cyanic-selkie/wikianc huggingface dataset:
Marc Márquez
Marc Márquez Alentà (lahir 17 Fébruari 1993) nyaéta tukang balap motor Grand Prix urang Spanyol sarta dalapan kali juara dunya kajuaran Grand Prix, nu genep di antarana dina kelas MotoGP. Márquez balap pikeun tim pabrik Honda  saprak manéhna ancrub dina MotoGP taun 2013. Manéhna minangka salah sahiji ti opat tukang balap nu geus meunang gelar juara dunya dina tilu kategori nu béda, sanggeus Mike Hailwood, Phil Read sarta Valentino Rossi.
Márquez juara Kajuaraan Dunya 125cc taun,  juara Kajuaraan Dunya Moto2 taun  ,  sarta juara Kajuaraan Dunya MotoGP taun , , , 2017, 2018 jeung 2019. Márquez jadi purah balap nu mimiti saprak Kenny Roberts dina taun  pikeun ngalengkepan gelar kelas utama dina usum balap munggaranna, sarta nu pangngorana pikeun ngahontal gelar sagemblengna. Manéhna bisa nahan gelarna, jawara kajuaraan taun 2014. Manéhna téh lanceukna Álex Márquez jawara dunya Moto3 taun 2014. Márquez mapakan rékor Grand Prix sapanjang mangsa pikeun posisi pole dina umur 23, taun 2016, hiji rékor nu dicepeng ku manéhna sorangan taun 2017.
Kajuaraan Dunnya 125cc
Lahir di Cervera, Catalonia, Spanyol, Márquez miluan debut kajuaraanna dina 13 April 2008 di Grand Prix Portugal 125cc taun 2008 dina umur 15 taun  56 poé.
Kameunangan saterusna di Silverstone, Assen sarta Catalonia dina tilu balapan saterusna nu ngalantarankeun Márquez jadi purah balap panggorana nu meunang opat balapan terus-terusan. Kameunangan kalimana di Sachsenring nyaéta kameunangan Derbi nu ke-100 dina balapan Grand Prix, sarta Márquez jadi purah balap mimiti saprak Valentino Rossi taun 1997 meunang lima kali balapan terus-terusan di kelas 125cc.
Manéhna kurang suksés dina balapan ieu, turun ka posisi katilu di klasemén kacék hiji niléy di tukangeun Nicolás Terol sarta Pol Espargaró sanggeus kacilakaan jeung Randy Krummenacher dina péngkolan kahiji di Grand Prix Aragon. Meunangna kasepuluh usum ieu manéhna jadi mapakan rékor nu dicekel ku Rossi taun 1997. Manéhna bakal gagal ngahontal juara, mangsa manéhna ngan di posisi kaopat dina balapan panungtung di Valencia pikeun jadi juara dunya pangngoranna kadua sanggeus Loris Capirossi.
Kajuaraan Dunya Moto2
Márquez pindah ka kelas Moto2 taun Manéhna anggeus ka 21 di Portugal, saencan kameunangan kahijina di kelas ieu di Grand Prix Prancis. Di Catalonia, Márquez anggeus kadua di tukangeun pamingpin juara Stefan Bradl, saencan labuh di Silverstone, sanggeus start ti posisi kahiji di Moto2 munggaranna, kalayan Bradl ngahontal kameunanganna kaopatna dina genep balapan mimiti, Márquez nuturkeun manéhna kalayan peunteun 82  di ahir minggu. Márquez nyieun ronjatan klasemén kajuaraan di tengah-tengah usum balap ieu, ngan ukur meunangkeun niléy genep ti tujuh balapan pikeun ngudag  Bradl di klasemén kajuaraan.
Di Grand Prix Jepang, Márquez di posisi pole katujuh tapi meunang di posisi kadua ditukangeun Andrea Iannone, tina kameunangan éta dikombinasikeun kalayan Bradl di possisi kaopat nu ngalantarankeun Márquez jadi pamingpin juara kalayan meunang peunteun. Di Grand Prix Autralia, Márquez kalibet kacilakaan jeung Ratthapark Wilairot mangsa latihan bébas; Márquez nabrak kana tonggong Wilairot, sarta Márquez dihukum finalti samenit waktu kualifikasina.
Saencan Grand Prix Malaysia, Márquez negeskeun yén manéhna baris tetep di Moto2 nepi ka taun 2012, sanggeus rumor ngeunaan pindahna ka kelas MotoGP. Ahir minggu balapan Márquez elat dina menit pambukaan sési latihan bébas munggaran, mangsa manéhna labuh di aspal nu beueus. Manéhna teu bisa milu balapan, sakumaha manéhna gagal ujian médis saméméh pamanasan balap isuk-isuk. Márquez milu balapan ahir usum ieu di Valencia, kalayan harepan bisa séhat pikeun balapan, tapi ngundurkeun diri ku sabab masalah panempo nu terus beuki parna, antukna gelar juara dipimilik ku Bradl.
MotoGP
Dina 12 Juli 2012, dibéwarakeun yén Márquez geus néken kontrak dua taun jeung tim Repsol Honda di MotoGP ngagantikeun Casey Stoner pangsiun bareng jeung Dani Pedrosa, ti taun ka hareup.
Márquez mimiti mecak motor Honda RC213V di Valencia sanggeus ahir kajuaraan 2012 ngabelesat leuwih laun sadetik ti batur satimna Dani Pedrosa nu aya di puncak catetan lap. Márquez midang hadé pisan dina mangsa ujicoba MotoGP munggaran di Sepang, posisi manéhna aya di ditukangeun Pedrosa jeung Jorge Lorenzo sarta unggul ti Valentino Rossi di posisi kaopat saencan kasiap ku Rossi di poé panungtung.
