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actionscript
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===== Без подсветки =====
echo "Hello, world!"
===== Visual Basic =====
Private Sub Command1_Click()
xx = 330
yy = 260: X2 = 200: Y2 = 0
P = 3.1415926
RR = 120
RR1 = 10
Line (0, 0)-(800, 800), RGB(227, 231, 230), BF
For i = 0 To 360 Step 2
For j = 0 To 360 Step 0.8
t = i * P / 180
s = j * P / 180
rr0 = RR1 + 50 * Cos(2# * t) ^ 14 + 50 * (Sin(1 * s + 4 * t)) ^ 24
'rr0 = RR1 + 50 * Sin(0.5 * t) ^ 4 + 30 * (Sin(1 * s + 7 * t)) ^ 44
X = RR * Cos(t) + rr0 * Cos(s)
Y = RR * Sin(t) + rr0 * Sin(s)
z = 0 'RR * Sin(1 * t) + rr0 * Cos(s)
X1 = X / 1 - z * Cos(P / 3) * 0.5
Y1 = Y / 1 - z * Sin(P / 3) * 0.5
red = 0 '190 '255 * rr0 / (RR1 + 70)
green = 0 '215 '255 * Abs(Sin(i / 15))
blue = 0 '190 '255 * Abs(Sin((j) / 20))
'red = 255 * rr0 / (RR1 + 70)
'green = 255 * Abs(Sin(i / 15))
'blue = 255 * Abs(Sin((j) / 20))
DrawWidth = 1
If i > 0 And j > 0 Then Line (X1 + xx + 10, Y1 + yy + 40)-(X2 + xx + 10,
Y2 + yy + 40), RGB(red, green, blue)
X2 = X1
Y2 = Y1
Next j
Next i
==== Pascal ====
interface
uses
Math;
const
Capacity = 100;
type
TOperation = Array [1..Capacity] of byte; { Фигня }
TOperand = Array [1..2] of Word; { ®ЇҐа ¤л }
TAoTOperand = Array [1..Capacity] of TOperand;
TAoSingle = Array [1..Capacity div 2] of Single; { Еще фигня }
TPFRecord = Record
rb: TAoTOperand;
ro: TOperation;
rc: TAoSingle;
Blength: word; { =fi }
Clength: word; { =ci }
End; {needed for import/export}
TParsedFunction = Object
public
procedure ParseFunction (s: String; var ErCode: integer);
function Compute (x,y,z: single): single;
{ function Compute(const x: single = 0;
const y: single = 0;
const z: single = 0): single;}
procedure ExportParsed (var r: TPFRecord);
procedure ImportParsed (const r: TPFRecord);
private
a: TAoSingle; { elementary blocks }
b: TAoTOperand; { numbers of el. blocks, envolved in operation}
o: TOperation; { code of operation }
c: TAoSingle;
{ constants, maybe variables or numbers;
c[1]=x, c[2]=y, c[3]=z, c[4]=PI, c[5]=e, ....}
fi : word; { free index, also length of array b }
ConstIndex : word; { last index for const, starting from 3 }
End;
implementation
Function UpStr (US: string): string;
var i: word;
begin
for i := 1 to Length (US) do
US[i] := UpCase (US[i]);
UpStr := US;
end;
==== C++ ====
#include
using namespace std;
Model *pModel = NULL; // Holds The Model Data
GLfloat yrot=0.0f; // Y Rotation
AUX_RGBImageRec *LoadBMP(const char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
return NULL; // If Load Failed Return NULL
}
GLuint LoadGLTexture( const char *filename ) // Load Bitmaps And Convert To Textures
{
AUX_RGBImageRec *pImage; // Create Storage Space For The Texture
GLuint texture = 0; // Texture ID
pImage = LoadBMP( filename ); // Loads The Bitmap Specified By filename
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if ( pImage != NULL && pImage->data != NULL ) // If Texture Image Exists
{
glGenTextures(1, &texture); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, pImage->sizeX, pImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, pImage->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
free(pImage->data); // Free The Texture Image Memory
free(pImage); // Free The Image Structure
}
return texture; // Return The Status
}
==== PHP ====
/**
* The loginform
*
* @author Andreas Gohr
*/
function html_login(){
global $lang;
global $conf;
global $ID;
print p_locale_xhtml('login');
?>
';
print $lang['reghere'];
print ': '.$lang['register'].'';
print '';
}
?>