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777 lines
27 KiB
Markdown
---
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language: haxe
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filename: LearnHaxe3.hx
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contributors:
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- ["Justin Donaldson", "https://github.com/jdonaldson/"]
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---
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Haxe is a web-oriented language that provides platform support for C++, C#,
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Swf/ActionScript, Javascript, Java, and Neko byte code (also written by the
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Haxe author). Note that this guide is for Haxe version 3. Some of the guide
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may be applicable to older versions, but it is recommended to use other
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references.
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```csharp
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/*
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Welcome to Learn Haxe 3 in 15 minutes. http://www.haxe.org
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This is an executable tutorial. You can compile and run it using the haxe
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compiler, while in the same directory as LearnHaxe.hx:
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$> haxe -main LearnHaxe3 -x out
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Look for the slash-star marks surrounding these paragraphs. We are inside
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a "Multiline comment". We can leave some notes here that will get ignored
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by the compiler.
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Multiline comments are also used to generate javadoc-style documentation for
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haxedoc. They will be used for haxedoc if they immediately precede a class,
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class function, or class variable.
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*/
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// Double slashes like this will give a single-line comment
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/*
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This is your first actual haxe code coming up, it's declaring an empty
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package. A package isn't necessary, but it's useful if you want to create a
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namespace for your code (e.g. org.module.ClassName).
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*/
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package; // empty package, no namespace.
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/*
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Packages define modules for your code. Each module (e.g. org.module) must
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be lower case, and should exist as a folder structure containing the class.
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Class (and type) names must be capitalized. E.g, the class "org.module.Foo"
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should have the folder structure org/module/Foo.hx, as accessible from the
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compiler's working directory or class path.
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If you import code from other files, it must be declared before the rest of
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the code. Haxe provides a lot of common default classes to get you started:
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*/
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import haxe.ds.ArraySort;
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// you can import many classes/modules at once with "*"
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import haxe.ds.*;
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/*
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You can also import classes in a special way, enabling them to extend the
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functionality of other classes like a "mixin". More on 'using' later.
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*/
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using StringTools;
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/*
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Typedefs are like variables... for types. They must be declared before any
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code. More on this later.
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*/
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typedef FooString = String;
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// Typedefs can also reference "structural" types, more on that later as well.
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typedef FooObject = { foo: String };
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/*
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Here's the class definition. It's the main class for the file, since it has
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the same name (LearnHaxe3).
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*/
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class LearnHaxe3{
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/*
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If you want certain code to run automatically, you need to put it in
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a static main function, and specify the class in the compiler arguments.
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In this case, we've specified the "LearnHaxe3" class in the compiler
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arguments above.
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*/
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static function main(){
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/*
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Trace is the default method of printing haxe expressions to the
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screen. Different targets will have different methods of
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accomplishing this. E.g., java, c++, c#, etc. will print to std
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out. Javascript will print to console.log, and flash will print to
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an embedded TextField. All traces come with a default newline.
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Finally, It's possible to prevent traces from showing by using the
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"--no-traces" argument on the compiler.
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*/
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trace("Hello World, with trace()!");
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/*
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Trace can handle any type of value or object. It will try to print
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a representation of the expression as best it can. You can also
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concatenate strings with the "+" operator:
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*/
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trace( " Integer: " + 10 + " Float: " + 3.14 + " Boolean: " + true);
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/*
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In Haxe, it's required to separate expressions in the same block with
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semicolons. But, you can put two expressions on one line:
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*/
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trace('two expressions..'); trace('one line');
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//////////////////////////////////////////////////////////////////
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// Types & Variables
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//////////////////////////////////////////////////////////////////
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trace("***Types & Variables***");
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/*
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You can save values and references to data structures using the
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"var" keyword:
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*/
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var an_integer:Int = 1;
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trace(an_integer + " is the value for an_integer");
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/*
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Haxe is statically typed, so "an_integer" is declared to have an
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"Int" type, and the rest of the expression assigns the value "1" to
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it. It's not necessary to declare the type in many cases. Here,
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the haxe compiler is inferring that the type of another_integer
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should be "Int".