2013
Marquez mimiti usum 2013 meunang podium di Qatar, manéhna di posisi kualifikasi kagenep kalayan anggeus katilu ditukangeun Jorge Lorenzo jeung Valentino Rossi. Di babak kadua tina kajuaraan di Sirkuit Amérika di Texas, Márquez ngéléhkeun Dani Pedrosa batur satimna sarta jadi juara kahiji di sirkuit anyar. Márquez jadi purah balap pangngorana nu kungsi meunang balap dina 20 years, 68 days, ngéléhkeun rékor  Freddie Spencer nu umurna 30 taun.
Márquez tisolédat mangsa sési latihan bébas katilu tanpa tatu atawa ruksak motor sarta antukna meunang posisi kualifikasi katilu panggancangna di Jerez. Márquez anggeus balap dina posisi kadua tukangeun Dani Pedrosa batur satimna. Márquez nyiap Andrea Dovizioso kalayan sésa dua lap dina lomba pikeun ngahontal podium anggeus kaopat di sababaraha balapan, mapakan rékor Max Biaggi taun. Manéhna ngalaman kacilakaan ka 4 di ahir minggu ngan ukur tilu lap deui ka anggeus balapan.
Di Catalonia, Márquez anggeus balapan di posisi katilu. Di Assen, Márqez kacilakan nalika latihan isuk-isuk nu nyababkeun potong tulang ramo cinggir katuhu sarta ramo suku kénca, manéhna anggeus balapan di posisi katilu. Di Sachsenring, saingan utamana Pedrosa jeung Lorenzo tatu, Márquez ngahontal posisi pole katilu MotoGP. Di Laguna Seca, Márquez meunang balapan katilu taun ieu pikeun kaunggulan kajuaraanna peunteunna jadi 16 luhureun Dani Pedrosa.
Di Indianapolis dina lap ka 12 Márquez nyiap Lorenzo pikeun mingpin, Lorenzo jeung Pedrosa bisa mapakan Márquez sababraha lap tapi babak setrusna lolongkrang jalan kabuka sarta Márquez ngahontal kameunangan ka-4 taun ieu ngan kacék waktu leuwih ti 3 detik. Di Brno, Márquez jadi purah balap mimiti nu meunang opat balapan sacara terus-terusan saprak Valentino Rossi taun 2008.
Di Sepang, Márquez nganggeuskeun balapan di posisi kadua. Di Phillip Island Australia, Márquez didiskualifikasi tina balapan, ngurangan kaunggulan kajuaraanna kalayan Lorenzo (nu meunang) tina kacék peunteun 43 jadi 18 kalayan dua rintakan balapan nu nyésa. Di Motegi, Márquez geus cegeur tina tatu parna dina poé balapan kalayan anggeus di posisi kadua di tukangeun Lorenzo. Márquez ngantepkeun Dani Pedrosa pikeun ngalakukeun serangan awal ka Jorge Lorenzo; Pedrosa jeung Márquez  di posisi kadua jeung katilu, posisi ieu geus cukup pikeun Márquez jadi juara, nu pangngorana dina sajarah.
2014
Usum balapan mimiti dilaksanakeun di Losail Qatar, salila balapan manéhna start kalayan rata-rata mimiti nyirorot ka posisi 4 di lap kahiji, Márquez neruskeun balapanna terus sarta kalibet ngadu jajatén jeung Valentino Rossi, ahirna meunang kalayan 0,259 detik. Manéhna ogé nuluykeun pikeun meunangkeun rintakan kalima di Texas, Argentina, Spanyol, Prancis, and Italy, sakabéhna ti posisi pole.
Di Grand Prix Catalan, Márquez gagal ngahontal posisi pole – kualifikasi katilu sanggeus kacilakaan salila sési lumangsung – tapi sanggeus nahan serangan ti batur satimna Pedrosa, sarta pasangan Yamaha Jorge Lorenzo jeung Rossi, Márquez bisa meunang balapan katujuhna sakaligus, ngaronjatkeun peunteun kaunggulan kajuaraanna jadi 58 kalayan Rossi. Álex Márquez adina meunang balapan Moto3, kulawarga Márquez meunang balap kajuaraan dunya Grand Prix dina poé nu sarua. Baraya sakandung ngulang préstasi deui di Dutch TT dua minggu tiharita. Di Grand Prix Jérman, Márquez meunang deui balapan, ku kituna jadi purah balap pangngorana nu meunang salapan kali sakaligus dina kelas Utama.
Kalayan kameunanganna nu kasapuluh sakaligus di Indianapolis, Márquez jadi purah balap katilu pikeun ngahontal gelar juara di kelas utama, sanggeus Mick Doohan jeung Giacomo Agostini.
Márquez ngalaman mimiti éléh di Brno, tapi meunang balap saterusna di Silverstone, ngéléhkeun Jorge Lorenzo. di Misano, Márquez labuh nalika ngadu jajatén pikeun mingpin lomba jeung Valentino Rossi. Márquez jeung Pedrosa tabrakan dina balapan hujan di Aragon sarta anggeus di posisi ka 13 jeung ka14, kalayan Lorenzo meunang balapan munggaran taun ieu sanggeus manéhna eureun leuwih awal ti posisi katilu pikeun ngaganti motor nu diséting baseuh. Márquez ngahontal gelar kaduana di Motegi kalayan sésa balap tilu rintakan deui. Di Phillip Island, Márquez di posisi pole ka 12 dina usum ieu, mapakan catetan rékor Casey Stoner taun 2011, tapi manéhna labuh nalika mingpin balapan, nu munggaran teu anggeus saprak Grand Prix Itali 2013. Manéhna meunang ka 12 kali dina sausum, mapakan rékor Mick Doohan kameunangan kelas utama dina sausum, taun 1997. Hasil Márquez ogé cukup hadé pikeun Honda pikeun ngaku juara pabrikan, kalayan balapan masih nyésa. Dina balapan panungtung di Valencia, Márquez meupeuskeun rékor Doohan, kalayan 13 kali meunang dina sausum.
