fight (generic function with 4 methods)
# This warning is because it's unclear which fight will be called in:
fight(Lion("RAR"),Lion("brown","rarrr")) #=> prints The victorious cat says rarrr
# The result may be different in other versions of Julia
fight(l::Lion,l2::Lion) = println("The lions come to a tie")
fight(Lion("RAR"),Lion("brown","rarrr")) #=> prints The lions come to a tie
```
@ -523,3 +663,4 @@ pet_cat(Lion(Panther(),"42")) #=> prints "The cat says 42"
You can get a lot more detail from [The Julia Manual](http://docs.julialang.org/en/latest/manual/)
The best place to get help with Julia is the (very friendly) [mailing list](https://groups.google.com/forum/#!forum/julia-users).