Java @
// Single-line comments start with //

/*
Multi-line comments look like this.
*/

/**
 * JavaDoc comments look like this. Used to describe the Class or various
 * attributes of a Class.
 * Main attributes:
 *
 * @author      Name (and contact information such as email) of author(s).
 * @version     Current version of the program.
 * @since       When this part of the program was first added.
 * @param       For describing the different parameters for a method.
 * @return      For describing what the method returns.
 * @deprecated  For showing the code is outdated or shouldn't be used.
 * @see         Links to another part of documentation.
*/

// Import ArrayList class inside of the java.util package
import java.util.ArrayList;
// Import all classes inside of java.security package
import java.security.*;

// Each .java file contains one outer-level public class, with the same name
// as the file.
public class LearnJava {

    // In order to run a java program, it must have a main method as an entry
    // point.
    public static void main (String[] args) {

        // Use System.out.println() to print lines.
        System.out.println("Hello World!");
        System.out.println(
            "Integer: " + 10 +
            " Double: " + 3.14 +
            " Boolean: " + true);

        // To print without a newline, use System.out.print().
        System.out.print("Hello ");
        System.out.print("World");

        // Use System.out.printf() for easy formatted printing.
        System.out.printf("pi = %.5f", Math.PI); // => pi = 3.14159

        ///////////////////////////////////////
        // Variables
        ///////////////////////////////////////

        /*
        *  Variable Declaration
        */
        // Declare a variable using <type> <name>
        int fooInt;
        // Declare multiple variables of the same
        // type <type> <name1>, <name2>, <name3>
        int fooInt1, fooInt2, fooInt3;

        /*
        *  Variable Initialization
        */

        // Initialize a variable using <type> <name> = <val>
        int fooInt = 1;
        // Initialize multiple variables of same type with same
        // value <type> <name1>, <name2>, <name3> = <val>
        int fooInt1, fooInt2, fooInt3;
        fooInt1 = fooInt2 = fooInt3 = 1;

        /*
        *  Variable types
        */
        // Byte - 8-bit signed two's complement integer
        // (-128 <= byte <= 127)
        byte fooByte = 100;

        // Short - 16-bit signed two's complement integer
        // (-32,768 <= short <= 32,767)
        short fooShort = 10000;

        // Integer - 32-bit signed two's complement integer
        // (-2,147,483,648 <= int <= 2,147,483,647)
        int fooInt = 1;

        // Long - 64-bit signed two's complement integer
        // (-9,223,372,036,854,775,808 <= long <= 9,223,372,036,854,775,807)
        long fooLong = 100000L;
        // L is used to denote that this variable value is of type Long;
        // anything without is treated as integer by default.

        // Note: Java has no unsigned types.

        // Float - Single-precision 32-bit IEEE 754 Floating Point
        // 2^-149 <= float <= (2-2^-23) * 2^127
        float fooFloat = 234.5f;
        // f or 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
        // 2^-1074 <= x <= (2-2^-52) * 2^1023
        double fooDouble = 123.4;

        // Boolean - true & false
        boolean fooBoolean = true;
        boolean barBoolean = false;

        // Char - A single 16-bit Unicode character
        char fooChar = 'A';

        // final variables can't be reassigned to another object,
        final int HOURS_I_WORK_PER_WEEK = 9001;
        // but they can be initialized later.
        final double E;
        E = 2.71828;

        // BigInteger - Immutable arbitrary-precision integers
        //
        // BigInteger is a data type that allows programmers to manipulate
        // integers longer than 64-bits. Integers are stored as an array of
        // of bytes and are manipulated using functions built into BigInteger
        //
        // BigInteger can be initialized using an array of bytes or a string.
        BigInteger fooBigInteger = new BigInteger(fooByteArray);

        // BigDecimal - Immutable, arbitrary-precision signed decimal number
        //
        // A BigDecimal takes two parts: an arbitrary precision integer
        // unscaled value and a 32-bit integer scale
        //
        // BigDecimal allows the programmer complete control over decimal
        // rounding. It is recommended to use BigDecimal with currency values
        // and where exact decimal precision is required.
        //
        // BigDecimal can be initialized with an int, long, double or String
        // or by initializing the unscaled value (BigInteger) and scale (int).
        BigDecimal fooBigDecimal = new BigDecimal(fooBigInteger, fooInt);

        // Be wary of the constructor that takes a float or double as
        // the inaccuracy of the float/double will be copied in BigDecimal.
        // Prefer the String constructor when you need an exact value.
        BigDecimal tenCents = new BigDecimal("0.1");

        // Strings
        String fooString = "My String Is Here!";

        // \n is an escaped character that starts a new line
        String barString = "Printing on a new line?\nNo Problem!";
        // \t is an escaped character that adds a tab character
        String bazString = "Do you want to add a tab?\tNo Problem!";
        System.out.println(fooString);
        System.out.println(barString);
        System.out.println(bazString);

        // String Building
        // #1 - with plus operator
        // That's the basic way to do it (optimized under the hood)
        String plusConcatenated = "Strings can " + "be concatenated " + "via + operator.";
        System.out.println(plusConcatenated);
        // Output: Strings can be concatenated via + operator.

        // #2 - with StringBuilder
        // This way doesn't create any intermediate strings. It just stores the string pieces, and ties them together
        // when toString() is called.
        // Hint: This class is not thread safe. A thread-safe alternative (with some impact on performance) is StringBuffer.
        StringBuilder builderConcatenated = new StringBuilder();
        builderConcatenated.append("You ");
        builderConcatenated.append("can use ");
        builderConcatenated.append("the StringBuilder class.");
        System.out.println(builderConcatenated.toString()); // only now is the string built
        // Output: You can use the StringBuilder class.

        // #3 - with String formatter
        // Another alternative way to create strings. Fast and readable.
        String.format("%s may prefer %s.", "Or you", "String.format()");
        // Output: Or you may prefer String.format().

        // Arrays
        // The array size must be decided upon instantiation
        // The following formats work for declaring an array
        // <datatype>[] <var name> = new <datatype>[<array size>];
        // <datatype> <var name>[] = new <datatype>[<array size>];
        int[] intArray = new int[10];
        String[] stringArray = new String[1];
        boolean boolArray[] = new boolean[100];

        // Another way to declare & initialize an array
        int[] y = {9000, 1000, 1337};
        String names[] = {"Bob", "John", "Fred", "Juan Pedro"};
        boolean bools[] = {true, false, false};

        // Indexing an array - Accessing an element
        System.out.println("intArray @ 0: " + intArray[0]);

        // Arrays are zero-indexed and mutable.
        intArray[1] = 1;
        System.out.println("intArray @ 1: " + intArray[1]); // => 1

        // Other data types worth checking out
        // ArrayLists - Like arrays except more functionality is offered, and
        //              the size is mutable.
        // LinkedLists - Implementation of doubly-linked list. All of the
        //               operations perform as could be expected for a
        //               doubly-linked list.
        // Maps - A set of objects that map keys to values. Map is
        //        an interface and therefore cannot be instantiated.
        //        The type of keys and values contained in a Map must
        //        be specified upon instantiation of the implementing
        //        class. Each key may map to only one corresponding value,
        //        and each key may appear only once (no duplicates).
        // HashMaps - This class uses a hashtable to implement the Map
        //            interface. This allows the execution time of basic
        //            operations, such as get and insert element, to remain
        //            constant even for large sets.
        // TreeMap - This class is a sorted tree structure. It implements a red
        //           black tree and sorts the entries based on the key value or
        //           the comparator provided while creating the object

        ///////////////////////////////////////
        // Operators
        ///////////////////////////////////////
        System.out.println("\n->Operators");

        int i1 = 1, i2 = 2; // Shorthand for multiple declarations

        // Arithmetic is straightforward
        System.out.println("1+2 = " + (i1 + i2)); // => 3
        System.out.println("2-1 = " + (i2 - i1)); // => 1
        System.out.println("2*1 = " + (i2 * i1)); // => 2
        System.out.println("1/2 = " + (i1 / i2)); // => 0 (int/int returns int)
        System.out.println("1/2 = " + (i1 / (double)i2)); // => 0.5

        // Modulo
        System.out.println("11%3 = "+(11 % 3)); // => 2

        // Comparison operators
        System.out.println("3 == 2? " + (3 == 2)); // => false
        System.out.println("3 != 2? " + (3 != 2)); // => true
        System.out.println("3 > 2? " + (3 > 2)); // => true
        System.out.println("3 < 2? " + (3 < 2)); // => false
        System.out.println("2 <= 2? " + (2 <= 2)); // => true
        System.out.println("2 >= 2? " + (2 >= 2)); // => true

        // Boolean operators
        System.out.println("3 > 2 && 2 > 3? " + ((3 > 2) && (2 > 3))); // => false
        System.out.println("3 > 2 || 2 > 3? " + ((3 > 2) || (2 > 3))); // => true
        System.out.println("!(3 == 2)? " + (!(3 == 2))); // => true

        // Bitwise operators!
        /*
        ~      Unary bitwise complement
        <<     Signed left shift
        >>     Signed/Arithmetic right shift
        >>>    Unsigned/Logical right shift
        &      Bitwise AND
        ^      Bitwise exclusive OR
        |      Bitwise inclusive OR
        */

        // Increment operators
        int i = 0;
        System.out.println("\n->Inc/Dec-rementation");
        // The ++ and -- operators increment and decrement by 1 respectively.
        // If they are placed before the variable, they increment then return;
        // after the variable they return then increment.
        System.out.println(i++); // i = 1, prints 0 (post-increment)
        System.out.println(++i); // i = 2, prints 2 (pre-increment)
        System.out.println(i--); // i = 1, prints 2 (post-decrement)
        System.out.println(--i); // i = 0, prints 0 (pre-decrement)

        ///////////////////////////////////////
        // Control Structures
        ///////////////////////////////////////
        System.out.println("\n->Control Structures");

        // If statements are c-like
        int j = 10;
        if (j == 10) {
            System.out.println("I get printed");
        } else if (j > 10) {
            System.out.println("I don't");
        } else {
            System.out.println("I also don't");
        }

        // While loop
        int fooWhile = 0;
        while(fooWhile < 100) {
            System.out.println(fooWhile);
            // Increment the counter
            // Iterated 100 times, fooWhile 0,1,2...99
            fooWhile++;
        }
        System.out.println("fooWhile Value: " + fooWhile);

        // Do While Loop
        int fooDoWhile = 0;
        do {
            System.out.println(fooDoWhile);
            // Increment the counter
            // Iterated 99 times, fooDoWhile 0->99
            fooDoWhile++;
        } while(fooDoWhile < 100);
        System.out.println("fooDoWhile Value: " + fooDoWhile);

        // For Loop
        // for loop structure => for(<start_statement>; <conditional>; <step>)
        for (int fooFor = 0; fooFor < 10; fooFor++) {
            System.out.println(fooFor);
            // Iterated 10 times, fooFor 0->9
        }
        System.out.println("fooFor Value: " + fooFor);

        // Nested For Loop Exit with Label
        outer:
        for (int i = 0; i < 10; i++) {
          for (int j = 0; j < 10; j++) {
            if (i == 5 && j ==5) {
              break outer;
              // breaks out of outer loop instead of only the inner one
            }
          }
        }

        // For Each Loop
        // The for loop is also able to iterate over arrays as well as objects
        // that implement the Iterable interface.
        int[] fooList = {1, 2, 3, 4, 5, 6, 7, 8, 9};
        // for each loop structure => for (<object> : <iterable>)
        // reads as: for each element in the iterable
        // note: the object type must match the element type of the iterable.
        for (int bar : fooList) {
            System.out.println(bar);
            //Iterates 9 times and prints 1-9 on new lines
        }

        // Switch Case
        // A switch works with the byte, short, char, and int data types.
        // It also works with enumerated types (discussed in Enum Types), the
        // String class, and a few special classes that wrap primitive types:
        // Character, Byte, Short, and Integer.
        int month = 3;
        String monthString;
        switch (month) {
            case 1: monthString = "January";
                    break;
            case 2: monthString = "February";
                    break;
            case 3: monthString = "March";
                    break;
            default: monthString = "Some other month";
                     break;
        }
        System.out.println("Switch Case Result: " + monthString);

        // Starting in Java 7 and above, switching Strings works like this:
        String myAnswer = "maybe";
        switch(myAnswer) {
            case "yes":
                System.out.println("You answered yes.");
                break;
            case "no":
                System.out.println("You answered no.");
                break;
            case "maybe":
                System.out.println("You answered maybe.");
                break;
            default:
                System.out.println("You answered " + myAnswer);
                break;
        }

        // Conditional Shorthand
        // You can use the '?' operator for quick assignments or logic forks.
        // Reads as "If (statement) is true, use <first value>, otherwise, use
        // <second value>"
        int foo = 5;
        String bar = (foo < 10) ? "A" : "B";
        System.out.println(bar); // Prints A, because the statement is true

        ////////////////////////////////////////
        // Converting Data Types And Typecasting
        ////////////////////////////////////////

        // Converting data

        // Convert String To Integer
        Integer.parseInt("123");//returns an integer version of "123"

        // Convert Integer To String
        Integer.toString(123);//returns a string version of 123

        // For other conversions check out the following classes:
        // Double
        // Long
        // String

        // Typecasting
        // You can also cast Java objects, there's a lot of details and deals
        // with some more intermediate concepts. Feel free to check it out here:
        // http://docs.oracle.com/javase/tutorial/java/IandI/subclasses.html

        ///////////////////////////////////////
        // Classes And Functions
        ///////////////////////////////////////

        System.out.println("\n->Classes & Functions");

        // (definition of the Bicycle class follows)

        // 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);

        // toString returns this Object's string representation.
        System.out.println("trek info: " + trek.toString());

        // Double Brace Initialization
        // The Java Language has no syntax for how to create static Collections
        // in an easy way. Usually you end up in the following way:
        private static final Set<String> COUNTRIES = new HashSet<String>();
        static {
           COUNTRIES.add("DENMARK");
           COUNTRIES.add("SWEDEN");
           COUNTRIES.add("FINLAND");
        }

        // But there's a nifty way to achieve the same thing in an
        // easier way, by using something that is called Double Brace
        // Initialization.
        private static final Set<String> COUNTRIES = new HashSet<String>() {{
            add("DENMARK");
            add("SWEDEN");
            add("FINLAND");
        }}

        // The first brace is creating a new AnonymousInnerClass and the
        // second one declares an instance initializer block. This block
        // is called when the anonymous inner class is created.
        // This does not only work for Collections, it works for all
        // non-final classes.