2015
Usum MotoGP 2015 dimimitian ku Márquez, sakali deui, keur favorit pikeun jadi juara, tapi manéhna anggeus balapan di posisi kalima di Qatar, sanggeus ngalakukeun kasalahan dina péngkolan ka 1 manéhna nyirorot ka posisi ka 25. Manéhna meunang di balapan kadua di Texas, kameunangan katilu kalina sakaligus di Sirkuit Amérika. Manáhna anggeus di posisi kadua di tukangeun Jorge Lorenzo in Spanyol, sanajan balap kalayan ramo leungeun kéncana potong sanggeus kacilakaan, saminggu saméméh balapan. Manéhna nyiap Cal Crutchlow nu kacilakaan di lap 22, Márquez bajoang dina balapan nu beurat pikeun posisi kaopat kalayan Bradley Smith jeung Andrea Iannone, nu balapan kalayan taktak kénca tatu, sarta pamustunganana Márquez anggeus di posisi kaopat di hareupeun Iannone.
Márquez gagal anggeus balapan di Itali jeung Catalunya, tapi naék ka podium kalayan anggeus di posisi kadua di Assen, sanggeus perang panjang jeung Rossi. Márquez ngahontal kameunangan saterusna di Jérman, sarta Indianapolis, saencan anggeus posisi kadua di Brno. Márquez labuh di Silverstone dina kondisi sirkuit baseuh, tapi meunang di Misano. Márquez labuh di Motorland Aragon, sarta anggeus di posisi kaopat di Motegi nu ngalantarankeun pegat harepan pikeun ngahontal gelar. Dina ka 130 balapanna, Márquez ngahontal kameunangan ka 50 Grand Prix – jadi purah balap kasalapan pikeun ngahontal gelar éta, sarta pangngorana, 22 years, 248 days – kalayan dina lap panungtung Lorenzo di  Grand Prix Australia. Márquez labuh di Malaysia sanggeus pagédor jeung Valentino Rossi, kajadian kasebut dipariksa ku Race Direction sanggeus balapan, di mana Rossi dihukum (dikurangan) tilu peunteun – cukup pikeun ngalantarankeun start ti jajaran pangtukangna di Valencia. Márquez anggeus di posisi kadua tukangeun Lorenzo di Valencia, kalayan Lorenzo ngahontal gelar juara dunya.
2016
Dimimitian kalayan anggeus di posisi katilu di Qatar sarta meunang di Argentina, Márquez ngahontal dua kameunangan sakaligus kalayan gawé nu dominan di Grand Prix Amérika di Texas pikeun mimiti  mingpin juara. Tim Márquez nyieun kaos kalayan logo "Give me five" pikeun ngareuah-reuah gelar juara dunya kalima, sésa 3 balapan panungtung di Australia, Malaysia sarta Valencia. Di Grand Prix Australia manéhna kacilakaan nalika keur mingpin balapan, manéhna labuh keur ngudag trio nu kasohor di Grand Prix Malaysia dina kondisi nu baseuh tapi hudang deui neruskeun balap sarta anggeus di posisi ka 11 nambahan peunteun 5.
Márquez nganggeuskeun usum 2016 kalayan posisi kadua di Grand Prix Valencian, sanggeus bajoang pikeun nyiap lawan-lawanna  saperti  Valentino Rossi jeung Andrea Iannone di bagéan mimiti balapan, Márquez bisa ngaleupaskeun diri ti maranéhna sarta manéhna bisa nyiap Jorge Lorenzo.
Total kameunangan MotoGP manéhna 29, nu ngalantarankeun manéhna aya dina sapuluh badag sapanjang mangsa.
Kalayan taun
(katerangan) (Balap nu kandel nandakeun posisi pole, balap nu déngdék nandakeun rintakan panggancangna) * Usum keur lumangsung.
(136900) 1998 HL49
Ari (136900) 1998 HL49 mangrupa hiji astéroid. Ieu asteroid téh bagéan tina astéroid Apollo, anu nganjrek deukeut jeung marcapada. Ékséntrisitas orbit ieu astéroid kacatet gedéna 0.637, sedengkeun magnitudo mutlakna 17.3. Ari nu jadi référénsina mah nyaéta MPO�310108.
Bebentukan
Kawas sakumna astéroid, ieu astéroid kabentuk tina nébula panonpoé primordial minangka beubeulahan planétisimal, objék di nébula marcapada ngora nu teu cukup badag pikeun robah jadi planét.
Ulok Manik, Pesisir Kidul, Pesisir Kulon
Ulok Manik nyaéta salah sahiji Désa di kacamatan Pesisir Kidul, Kabupatén Pesisir Kulon, Propinsi Sumatra Kalér, Indonésia.
Huta Gur-Gur I, Silaen, Toba Samosir
Huta Gur-Gur I nyaéta salah sahiji Désa di kacamatan Silaen, Kabupatén Toba Samosir, Propinsi Sumatra Kalér, Indonésia.
