Подсветка синтаксиса исходных текстов программ делается с помощью пары тегов <code>..</code>, в которые он должен обрамляться. При этом сохранятся отступы и прочее форматирование исходного текста. В данном случае не указан язык программирования, поэтому текст будет подсвечиваться одинаково для всех символов.
Если указать язык программирования
<code %lang%>..</code>
, то текст программы будет подсвечен в соответствие с предопределённой схемой подсветки синтаксиса данного языка.
Параметр %lang%
может быть одним из следующего списка предопределённых языков программирования:
actionscript actionscript-french ada apache applescript asm asp bash c c_mac caddcl cadlisp cpp csharp css d delphi diff div dos eiffel freebasic gml html4strict ini inno java javascript lisp lua matlab mpasm nsis objc ocaml ocaml-brief oobas oracle8 pascal perl php php-brief python qbasic ruby scheme sdlbasic smarty sql vb vbnet vhdl visualfoxpro xml
echo "Hello, world!"
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
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;
#include <string> 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 }
/** * The loginform * * @author Andreas Gohr <andi@splitbrain.org> */ function html_login(){ global $lang; global $conf; global $ID; print p_locale_xhtml('login'); ?> <div align="center"> <form action="<?php echo script()?>" accept-charset="<?php echo $lang['encoding']?>" method="post"> <fieldset> <legend><?php echo $lang['btn_login']?></legend> <input type="hidden" name="id" value="<?php echo $ID?>" /> <input type="hidden" name="do" value="login" /> <label> <span><?php echo $lang['user']?></span> <input type="text" name="u" value="<?php echo formText($_REQUEST['u'])?>" class="edit" /> </label><br /> <label> <span><?php echo $lang['pass']?></span> <input type="password" name="p" class="edit" /> </label><br /> <input type="submit" value="<?php echo $lang['btn_login']?>" class="button" /> <label for="remember" class="simple"> <input type="checkbox" name="r" id="remember" value="1" /> <span><?php echo $lang['remember']?></span> </label> </fieldset> </form> <?php if($conf['openregister']){ print '<p>'; print $lang['reghere']; print ': <a href="'.wl($ID,'do=register').'" class="wikilink1">'.$lang['register'].'</a>'; print '</p>'; } ?> </div> <?php /* FIXME provide new hook if(@file_exists('includes/login.txt')){ print io_cacheParse('includes/login.txt'); } */ }