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*/
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var another_integer = 2;
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trace(another_integer + " is the value for another_integer");
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// The $type() method prints the type that the compiler assigns:
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$type(another_integer);
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// You can also represent integers with hexadecimal:
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var hex_integer = 0xffffff;
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/*
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Haxe uses platform precision for Int and Float sizes. It also
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uses the platform behavior for overflow.
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(Other numeric types and behavior are possible using special
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libraries)
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*/
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/*
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In addition to simple values like Integers, Floats, and Booleans,
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Haxe provides standard library implementations for common data
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structures like strings, arrays, lists, and maps:
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*/
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var a_string = "some" + 'string'; // strings can have double or single quotes
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trace(a_string + " is the value for a_string");
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/*
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Strings can be "interpolated" by inserting variables into specific
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positions. The string must be single quoted, and the variable must
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be preceded with "$". Expressions can be enclosed in ${...}.
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*/
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var x = 1;
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var an_interpolated_string = 'the value of x is $x';
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var another_interpolated_string = 'the value of x + 1 is ${x + 1}';
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/*
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Strings are immutable, instance methods will return a copy of
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parts or all of the string.
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(See also the StringBuf class).
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*/
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var a_sub_string = a_string.substr(0,4);
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trace(a_sub_string + " is the value for a_sub_string");
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/*
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Regexes are also supported, but there's not enough space to go into
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much detail.
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*/
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trace((~/foobar/.match('foo')) + " is the value for (~/foobar/.match('foo')))");
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/*
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Arrays are zero-indexed, dynamic, and mutable. Missing values are
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defined as null.
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*/
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var a = new Array<String>(); // an array that contains Strings
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a[0] = 'foo';
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trace(a.length + " is the value for a.length");
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a[9] = 'bar';
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trace(a.length + " is the value for a.length (after modification)");
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trace(a[3] + " is the value for a[3]"); //null
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/*
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Arrays are *generic*, so you can indicate which values they contain
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with a type parameter:
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*/
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var a2 = new Array<Int>(); // an array of Ints
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var a3 = new Array<Array<String>>(); // an Array of Arrays (of Strings).
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/*
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Maps are simple key/value data structures. The key and the value
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can be of any type.
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*/
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var m = new Map<String, Int>(); // The keys are strings, the values are Ints.
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m.set('foo', 4);
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// You can also use array notation;
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m['bar'] = 5;
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trace(m.exists('bar') + " is the value for m.exists('bar')");
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trace(m.get('bar') + " is the value for m.get('bar')");
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trace(m['bar'] + " is the value for m['bar']");
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var m2 = ['foo' => 4, 'baz' => 6]; // Alternative map syntax
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trace(m2 + " is the value for m2");
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/*
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Remember, you can use type inference. The Haxe compiler will
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decide the type of the variable the first time you pass an
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argument that sets a type parameter.
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*/
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var m3 = new Map();
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m3.set(6, 'baz'); // m3 is now a Map<Int,String>
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trace(m3 + " is the value for m3");
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/*
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Haxe has some more common datastructures in the haxe.ds module, such as
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List, Stack, and BalancedTree
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*/
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//////////////////////////////////////////////////////////////////
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// Operators
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//////////////////////////////////////////////////////////////////
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trace("***OPERATORS***");
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// basic arithmetic
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trace((4 + 3) + " is the value for (4 + 3)");
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trace((5 - 1) + " is the value for (5 - 1)");
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trace((2 * 4) + " is the value for (2 * 4)");
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trace((8 / 4) + " is the value for (8 / 3) (division always produces Floats)");
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trace((12 % 4) + " is the value for (12 % 4)");
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//basic comparison
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trace((3 == 2) + " is the value for 3 == 2");
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trace((3 != 2) + " is the value for 3 != 2");
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trace((3 > 2) + " is the value for 3 > 2");
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trace((3 < 2) + " is the value for 3 < 2");
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trace((3 >= 2) + " is the value for 3 >= 2");
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trace((3 <= 2) + " is the value for 3 <= 2");
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// standard bitwise operators
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/*
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~ Unary bitwise complement
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<< Signed left shift
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>> Signed right shift
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>>> Unsigned right shift
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& Bitwise AND
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^ Bitwise exclusive OR
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| Bitwise inclusive OR
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*/
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//increments
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var i = 0;
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trace("Increments and decrements");
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trace(i++); //i = 1. Post-Incrementation
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trace(++i); //i = 2. Pre-Incrementation
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trace(i--); //i = 1. Post-Decrementation
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trace(--i); //i = 0. Pre-Decrementation
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//////////////////////////////////////////////////////////////////
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// Control Structures
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//////////////////////////////////////////////////////////////////
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trace("***CONTROL STRUCTURES***");
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// if statements
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var j = 10;
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if (j == 10){
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trace("this is printed");
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} else if (j > 10){
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trace("not greater than 10, so not printed");
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} else {
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trace("also not printed.");
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}
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// there is also a "ternary" if:
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(j == 10) ? trace("equals 10") : trace("not equals 10");
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/*
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Finally, there is another form of control structures that operates
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at compile time: conditional compilation.