SMK Mutiara Bangsa
SMK Mutiara Bangsa nyaéta Sakola Menengah Kajuruan Swasta anu aya di Kabupatén Bogor. Alamat lengkepna di Jl. Raya Kali Suren, Kalurahan/Désa Kalisuren Kacamatan Tajurhalang, Kabupatén Bogor, Jawa Kulon kalawan nomor NPSN 69882415.
Tingkeum Baro, Kuta Blang, Bireuen
Tingkeum Baro nyaéta salah sahiji Gampong di kacamatan Kuta Blang, Kabupatén Bireuen, Propinsi Acéh, Indonésia.
Padang TV
Padang TV nyaéta stasion TV lokal di Indonésia.
Class (élmu komputer)
Dina object-oriented programming (OOP), classes digunakeun keur ngelompokkeun variabel jeung fungsi nu patali. Class ngébréhkeun kumpulan variabel instance nu diéekapsulasi sarta méthode (fungsi), mungkin ogé ku jalan nerapkeun tipe éta babarengan jeung fungsi nu ngawangun nu bisa digunakeun keur nyieun objék class.
Class mangrupa pakét kohésif nu eusina jenis husus métadata compile-time. Dina kelas aya aturan-aturan nu ngajelaskeun kalakuan objects; Objek-objek ieu ngacu ka "instance" ti kelas eta. A class specifies the structure of data which éach instance contains as well as the methods (functions) which manipulate the data of the object and perform tasks; such methods are sometimes described as "behavior". A method is a function with a special property that it has access to data stored in an object. A class is the most specific type of an object in relation to a specific layer. A class may also have a representation (metaobject) at run-time, which provides run-time support for manipulating the class-related metadata.
Instances of a class will have certain aspects (aka: féatures, attributes or properties) in common. A class 'Person' for example would describe the properties common to all instances of the 'Person' class. One of the benefits of programming with classes is that all instances of a particular class will follow the defined behaviour of the class they instantiate. éach person is generally alike; but varies in such properties as "height" and "weight". The class would list types of such instance variables; and also define, via methods, the actions which humans can perform: "run", "jump", "sleep", "throw object", etc.
Antarbeungeut
A class can "implement" (or "realize") multiple interfaces, éach of which specify one or more abstract method signatures (name and type of the method and its paraméters) which must be defined (overridden) in that class.
éach interface of the class is associated with a type of object references referring to the interface, through which methods of objects can be invoked. éach reference points to a single instance of the class. éach reference has a lifetime, which specifies how long the reference can be used, usually bound to the time when some specific operations are invoked via the interface. It is assumed that there is a mechanism for accessing the object with a valid object reference. However, while the object reference is a reference to a specific location at any one time, over time the same object can be located at different places.
The object-oriented programming methodology is designed in such a way that the operations of any interface of a class are usually chosen to be independent of éach other. This méans that an interface places no requirements for clients to invoke the operations of one interface in any particular order. This approach has the benefit that client code can rely that the operations of an interface are available for use whenever the client holds a valid reference to the object. This will also result in a client-server (or layered) design where servers do not depend in any way on the clients.
The methods that are not in any of the interfaces of a class are private to the class, and not intended to be depended on by other classes.
The "set of all interfaces of a class" is sometimes called the interface of the class.
The internal data structures defined as part of a class are not considered to be part of its interface. Rather, public accessor methods can be used to inspect or alter object data. The various object-oriented programming languages enforce this to various degrees. For example, Java does not allow the programmer to access the private data of a class at all, wheréas in languages like Objective-C or Perl the programmer can do what they want. In C++, private methods are visible but not accessible in the interface; however they are commonly made invisible by explicitly declaring fully abstract classes that represent the interfaces of the class.
Struktur class
A class contains a description of structure of data ("state") stored in the objects of the class. The state of an object is stored in some resource, such as memory or a file. The storage is assumed to be located in a specific location, such that it is possible to access the object via references to the identity of the objects. However, the actual storage location associated with an object may change with time. In such situations, the identity of the object does not change. The state is encapsulated and every access to the state occurs via methods of the class. Specific data items in the state, such as xsize and ysize in the example, are sometimes called class attributes or class properties.
A class implements its interfaces by specifying methods that describe what operations can be performed on the data stored in the objects of the class. éach method specifies only tasks that are related to the stored data. Multimethods can be used when a single task requires access to many objects' data.
A class also describes a set of invariants that are preserved by every method in the class. An invariant is a constraint on the state of an object that should be satisfied by every object of the class. The main purpose of the invariants is to establish what objects belong to the class. An invariant is what distinguishes datatypes and classes from éach other, that is, a class does not allow use of all possible values for the state of the object, only those that are well-defined by the semantics of the intended use of the datatype. The set of supported methods often implicitly establishes an invariant. Some programming languages support specification of invariants as part of the definition of the class, and enforce them via the type system. Encapsulation of state is necessary for being able to enforce the invariants of the class.
An implementation of a class specifies constructor and destructor functions that allow création and destruction of objects of the class. A constructor that takes arguments can be used to créate an object from data. The main purpose of a constructor is to establish the invariant of the class, failing if the invariant isn't valid. The main purpose of a destructor is to destroy the identity of the object, invalidating any references in the process. A destructor that returns a value can be used to obtain a public representation (transfer encoding) of an object of a class and simultanéously destroy the copy of the object stored in current thréad's memory [If supported by the programming language used]. Constructors and destructors are also sometimes used to reserve and reléase resources associated with the object.