    } // End main method
} // End LearnJava class

// You can include other, non-public outer-level classes in a .java file,
// but it is not good practice. Instead split classes into separate files.

// Class Declaration Syntax:
// <public/private/protected> class <class name> {
//    // data fields, constructors, functions all inside.
//    // functions are called as methods in Java.
// }

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
    String name; // default: Only accessible from within this package
    static String className; // Static class variable

    // Static block
    // Java has no implementation of static constructors, but
    // has a static block that can be used to initialize class variables
    // (static variables).
    // This block will be called when the class is loaded.
    static {
        className = "Bicycle";
    }

    // Constructors are a way of creating classes
    // This is a constructor
    public Bicycle() {
        // You can also call another constructor:
        // this(1, 50, 5, "Bontrager");
        gear = 1;
        cadence = 50;
        speed = 5;
        name = "Bontrager";
    }
    // This is a constructor that takes arguments
    public Bicycle(int startCadence, int startSpeed, int startGear,
        String name) {
        this.gear = startGear;
        this.cadence = startCadence;
        this.speed = startSpeed;
        this.name = name;
    }

    // Method Syntax:
    // <public/private/protected> <return type> <function name>(<args>)

    // Java classes often implement getters and setters for their fields

    // Method declaration syntax:
    // <access modifier> <return type> <method name>(<args>)
    public int getCadence() {
        return cadence;
    }

    // void methods require no return statement
    public void setCadence(int newValue) {
        cadence = newValue;
    }
    public void setGear(int newValue) {
        gear = newValue;
    }
    public void speedUp(int increment) {
        speed += increment;
    }
    public void slowDown(int decrement) {
        speed -= decrement;
    }
    public void setName(String newName) {
        name = newName;
    }
    public String getName() {
        return name;
    }

    //Method to display the attribute values of this Object.
    @Override // Inherited from the Object class.
    public String toString() {
        return "gear: " + gear + " cadence: " + cadence + " speed: " + speed +
            " name: " + name;
    }
} // end class Bicycle

// PennyFarthing is a subclass of Bicycle
class PennyFarthing extends Bicycle {
    // (Penny Farthings are those bicycles with the big front wheel.
    // They have no gears.)

    public PennyFarthing(int startCadence, int startSpeed) {
        // Call the parent constructor with super
        super(startCadence, startSpeed, 0, "PennyFarthing");
    }

    // You should mark a method you're overriding with an @annotation.
    // To learn more about what annotations are and their purpose check this
    // out: http://docs.oracle.com/javase/tutorial/java/annotations/
    @Override
    public void setGear(int gear) {
        this.gear = 0;
    }
}

// Interfaces
// Interface declaration syntax
// <access-level> interface <interface-name> extends <super-interfaces> {
//     // Constants
//     // Method declarations
// }

// Example - Food:
public interface Edible {
    public void eat(); // Any class that implements this interface, must
                       // implement this method.
}

public interface Digestible {
    public void digest();
    // In Java 8, interfaces can have default method.
    // public void digest() {
    //     System.out.println("digesting ...");
    // }
}

// We can now create a class that implements both of these interfaces.
public class Fruit implements Edible, Digestible {
    @Override
    public void eat() {
        // ...
    }

    @Override
    public void digest() {
        // ...
    }
}

// In Java, you can extend only one class, but you can implement many
// interfaces. For example:
public class ExampleClass extends ExampleClassParent implements InterfaceOne,
    InterfaceTwo {
    @Override
    public void InterfaceOneMethod() {
    }

    @Override
    public void InterfaceTwoMethod() {
    }

}

// Abstract Classes

// Abstract Class declaration syntax
// <access-level> abstract <abstract-class-name> extends <super-abstract-classes> {
//     // Constants and variables
//     // Method declarations
// }

// Marking a class as abstract means that it contains abstract methods that
// must be defined in a child class. Similar to interfaces, abstract classes
// cannot be instantiated, but instead must be extended and the abstract
// methods defined. Different from interfaces, abstract classes can contain a
// concrete and abstract methods. Methods in an interface cannot have a body,
// mixture of unless the method is static, and variables are final by default,
// unlike an abstract class. Also abstract classes CAN have the "main" method.
public abstract class Animal
{
    public abstract void makeSound();

    // Method can have a body
    public void eat()
    {
        System.out.println("I am an animal and I am Eating.");
        // Note: We can access private variable here.
        age = 30;
    }

    // No need to initialize, however in an interface
    // a variable is implicitly final and hence has
    // to be initialized.
    protected int age;

    public void printAge()
    {
        System.out.println(age);
    }

    // Abstract classes can have main function.
    public static void main(String[] args)
    {
        System.out.println("I am abstract");
    }
}

class Dog extends Animal
{
    // Note still have to override the abstract methods in the
    // abstract class.
    @Override
    public void makeSound()
    {
        System.out.println("Bark");
        // age = 30;    ==> ERROR!  age is private to Animal
    }

    // NOTE: You will get an error if you used the
    // @Override annotation here, since java doesn't allow
    // overriding of static methods.
    // What is happening here is called METHOD HIDING.
    // Check out this SO post: http://stackoverflow.com/questions/16313649/
    public static void main(String[] args)
    {
        Dog pluto = new Dog();
        pluto.makeSound();
        pluto.eat();
        pluto.printAge();
    }
}

// Final Classes

// Final Class declaration syntax
// <access-level> final <final-class-name> {
//     // Constants and variables
//     // Method declarations
// }

// Final classes are classes that cannot be inherited from and are therefore a
// final child. In a way, final classes are the opposite of abstract classes
// because abstract classes must be extended, but final classes cannot be
// extended.
public final class SaberToothedCat extends Animal
{
    // Note still have to override the abstract methods in the
    // abstract class.
    @Override
    public void makeSound()
    {
        System.out.println("Roar");
    }
}

// Final Methods
public abstract class Mammal()
{
    // Final Method Syntax:
    // <access modifier> final <return type> <function name>(<args>)

    // Final methods, like, final classes cannot be overridden by a child
    // class, and are therefore the final implementation of the method.
    public final boolean isWarmBlooded()
    {
        return true;
    }
}

// Enum Type
//
// An enum type is a special data type that enables for a variable to be a set
// of predefined constants. The variable must be equal to one of the values
// that have been predefined for it. Because they are constants, the names of
// an enum type's fields are in uppercase letters. In the Java programming
// language, you define an enum type by using the enum keyword. For example,
// you would specify a days-of-the-week enum type as:
public enum Day {
    SUNDAY, MONDAY, TUESDAY, WEDNESDAY,
    THURSDAY, FRIDAY, SATURDAY
}

// We can use our enum Day like that:
public class EnumTest {
    // Variable Enum
    Day day;

    public EnumTest(Day day) {
        this.day = day;
    }

    public void tellItLikeItIs() {
        switch (day) {
            case MONDAY:
                System.out.println("Mondays are bad.");
                break;
            case FRIDAY:
                System.out.println("Fridays are better.");
                break;
            case SATURDAY:
            case SUNDAY:
                System.out.println("Weekends are best.");
                break;
            default:
                System.out.println("Midweek days are so-so.");
                break;
        }
    }

    public static void main(String[] args) {
        EnumTest firstDay = new EnumTest(Day.MONDAY);
        firstDay.tellItLikeItIs(); // => Mondays are bad.
        EnumTest thirdDay = new EnumTest(Day.WEDNESDAY);
        thirdDay.tellItLikeItIs(); // => Midweek days are so-so.
    }
}

// Enum types are much more powerful than we show above.
// The enum body can include methods and other fields.
// You can see more at https://docs.oracle.com/javase/tutorial/java/javaOO/enum.html
Perl @
# Single line comments start with a number sign.

#### Strict and warnings

use strict;
use warnings;

# All perl scripts and modules should include these lines. Strict causes
# compilation to fail in cases like misspelled variable names, and
# warnings will print warning messages in case of common pitfalls like
# concatenating to an undefined value.

#### Perl variable types

#  Variables begin with a sigil, which is a symbol showing the type.
#  A valid variable name starts with a letter or underscore,
#  followed by any number of letters, numbers, or underscores.

### Perl has three main variable types: $scalar, @array, and %hash.

## Scalars
#  A scalar represents a single value:
my $animal = "camel";
my $answer = 42;

# Scalar values can be strings, integers or floating point numbers, and
# Perl will automatically convert between them as required.

## Arrays
#  An array represents a list of values:
my @animals = ("camel", "llama", "owl");
my @numbers = (23, 42, 69);
my @mixed   = ("camel", 42, 1.23);

# Array elements are accessed using square brackets, with a $ to
# indicate one value will be returned.
my $second = $animals[1];

## Hashes
#   A hash represents a set of key/value pairs:

my %fruit_color = ("apple", "red", "banana", "yellow");

#  You can use whitespace and the "=>" operator to lay them out more
#  nicely:

my %fruit_color = (
  apple  => "red",
  banana => "yellow",
);

# Hash elements are accessed using curly braces, again with the $ sigil.
my $color = $fruit_color{apple};

# Scalars, arrays and hashes are documented more fully in perldata.
# (perldoc perldata).

#### References

# More complex data types can be constructed using references, which
# allow you to build arrays and hashes within arrays and hashes.

my $array_ref = \@array;
my $hash_ref = \%hash;
my @array_of_arrays = (\@array1, \@array2, \@array3);

# You can also create anonymous arrays or hashes, returning a reference:

my $fruits = ["apple", "banana"];
my $colors = {apple => "red", banana => "yellow"};

# References can be dereferenced by prefixing the appropriate sigil.

my @fruits_array = @$fruits;
my %colors_hash = %$colors;

# As a shortcut, the arrow operator can be used to dereference and
# access a single value.

my $first = $array_ref->[0];
my $value = $hash_ref->{banana};

# See perlreftut and perlref for more in-depth documentation on
# references.

#### Conditional and looping constructs

# Perl has most of the usual conditional and looping constructs.

if ($var) {
  ...
} elsif ($var eq 'bar') {
  ...
} else {
  ...
}

unless (condition) {
  ...
}
# This is provided as a more readable version of "if (!condition)"

# the Perlish post-condition way
print "Yow!" if $zippy;
print "We have no bananas" unless $bananas;

#  while
while (condition) {
  ...
}


# for loops and iteration
for (my $i = 0; $i < $max; $i++) {
  print "index is $i";
}

for (my $i = 0; $i < @elements; $i++) {
  print "Current element is " . $elements[$i];
}

for my $element (@elements) {
  print $element;
}

# implicitly

for (@elements) {
  print;
}

# the Perlish post-condition way again
print for @elements;

# iterating through the keys and values of a referenced hash
print $hash_ref->{$_} for keys %$hash_ref;

#### Regular expressions

# Perl's regular expression support is both broad and deep, and is the
# subject of lengthy documentation in perlrequick, perlretut, and
# elsewhere. However, in short:

# Simple matching
if (/foo/)       { ... }  # true if $_ contains "foo"
if ($x =~ /foo/) { ... }  # true if $x contains "foo"

# Simple substitution

$x =~ s/foo/bar/;         # replaces foo with bar in $x
$x =~ s/foo/bar/g;        # replaces ALL INSTANCES of foo with bar in $x


#### Files and I/O

# You can open a file for input or output using the "open()" function.

open(my $in,  "<",  "input.txt")  or die "Can't open input.txt: $!";
open(my $out, ">",  "output.txt") or die "Can't open output.txt: $!";
open(my $log, ">>", "my.log")     or die "Can't open my.log: $!";

# You can read from an open filehandle using the "<>" operator.  In
# scalar context it reads a single line from the filehandle, and in list
# context it reads the whole file in, assigning each line to an element
# of the list:

my $line  = <$in>;
my @lines = <$in>;

#### Writing subroutines

# Writing subroutines is easy:

sub logger {
  my $logmessage = shift;

  open my $logfile, ">>", "my.log" or die "Could not open my.log: $!";

  print $logfile $logmessage;
}

# Now we can use the subroutine just as any other built-in function:

logger("We have a logger subroutine!");

#### Modules

# A module is a set of Perl code, usually subroutines, which can be used
# in other Perl code. It is usually stored in a file with the extension
# .pm so that Perl can find it.

package MyModule;
use strict;
use warnings;

sub trim {
  my $string = shift;
  $string =~ s/^\s+//;
  $string =~ s/\s+$//;
  return $string;
}

1;

# From elsewhere:

use MyModule;
MyModule::trim($string);

# The Exporter module can help with making subroutines exportable, so
# they can be used like this:

use MyModule 'trim';
trim($string);

# Many Perl modules can be downloaded from CPAN (http://www.cpan.org/)
# and provide a range of features to help you avoid reinventing the
# wheel.  A number of popular modules like Exporter are included with
# the Perl distribution itself. See perlmod for more details on modules
# in Perl.