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*/
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#if neko
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trace('hello from neko');
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#elseif js
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trace('hello from js');
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#else
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trace('hello from another platform!');
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#end
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/*
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The compiled code will change depending on the platform target.
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Since we're compiling for neko (-x or -neko), we only get the neko
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greeting.
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*/
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trace("Looping and Iteration");
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// while loop
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var k = 0;
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while(k < 100){
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// trace(counter); // will print out numbers 0-99
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k++;
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}
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// do-while loop
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var l = 0;
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do{
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trace("do statement always runs at least once");
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} while (i > 0);
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// for loop
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/*
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There is no c-style for loop in Haxe, because they are prone
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to error, and not necessary. Instead, Haxe has a much simpler
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and safer version that uses Iterators (more on those later).
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*/
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var m = [1,2,3];
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for (val in m){
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trace(val + " is the value for val in the m array");
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}
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// Note that you can iterate on an index using a range
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// (more on ranges later as well)
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var n = ['foo', 'bar', 'baz'];
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for (val in 0...n.length){
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trace(val + " is the value for val (an index for m)");
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}
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trace("Array Comprehensions");
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// Array comprehensions give you the ability to iterate over arrays
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// while also creating filters and modifications.
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var filtered_n = [for (val in n) if (val != "foo") val];
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trace(filtered_n + " is the value for filtered_n");
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var modified_n = [for (val in n) val += '!'];
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trace(modified_n + " is the value for modified_n");
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var filtered_and_modified_n = [for (val in n) if (val != "foo") val += "!"];
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trace(filtered_and_modified_n + " is the value for filtered_and_modified_n");
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//////////////////////////////////////////////////////////////////
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// Switch Statements (Value Type)
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//////////////////////////////////////////////////////////////////
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trace("***SWITCH STATEMENTS (VALUE TYPES)***");
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/*
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Switch statements in Haxe are very powerful. In addition to working
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on basic values like strings and ints, they can also work on the
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generalized algebraic data types in enums (more on enums later).
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Here's some basic value examples for now:
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*/
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var my_dog_name = "fido";
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var favorite_thing = "";
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switch(my_dog_name){
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case "fido" : favorite_thing = "bone";
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case "rex" : favorite_thing = "shoe";
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case "spot" : favorite_thing = "tennis ball";
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default : favorite_thing = "some unknown treat";
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// case _ : "some unknown treat"; // same as default
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}
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// The "_" case above is a "wildcard" value
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// that will match anything.
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trace("My dog's name is" + my_dog_name
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+ ", and his favorite thing is a: "
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+ favorite_thing);
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//////////////////////////////////////////////////////////////////
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// Expression Statements
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//////////////////////////////////////////////////////////////////
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trace("***EXPRESSION STATEMENTS***");
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/*
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Haxe control statements are very powerful because every statement
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is also an expression, consider:
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*/
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// if statements
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var k = if (true){
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10;
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} else {
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20;
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}
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trace("K equals ", k); // outputs 10
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var other_favorite_thing = switch(my_dog_name) {
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case "fido" : "teddy";
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case "rex" : "stick";
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case "spot" : "football";
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default : "some unknown treat";
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}
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trace("My dog's name is" + my_dog_name
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+ ", and his other favorite thing is a: "
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+ other_favorite_thing);
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//////////////////////////////////////////////////////////////////
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// Converting Value Types
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//////////////////////////////////////////////////////////////////
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trace("***CONVERTING VALUE TYPES***");
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// You can convert strings to ints fairly easily.
