const (
pi = /* the usual */ 3.14159265358979323;
e = 2.718281828;
+ mask1 int = 1 << iota;
+ mask2 = 1 << iota;
+ mask3 = 1 << iota;
+ mask4 = 1 << iota;
)
type (
};
Point2 Point
)
-
+
+func (p *Point) Initialize(x, y int) {
+ p.x, p.y = x, y
+}
+
+func (p *Point) Distance() int {
+ return p.x * p.x + p.y * p.y
+}
+
var (
x1 int;
x2 int;
}
func control_structs() {
- i := 0;
+ var p Point = new(Point).Initialize(2, 3);
+ i := p.Distance();
+ var f float = 0.3;
for {}
for {};
for j := 0; j < i; j++ {
} else i = 0;
var x float
}
- foo: switch {
- case i < y:
- case i < j:
- case i == 0, i == 1, i == j:
- i++; i++;
- default:
- break
+ foo: // a label
+ switch {
+ case i < y:
+ fallthrough
+ case i < j:
+ case i == 0, i == 1, i == j:
+ i++; i++;
+ goto foo;
+ default:
+ i = -+-+i;
+ break
}
}