#### Objects

# Objects in Perl are just references that know which class (package)
# they belong to, so that methods (subroutines) called on it can be
# found there. The bless function is used in constructors (usually new)
# to set this up. However, you never need to call it yourself if you use
# a module like Moose or Moo (see below).

package MyCounter;
use strict;
use warnings;

sub new {
  my $class = shift;
  my $self = {count => 0};
  return bless $self, $class;
}

sub count {
  my $self = shift;
  return $self->{count};
}

sub increment {
  my $self = shift;
  $self->{count}++;
}

1;

# Methods can be called on a class or object instance with the arrow
# operator.

use MyCounter;
my $counter = MyCounter->new;
print $counter->count, "\n"; # 0
$counter->increment;
print $counter->count, "\n"; # 1

# The modules Moose and Moo from CPAN can help you set up your object
# classes. They provide a constructor and simple syntax for declaring
# attributes. This class can be used equivalently to the one above.

package MyCounter;
use Moo; # imports strict and warnings

has 'count' => (is => 'rwp', default => 0, init_arg => undef);

sub increment {
  my $self = shift;
  $self->_set_count($self->count + 1);
}

1;

# Object-oriented programming is covered more thoroughly in perlootut,
# and its low-level implementation in Perl is covered in perlobj.
R @
# Comments start with number symbols.

# You can't make multi-line comments,
# but you can stack multiple comments like so.

# in Windows you can use CTRL-ENTER to execute a line.
# on Mac it is COMMAND-ENTER



#############################################################################
# Stuff you can do without understanding anything about programming
#############################################################################

# In this section, we show off some of the cool stuff you can do in
# R without understanding anything about programming. Do not worry
# about understanding everything the code does. Just enjoy!

data()          # browse pre-loaded data sets
data(rivers)    # get this one: "Lengths of Major North American Rivers"
ls()            # notice that "rivers" now appears in the workspace
head(rivers)    # peek at the data set
# 735 320 325 392 524 450

length(rivers)  # how many rivers were measured?
# 141
summary(rivers) # what are some summary statistics?
#   Min. 1st Qu.  Median    Mean 3rd Qu.    Max.
#  135.0   310.0   425.0   591.2   680.0  3710.0

# make a stem-and-leaf plot (a histogram-like data visualization)
stem(rivers)

#  The decimal point is 2 digit(s) to the right of the |
#
#   0 | 4
#   2 | 011223334555566667778888899900001111223333344455555666688888999
#   4 | 111222333445566779001233344567
#   6 | 000112233578012234468
#   8 | 045790018
#  10 | 04507
#  12 | 1471
#  14 | 56
#  16 | 7
#  18 | 9
#  20 |
#  22 | 25
#  24 | 3
#  26 |
#  28 |
#  30 |
#  32 |
#  34 |
#  36 | 1

stem(log(rivers)) # Notice that the data are neither normal nor log-normal!
# Take that, Bell curve fundamentalists.

#  The decimal point is 1 digit(s) to the left of the |
#
#  48 | 1
#  50 |
#  52 | 15578
#  54 | 44571222466689
#  56 | 023334677000124455789
#  58 | 00122366666999933445777
#  60 | 122445567800133459
#  62 | 112666799035
#  64 | 00011334581257889
#  66 | 003683579
#  68 | 0019156
#  70 | 079357
#  72 | 89
#  74 | 84
#  76 | 56
#  78 | 4
#  80 |
#  82 | 2

# make a histogram:
hist(rivers, col="#333333", border="white", breaks=25) # play around with these parameters
hist(log(rivers), col="#333333", border="white", breaks=25) # you'll do more plotting later

# Here's another neat data set that comes pre-loaded. R has tons of these.
data(discoveries)
plot(discoveries, col="#333333", lwd=3, xlab="Year",
     main="Number of important discoveries per year")
plot(discoveries, col="#333333", lwd=3, type = "h", xlab="Year",
     main="Number of important discoveries per year")

# Rather than leaving the default ordering (by year),
# we could also sort to see what's typical:
sort(discoveries)
#  [1]  0  0  0  0  0  0  0  0  0  1  1  1  1  1  1  1  1  1  1  1  1  2  2  2  2
# [26]  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  3  3  3
# [51]  3  3  3  3  3  3  3  3  3  3  3  3  3  3  3  3  3  4  4  4  4  4  4  4  4
# [76]  4  4  4  4  5  5  5  5  5  5  5  6  6  6  6  6  6  7  7  7  7  8  9 10 12

stem(discoveries, scale=2)
#
#  The decimal point is at the |
#
#   0 | 000000000
#   1 | 000000000000
#   2 | 00000000000000000000000000
#   3 | 00000000000000000000
#   4 | 000000000000
#   5 | 0000000
#   6 | 000000
#   7 | 0000
#   8 | 0
#   9 | 0
#  10 | 0
#  11 |
#  12 | 0

max(discoveries)
# 12
summary(discoveries)
#   Min. 1st Qu.  Median    Mean 3rd Qu.    Max.
#    0.0     2.0     3.0     3.1     4.0    12.0

# Roll a die a few times
round(runif(7, min=.5, max=6.5))
# 1 4 6 1 4 6 4
# Your numbers will differ from mine unless we set the same random.seed(31337)

# Draw from a standard Gaussian 9 times
rnorm(9)
# [1]  0.07528471  1.03499859  1.34809556 -0.82356087  0.61638975 -1.88757271
# [7] -0.59975593  0.57629164  1.08455362



##################################################
# Data types and basic arithmetic
##################################################

# Now for the programming-oriented part of the tutorial.
# In this section you will meet the important data types of R:
# integers, numerics, characters, logicals, and factors.
# There are others, but these are the bare minimum you need to
# get started.

# INTEGERS
# Long-storage integers are written with L
5L # 5
class(5L) # "integer"
# (Try ?class for more information on the class() function.)
# In R, every single value, like 5L, is considered a vector of length 1
length(5L) # 1
# You can have an integer vector with length > 1 too:
c(4L, 5L, 8L, 3L) # 4 5 8 3
length(c(4L, 5L, 8L, 3L)) # 4
class(c(4L, 5L, 8L, 3L)) # "integer"

# NUMERICS
# A "numeric" is a double-precision floating-point number
5 # 5
class(5) # "numeric"
# Again, everything in R is a vector;
# you can make a numeric vector with more than one element
c(3,3,3,2,2,1) # 3 3 3 2 2 1
# You can use scientific notation too
5e4 # 50000
6.02e23 # Avogadro's number
1.6e-35 # Planck length
# You can also have infinitely large or small numbers
class(Inf)  # "numeric"
class(-Inf) # "numeric"
# You might use "Inf", for example, in integrate(dnorm, 3, Inf);
# this obviates Z-score tables.

# BASIC ARITHMETIC
# You can do arithmetic with numbers
# Doing arithmetic on a mix of integers and numerics gives you another numeric
10L + 66L # 76      # integer plus integer gives integer
53.2 - 4  # 49.2    # numeric minus numeric gives numeric
2.0 * 2L  # 4       # numeric times integer gives numeric
3L / 4    # 0.75    # integer over numeric gives numeric
3 %% 2    # 1       # the remainder of two numerics is another numeric
# Illegal arithmetic yeilds you a "not-a-number":
0 / 0 # NaN
class(NaN) # "numeric"
# You can do arithmetic on two vectors with length greater than 1,
# so long as the larger vector's length is an integer multiple of the smaller
c(1,2,3) + c(1,2,3) # 2 4 6
# Since a single number is a vector of length one, scalars are applied
# elementwise to vectors
(4 * c(1,2,3) - 2) / 2 # 1 3 5
# Except for scalars, use caution when performing arithmetic on vectors with
# different lengths. Although it can be done,
c(1,2,3,1,2,3) * c(1,2) # 1 4 3 2 2 6
# Matching lengths is better practice and easier to read
c(1,2,3,1,2,3) * c(1,2,1,2,1,2)

# CHARACTERS
# There's no difference between strings and characters in R
"Horatio" # "Horatio"
class("Horatio") # "character"
class('H') # "character"
# Those were both character vectors of length 1
# Here is a longer one:
c('alef', 'bet', 'gimmel', 'dalet', 'he')
# =>
# "alef"   "bet"    "gimmel" "dalet"  "he"
length(c("Call","me","Ishmael")) # 3
# You can do regex operations on character vectors:
substr("Fortuna multis dat nimis, nulli satis.", 9, 15) # "multis "
gsub('u', 'ø', "Fortuna multis dat nimis, nulli satis.") # "Fortøna møltis dat nimis, nølli satis."
# R has several built-in character vectors:
letters
# =>
#  [1] "a" "b" "c" "d" "e" "f" "g" "h" "i" "j" "k" "l" "m" "n" "o" "p" "q" "r" "s"
# [20] "t" "u" "v" "w" "x" "y" "z"
month.abb # "Jan" "Feb" "Mar" "Apr" "May" "Jun" "Jul" "Aug" "Sep" "Oct" "Nov" "Dec"

# LOGICALS
# In R, a "logical" is a boolean
class(TRUE) # "logical"
class(FALSE)    # "logical"
# Their behavior is normal
TRUE == TRUE    # TRUE
TRUE == FALSE   # FALSE
FALSE != FALSE  # FALSE
FALSE != TRUE   # TRUE
# Missing data (NA) is logical, too
class(NA)   # "logical"
# Use | and & for logic operations.
# OR
TRUE | FALSE    # TRUE
# AND
TRUE & FALSE    # FALSE
# Applying | and & to vectors returns elementwise logic operations
c(TRUE,FALSE,FALSE) | c(FALSE,TRUE,FALSE) # TRUE TRUE FALSE
c(TRUE,FALSE,TRUE) & c(FALSE,TRUE,TRUE) # FALSE FALSE TRUE
# You can test if x is TRUE
isTRUE(TRUE)    # TRUE
# Here we get a logical vector with many elements:
c('Z', 'o', 'r', 'r', 'o') == "Zorro" # FALSE FALSE FALSE FALSE FALSE
c('Z', 'o', 'r', 'r', 'o') == "Z" # TRUE FALSE FALSE FALSE FALSE

# FACTORS
# The factor class is for categorical data
# Factors can be ordered (like childrens' grade levels) or unordered (like gender)
factor(c("female", "female", "male", NA, "female"))
#  female female male   <NA>   female
# Levels: female male
# The "levels" are the values the categorical data can take
# Note that missing data does not enter the levels
levels(factor(c("male", "male", "female", NA, "female"))) # "female" "male"
# If a factor vector has length 1, its levels will have length 1, too
length(factor("male")) # 1
length(levels(factor("male"))) # 1
# Factors are commonly seen in data frames, a data structure we will cover later
data(infert) # "Infertility after Spontaneous and Induced Abortion"
levels(infert$education) # "0-5yrs"  "6-11yrs" "12+ yrs"

# NULL
# "NULL" is a weird one; use it to "blank out" a vector
class(NULL) # NULL
parakeet = c("beak", "feathers", "wings", "eyes")
parakeet
# =>
# [1] "beak"     "feathers" "wings"    "eyes"
parakeet <- NULL
parakeet
# =>
# NULL

# TYPE COERCION
# Type-coercion is when you force a value to take on a different type
as.character(c(6, 8)) # "6" "8"
as.logical(c(1,0,1,1)) # TRUE FALSE  TRUE  TRUE
# If you put elements of different types into a vector, weird coercions happen:
c(TRUE, 4) # 1 4
c("dog", TRUE, 4) # "dog"  "TRUE" "4"
as.numeric("Bilbo")
# =>
# [1] NA
# Warning message:
# NAs introduced by coercion

# Also note: those were just the basic data types
# There are many more data types, such as for dates, time series, etc.



##################################################
# Variables, loops, if/else
##################################################

# A variable is like a box you store a value in for later use.
# We call this "assigning" the value to the variable.
# Having variables lets us write loops, functions, and if/else statements

# VARIABLES
# Lots of way to assign stuff:
x = 5 # this is possible
y <- "1" # this is preferred
TRUE -> z # this works but is weird

# LOOPS
# We've got for loops
for (i in 1:4) {
  print(i)
}
# We've got while loops
a <- 10
while (a > 4) {
    cat(a, "...", sep = "")
    a <- a - 1
}
# Keep in mind that for and while loops run slowly in R
# Operations on entire vectors (i.e. a whole row, a whole column)
# or apply()-type functions (we'll discuss later) are preferred

# IF/ELSE
# Again, pretty standard
if (4 > 3) {
    print("4 is greater than 3")
} else {
    print("4 is not greater than 3")
}
# =>
# [1] "4 is greater than 3"