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// string to integer
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Std.parseInt("0"); // returns 0
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Std.parseFloat("0.4"); // returns 0.4;
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// integer to string
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Std.string(0); // returns "0";
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// concatenation with strings will auto-convert to string.
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0 + ""; // returns "0";
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true + ""; // returns "true";
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// See documentation for parsing in Std for more details.
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//////////////////////////////////////////////////////////////////
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// Dealing with Types
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//////////////////////////////////////////////////////////////////
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/*
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As mentioned before, Haxe is a statically typed language. All in
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all, static typing is a wonderful thing. It enables
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precise autocompletions, and can be used to thoroughly check the
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correctness of a program. Plus, the Haxe compiler is super fast.
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*HOWEVER*, there are times when you just wish the compiler would let
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something slide, and not throw a type error in a given case.
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To do this, Haxe has two separate keywords. The first is the
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"Dynamic" type:
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*/
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var dyn: Dynamic = "any type of variable, such as this string";
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/*
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All that you know for certain with a Dynamic variable is that the
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compiler will no longer worry about what type it is. It is like a
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wildcard variable: You can pass it instead of any variable type,
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and you can assign any variable type you want.
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The other more extreme option is the "untyped" keyword:
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*/
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untyped {
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var x:Int = 'foo'; // this can't be right!
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var y:String = 4; // madness!
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}
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/*
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The untyped keyword operates on entire *blocks* of code, skipping
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any type checks that might be otherwise required. This keyword should
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be used very sparingly, such as in limited conditionally-compiled
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situations where type checking is a hinderance.
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In general, skipping type checks is *not* recommended. Use the
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enum, inheritance, or structural type models in order to help ensure
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the correctness of your program. Only when you're certain that none
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of the type models work should you resort to "Dynamic" or "untyped".
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*/
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//////////////////////////////////////////////////////////////////
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// Basic Object Oriented Programming
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//////////////////////////////////////////////////////////////////
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trace("***BASIC OBJECT ORIENTED PROGRAMMING***");
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/*
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Create an instance of FooClass. The classes for this are at the
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end of the file.
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*/
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var foo_instance = new FooClass(3);
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// read the public variable normally
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trace(foo_instance.public_any + " is the value for foo_instance.public_any");
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// we can read this variable
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trace(foo_instance.public_read + " is the value for foo_instance.public_read");
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// but not write it
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// foo_instance.public_write = 4; // this will throw an error if uncommented:
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// trace(foo_instance.public_write); // as will this.
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trace(foo_instance + " is the value for foo_instance"); // calls the toString method
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trace(foo_instance.toString() + " is the value for foo_instance.toString()"); // same thing
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/*
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The foo_instance has the "FooClass" type, while acceptBarInstance
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has the BarClass type. However, since FooClass extends BarClass, it
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is accepted.
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*/
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BarClass.acceptBarInstance(foo_instance);
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/*
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The classes below have some more advanced examples, the "example()"
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method will just run them here.
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*/
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SimpleEnumTest.example();
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ComplexEnumTest.example();
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TypedefsAndStructuralTypes.example();
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UsingExample.example();
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}
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}
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/*
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This is the "child class" of the main LearnHaxe3 Class
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|
*/
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class FooClass extends BarClass implements BarInterface{
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public var public_any:Int; // public variables are accessible anywhere
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public var public_read (default,null): Int; // use this style to only enable public read
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public var public_write (null, default): Int; // or public write
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public var property (get, set): Int; // use this style to enable getters/setters
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// private variables are not available outside the class.
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// see @:allow for ways around this.
