Difference between revisions of "C++ Syntax"
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=Operators= | =Operators= | ||
− | Within if statements and also within loops, the following relational and conditional operates exist: | + | Within if statements and also within loops, the following relational and conditional operates exist (these are the same as C#): |
===Relational=== | ===Relational=== | ||
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| == || Equal | | == || Equal | ||
|- | |- | ||
− | | | + | | != || Not equal |
|- | |- | ||
| <= || Less than or equal | | <= || Less than or equal | ||
Line 200: | Line 200: | ||
! Operator !!Description !! Example | ! Operator !!Description !! Example | ||
|- | |- | ||
− | | | + | | && || Called Logical AND operator. If both the operands are non zero then condition becomes true.||(A && B) is false |
|- | |- | ||
− | | | + | | <nowiki>||</nowiki> || Called Logical OR Operator. If any of the two operands is non zero then condition becomes true. || (A <nowiki>||</nowiki> B) is true. |
|- | |- | ||
− | | | + | | !|| Called Logical NOT Operator. Use to reverses the logical state of its operand. If a condition is true then Logical NOT operator will make false. || !(A && B) is true. |
|} | |} | ||
Revision as of 11:25, 13 June 2019
Contents
Comments
C++ implements comments by:
/* This is a comment */
/* C++ comments can also
* span multiple lines
*/
// Single line comment also
Write to Console
Writing to the console is a little more complicated than other languages:
#include <iostream>
using namespace std;
main() {
cout << "Hello World"; // prints Hello World
return 0;
}
You can also use 'endl' to have a new line:
#include <iostream>
using namespace std;
int main() {
cout << "Hello World" << endl;
cout << "Hola Mundo" << endl;
return 0;
}
You can also concatenate using the '<<' symbols:
#include <iostream>
using namespace std;
main() {
cout << "Hello World " << 0 <<endl; // prints Hello World followed by a 0
return 0;
}
This method can be used to concatenate variable into your output (ie replace '0' with a variable name).
Escape Characters
These can also include escape characters in the string, eg '\n':
#include <iostream>
using namespace std;
main() {
cout << "Hello\nWorld"; // prints Hello followed by a new line and then World
return 0;
}
Here is a list of the escape characters available:
Escape sequence | Meaning |
---|---|
\\ | \ character |
\' | ' character |
\" | Alert or bell |
\b | Backspace |
\f | Form feed |
\n | Newline |
\r | Carriage return |
\t | Horizontal tab |
\v | Vertical tab |
\ooo | Octal number of one to three digits |
\xhh . . . | Hexadecimal number of one or more digits |
Read from Console
C++ can read from the keyboard (ie Console.ReadLine() in C# or input() in Python), This uses the 'cin' command. The example is for will read an integer (notice the direction of the '>>' is swapped for inputs):
#include <iostream>
using namespace std;
int main ()
{
int i;
cout << "Please enter an integer value: ";
cin >> i;
cout << "The value you entered is " << i;
return 0;
}
Strings are handled differently, because using 'cin' a space is considered to be terminating character. using this method you can only enter a single word. So you need to do this instead:
#include <iostream>
#include <string> //added this include for handling strings
using namespace std;
int main ()
{
string mystr;
cout << "What's your name? ";
getline (cin, mystr); //getline is passed cin and the string to read in
cout << "Hello " << mystr << endl;
return 0;
}
Variables
Lua uses variables similar to python, you don't need to specify a data type:
Numbers
num = 42 -- All numbers are doubles.
Strings
s = 'walternate' -- Immutable strings like Python.
t = "double-quotes are also fine"
u = [[ Double brackets
start and end
multi-line strings.]]
-- String concatenation uses the .. operator:
message = 'Winter is coming, ' .. line
Empty / Null
t = nil -- Undefines t; Lua has garbage collection.
Global Variables
The default in Lua is that all variables are global (in python all variables are local):
-- Variables are global by default.
thisIsGlobal = 5 -- Camel case is common.