# FUNCTIONS
# Defined like so:
jiggle <- function(x) {
    x = x + rnorm(1, sd=.1) #add in a bit of (controlled) noise
    return(x)
}
# Called like any other R function:
jiggle(5)   # 5±ε. After set.seed(2716057), jiggle(5)==5.005043



###########################################################################
# Data structures: Vectors, matrices, data frames, and arrays
###########################################################################

# ONE-DIMENSIONAL

# Let's start from the very beginning, and with something you already know: vectors.
vec <- c(8, 9, 10, 11)
vec #  8  9 10 11
# We ask for specific elements by subsetting with square brackets
# (Note that R starts counting from 1)
vec[1]      # 8
letters[18] # "r"
LETTERS[13] # "M"
month.name[9]   # "September"
c(6, 8, 7, 5, 3, 0, 9)[3]   # 7
# We can also search for the indices of specific components,
which(vec %% 2 == 0)    # 1 3
# grab just the first or last few entries in the vector,
head(vec, 1)    # 8
tail(vec, 2)    # 10 11
# or figure out if a certain value is in the vector
any(vec == 10) # TRUE
# If an index "goes over" you'll get NA:
vec[6]  # NA
# You can find the length of your vector with length()
length(vec) # 4
# You can perform operations on entire vectors or subsets of vectors
vec * 4 # 16 20 24 28
vec[2:3] * 5    # 25 30
any(vec[2:3] == 8) # FALSE
# and R has many built-in functions to summarize vectors
mean(vec)   # 9.5
var(vec)    # 1.666667
sd(vec)     # 1.290994
max(vec)    # 11
min(vec)    # 8
sum(vec)    # 38
# Some more nice built-ins:
5:15    # 5  6  7  8  9 10 11 12 13 14 15
seq(from=0, to=31337, by=1337)
# =>
#  [1]     0  1337  2674  4011  5348  6685  8022  9359 10696 12033 13370 14707
# [13] 16044 17381 18718 20055 21392 22729 24066 25403 26740 28077 29414 30751

# TWO-DIMENSIONAL (ALL ONE CLASS)

# You can make a matrix out of entries all of the same type like so:
mat <- matrix(nrow = 3, ncol = 2, c(1,2,3,4,5,6))
mat
# =>
#      [,1] [,2]
# [1,]    1    4
# [2,]    2    5
# [3,]    3    6
# Unlike a vector, the class of a matrix is "matrix", no matter what's in it
class(mat) # => "matrix"
# Ask for the first row
mat[1,] # 1 4
# Perform operation on the first column
3 * mat[,1] # 3 6 9
# Ask for a specific cell
mat[3,2]    # 6

# Transpose the whole matrix
t(mat)
# =>
#      [,1] [,2] [,3]
# [1,]    1    2    3
# [2,]    4    5    6

# Matrix multiplication
mat %*% t(mat)
# =>
#      [,1] [,2] [,3]
# [1,]   17   22   27
# [2,]   22   29   36
# [3,]   27   36   45

# cbind() sticks vectors together column-wise to make a matrix
mat2 <- cbind(1:4, c("dog", "cat", "bird", "dog"))
mat2
# =>
#      [,1] [,2]
# [1,] "1"  "dog"
# [2,] "2"  "cat"
# [3,] "3"  "bird"
# [4,] "4"  "dog"
class(mat2) # matrix
# Again, note what happened!
# Because matrices must contain entries all of the same class,
# everything got converted to the character class
c(class(mat2[,1]), class(mat2[,2]))

# rbind() sticks vectors together row-wise to make a matrix
mat3 <- rbind(c(1,2,4,5), c(6,7,0,4))
mat3
# =>
#      [,1] [,2] [,3] [,4]
# [1,]    1    2    4    5
# [2,]    6    7    0    4
# Ah, everything of the same class. No coercions. Much better.

# TWO-DIMENSIONAL (DIFFERENT CLASSES)

# For columns of different types, use a data frame
# This data structure is so useful for statistical programming,
# a version of it was added to Python in the package "pandas".

students <- data.frame(c("Cedric","Fred","George","Cho","Draco","Ginny"),
                       c(3,2,2,1,0,-1),
                       c("H", "G", "G", "R", "S", "G"))
names(students) <- c("name", "year", "house") # name the columns
class(students) # "data.frame"
students
# =>
#     name year house
# 1 Cedric    3     H
# 2   Fred    2     G
# 3 George    2     G
# 4    Cho    1     R
# 5  Draco    0     S
# 6  Ginny   -1     G
class(students$year)    # "numeric"
class(students[,3]) # "factor"
# find the dimensions
nrow(students)  # 6
ncol(students)  # 3
dim(students)   # 6 3
# The data.frame() function converts character vectors to factor vectors
# by default; turn this off by setting stringsAsFactors = FALSE when
# you create the data.frame
?data.frame

# There are many twisty ways to subset data frames, all subtly unalike
students$year   # 3  2  2  1  0 -1
students[,2]    # 3  2  2  1  0 -1
students[,"year"]   # 3  2  2  1  0 -1

# An augmented version of the data.frame structure is the data.table
# If you're working with huge or panel data, or need to merge a few data
# sets, data.table can be a good choice. Here's a whirlwind tour:
install.packages("data.table") # download the package from CRAN
require(data.table) # load it
students <- as.data.table(students)
students # note the slightly different print-out
# =>
#      name year house
# 1: Cedric    3     H
# 2:   Fred    2     G
# 3: George    2     G
# 4:    Cho    1     R
# 5:  Draco    0     S
# 6:  Ginny   -1     G
students[name=="Ginny"] # get rows with name == "Ginny"
# =>
#     name year house
# 1: Ginny   -1     G
students[year==2] # get rows with year == 2
# =>
#      name year house
# 1:   Fred    2     G
# 2: George    2     G
# data.table makes merging two data sets easy
# let's make another data.table to merge with students
founders <- data.table(house=c("G","H","R","S"),
                       founder=c("Godric","Helga","Rowena","Salazar"))
founders
# =>
#    house founder
# 1:     G  Godric
# 2:     H   Helga
# 3:     R  Rowena
# 4:     S Salazar
setkey(students, house)
setkey(founders, house)
students <- founders[students] # merge the two data sets by matching "house"
setnames(students, c("house","houseFounderName","studentName","year"))
students[,order(c("name","year","house","houseFounderName")), with=F]
# =>
#    studentName year house houseFounderName
# 1:        Fred    2     G           Godric
# 2:      George    2     G           Godric
# 3:       Ginny   -1     G           Godric
# 4:      Cedric    3     H            Helga
# 5:         Cho    1     R           Rowena
# 6:       Draco    0     S          Salazar

# data.table makes summary tables easy
students[,sum(year),by=house]
# =>
#    house V1
# 1:     G  3
# 2:     H  3
# 3:     R  1
# 4:     S  0

# To drop a column from a data.frame or data.table,
# assign it the NULL value
students$houseFounderName <- NULL
students
# =>
#    studentName year house
# 1:        Fred    2     G
# 2:      George    2     G
# 3:       Ginny   -1     G
# 4:      Cedric    3     H
# 5:         Cho    1     R
# 6:       Draco    0     S

# Drop a row by subsetting
# Using data.table:
students[studentName != "Draco"]
# =>
#    house studentName year
# 1:     G        Fred    2
# 2:     G      George    2
# 3:     G       Ginny   -1
# 4:     H      Cedric    3
# 5:     R         Cho    1
# Using data.frame:
students <- as.data.frame(students)
students[students$house != "G",]
# =>
#   house houseFounderName studentName year
# 4     H            Helga      Cedric    3
# 5     R           Rowena         Cho    1
# 6     S          Salazar       Draco    0

# MULTI-DIMENSIONAL (ALL ELEMENTS OF ONE TYPE)

# Arrays creates n-dimensional tables
# All elements must be of the same type
# You can make a two-dimensional table (sort of like a matrix)
array(c(c(1,2,4,5),c(8,9,3,6)), dim=c(2,4))
# =>
#      [,1] [,2] [,3] [,4]
# [1,]    1    4    8    3
# [2,]    2    5    9    6
# You can use array to make three-dimensional matrices too
array(c(c(c(2,300,4),c(8,9,0)),c(c(5,60,0),c(66,7,847))), dim=c(3,2,2))
# =>
# , , 1
#
#      [,1] [,2]
# [1,]    2    8
# [2,]  300    9
# [3,]    4    0
#
# , , 2
#
#      [,1] [,2]
# [1,]    5   66
# [2,]   60    7
# [3,]    0  847

# LISTS (MULTI-DIMENSIONAL, POSSIBLY RAGGED, OF DIFFERENT TYPES)

# Finally, R has lists (of vectors)
list1 <- list(time = 1:40)
list1$price = c(rnorm(40,.5*list1$time,4)) # random
list1
# You can get items in the list like so
list1$time # one way
list1[["time"]] # another way
list1[[1]] # yet another way
# =>
#  [1]  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33
# [34] 34 35 36 37 38 39 40
# You can subset list items like any other vector
list1$price[4]

# Lists are not the most efficient data structure to work with in R;
# unless you have a very good reason, you should stick to data.frames
# Lists are often returned by functions that perform linear regressions

##################################################
# The apply() family of functions
##################################################

# Remember mat?
mat
# =>
#      [,1] [,2]
# [1,]    1    4
# [2,]    2    5
# [3,]    3    6
# Use apply(X, MARGIN, FUN) to apply function FUN to a matrix X
# over rows (MAR = 1) or columns (MAR = 2)
# That is, R does FUN to each row (or column) of X, much faster than a
# for or while loop would do
apply(mat, MAR = 2, jiggle)
# =>
#      [,1] [,2]
# [1,]    3   15
# [2,]    7   19
# [3,]   11   23
# Other functions: ?lapply, ?sapply

# Don't feel too intimidated; everyone agrees they are rather confusing

# The plyr package aims to replace (and improve upon!) the *apply() family.
install.packages("plyr")
require(plyr)
?plyr



#########################
# Loading data
#########################

# "pets.csv" is a file on the internet
# (but it could just as easily be be a file on your own computer)
pets <- read.csv("http://learnxinyminutes.com/docs/pets.csv")
pets
head(pets, 2) # first two rows
tail(pets, 1) # last row

# To save a data frame or matrix as a .csv file
write.csv(pets, "pets2.csv") # to make a new .csv file
# set working directory with setwd(), look it up with getwd()

# Try ?read.csv and ?write.csv for more information



#########################
# Statistical Analysis
#########################

# Linear regression!
linearModel <- lm(price  ~ time, data = list1)
linearModel # outputs result of regression
# =>
# Call:
# lm(formula = price ~ time, data = list1)
#
# Coefficients:
# (Intercept)         time
#      0.1453       0.4943
summary(linearModel) # more verbose output from the regression
# =>
# Call:
# lm(formula = price ~ time, data = list1)
#
# Residuals:
#     Min      1Q  Median      3Q     Max
# -8.3134 -3.0131 -0.3606  2.8016 10.3992
#
# Coefficients:
#             Estimate Std. Error t value Pr(>|t|)
# (Intercept)  0.14527    1.50084   0.097    0.923
# time         0.49435    0.06379   7.749 2.44e-09 ***
# ---
# Signif. codes:  0 ‘***’ 0.001 ‘**’ 0.01 ‘*’ 0.05 ‘.’ 0.1 ‘ ’ 1
#
# Residual standard error: 4.657 on 38 degrees of freedom
# Multiple R-squared:  0.6124,  Adjusted R-squared:  0.6022
# F-statistic: 60.05 on 1 and 38 DF,  p-value: 2.44e-09
coef(linearModel) # extract estimated parameters
# =>
# (Intercept)        time
#   0.1452662   0.4943490
summary(linearModel)$coefficients # another way to extract results
# =>
#              Estimate Std. Error    t value     Pr(>|t|)
# (Intercept) 0.1452662 1.50084246 0.09678975 9.234021e-01
# time        0.4943490 0.06379348 7.74920901 2.440008e-09
summary(linearModel)$coefficients[,4] # the p-values
# =>
#  (Intercept)         time
# 9.234021e-01 2.440008e-09

# GENERAL LINEAR MODELS
# Logistic regression
set.seed(1)
list1$success = rbinom(length(list1$time), 1, .5) # random binary
glModel <- glm(success  ~ time, data = list1,
    family=binomial(link="logit"))
glModel # outputs result of logistic regression
# =>
# Call:  glm(formula = success ~ time,
#   family = binomial(link = "logit"), data = list1)
#
# Coefficients:
# (Intercept)         time
#     0.17018     -0.01321
#
# Degrees of Freedom: 39 Total (i.e. Null);  38 Residual
# Null Deviance:        55.35
# Residual Deviance: 55.12   AIC: 59.12
summary(glModel) # more verbose output from the regression
# =>
# Call:
# glm(formula = success ~ time,
#   family = binomial(link = "logit"), data = list1)

# Deviance Residuals:
#    Min      1Q  Median      3Q     Max
# -1.245  -1.118  -1.035   1.202   1.327
#
# Coefficients:
#             Estimate Std. Error z value Pr(>|z|)
# (Intercept)  0.17018    0.64621   0.263    0.792
# time        -0.01321    0.02757  -0.479    0.632
#
# (Dispersion parameter for binomial family taken to be 1)
#
#     Null deviance: 55.352  on 39  degrees of freedom
# Residual deviance: 55.121  on 38  degrees of freedom
# AIC: 59.121
#
# Number of Fisher Scoring iterations: 3


#########################
# Plots
#########################

# BUILT-IN PLOTTING FUNCTIONS
# Scatterplots!
plot(list1$time, list1$price, main = "fake data")
# Plot regression line on existing plot
abline(linearModel, col = "red")
# Get a variety of nice diagnostics
plot(linearModel)
# Histograms!
hist(rpois(n = 10000, lambda = 5), col = "thistle")
# Barplots!
barplot(c(1,4,5,1,2), names.arg = c("red","blue","purple","green","yellow"))

# GGPLOT2
# But these are not even the prettiest of R's plots
# Try the ggplot2 package for more and better graphics
install.packages("ggplot2")
require(ggplot2)
?ggplot2
pp <- ggplot(students, aes(x=house))
pp + geom_histogram()
ll <- as.data.table(list1)
pp <- ggplot(ll, aes(x=time,price))
pp + geom_point()
# ggplot2 has excellent documentation (available http://docs.ggplot2.org/current/)
Bash @
#!/bin/bash
# First line of the script is shebang which tells the system how to execute
# the script: http://en.wikipedia.org/wiki/Shebang_(Unix)
# As you already figured, comments start with #. Shebang is also a comment.