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var _private:Int; // variables are private if they are not marked public
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// a public constructor
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public function new(arg:Int){
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super(); // call the constructor of the parent object, since we extended BarClass
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this.public_any= 0;
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this._private = arg;
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}
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// getter for _private
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function get_property() : Int {
|
|
return _private;
|
|
}
|
|
|
|
// setter for _private
|
|
function set_property(val:Int) : Int {
|
|
_private = val;
|
|
return val;
|
|
}
|
|
|
|
// special function that is called whenever an instance is cast to a string.
|
|
public function toString(){
|
|
return _private + " with toString() method!";
|
|
}
|
|
|
|
// this class needs to have this function defined, since it implements
|
|
// the BarInterface interface.
|
|
public function baseFunction(x: Int) : String{
|
|
// convert the int to string automatically
|
|
return x + " was passed into baseFunction!";
|
|
}
|
|
}
|
|
|
|
/*
|
|
A simple class to extend
|
|
*/
|
|
class BarClass {
|
|
var base_variable:Int;
|
|
public function new(){
|
|
base_variable = 4;
|
|
}
|
|
public static function acceptBarInstance(b:BarClass){
|
|
}
|
|
}
|
|
|
|
/*
|
|
A simple interface to implement
|
|
*/
|
|
interface BarInterface{
|
|
public function baseFunction(x:Int):String;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// Enums and Switch Statements
|
|
//////////////////////////////////////////////////////////////////
|
|
|
|
/*
|
|
Enums in Haxe are very powerful. In their simplest form, enums
|
|
are a type with a limited number of states:
|
|
*/
|
|
|
|
enum SimpleEnum {
|
|
Foo;
|
|
Bar;
|
|
Baz;
|
|
}
|
|
|
|
// Here's a class that uses it:
|
|
|
|
class SimpleEnumTest{
|
|
public static function example(){
|
|
var e_explicit:SimpleEnum = SimpleEnum.Foo; // you can specify the "full" name
|
|
var e = Foo; // but inference will work as well.
|
|
switch(e){
|
|
case Foo: trace("e was Foo");
|
|
case Bar: trace("e was Bar");
|
|
case Baz: trace("e was Baz"); // comment this line to throw an error.
|
|
}
|
|
|
|
/*
|
|
This doesn't seem so different from simple value switches on strings.
|
|
However, if we don't include *all* of the states, the compiler will
|
|
complain. You can try it by commenting out a line above.
|
|
|
|
You can also specify a default for enum switches as well:
|
|
*/
|
|
switch(e){
|
|
case Foo: trace("e was Foo again");
|
|
default : trace("default works here too");
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Enums go much further than simple states, we can also enumerate
|
|
*constructors*, but we'll need a more complex enum example
|
|
*/
|
|
enum ComplexEnum{
|
|
IntEnum(i:Int);
|
|
MultiEnum(i:Int, j:String, k:Float);
|
|
SimpleEnumEnum(s:SimpleEnum);
|
|
ComplexEnumEnum(c:ComplexEnum);
|
|
}
|
|
// Note: The enum above can include *other* enums as well, including itself!
|
|
|
|
class ComplexEnumTest{
|
|
public static function example(){
|
|
var e1:ComplexEnum = IntEnum(4); // specifying the enum parameter
|
|
/*
|
|
Now we can switch on the enum, as well as extract any parameters
|
|
it might of had.
|
|
*/
|
|
switch(e1){
|
|
case IntEnum(x) : trace('$x was the parameter passed to e1');
|
|
default: trace("Shouldn't be printed");
|
|
}
|
|
|
|
// another parameter here that is itself an enum... an enum enum?
|
|
var e2 = SimpleEnumEnum(Foo);
|
|
switch(e2){
|
|
case SimpleEnumEnum(s): trace('$s was the parameter passed to e2');
|
|
default: trace("Shouldn't be printed");
|
|
}
|
|
|
|
// enums all the way down
|
|
var e3 = ComplexEnumEnum(ComplexEnumEnum(MultiEnum(4, 'hi', 4.3)));
|
|
switch(e3){
|
|
// You can look for certain nested enums by specifying them explicitly:
|
|
case ComplexEnumEnum(ComplexEnumEnum(MultiEnum(i,j,k))) : {
|
|
trace('$i, $j, and $k were passed into this nested monster');
|
|
}
|
|
default: trace("Shouldn't be printed");
|
|
}
|
|
/*
|
|
Check out "generalized algebraic data types" (GADT) for more details
|
|
on why these are so great.