Local Variables
To specify a variable is only local, you need to include 'local' before the variable name:
-- How to make a variable local:
local line = io.read() -- Reads next stdin line.
If Statement
C++ If statements are exactly the same as C#.
Operators
Within if statements and also within loops, the following relational and conditional operates exist (these are the same as C#):
Relational
Symbols | Explanation |
---|---|
== | Equal |
!= | Not equal |
<= | Less than or equal |
>= | Greater than or equal |
< | Less than |
> | Greater than |
Conditional
Operator | Description | Example |
---|---|---|
&& | Called Logical AND operator. If both the operands are non zero then condition becomes true. | (A && B) is false |
|| | Called Logical OR Operator. If any of the two operands is non zero then condition becomes true. | (A || B) is true. |
! | Called Logical NOT Operator. Use to reverses the logical state of its operand. If a condition is true then Logical NOT operator will make false. | !(A && B) is true. |
Loops
Just like other languages Lua has the standard 3 types of loop. While will run 0 or more times (may never run), Repeat (do..while) will run at least once, For will run an exact number of times:
Each of the loop structures in C++ are exactly the same as in C#.
Functions
Declaring a function
You can declare a function using the command 'function', the parameters will be within the round brackets '()'. The use of 'local' is not really required:
local function add(first_number, second_number)
print(first_number + second_number)
end
add(2, 3) -- calling a method
Returning a value
You can return a value from a function by using 'return'
local function add(first_number, second_number)
return first_number + second_number
end
print(add(5, 6))
Classes - Table Based
Just like other programming languages, Lua is can be used in an OOP way. Lua calls '{}' tables or meta tables, but they are the same as a class really:
Define a class
-- Meta class, class defined with {}, variables can be set like 'area'
Shape = {area = 0}
-- Base class is named, followed by ':' to create a method for the class
function Shape:new (o,side)
o = o or {} -- if an object is passed, use it or create an empty one
setmetatable(o, self)
self.__index = self
side = side or 0 -- if side is passed, use it or set side to 0
self.area = side*side;
return o
end
-- Base class method printArea
function Shape:printArea ()
print("The area is ",self.area)
end
Creating an object
-- Creating an object
myshape = Shape:new(nil,10)
--to access the methods of the object you need to use ':'
myshape:printArea()
Inheritance
Square = Shape:new()
-- Derived class method new
function Square:new (o,side)
o = o or Shape:new(o,side) -- if an object is passed, use it or create a new shape
setmetatable(o, self)
self.__index = self
return o
end
You can override an inherited method by redeclaring it:
-- Derived class method printArea
function Square:printArea ()
print("The area of square is ",self.area)
end
Classes - Closure Based
Lua can implement classes in a second way:
Define a Class
function MyClass(init)
-- the new instance
local self = {
-- public fields go in the instance table
public_field = 0
}
-- private fields are implemented using locals
-- they are faster than table access, and are truly private, so the code that uses your class can't get them
local private_field = init
function self.foo()
return self.public_field + private_field
end
function self.bar()
private_field = private_field + 1
end
-- return the instance
return self
end
Creating an Object
Creating and using an instance can be done with:
local i = MyClass(5)
print(i.foo()) --> 5
i.public_field = 3
i.bar()
Inheritance
This is the base class, and below a subclass derived from it:
function BaseClass(init)
local self = {}
local private_field = init
function self.foo()
return private_field
end
function self.bar()
private_field = private_field + 1
end
-- return the instance
return self
end
function DerivedClass(init, init2)
local self = BaseClass(init)
-- Public fields can be added to the derived version
self.public_field = init2
-- this is independent from the base class's private field that has the same name
-- the derived value would be self.private_field
local private_field = init2
-- save the base version of foo for use in the derived version
local base_foo = self.foo
-- this function overrides the derived version
function self.foo()
return private_field + self.public_field + base_foo()
end
-- return the instance
return self
end