# Simple hello world example:
echo Hello world!

# Each command starts on a new line, or after semicolon:
echo 'This is the first line'; echo 'This is the second line'

# Declaring a variable looks like this:
Variable="Some string"

# But not like this:
Variable = "Some string"
# Bash will decide that Variable is a command it must execute and give an error
# because it can't be found.

# Or like this:
Variable= 'Some string'
# Bash will decide that 'Some string' is a command it must execute and give an
# error because it can't be found. (In this case the 'Variable=' part is seen
# as a variable assignment valid only for the scope of the 'Some string'
# command.)

# Using the variable:
echo $Variable
echo "$Variable"
echo '$Variable'
# When you use the variable itself — assign it, export it, or else — you write
# its name without $. If you want to use the variable's value, you should use $.
# Note that ' (single quote) won't expand the variables!

# Parameter expansion ${ }:
echo ${Variable}
# This is a simple usage of parameter expansion
# Parameter Expansion gets a value from a variable.  It "expands" or prints the value
# During the expansion time the value or parameter are able to be modified
# Below are other modifications that add onto this expansion

# String substitution in variables
echo ${Variable/Some/A}
# This will substitute the first occurrence of "Some" with "A"

# Substring from a variable
Length=7
echo ${Variable:0:Length}
# This will return only the first 7 characters of the value

# Default value for variable
echo ${Foo:-"DefaultValueIfFooIsMissingOrEmpty"}
# This works for null (Foo=) and empty string (Foo=""); zero (Foo=0) returns 0.
# Note that it only returns default value and doesn't change variable value.

# Brace Expansion { }
# Used to generate arbitrary strings
echo {1..10}
echo {a..z}
# This will output the range from the start value to the end value

# Builtin variables:
# There are some useful builtin variables, like
echo "Last program's return value: $?"
echo "Script's PID: $$"
echo "Number of arguments passed to script: $#"
echo "All arguments passed to script: $@"
echo "Script's arguments separated into different variables: $1 $2..."

# Now that we know how to echo and use variables,
# let's learn some of the other basics of bash!

# Getting our current directory is available through the command `pwd`.
# `pwd` stands for "print working directory".
# We can also use the builtin variable `$PWD`.
# Observer that the following are equivalent:
echo "I'm in $(pwd)" # execs `pwd` and interpolates output
echo "I'm in $PWD" # interpolates the variable

# If you get too much output in your terminal, or from a script, the command
# `clear` clears your screen
clear
# Ctrl-L also works for clearing output

# Reading a value from input:
echo "What's your name?"
read Name # Note that we didn't need to declare a new variable
echo Hello, $Name!

# We have the usual if structure:
# use 'man test' for more info about conditionals
if [ $Name != $USER ]
then
    echo "Your name isn't your username"
else
    echo "Your name is your username"
fi

# NOTE: if $Name is empty, bash sees the above condition as:
if [ != $USER ]
# which is invalid syntax
# so the "safe" way to use potentially empty variables in bash is:
if [ "$Name" != $USER ] ...
# which, when $Name is empty, is seen by bash as:
if [ "" != $USER ] ...
# which works as expected

# There is also conditional execution
echo "Always executed" || echo "Only executed if first command fails"
echo "Always executed" && echo "Only executed if first command does NOT fail"

# To use && and || with if statements, you need multiple pairs of square brackets:
if [ "$Name" == "Steve" ] && [ "$Age" -eq 15 ]
then
    echo "This will run if $Name is Steve AND $Age is 15."
fi

if [ "$Name" == "Daniya" ] || [ "$Name" == "Zach" ]
then
    echo "This will run if $Name is Daniya OR Zach."
fi

# Expressions are denoted with the following format:
echo $(( 10 + 5 ))

# Unlike other programming languages, bash is a shell so it works in the context
# of a current directory. You can list files and directories in the current
# directory with the ls command:
ls

# These commands have options that control their execution:
ls -l # Lists every file and directory on a separate line
ls -t # Sort the directory contents by last-modified date (descending)
ls -R # Recursively `ls` this directory and all of its subdirectories

# Results of the previous command can be passed to the next command as input.
# grep command filters the input with provided patterns. That's how we can list
# .txt files in the current directory:
ls -l | grep "\.txt"

# Use `cat` to print files to stdout:
cat file.txt

# We can also read the file using `cat`:
Contents=$(cat file.txt)
echo "START OF FILE\n$Contents\nEND OF FILE"

# Use `cp` to copy files or directories from one place to another.
# `cp` creates NEW versions of the sources,
# so editing the copy won't affect the original (and vice versa).
# Note that it will overwrite the destination if it already exists.
cp srcFile.txt clone.txt
cp -r srcDirectory/ dst/ # recursively copy

# Look into `scp` or `sftp` if you plan on exchanging files between computers.
# `scp` behaves very similarly to `cp`.
# `sftp` is more interactive.

# Use `mv` to move files or directories from one place to another.
# `mv` is similar to `cp`, but it deletes the source.
# `mv` is also useful for renaming files!
mv s0urc3.txt dst.txt # sorry, l33t hackers...

# Since bash works in the context of a current directory, you might want to
# run your command in some other directory. We have cd for changing location:
cd ~    # change to home directory
cd ..   # go up one directory
        # (^^say, from /home/username/Downloads to /home/username)
cd /home/username/Documents   # change to specified directory
cd ~/Documents/..    # still in home directory..isn't it??

# Use subshells to work across directories
(echo "First, I'm here: $PWD") && (cd someDir; echo "Then, I'm here: $PWD")
pwd # still in first directory

# Use `mkdir` to create new directories.
mkdir myNewDir
# The `-p` flag causes new intermediate directories to be created as necessary.
mkdir -p myNewDir/with/intermediate/directories

# You can redirect command input and output (stdin, stdout, and stderr).
# Read from stdin until ^EOF$ and overwrite hello.py with the lines
# between "EOF":
cat > hello.py << EOF
#!/usr/bin/env python
from __future__ import print_function
import sys
print("#stdout", file=sys.stdout)
print("#stderr", file=sys.stderr)
for line in sys.stdin:
    print(line, file=sys.stdout)
EOF

# Run hello.py with various stdin, stdout, and stderr redirections:
python hello.py < "input.in"
python hello.py > "output.out"
python hello.py 2> "error.err"
python hello.py > "output-and-error.log" 2>&1
python hello.py > /dev/null 2>&1
# The output error will overwrite the file if it exists,
# if you want to append instead, use ">>":
python hello.py >> "output.out" 2>> "error.err"

# Overwrite output.out, append to error.err, and count lines:
info bash 'Basic Shell Features' 'Redirections' > output.out 2>> error.err
wc -l output.out error.err

# Run a command and print its file descriptor (e.g. /dev/fd/123)
# see: man fd
echo <(echo "#helloworld")

# Overwrite output.out with "#helloworld":
cat > output.out <(echo "#helloworld")
echo "#helloworld" > output.out
echo "#helloworld" | cat > output.out
echo "#helloworld" | tee output.out >/dev/null

# Cleanup temporary files verbosely (add '-i' for interactive)
# WARNING: `rm` commands cannot be undone
rm -v output.out error.err output-and-error.log
rm -r tempDir/ # recursively delete

# Commands can be substituted within other commands using $( ):
# The following command displays the number of files and directories in the
# current directory.
echo "There are $(ls | wc -l) items here."

# The same can be done using backticks `` but they can't be nested - the preferred way
# is to use $( ).
echo "There are `ls | wc -l` items here."

# Bash uses a case statement that works similarly to switch in Java and C++:
case "$Variable" in
    #List patterns for the conditions you want to meet
    0) echo "There is a zero.";;
    1) echo "There is a one.";;
    *) echo "It is not null.";;
esac

# for loops iterate for as many arguments given:
# The contents of $Variable is printed three times.
for Variable in {1..3}
do
    echo "$Variable"
done

# Or write it the "traditional for loop" way:
for ((a=1; a <= 3; a++))
do
    echo $a
done

# They can also be used to act on files..
# This will run the command 'cat' on file1 and file2
for Variable in file1 file2
do
    cat "$Variable"
done

# ..or the output from a command
# This will cat the output from ls.
for Output in $(ls)
do
    cat "$Output"
done

# while loop:
while [ true ]
do
    echo "loop body here..."
    break
done

# You can also define functions
# Definition:
function foo ()
{
    echo "Arguments work just like script arguments: $@"
    echo "And: $1 $2..."
    echo "This is a function"
    return 0
}

# or simply
bar ()
{
    echo "Another way to declare functions!"
    return 0
}

# Calling your function
foo "My name is" $Name

# There are a lot of useful commands you should learn:
# prints last 10 lines of file.txt
tail -n 10 file.txt
# prints first 10 lines of file.txt
head -n 10 file.txt
# sort file.txt's lines
sort file.txt
# report or omit repeated lines, with -d it reports them
uniq -d file.txt
# prints only the first column before the ',' character
cut -d ',' -f 1 file.txt
# replaces every occurrence of 'okay' with 'great' in file.txt, (regex compatible)
sed -i 's/okay/great/g' file.txt
# print to stdout all lines of file.txt which match some regex
# The example prints lines which begin with "foo" and end in "bar"
grep "^foo.*bar$" file.txt
# pass the option "-c" to instead print the number of lines matching the regex
grep -c "^foo.*bar$" file.txt
# Other useful options are:
grep -r "^foo.*bar$" someDir/ # recursively `grep`
grep -n "^foo.*bar$" file.txt # give line numbers
grep -rI "^foo.*bar$" someDir/ # recursively `grep`, but ignore binary files
# perform the same initial search, but filter out the lines containing "baz"
grep "^foo.*bar$" file.txt | grep -v "baz"

# if you literally want to search for the string,
# and not the regex, use fgrep (or grep -F)
fgrep "foobar" file.txt

# trap command allows you to execute a command when a signal is received by your script.
# Here trap command will execute rm if any one of the three listed signals is received.
trap "rm $TEMP_FILE; exit" SIGHUP SIGINT SIGTERM

# `sudo` is used to perform commands as the superuser
$NAME1=$(whoami)
$NAME2=$(sudo whoami)
echo "Was $NAME1, then became more powerful $NAME2"

# Read Bash shell builtins documentation with the bash 'help' builtin:
help
help help
help for
help return
help source
help .

# Read Bash manpage documentation with man
apropos bash
man 1 bash
man bash

# Read info documentation with info (? for help)
apropos info | grep '^info.*('
man info
info info
info 5 info

# Read bash info documentation:
info bash
info bash 'Bash Features'
info bash 6
info --apropos bash
JavaScript @
// Single-line comments start with two slashes.
/* Multiline comments start with slash-star,
   and end with star-slash */

// Statements can be terminated by ;
doStuff();

// ... but they don't have to be, as semicolons are automatically inserted
// wherever there's a newline, except in certain cases.
doStuff()

// Because those cases can cause unexpected results, we'll keep on using
// semicolons in this guide.

///////////////////////////////////
// 1. Numbers, Strings and Operators

// JavaScript has one number type (which is a 64-bit IEEE 754 double).
// Doubles have a 52-bit mantissa, which is enough to store integers
// up to about 9✕10¹⁵ precisely.
3; // = 3
1.5; // = 1.5

// Some basic arithmetic works as you'd expect.
1 + 1; // = 2
0.1 + 0.2; // = 0.30000000000000004
8 - 1; // = 7
10 * 2; // = 20
35 / 5; // = 7

// Including uneven division.
5 / 2; // = 2.5

// And modulo division.
10 % 2; // = 0
30 % 4; // = 2
18.5 % 7; // = 4.5

// Bitwise operations also work; when you perform a bitwise operation your float
// is converted to a signed int *up to* 32 bits.
1 << 2; // = 4

// Precedence is enforced with parentheses.
(1 + 3) * 2; // = 8

// There are three special not-a-real-number values:
Infinity; // result of e.g. 1/0
-Infinity; // result of e.g. -1/0
NaN; // result of e.g. 0/0, stands for 'Not a Number'

// There's also a boolean type.
true;
false;

// Strings are created with ' or ".
'abc';
"Hello, world";

// Negation uses the ! symbol
!true; // = false
!false; // = true

// Equality is ===
1 === 1; // = true
2 === 1; // = false

// Inequality is !==
1 !== 1; // = false
2 !== 1; // = true

// More comparisons
1 < 10; // = true
1 > 10; // = false
2 <= 2; // = true
2 >= 2; // = true

// Strings are concatenated with +
"Hello " + "world!"; // = "Hello world!"