A class can also implement a set of auxiliary functions, sometimes called class functions or static methods. Static methods are often used to find, créate or destroy objects of the class. Constructors and destructors are sometimes specified as static methods. Often, mechanisms for sending an object to another location or changing the class of an object are specified as static methods.
The class members can be designated as public, private or protected. The public access specifier méans that all clients can access the member by its name. The private access specifier restricts the access to the class itself. The protected access specifier allows the class itself and all its subclasses to access the member. In addition, some languages, such as C++, support a mechanism where a function explicitly declared as friend of the class may access the members designated as private or protected. Access specifiers do not control visibility, in that even private members may be visible to client code. An inaccessible but visible member may be referred to at run-time (e.g. pointer to it can be returned from member functions), but all attempts to use it by referring to the name of the member from client code will be prevented by the type checker. Object-oriented design uses the access specifiers in conjunction with careful design of public method implementations to enforce class invariants. Access specifiers are intended to protect against accidental use of members by clients, but are not suitable for run-time protection of object's data.
Asosiasi antar class
In object-oriented design an association between two classes is a type of a link between the corresponding objects. A (two-way) association between classes A and B describes a relationship between éach object of class A and some objects of class B, and vice versa. Associations are often named with a verb, such as "subscribes-to".
An association role describes the role of an instance of a class when the instance participates in an association. An association role is related to éach end of the association. The role describes an instance of a class from the point of view of a situation in which the instance participates in the association. For example, a "subscriber" role describes instances of the class "Person" when it participates in a "subscribes-to" relationship with the class "Magazine". Also, a "Magazine" has the "subscribed magazine" role when the subscribers subscribe-to it.
Association role multiplicity describes how many instances correspond to éach instance of the other class(es) of the association. Common multiplicities are "0..1", "1..1", "1..*" and "0..*", where the "*" specifies any number of instances.
There are some special kinds of associations between classes. Composition between class A and class B describes a "part-of" relationship where instances of class B have shorter lifetime than the lifetime of the corresponding instances of the enclosing class. Class B is said to be a part of class A. This is often implemented in programming languages by allocating the data storage of instances of class A to contain a representation of instances of class B. Aggregation is like composition in that it describes that instances of a class are part of instances of the other class, but the constraint on lifetime of the instances is not required. The implementation of aggregation is often via a pointer or reference to the contained instance. In both cases, method implementations of the enclosing class can invoke methods of the part class.
Class lokal
When a class is declared inside a function it is called a local class. It has some unique properties like it can use global as well as static variables of the function declared before the class but can't access automatic variables. Global variables should be used with scope operator.
There are some restriction on its use they can't have static data members and member functions must be defined inside the class only enclosing fuction can't access private members of the class but they can be made to do so by declaring them Friend to that local class.
Class sabagian
Partial classes are classes that can be split over multiple files, making it éasier to déal with large quantities of code. At compile time the partial classes are grouped together, thus logically maké no difference to the output. An example of the use of partial classes may be the separation of user interface logic and processing logic. A primary benefit of partial classes is allowing different programmers to work on different parts of the same class at the same time. They also maké automatically generated code éasier to interpret, as it is separated from other code into a partial class. Partial classes have been around in SmallTalk under the name of Class Extensions for considerable time. In pre-beta versions of Visual Studio 2005 the partial keyword was known as "expands" in Visual Basic. With the arrival of the .NET framework 2 Microsoft then introduced partial classes (see partial types), supported in both C# 2.0 and Visual Basic 2005.
Subclass jeung superclass
Classes are often related in some way. The most popular of these relations is inheritance, which involves subclasses and superclasses, also known respectively as child classes (or derived classes) and parent classes (or base classes). If [car] was a class, then [Jaguar] and [Porsche] might be two sub-classes. If [Button] is a subclass of [Control], then all buttons are controls. Subclasses usually consists of several kinds of modifications (customizations) to their respective superclasses: addition of new instance variables, addition of new methods and overriding of existing methods to support the new instance variables.
Conceptually, a superclass should be considered as a common part of its subclasses. This factoring of commonality is one mechanism for providing reuse. Thus, extending a superclass by modifying the existing class is also likely to narrow its applicability in various situations. In Object-oriented design, careful balance between applicability and functionality of superclasses should be considered. Subclassing is different from subtyping in that subtyping déals with common behaviour wheréas subclassing is concerned with common structure.
Some programming languages (for example C++) allow multiple inheritance—they allow a child class to have more than one parent class. This technique has been criticized by some for its unnecessary complexity and being difficult to implement efficiently, though some projects have certainly benefited from its use. Java, for example has no multiple inheritance, as its designers felt that it would add unnecessary complexity.
Sub- and superclasses are considered to exist within a hierarchy defined by the inheritance relationship. If multiple inheritance is allowed, this hierarchy is a directed acyclic graph (or DAG for short), otherwise it is a tree. The hierarchy has classes as nodes and inheritance relationships as links. The levels of this hierarchy are called layers or levels of abstraction. Classes in the same level are more likely to be associated than classes in different levels.
There are two slightly different points of view as to whether subclasses of the same class are required to be disjoint. Sometimes, subclasses of a particular class are considered to be completely disjoint. That is, every instance of a class has exactly one most-derived class, which is a subclass of every class that the instance has. This view does not allow dynamic change of object's class, as objects are assumed to be créated with a fixed most-derived class. The basis for not allowing changes to object's class is that the class is a compile-time type, which does not usually change at runtime, and polymorphism is utilised for any dynamic change to the object's behaviour, so this ability is not necessary. And design that does not need to perform changes to object's type will be more robust and éasy-to-use from the point of view of the users of the class.