|
|
*/
|
|
}
|
|
}
|
|
|
|
class TypedefsAndStructuralTypes {
|
|
public static function example(){
|
|
/*
|
|
Here we're going to use typedef types, instead of base types.
|
|
At the top we've declared the type "FooString" to mean a "String" type.
|
|
*/
|
|
var t1:FooString = "some string";
|
|
|
|
/*
|
|
We can use typedefs for "structural types" as well. These types are
|
|
defined by their field structure, not by class inheritance. Here's
|
|
an anonymous object with a String field named "foo":
|
|
*/
|
|
|
|
var anon_obj = { foo: 'hi' };
|
|
|
|
/*
|
|
The anon_obj variable doesn't have a type declared, and is an
|
|
anonymous object according to the compiler. However, remember back at
|
|
the top where we declared the FooObj typedef? Since anon_obj matches
|
|
that structure, we can use it anywhere that a "FooObject" type is
|
|
expected.
|
|
*/
|
|
|
|
var f = function(fo:FooObject){
|
|
trace('$fo was passed in to this function');
|
|
}
|
|
f(anon_obj); // call the FooObject signature function with anon_obj.
|
|
|
|
/*
|
|
Note that typedefs can have optional fields as well, marked with "?"
|
|
|
|
typedef OptionalFooObj = {
|
|
?optionalString: String,
|
|
requiredInt: Int
|
|
}
|
|
*/
|
|
|
|
/*
|
|
Typedefs work well with conditional compilation. For instance,
|
|
we could have included this at the top of the file:
|
|
|
|
#if( js )
|
|
typedef Surface = js.html.CanvasRenderingContext2D;
|
|
#elseif( nme )
|
|
typedef Surface = nme.display.Graphics;
|
|
#elseif( !flash9 )
|
|
typedef Surface = flash8.MovieClip;
|
|
#elseif( java )
|
|
typedef Surface = java.awt.geom.GeneralPath;
|
|
#end
|
|
|
|
That would give us a single "Surface" type to work with across
|
|
all of those platforms.
|
|
*/
|
|
}
|
|
}
|
|
|
|
class UsingExample {
|
|
public static function example() {
|
|
|
|
/*
|
|
The "using" import keyword is a special type of class import that
|
|
alters the behavior of any static methods in the class.
|
|
|
|
In this file, we've applied "using" to "StringTools", which contains
|
|
a number of static methods for dealing with String types.
|
|
*/
|
|
trace(StringTools.endsWith("foobar", "bar") + " should be true!");
|
|
|
|
/*
|
|
With a "using" import, the first argument type is extended with the
|
|
method. What does that mean? Well, since "endsWith" has a first
|
|
argument type of "String", that means all String types now have the
|
|
"endsWith" method:
|
|
*/
|
|
trace("foobar".endsWith("bar") + " should be true!");
|
|
|
|
/*
|
|
This technique enables a good deal of expression for certain types,
|
|
while limiting the scope of modifications to a single file.
|
|
|
|
Note that the String instance is *not* modified in the run time.
|
|
The newly attached method is not really part of the attached
|
|
instance, and the compiler still generates code equivalent to a
|
|
static method.
|
|
*/
|
|
}
|
|
|
|
}
|
|
|
|
```
|
|
|
|
We're still only scratching the surface here of what Haxe can do. For a formal
|
|
overiew of all Haxe features, checkout the [online
|
|
manual](http://haxe.org/manual), the [online api](http://api.haxe.org/), and
|
|
"haxelib", the [haxe library repo] (http://lib.haxe.org/).
|
|
|
|
For more advanced topics, consider checking out:
|
|
|
|
* [Abstract types](http://haxe.org/manual/abstracts)
|
|
* [Macros](http://haxe.org/manual/macros), and [Compiler Macros](http://haxe.org/manual/macros_compiler)
|
|
* [Tips and Tricks](http://haxe.org/manual/tips_and_tricks)
|
|
|
|
|
|
Finally, please join us on [the mailing list](https://groups.google.com/forum/#!forum/haxelang), on IRC [#haxe on
|
|
freenode](http://webchat.freenode.net/), or on
|
|
[Google+](https://plus.google.com/communities/103302587329918132234).
|
|
|
|
|