// ... which works with more than just strings
"1, 2, " + 3; // = "1, 2, 3"
"Hello " + ["world", "!"] // = "Hello world,!"

// and are compared with < and >
"a" < "b"; // = true

// Type coercion is performed for comparisons with double equals...
"5" == 5; // = true
null == undefined; // = true

// ...unless you use ===
"5" === 5; // = false
null === undefined; // = false

// ...which can result in some weird behaviour...
13 + !0; // 14
"13" + !0; // '13true'

// You can access characters in a string with `charAt`
"This is a string".charAt(0);  // = 'T'

// ...or use `substring` to get larger pieces.
"Hello world".substring(0, 5); // = "Hello"

// `length` is a property, so don't use ().
"Hello".length; // = 5

// There's also `null` and `undefined`.
null;      // used to indicate a deliberate non-value
undefined; // used to indicate a value is not currently present (although
           // `undefined` is actually a value itself)

// false, null, undefined, NaN, 0 and "" are falsy; everything else is truthy.
// Note that 0 is falsy and "0" is truthy, even though 0 == "0".

///////////////////////////////////
// 2. Variables, Arrays and Objects

// Variables are declared with the `var` keyword. JavaScript is dynamically
// typed, so you don't need to specify type. Assignment uses a single `=`
// character.
var someVar = 5;

// If you leave the var keyword off, you won't get an error...
someOtherVar = 10;

// ...but your variable will be created in the global scope, not in the scope
// you defined it in.

// Variables declared without being assigned to are set to undefined.
var someThirdVar; // = undefined

// If you want to declare a couple of variables, then you could use a comma
// separator
var someFourthVar = 2, someFifthVar = 4;

// There's shorthand for performing math operations on variables:
someVar += 5; // equivalent to someVar = someVar + 5; someVar is 10 now
someVar *= 10; // now someVar is 100

// and an even-shorter-hand for adding or subtracting 1
someVar++; // now someVar is 101
someVar--; // back to 100

// Arrays are ordered lists of values, of any type.
var myArray = ["Hello", 45, true];

// Their members can be accessed using the square-brackets subscript syntax.
// Array indices start at zero.
myArray[1]; // = 45

// Arrays are mutable and of variable length.
myArray.push("World");
myArray.length; // = 4

// Add/Modify at specific index
myArray[3] = "Hello";

// JavaScript's objects are equivalent to "dictionaries" or "maps" in other
// languages: an unordered collection of key-value pairs.
var myObj = {key1: "Hello", key2: "World"};

// Keys are strings, but quotes aren't required if they're a valid
// JavaScript identifier. Values can be any type.
var myObj = {myKey: "myValue", "my other key": 4};

// Object attributes can also be accessed using the subscript syntax,
myObj["my other key"]; // = 4

// ... or using the dot syntax, provided the key is a valid identifier.
myObj.myKey; // = "myValue"

// Objects are mutable; values can be changed and new keys added.
myObj.myThirdKey = true;

// If you try to access a value that's not yet set, you'll get undefined.
myObj.myFourthKey; // = undefined

///////////////////////////////////
// 3. Logic and Control Structures

// The `if` structure works as you'd expect.
var count = 1;
if (count == 3){
    // evaluated if count is 3
} else if (count == 4){
    // evaluated if count is 4
} else {
    // evaluated if it's not either 3 or 4
}

// As does `while`.
while (true){
    // An infinite loop!
}

// Do-while loops are like while loops, except they always run at least once.
var input;
do {
    input = getInput();
} while (!isValid(input))

// The `for` loop is the same as C and Java:
// initialisation; continue condition; iteration.
for (var i = 0; i < 5; i++){
    // will run 5 times
}

// The for/in statement iterates over every property across the entire prototype chain.
var description = "";
var person = {fname:"Paul", lname:"Ken", age:18};
for (var x in person){
    description += person[x] + " ";
}

// To only consider properties attached to the object itself
// and not its prototypes, use the `hasOwnProperty()` check.
var description = "";
var person = {fname:"Paul", lname:"Ken", age:18};
for (var x in person){
    if (person.hasOwnProperty(x)){
        description += person[x] + " ";
    }
}

// For/in should not be used to iterate over an Array where the index order
// is important, as there is no guarantee that for/in will return the indexes
// in any particular order.

// && is logical and, || is logical or
if (house.size == "big" && house.colour == "blue"){
    house.contains = "bear";
}
if (colour == "red" || colour == "blue"){
    // colour is either red or blue
}

// && and || "short circuit", which is useful for setting default values.
var name = otherName || "default";


// The `switch` statement checks for equality with `===`.
// Use 'break' after each case
// or the cases after the correct one will be executed too.
grade = 'B';
switch (grade) {
  case 'A':
    console.log("Great job");
    break;
  case 'B':
    console.log("OK job");
    break;
  case 'C':
    console.log("You can do better");
    break;
  default:
    console.log("Oy vey");
    break;
}


///////////////////////////////////
// 4. Functions, Scope and Closures

// JavaScript functions are declared with the `function` keyword.
function myFunction(thing){
    return thing.toUpperCase();
}
myFunction("foo"); // = "FOO"

// Note that the value to be returned must start on the same line as the
// `return` keyword, otherwise you'll always return `undefined` due to
// automatic semicolon insertion. Watch out for this when using Allman style.
function myFunction(){
    return // <- semicolon automatically inserted here
    {thisIsAn: 'object literal'}
}
myFunction(); // = undefined

// JavaScript functions are first class objects, so they can be reassigned to
// different variable names and passed to other functions as arguments - for
// example, when supplying an event handler:
function myFunction(){
    // this code will be called in 5 seconds' time
}
setTimeout(myFunction, 5000);
// Note: setTimeout isn't part of the JS language, but is provided by browsers
// and Node.js.

// Another function provided by browsers is setInterval
function myFunction(){
    // this code will be called every 5 seconds
}
setInterval(myFunction, 5000);

// Function objects don't even have to be declared with a name - you can write
// an anonymous function definition directly into the arguments of another.
setTimeout(function(){
    // this code will be called in 5 seconds' time
}, 5000);

// JavaScript has function scope; functions get their own scope but other blocks
// do not.
if (true){
    var i = 5;
}
i; // = 5 - not undefined as you'd expect in a block-scoped language

// This has led to a common pattern of "immediately-executing anonymous
// functions", which prevent temporary variables from leaking into the global
// scope.
(function(){
    var temporary = 5;
    // We can access the global scope by assigning to the "global object", which
    // in a web browser is always `window`. The global object may have a
    // different name in non-browser environments such as Node.js.
    window.permanent = 10;
})();
temporary; // raises ReferenceError
permanent; // = 10

// One of JavaScript's most powerful features is closures. If a function is
// defined inside another function, the inner function has access to all the
// outer function's variables, even after the outer function exits.
function sayHelloInFiveSeconds(name){
    var prompt = "Hello, " + name + "!";
    // Inner functions are put in the local scope by default, as if they were
    // declared with `var`.
    function inner(){
        alert(prompt);
    }
    setTimeout(inner, 5000);
    // setTimeout is asynchronous, so the sayHelloInFiveSeconds function will
    // exit immediately, and setTimeout will call inner afterwards. However,
    // because inner is "closed over" sayHelloInFiveSeconds, inner still has
    // access to the `prompt` variable when it is finally called.
}
sayHelloInFiveSeconds("Adam"); // will open a popup with "Hello, Adam!" in 5s

///////////////////////////////////
// 5. More about Objects; Constructors and Prototypes

// Objects can contain functions.
var myObj = {
    myFunc: function(){
        return "Hello world!";
    }
};
myObj.myFunc(); // = "Hello world!"

// When functions attached to an object are called, they can access the object
// they're attached to using the `this` keyword.
myObj = {
    myString: "Hello world!",
    myFunc: function(){
        return this.myString;
    }
};
myObj.myFunc(); // = "Hello world!"

// What this is set to has to do with how the function is called, not where
// it's defined. So, our function doesn't work if it isn't called in the
// context of the object.
var myFunc = myObj.myFunc;
myFunc(); // = undefined

// Inversely, a function can be assigned to the object and gain access to it
// through `this`, even if it wasn't attached when it was defined.
var myOtherFunc = function(){
    return this.myString.toUpperCase();
}
myObj.myOtherFunc = myOtherFunc;
myObj.myOtherFunc(); // = "HELLO WORLD!"

// We can also specify a context for a function to execute in when we invoke it
// using `call` or `apply`.

var anotherFunc = function(s){
    return this.myString + s;
}
anotherFunc.call(myObj, " And Hello Moon!"); // = "Hello World! And Hello Moon!"

// The `apply` function is nearly identical, but takes an array for an argument
// list.

anotherFunc.apply(myObj, [" And Hello Sun!"]); // = "Hello World! And Hello Sun!"

// This is useful when working with a function that accepts a sequence of
// arguments and you want to pass an array.

Math.min(42, 6, 27); // = 6
Math.min([42, 6, 27]); // = NaN (uh-oh!)
Math.min.apply(Math, [42, 6, 27]); // = 6

// But, `call` and `apply` are only temporary. When we want it to stick, we can
// use `bind`.

var boundFunc = anotherFunc.bind(myObj);
boundFunc(" And Hello Saturn!"); // = "Hello World! And Hello Saturn!"

// `bind` can also be used to partially apply (curry) a function.

var product = function(a, b){ return a * b; }
var doubler = product.bind(this, 2);
doubler(8); // = 16

// When you call a function with the `new` keyword, a new object is created, and
// made available to the function via the `this` keyword. Functions designed to be
// called like that are called constructors.

var MyConstructor = function(){
    this.myNumber = 5;
}
myNewObj = new MyConstructor(); // = {myNumber: 5}
myNewObj.myNumber; // = 5

// Every JavaScript object has a 'prototype'. When you go to access a property
// on an object that doesn't exist on the actual object, the interpreter will
// look at its prototype.

// Some JS implementations let you access an object's prototype on the magic
// property `__proto__`. While this is useful for explaining prototypes it's not
// part of the standard; we'll get to standard ways of using prototypes later.
var myObj = {
    myString: "Hello world!"
};
var myPrototype = {
    meaningOfLife: 42,
    myFunc: function(){
        return this.myString.toLowerCase()
    }
};

myObj.__proto__ = myPrototype;
myObj.meaningOfLife; // = 42

// This works for functions, too.
myObj.myFunc(); // = "hello world!"

// Of course, if your property isn't on your prototype, the prototype's
// prototype is searched, and so on.
myPrototype.__proto__ = {
    myBoolean: true
};
myObj.myBoolean; // = true

// There's no copying involved here; each object stores a reference to its
// prototype. This means we can alter the prototype and our changes will be
// reflected everywhere.
myPrototype.meaningOfLife = 43;
myObj.meaningOfLife; // = 43

// We mentioned that `__proto__` was non-standard, and there's no standard way to
// change the prototype of an existing object. However, there are two ways to
// create a new object with a given prototype.

// The first is Object.create, which is a recent addition to JS, and therefore
// not available in all implementations yet.
var myObj = Object.create(myPrototype);
myObj.meaningOfLife; // = 43

// The second way, which works anywhere, has to do with constructors.
// Constructors have a property called prototype. This is *not* the prototype of
// the constructor function itself; instead, it's the prototype that new objects
// are given when they're created with that constructor and the new keyword.
MyConstructor.prototype = {
    myNumber: 5,
    getMyNumber: function(){
        return this.myNumber;
    }
};
var myNewObj2 = new MyConstructor();
myNewObj2.getMyNumber(); // = 5
myNewObj2.myNumber = 6
myNewObj2.getMyNumber(); // = 6

// Built-in types like strings and numbers also have constructors that create
// equivalent wrapper objects.
var myNumber = 12;
var myNumberObj = new Number(12);
myNumber == myNumberObj; // = true

// Except, they aren't exactly equivalent.
typeof myNumber; // = 'number'
typeof myNumberObj; // = 'object'
myNumber === myNumberObj; // = false
if (0){
    // This code won't execute, because 0 is falsy.
}
if (new Number(0)){
   // This code will execute, because wrapped numbers are objects, and objects
   // are always truthy.
}

// However, the wrapper objects and the regular builtins share a prototype, so
// you can actually add functionality to a string, for instance.
String.prototype.firstCharacter = function(){
    return this.charAt(0);
}
"abc".firstCharacter(); // = "a"

// This fact is often used in "polyfilling", which is implementing newer
// features of JavaScript in an older subset of JavaScript, so that they can be
// used in older environments such as outdated browsers.