From another point of view, subclasses are not required to be disjoint. Then there is no concept of a most-derived class, and all types in the inheritance hierarchy that are types of the instance are considered to be equally types of the instance. This view is based on a dynamic classification of objects, such that an object may change its class at runtime. Then object's class is considered to be its current structure, but changes to it are allowed. The basis for allowing object's class to change is performance. It's more efficient to allow changes to object's type, since references to the existing instances do not need to be replaced with references to new instances when the class of the object changes. However, this ability is not réadily available in all programming languages. The performance analysis depends on the proposition that dynamic changes to object structure are common. This may or may not be the case in practice.
Alesan-alesan pikeun nerapkeun class
Classes, when used properly, can accelerate development by reducing redundant code entry, testing and bug fixing. If a class has been thoroughly tested and is known to be a solid work, it stands to réason that implementing that class or extending it will reduce if not eliminate the possibility of bugs propagating into the code. In the case of extension new code is being added so it also requires the same level of testing before it can be considered solid.
Abstract and concrete classes
Abstract classes are superclasses which contain abstract methods and are defined such that concrete subclasses are to extend them by implementing the methods. The behaviors defined by such a class are "generic" and much of the class will be undefined and unimplemented. Before a class derived from an abstract class can be instantiated, it must implement particular methods for all the abstract methods of its parent classes.
In computing, when specifying an abstract class, the programmer is referring to a class which has elements that are méant to be implemented by inheritance. The abstraction of the class methods to be implemented by the sub-classes is méant to simplify software development.
A concrete class, however, is a class for which entities (instances) may be créated. This contrasts with abstract classes which can not be instantiated because it deféats its purpose of being an 'abstract'.
Most object oriented programming languages allow the programmer to specify which classes are considered abstract and will not allow these to be instantiated (in Java, for example, the keyword abstract is used). This also enables the programmer to focus on planning and design. The actual implementation of course is to be done in the derived classes.
In C++, an abstract class is a class having at léast one pure virtual function. They can not be instantiated and will generate an error if an attempt is made. They are méant to function as stubs, allowing the programmer to identify what modules of functions (behaviour or methods) are needed without having to actually implement them. This is in line with OOP's philosophy of allowing the programmer to concentrate on how an object should behave without going into the actual detail.
Metaclasses
Metaclasses are classes whose instances are classes. A metaclass describes a common structure of a collection of classes. A metaclass can implement a design pattern or describe a shorthand for particular kinds of classes. Metaclasses are often used to describe frameworks.
In some languages such as Smalltalk and Ruby, a class is also an object; thus éach class is an instance of the unique metaclass, which is built in the language. For example, in Objective-C, éach object and class is an instance of NSObject. CLOS (Common Lisp Object System) provides metaobject protocols (MOP) to implement those classes and metaclasses.
Non-class-based programming
To the surprise of some familiar with the use of classes in OOP, it has been shown that one can design fully fledged object-oriented languages that do not have builtin supports of classes. Those languages are usually designed with the motive to address the problem of tight-coupling between implementations and interfaces due to the use of classes. For example, the Self language was designed to show that the role of a class can be substituted by using an extant object which serves as a prototype to a new object, and the resulting language is as expressive as Smalltalk with more generality in créating objects. See class-based OOP for the criticism of class-based programming and object-based languages for such non-class-based languages.
Run-time representation of classes
As a datatype, a class is usually considered as a compile-time construct. A language may also support prototype or factory metaobjects that represent run-time information about classes, or even represent metadata that provides access to reflection facilities and ability to manipulate data structure formats at run-time. Many languages distinguish this kind of run-time type information about classes from a class on the basis that the information is not needed at run-time. Some dynamic languages do not maké strict distinctions between run-time and compile-time constructs, and therefore may not distinguish between metaobjects and classes.
For example: if humans is a metaobject representing the class Person, then instances of class Person can be créated by using the facilities of the human metaobject.
Class without inheritance
Not every language that both supports objects and classes is generally seen as object-oriented. Examples are éarlier versions of Visual Basic, which lack the support for inheritance. The lack of inheritance severely impairs the full practice of object-oriented programming. Those languages, sometimes called "object-based languages", do not provide the structural benefits of statically type checked interfaces for objects. This is because in object-based languages it is possible to use and extend data structures and attach methods to them at run-time. This precludes the compiler or interpreter from being able to check the type information specified in the source code as the type is built dynamically and not defined statically. Most of these languages allow for instance behaviour and complex operational polymorphism (see dynamic dispatch and polymorphism).
Instantiation
As explained above, classes can be used to créate new objects by instantiating them. In most languages, the structures as defined by the class determine how the memory used by its instances will be laid out. This technique is known as the cookie-cutter model.
The alternative to the cookie-cutter modél is that of for instance Python, where objects are structured as associative key-value containers. In such modéls, objects that are instances of the same class could contain different instance variables, as state can be dynamically added to the object. This may resemble Prototype-based languages in some ways, but it is not equivalent.
Conto 1
#include <iostréam> #include class Hello {       std::string what; public: Hello(const char* s)               : what(s) {           }            void say {               std::cout << "Hello " << what << "!" << std::endl; }   };    int main( int argc, char** argv ) {       Hello* hello_world = new Hello("world"); hello_world->say; return 0; }
This example shows how to define a C++ class named "Hello". It has a private string attribute named "what", and a public method named "say".