// For instance, we mentioned that Object.create isn't yet available in all
// implementations, but we can still use it with this polyfill:
if (Object.create === undefined){ // don't overwrite it if it exists
    Object.create = function(proto){
        // make a temporary constructor with the right prototype
        var Constructor = function(){};
        Constructor.prototype = proto;
        // then use it to create a new, appropriately-prototyped object
        return new Constructor();
    }
}
jQuery @
///////////////////////////////////
// 1. Selectors

// Selectors in jQuery are used to select an element
var page = $(window); // Selects the whole viewport

// Selectors can also be CSS selector
var paragraph = $('p'); // Selects all paragraph elements
var table1 = $('#table1'); // Selects element with id 'table1'
var squares = $('.square'); // Selects all elements with the class 'square'
var square_p = $('p.square') // Selects paragraphs with the 'square' class


///////////////////////////////////
// 2. Events and Effects

// A very common event used is the ready event on the document
// You can use the 'ready' method to wait until the element has finished loading
$(document).ready(function(){
  // Code won't execute until the document is loaded
});

// jQuery is very good at triggering events
// and also handling what happens when an event is triggered
$('#button').click(); // Fires a click event on $('#button')
$('#button').click(function(){
  // Code here gets executed when the #button element is clicked
});

function onAction() {
  // This is executed when the event is triggered
}

// Some other common events are:
$('#btn').dblclick(onAction); // Double click
$('#btn').hover(onAction); // Hovering over
$('#btn').focus(onAction); // On focus
$('#btn').blur(onAction); // Losses focus
$('#btn').submit(onAction); // On submit
$('#btn').select(onAction); // When an element is selected
$('#btn').keydown(onAction); // When a key is pushed down
$('#btn').keyup(onAction); // When a key is released
$('#btn').keypress(onAction); // When a key is pressed
$('#btn').mousemove(onAction); // When the mouse is moved
$('#btn').mouseenter(onAction); // Mouse enters the element
$('#btn').mouseleave(onAction); // Mouse leaves the element

// You can also use an anonymous function
$('#btn').hover(function(){
  // Executed on hover
});

// These can all also trigger the event instead of handling it
// by simply not giving any parameters
$('#btn').dblclick(); // Fires double click on the element

// You can handle multiple events while only using the selector once
$('#btn').on(
  {dblclick: myFunction1} // Triggered on double click
  {blur: myFunction1} // Triggered on blur
);

// You can move and hide elements with some effect methods
$('.table').hide(); # Hides the element(s)

// Note: calling a function in these methods will still hide the element
$('.table').hide(function(){
    // Element hidden then function executed
});

// You can store selectors in variables
var tables = $('.table');

// Some basic document manipulation methods are:
tables.hide(); // Hides element(s)
tables.show(); // Shows (un-hides) element(s)
tables.toggle(); // Changes the hide/show state
tables.fadeOut(); // Fades out
tables.fadeIn(); // Fades in
tables.fadeToggle(); // Fades in or out
tables.fadeTo(0.5); // Fades to an opacity (between 0 and 1)
tables.slideUp(); // Slides up
tables.slideDown(); // Slides down
tables.slideToggle(); // Slides up or down

// All of the above take a speed (milliseconds) and callback function
tables.hide(1000, myFunction); // 1 second hide animation then function

// fadeTo has a required opacity as its second parameter
tables.fadeTo(2000, 0.1, myFunction); // 2 sec. fade to 0.1 opacity then function

// You can get slightly more advanced with the animate method
tables.animate({margin-top:"+=50", height: "100px"}, 500, myFunction);
// The animate method takes an object of css and values to end with,
// optional options parameter to tune the animation,
// and of course the callback function

///////////////////////////////////
// 3. Manipulation

// These are similar to effects but can do more
$('div').addClass('div') // Adds class div to all div taming-slim-20

// Common manipulation methods
$('p').append('Hello world'); // Adds to end of element
$('p').attr('class'); // Gets attribute
$('p').attr('class', 'content'); // Sets attribute
$('p').hasClass('div'); // Returns true if it has the class
$('p').height(); // Gets height of element or sets height


// For many manipulation methods, getting info on an element
// will ONLY get the first matching element
$('p').height(); // Gets only the first 'p' tag's height

// You can use each to loop through all the elements
var heights = [];
$('p').each(function() {
  heights.push($(this.height)); // Adds all 'p' tag heights to array
});
PHP @
<?php // PHP code must be enclosed with <?php tags

// If your php file only contains PHP code, it is best practice
// to omit the php closing tag to prevent accidental output.

// Two forward slashes start a one-line comment.

# So will a hash (aka pound symbol) but // is more common

/*
     Surrounding text in slash-asterisk and asterisk-slash
     makes it a multi-line comment.
*/

// Use "echo" or "print" to print output
print('Hello '); // Prints "Hello " with no line break

// () are optional for print and echo
echo "World\n"; // Prints "World" with a line break
// (all statements must end with a semicolon)

// Anything outside <?php tags is echoed automatically
?>
Hello World Again!
<?php


/************************************
 * Types & Variables
 */

// Variables begin with the $ symbol.
// A valid variable name starts with a letter or underscore,
// followed by any number of letters, numbers, or underscores.

// Boolean values are case-insensitive
$boolean = true;  // or TRUE or True
$boolean = false; // or FALSE or False

// Integers
$int1 = 12;   // => 12
$int2 = -12;  // => -12
$int3 = 012;  // => 10 (a leading 0 denotes an octal number)
$int4 = 0x0F; // => 15 (a leading 0x denotes a hex literal)
// Binary integer literals are available since PHP 5.4.0.
$int5 = 0b11111111; // 255 (a leading 0b denotes a binary number)

// Floats (aka doubles)
$float = 1.234;
$float = 1.2e3;
$float = 7E-10;

// Delete variable
unset($int1);

// Arithmetic
$sum        = 1 + 1; // 2
$difference = 2 - 1; // 1
$product    = 2 * 2; // 4
$quotient   = 2 / 1; // 2

// Shorthand arithmetic
$number = 0;
$number += 1;      // Increment $number by 1
echo $number++;    // Prints 1 (increments after evaluation)
echo ++$number;    // Prints 3 (increments before evaluation)
$number /= $float; // Divide and assign the quotient to $number

// Strings should be enclosed in single quotes;
$sgl_quotes = '$String'; // => '$String'

// Avoid using double quotes except to embed other variables
$dbl_quotes = "This is a $sgl_quotes."; // => 'This is a $String.'

// Special characters are only escaped in double quotes
$escaped   = "This contains a \t tab character.";
$unescaped = 'This just contains a slash and a t: \t';

// Enclose a variable in curly braces if needed
$apples = "I have {$number} apples to eat.";
$oranges = "I have ${number} oranges to eat.";
$money = "I have $${number} in the bank.";

// Since PHP 5.3, nowdocs can be used for uninterpolated multi-liners
$nowdoc = <<<'END'
Multi line
string
END;

// Heredocs will do string interpolation
$heredoc = <<<END
Multi line
$sgl_quotes
END;

// String concatenation is done with .
echo 'This string ' . 'is concatenated';

// Strings can be passed in as parameters to echo
echo 'Multiple', 'Parameters', 'Valid';  // Returns 'MultipleParametersValid'


/********************************
 * Constants
 */

// A constant is defined by using define()
// and can never be changed during runtime!

// a valid constant name starts with a letter or underscore,
// followed by any number of letters, numbers, or underscores.
define("FOO", "something");

// access to a constant is possible by calling the choosen name without a $
echo FOO; // Returns 'something'
echo 'This outputs ' . FOO;  // Returns 'This ouputs something'



/********************************
 * Arrays
 */

// All arrays in PHP are associative arrays (hashmaps),

// Associative arrays, known as hashmaps in some languages.

// Works with all PHP versions
$associative = array('One' => 1, 'Two' => 2, 'Three' => 3);

// PHP 5.4 introduced a new syntax
$associative = ['One' => 1, 'Two' => 2, 'Three' => 3];

echo $associative['One']; // prints 1

// Add an element to an associative array
$associative['Four'] = 4;

// List literals implicitly assign integer keys
$array = ['One', 'Two', 'Three'];
echo $array[0]; // => "One"

// Add an element to the end of an array
$array[] = 'Four';
// or
array_push($array, 'Five');

// Remove element from array
unset($array[3]);

/********************************
 * Output
 */

echo('Hello World!');
// Prints Hello World! to stdout.
// Stdout is the web page if running in a browser.

print('Hello World!'); // The same as echo

// echo and print are language constructs too, so you can drop the parentheses
echo 'Hello World!';
print 'Hello World!';

$paragraph = 'paragraph';

echo 100;        // Echo scalar variables directly
echo $paragraph; // or variables

// If short open tags are configured, or your PHP version is
// 5.4.0 or greater, you can use the short echo syntax
?>
<p><?= $paragraph ?></p>
<?php

$x = 1;
$y = 2;
$x = $y; // $x now contains the same value as $y
$z = &$y;
// $z now contains a reference to $y. Changing the value of
// $z will change the value of $y also, and vice-versa.
// $x will remain unchanged as the original value of $y

echo $x; // => 2
echo $z; // => 2
$y = 0;
echo $x; // => 2
echo $z; // => 0

// Dumps type and value of variable to stdout
var_dump($z); // prints int(0)

// Prints variable to stdout in human-readable format
print_r($array); // prints: Array ( [0] => One [1] => Two [2] => Three )

/********************************
 * Logic
 */
$a = 0;
$b = '0';
$c = '1';
$d = '1';

// assert throws a warning if its argument is not true

// These comparisons will always be true, even if the types aren't the same.
assert($a == $b); // equality
assert($c != $a); // inequality
assert($c <> $a); // alternative inequality
assert($a < $c);
assert($c > $b);
assert($a <= $b);
assert($c >= $d);

// The following will only be true if the values match and are the same type.
assert($c === $d);
assert($a !== $d);
assert(1 === '1');
assert(1 !== '1');

// 'Spaceship' operator (since PHP 7)
// Returns 0 if values on either side are equal
// Returns 1 if value on the left is greater
// Returns -1 if the value on the right is greater

$a = 100;
$b = 1000;

echo $a <=> $a; // 0 since they are equal
echo $a <=> $b; // -1 since $a < $b
echo $b <=> $a; // 1 since $b > $a

// Variables can be converted between types, depending on their usage.

$integer = 1;
echo $integer + $integer; // => 2

$string = '1';
echo $string + $string; // => 2 (strings are coerced to integers)

$string = 'one';
echo $string + $string; // => 0
// Outputs 0 because the + operator cannot cast the string 'one' to a number

// Type casting can be used to treat a variable as another type

$boolean = (boolean) 1; // => true

$zero = 0;
$boolean = (boolean) $zero; // => false

// There are also dedicated functions for casting most types
$integer = 5;
$string = strval($integer);

$var = null; // Null value


/********************************
 * Control Structures
 */

if (true) {
    print 'I get printed';
}

if (false) {
    print 'I don\'t';
} else {
    print 'I get printed';
}

if (false) {
    print 'Does not get printed';
} elseif(true) {
    print 'Does';
}

// ternary operator
print (false ? 'Does not get printed' : 'Does');

// ternary shortcut operator since PHP 5.3
// equivalent of "$x ? $x : 'Does'""
$x = false;
print($x ?: 'Does');

// null coalesce operator since php 7
$a = null;
$b = 'Does print';
echo $a ?? 'a is not set'; // prints 'a is not set'
echo $b ?? 'b is not set'; // prints 'Does print'


$x = 0;
if ($x === '0') {
    print 'Does not print';
} elseif($x == '1') {
    print 'Does not print';
} else {
    print 'Does print';
}



// This alternative syntax is useful for templates:
?>

<?php if ($x): ?>
This is displayed if the test is truthy.
<?php else: ?>
This is displayed otherwise.
<?php endif; ?>

<?php

// Use switch to save some logic.
switch ($x) {
    case '0':
        print 'Switch does type coercion';
        break; // You must include a break, or you will fall through
               // to cases 'two' and 'three'
    case 'two':
    case 'three':
        // Do something if $variable is either 'two' or 'three'
        break;
    default:
        // Do something by default
}

// While, do...while and for loops are probably familiar
$i = 0;
while ($i < 5) {
    echo $i++;
}; // Prints "01234"

echo "\n";

$i = 0;
do {
    echo $i++;
} while ($i < 5); // Prints "01234"

echo "\n";

for ($x = 0; $x < 10; $x++) {
    echo $x;
} // Prints "0123456789"

echo "\n";

$wheels = ['bicycle' => 2, 'car' => 4];

// Foreach loops can iterate over arrays
foreach ($wheels as $wheel_count) {
    echo $wheel_count;
} // Prints "24"

echo "\n";

// You can iterate over the keys as well as the values
foreach ($wheels as $vehicle => $wheel_count) {
    echo "A $vehicle has $wheel_count wheels";
}

echo "\n";

$i = 0;
while ($i < 5) {
    if ($i === 3) {
        break; // Exit out of the while loop
    }
    echo $i++;
} // Prints "012"

for ($i = 0; $i < 5; $i++) {
    if ($i === 3) {
        continue; // Skip this iteration of the loop
    }
    echo $i;
} // Prints "0124"


/********************************
 * Functions
 */

// Define a function with "function":
function my_function () {
    return 'Hello';
}

echo my_function(); // => "Hello"

// A valid function name starts with a letter or underscore, followed by any
// number of letters, numbers, or underscores.

function add ($x, $y = 1) { // $y is optional and defaults to 1
    $result = $x + $y;
    return $result;
}

echo add(4); // => 5
echo add(4, 2); // => 6

// $result is not accessible outside the function
// print $result; // Gives a warning.

// Since PHP 5.3 you can declare anonymous functions;
$inc = function ($x) {
    return $x + 1;
};

echo $inc(2); // => 3

function foo ($x, $y, $z) {
    echo "$x - $y - $z";
}

// Functions can return functions
function bar ($x, $y) {
    // Use 'use' to bring in outside variables
    return function ($z) use ($x, $y) {
        foo($x, $y, $z);
    };
}

$bar = bar('A', 'B');
$bar('C'); // Prints "A - B - C"

// You can call named functions using strings
$function_name = 'add';
echo $function_name(1, 2); // => 3
// Useful for programatically determining which function to run.
// Or, use call_user_func(callable $callback [, $parameter [, ... ]]);


// You can get the all the parameters passed to a function
function parameters() {
    $numargs = func_num_args();
    if ($numargs > 0) {
        echo func_get_arg(0) . ' | ';
    }
    $args_array = func_get_args();
    foreach ($args_array as $key => $arg) {
        echo $key . ' - ' . $arg . ' | ';
    }
}

parameters('Hello', 'World'); // Hello | 0 - Hello | 1 - World |

// Since PHP 5.6 you can get a variable number of arguments
function variable($word, ...$list) {
    echo $word . " || ";
    foreach ($list as $item) {
        echo $item . ' | ';
    }
}

variable("Separate", "Hello", "World") // Separate || Hello | World |

/********************************
 * Includes
 */

<?php
// PHP within included files must also begin with a PHP open tag.

include 'my-file.php';
// The code in my-file.php is now available in the current scope.
// If the file cannot be included (e.g. file not found), a warning is emitted.

include_once 'my-file.php';
// If the code in my-file.php has been included elsewhere, it will
// not be included again. This prevents multiple class declaration errors

require 'my-file.php';
require_once 'my-file.php';
// Same as include(), except require() will cause a fatal error if the
// file cannot be included.

// Contents of my-include.php:
<?php

return 'Anything you like.';
// End file

// Includes and requires may also return a value.
$value = include 'my-include.php';

// Files are included based on the file path given or, if none is given,
// the include_path configuration directive. If the file isn't found in
// the include_path, include will finally check in the calling script's
// own directory and the current working directory before failing.
/* */

/********************************
 * Classes
 */

// Classes are defined with the class keyword

class MyClass
{
    const MY_CONST      = 'value'; // A constant

    static $staticVar   = 'static';

    // Static variables and their visibility
    public static $publicStaticVar = 'publicStatic';
    // Accessible within the class only
    private static $privateStaticVar = 'privateStatic';
    // Accessible from the class and subclasses
    protected static $protectedStaticVar = 'protectedStatic';

    // Properties must declare their visibility
    public $property    = 'public';
    public $instanceProp;
    protected $prot = 'protected'; // Accessible from the class and subclasses
    private $priv   = 'private';   // Accessible within the class only

    // Create a constructor with __construct
    public function __construct($instanceProp) {
        // Access instance variables with $this
        $this->instanceProp = $instanceProp;
    }

    // Methods are declared as functions inside a class
    public function myMethod()
    {
        print 'MyClass';
    }

    // final keyword would make a function unoverridable
    final function youCannotOverrideMe()
    {
    }

    // Magic Methods

    // what to do if Object is treated as a String
    public function __toString() {
        return $property;
    }

    // opposite to __construct()
    // called when object is no longer referenced
    public function __destruct() {
        print "Destroying";
    }

/*
 * Declaring class properties or methods as static makes them accessible without
 * needing an instantiation of the class. A property declared as static can not
 * be accessed with an instantiated class object (though a static method can).
 */

    public static function myStaticMethod()
    {
        print 'I am static';
    }
}

// Class constants can always be accessed statically
echo MyClass::MY_CONST;    // Outputs 'value';

echo MyClass::$staticVar;  // Outputs 'static';
MyClass::myStaticMethod(); // Outputs 'I am static';

// Instantiate classes using new
$my_class = new MyClass('An instance property');
// The parentheses are optional if not passing in an argument.

// Access class members using ->
echo $my_class->property;     // => "public"
echo $my_class->instanceProp; // => "An instance property"
$my_class->myMethod();        // => "MyClass"


// Extend classes using "extends"
class MyOtherClass extends MyClass
{
    function printProtectedProperty()
    {
        echo $this->prot;
    }

    // Override a method
    function myMethod()
    {
        parent::myMethod();
        print ' > MyOtherClass';
    }
}

$my_other_class = new MyOtherClass('Instance prop');
$my_other_class->printProtectedProperty(); // => Prints "protected"
$my_other_class->myMethod();               // Prints "MyClass > MyOtherClass"

final class YouCannotExtendMe
{
}

// You can use "magic methods" to create getters and setters
class MyMapClass
{
    private $property;

    public function __get($key)
    {
        return $this->$key;
    }

    public function __set($key, $value)
    {
        $this->$key = $value;
    }
}

$x = new MyMapClass();
echo $x->property; // Will use the __get() method
$x->property = 'Something'; // Will use the __set() method

// Classes can be abstract (using the abstract keyword) or
// implement interfaces (using the implements keyword).
// An interface is declared with the interface keyword.

interface InterfaceOne
{
    public function doSomething();
}

interface InterfaceTwo
{
    public function doSomethingElse();
}

// interfaces can be extended
interface InterfaceThree extends InterfaceTwo
{
    public function doAnotherContract();
}

abstract class MyAbstractClass implements InterfaceOne
{
    public $x = 'doSomething';
}

class MyConcreteClass extends MyAbstractClass implements InterfaceTwo
{
    public function doSomething()
    {
        echo $x;
    }

    public function doSomethingElse()
    {
        echo 'doSomethingElse';
    }
}


// Classes can implement more than one interface
class SomeOtherClass implements InterfaceOne, InterfaceTwo
{
    public function doSomething()
    {
        echo 'doSomething';
    }

    public function doSomethingElse()
    {
        echo 'doSomethingElse';
    }
}


/********************************
 * Traits
 */

// Traits are available from PHP 5.4.0 and are declared using "trait"

trait MyTrait
{
    public function myTraitMethod()
    {
        print 'I have MyTrait';
    }
}

class MyTraitfulClass
{
    use MyTrait;
}

$cls = new MyTraitfulClass();
$cls->myTraitMethod(); // Prints "I have MyTrait"


/********************************
 * Namespaces
 */

// This section is separate, because a namespace declaration
// must be the first statement in a file. Let's pretend that is not the case

<?php

// By default, classes exist in the global namespace, and can
// be explicitly called with a backslash.

$cls = new \MyClass();



// Set the namespace for a file
namespace My\Namespace;

class MyClass
{
}

// (from another file)
$cls = new My\Namespace\MyClass;

//Or from within another namespace.
namespace My\Other\Namespace;

use My\Namespace\MyClass;

$cls = new MyClass();

// Or you can alias the namespace;

namespace My\Other\Namespace;

use My\Namespace as SomeOtherNamespace;

$cls = new SomeOtherNamespace\MyClass();


/**********************
* Late Static Binding
*
*/

class ParentClass {
    public static function who() {
        echo "I'm a " . __CLASS__ . "\n";
    }
    public static function test() {
        // self references the class the method is defined within
        self::who();
        // static references the class the method was invoked on
        static::who();
    }
}

ParentClass::test();
/*
I'm a ParentClass
I'm a ParentClass
*/

class ChildClass extends ParentClass {
    public static function who() {
        echo "But I'm " . __CLASS__ . "\n";
    }
}

ChildClass::test();
/*
I'm a ParentClass
But I'm ChildClass
*/

/**********************
*  Magic constants
*
*/

// Get current class name. Must be used inside a class declaration.
echo "Current class name is " . __CLASS__;

// Get full path directory of a file
echo "Current directory is " . __DIR__;

    // Typical usage
    require __DIR__ . '/vendor/autoload.php';

// Get full path of a file
echo "Current file path is " . __FILE__;

// Get current function name
echo "Current function name is " . __FUNCTION__;

// Get current line number
echo "Current line number is " . __LINE__;

// Get the name of the current method. Only returns a value when used inside a trait or object declaration.
echo "Current method is " . __METHOD__;

// Get the name of the current namespace
echo "Current namespace is " . __NAMESPACE__;

// Get the name of the current trait. Only returns a value when used inside a trait or object declaration.
echo "Current namespace is " . __TRAIT__;

/**********************
*  Error Handling
*
*/

// Simple error handling can be done with try catch block

try {
    // Do something
} catch (Exception $e) {
    // Handle exception
}

// When using try catch blocks in a namespaced enviroment use the following

try {
    // Do something
} catch (\Exception $e) {
    // Handle exception
}

// Custom exceptions

class MyException extends Exception {}

try {

    $condition = true;

    if ($condition) {
        throw new MyException('Something just happend');
    }

} catch (MyException $e) {
    // Handle my exception
}
git @
$ git init

# Imprime e define algumas variáveis de configuração básicas (global)
$ git config --global user.email
$ git config --global user.name

$ git config --global user.email "MyEmail@Zoho.com"
$ git config --global user.name "My Name"

# Ver rapidamente os comandos disponiveis
$ git help

# Ver todos os comandos disponiveis
$ git help -a

# Requerer *help* sobre um comando especifico - manual de utilizador
# git help <command_here>
$ git help add
$ git help commit
$ git help init

# Apresenta o *branch*, ficheiros não monitorizados, alterações e outras
# difereças
$ git status

# Para aprender mais detalhes sobre git *status*
$ git help status

# adiciona um ficheiro no directório do projecto atual
$ git add HelloWorld.java

# adiciona um ficheiro num sub-directório
$ git add /path/to/file/HelloWorld.c

# permite usar expressões regulares!
$ git add ./*.java

# listar *branches* existentes e remotos
$ git branch -a

# criar um novo *branch*
$ git branch myNewBranch

# apagar um *branch*
$ git branch -d myBranch

# alterar o nome de um *branch*
# git branch -m <oldname> <newname>
$ git branch -m myBranchName myNewBranchName

# editar a descrição de um *branch*
$ git branch myBranchName --edit-description

# Checkout de um repositório - por predefinição para o branch master
$ git checkout
# Checkout de um branch especifico
$ git checkout branchName
# Cria um novo branch e faz checkout para ele.
# Equivalente a: "git branch <name>; git checkout <name>"
$ git checkout -b newBranch

# Clona learnxinyminutes-docs
$ git clone https://github.com/adambard/learnxinyminutes-docs.git

# commit com uma mensagem
$ git commit -m "Added multiplyNumbers() function to HelloWorld.c"

# Apresenta a diferença entre o directório atual e o index
$ git diff

# Apresenta a diferença entre o index e os commits mais recentes
$ git diff --cached

# Apresenta a diferença entre o directório atual e o commit mais recente
$ git diff HEAD

# Obrigado a Travis Jeffery por estas
# Define a apresentação de números de linha nos resultados do grep
$ git config --global grep.lineNumber true

# Torna os resultados da pesquisa mais fáceis de ler, agrupando-os
$ git config --global alias.g "grep --break --heading --line-number"

# Pesquisa por "variableName" em todos os ficheiros de java
$ git grep 'variableName' -- '*.java'

# Pesquisa por uma linha que contém "arrayListName" e "add" ou "remove"
$ git grep -e 'arrayListName' --and \( -e add -e remove \)

# Apresenta todos os commits
$ git log

# Apresenta X commits
$ git log -n 10

# Apresenta apenas commits de merge
$ git log --merges

# Junta o branch especificado com o atual
$ git merge branchName

# Para gerar sempre um commit ao juntar os branches
$ git merge --no-ff branchName

# Alterar o nome de um ficheiro
$ git mv HelloWorld.c HelloNewWorld.c

# Mover um ficheiro
$ git mv HelloWorld.c ./new/path/HelloWorld.c

# Forçar a alteração de nome ou mudança local
# "existingFile" já existe no directório, será sobre-escrito.
$ git mv -f myFile existingFile

# Atualiza o repositório local, juntando as novas alterações
# do repositório remoto 'origin' e branch 'master'
# git pull <remote> <branch>
# git pull => aplica a predefinição => git pull origin master
$ git pull origin master

# Juntar alterações do branch remote e fazer rebase commits do branch
# no repositório local, como: "git pull <remote> <branch>, git rebase <branch>"
$ git pull origin master --rebase

# Envia e junta as alterações de um repositório local
# para um remoto denominado "origin" no branch "master".
# git push <remote> <branch>
# git push => aplica a predefinição => git push origin master
$ git push origin master

# Faz Rebase de experimentBranch para master
# git rebase <basebranch> <topicbranch>
$ git rebase master experimentBranch

# Restabelece a camada intermediária de registo para o último
# commit (o directório fica sem alterações)
$ git reset

# Restabelece a camada intermediária de registo para o último commit, e
# sobre-escreve o projecto atual
$ git reset --hard

# Move a head do branch atual para o commit especificado, sem alterar o projecto.
# todas as alterações ainda existem no projecto
$ git reset 31f2bb1

# Inverte a head do branch atual para o commit especificado
# fazendo com que este esteja em sintonia com o directório do projecto
# Remove alterações não registadas e todos os commits após o commit especificado
$ git reset --hard 31f2bb1

# remove HelloWorld.c
$ git rm HelloWorld.c

# Remove um ficheiro de um sub-directório
$ git rm /pather/to/the/file/HelloWorld.c

refs and see also