Conto 2
class Abstract { public: virtual void MyVirtualMethod = 0; }; class Concrete : public Abstract { public: void MyVirtualMethod {      //do something } };
An object of class Abstract can not be créated because the function MyVirtualMethod has not been defined (the =0 is C++ syntax for a pure virtual function, a function that must be part of any derived concrete class but is not defined in the abstract base class. The Concrete class is a concrete class because its functions (in this case, only one function) have been declared and implemented.
Conto 3
using std::string; class InetMessage {  string m_subject, m_to, m_from; public: InetMessage (const string& subject,               const string& to,                const string& from); string subject const; string to const; string from const; };
Conto 1
public class Example1 {  // This is a Java class, it automatically extends the class Object }
This example shows the simplest Java class possible.
Conto 2
public class Example2 extends Example1 {  // This is a class that extends the class créated in Example 1. protected int data; public Example2 {     // This is a constructor for the class. It does not have a return type. data = 1; }  public int getData {    return data; }  public void setData(int d)   { data = d;  } }
This example shows a class that has a defined constructor, one member data, and two accessor methods for that member data. It extends the previous example's class. Note that in Java all classes automatically extend the class Object. This allows you to write generic code to déal with objects of any type.
Conto 1
Class Hello Private Dim what as String Sub Constructor( s as String ) what = s  End Sub Sub Say MsgBox "Hello " + what + EndOfLine End Sub End Class Sub App.Open dim h as new Hello( "Foobar" ) h.Say End Sub
<?php class A { function foo {      if (isset($this)) { echo '$this is defined (';          echo get_class($this);           echo ")\n"; } else { echo "\$this is not defined.\n"; }  } }
$a = new A; $a->foo; ?>
Baro Yaman, Mutiara, Pidie
Baro Yaman, Mutiara, Pidie
Lolofaoso, Hiliserangkai, Nias
Lolofaoso nyaéta salah sahiji Désa di kacamatan Hiliserangkai, Kabupatén Nias, Propinsi Sumatra Kalér, Indonésia.
Kalitengah, Cirebon Barat, Cirebon
Kalitengah nyaéta salah sahiji désa di kacamatan Cirebon Barat, Kabupatén Cirebon, Propinsi Jawa Barat, Indonésia.
Billy Sunday
Billy Sunday nyaéta nénéh tina ngaran William Ashley Sunday. Lahir di Ames, Lowa Amérika Serikat, 19 Novémber 1862. Bapana saurang prajurit Perang Sipil, tilar dunya sabulan saenggeusna. Kamiskinan, hirup nyorangan, kahirupan Billy mangsa harita. DIna umur 14 taun Billy hirup sorangan, sarta pindah-pindah ti pagaén hiji ka pagawén séjénna. Malah kungsi jadi petugas kabersihan di sakola menengah. Saméméh jadi pamaén bésbol propésional, Billy tumuwuh salaku budak yatim piatu sarta cekel gawé salaku pangurus tanah dina taun 1883. Dina taun 1891 Billy eureun jadi pamaén bésbol sarta jadi pagawé Young Men's Christian Association (YMCA) sarta dina taun 1996 Billy ngalakukeun hotbah rohani di kota-kota gedé di Amerika. Hutbahna-hutbahna ngagambarkeun panasna émosi anu dibalukarkeun ku ayana transisi di Amérika anu tadina msarakat padésaan jadi masarakat industri. Billy dinobatkeun jadi pendéta Presbyterian dina taun 1903, sacara téologis jeung fundaméntalis. Billy nuturkeun pingpinan penginjil Amérika, katelah Dwight L. Moody, kalayan bantuan saurang diréktur layeutan sora nu katelah Homer A. Rodeheaver jeung sajumlah spésialis kebangunan rohani, Billy ahirna mampuh ngalakukeun leuwih ti 300 kali hotbah rohani kalayaan dihadiran kira-kira 100.000.000 urang. Billy ogé punjul dina gerakan larangan ngajual inuman keras di Amerika Serikat.
Kahirupan Mimitna
Bapana Billy tilar dunya alatan pneumonia di kamp perang téh sabada Billy lahir dina umur opat bulan. Indungna, Mary ahirna kawin deui, hanjakal salakina anu ka dua ninggalkeun maranéhna. Ku sabab Mary teu mampuh nyukupan kabutuhan sakabéh anak-anakna, Mary ngirim BIlly jeung lanceuk-lanceukna ka panti asuhan. Salila aya di panti asuhan jeung sabudeureun temat manéhna cicing, Billy ngabuktikeun yén manéhna saurang atlit bésbol anu boga bakat.
Pamaén Bésbol Propésional & Tukang Hotbah
Billy Sunday kawentar jadi pamaén bésbol propésional ti taun 1883 nepi ka taun 1891 pikeun tim Chicago, Pittsburg jeung Philadelphia. Dina umur 21 taun, Billy ditéken pikeun maé di Chicago White Stockings. Billy jadi atlit paporit, loba nu mikaresepna. Satuluyna, pindah ka Pittsburg Pirates dina taun 1890. Billy lain pamaén bésbol anu paling konsistén, rata-rata teunggeulenna kira-kira 248 kali. Tapi Billy boga kaonjoyan nyaéta tukang lumpat anu pikatajieun manéhna pamaén munggaran anu manpuh ngurilingan pangkalan ngan ukur dina waktu 14 detik. Sapanjang karirna dina dunya bésbol, Billy naukkeun total 246 pangkalan. Satuluyna, Billy tobat, ngaliwatan hotbah Harry Monro ti Fasific Garden Mission di Chicago. Billy ninggalkeun gajih bulanan anu gedéna $ 5.000 sataun tina hasil jadi pamaén bésbolna, pikeun meunangkeun $ 84 dina posisi pelayanan di YMCA. ti taun 1893 nepi ka taun 1895 dipatalikeun jeung J. Wilbur Chapman, salah sahiji penginjil ti taun 1893 nepi ka 1935. Dina taun 1896 Billy ngamimitian karirna sorangan. Sarta dina taun 1898 dilisésikeun pikeun hotbah dina taun 1898 sarta dibéakeun ku ku Chicago Presbytery dina taun 1903.
2015 GZ45
Ari 2015 GZ45 mangrupa hiji astéroid. Ieu asteroid téh bagéan tina astéroid Amor, anu nganjrek deukeut jeung marcapada. Ékséntrisitas orbit ieu astéroid kacatet gedéna 0.487, sedengkeun magnitudo mutlakna 19.3. Ari nu jadi référénsina mah nyaéta MPO 399529.
Bebentukan
Kawas sakumna astéroid, ieu astéroid kabentuk tina nébula panonpoé primordial minangka beubeulahan planétisimal, objék di nébula marcapada ngora nu teu cukup badag pikeun robah jadi planét.
Billy Sunday
Organisasi Kampanye
Sunday, jeung pamajikanana (Helen Amelis) ngalola hiji organisasi kampanye, sarta inyana bébas ngalakukeun naon waé anu dianggap hadé. Diantarana nyusun jeung nepikeun khotbah sapopoé. Biasana dibantian ku Homer Rodeheaver anu dimimitian ku cara ngalakukeun ngahaneutkeun heula kaayaan dinu loba jalma ku cara lalagua jamaah anu diselang-selang ku angka-angka tina lateutan sora nu gedé sarta musikna dilakukeun ku stafna. Sabada situasi geus dirasa tepat, kakara Sunday ngamimitian nepikeun pamaksudanana. Sunday nagtung dina mimbar, lumpat muter ti tungtung péron ka tungtung nu séjénna sarta terjun ngaliwatan panggung. Sakapeung manéhna nepi ka ngancurkeun korsi pikeun nekenkeun nu hyanag ditepikeunana. Catetan khotbahna kudu dicitak dina Kasara-aksara gedé nepi ka bis akatempo najan ukur saliwatan nalika lumpat dina mimbar. Dina amanat-amanat anu nyerang kana dosa séksual ukur golongan lalaki Sunday bisa jadi grapik dina jaman éta. lawan téologis menteri Universitas Frederick William Betts, nuliskeun:
Loba hal anu diucapkeun jeung dilakukeun jeung hal-hal anu teu dimeunankeun di masarakat anu layak. Khotbah ngeunaan hiburan dikhotbahkeun tilu kali pikeun balaréa boh awéwéboh lalaki, budak atawa kolot. Upama khotbah pikeun awéwé ditepikeun kanu geus rumahtangga, upama khotbah pikeun lalaki nyaéta khotbah ka lalaki déwasa, saupama khotbah ngeunaan hiburan dikhotbahkeun ka sakabéh jalma déeasa. Tapi, saurang reporter surta kabar anu boga pangalaman méré nyaho yén Sunday khotbah ngeunaan hiburan nyaéta hal anu pangatahna anu aya di Syracuse. Babaturanna nyebutkeun yén khotbah Sunday ngeunaan pertanyaan seks dianggap ngageuleuhkeun. Manéhna ogé ngadéngé khotbah ngeunaan hiburan jeung nginum inuman keras. Manéna nyebutkeun yén dianggap khotbah anu pangbututna nu pernah didéngé ku manéna dina program kaagaman atawa tukang khotbah. Homer Rodheper nyebutkeun yén manéhna nepikeun ka ngaredam salah sahiji tina khotbah-khotbahna, anu ngabogaan periode sapuluh menit di mana dua minggu dua belas urang kapiuhan sarta kudu dilaksanakeun ungal Sunday keur khotbah.
Dina taun 1907, Lindsay Denison anu mangrupa salah saurang jurnalis ngangluh alatan Sunday ngakhotbahkeun "doktrin heubeul, supata heubeul" Dénison nulis "Leupas tina kayakinan yén jalma anu bener-bener religius kudu narima agamana kalayan kabungahan, inyana meunang hasilna ku cara méré inspirasi kasieunan jeung kasuraman dina haté nu nyieun dosa. Kasieunan kana maot, jeung siksaan di jerona dikuatkeun ku conto-conto tina tempat ngagolérna nalika maot anu pikasieuneun anu ahirna henteu sabar nunda kasalametan tapi, sakabéhna geus elat.Ku ancaman gedéieu pisan inyana ngadorong jalma-jalma anu boga dosa asup kana bubu.
2007 ED125
Ari 2007 ED125 mangrupa hiji astéroid. Ieu asteroid téh bagéan tina astéroid Apollo, anu nganjrek deukeut jeung marcapada. Ékséntrisitas orbit ieu astéroid kacatet gedéna 0.585, sedengkeun magnitudo mutlakna 21.0. Ari nu jadi référénsina mah nyaéta MPO�369055.
Bebentukan
Kawas sakumna astéroid, ieu astéroid kabentuk tina nébula panonpoé primordial minangka beubeulahan planétisimal, objék di nébula marcapada ngora nu teu cukup badag pikeun robah jadi planét.
Patromak
Patromak nyaéta lampu daya badag bahan bakar minyak tanah nu maké tekanan liwat prosés gasifikasi sangkan bahan bakar nu nguap di jerona dibeuleum dina buntelan, ngahasilkeun cahya nu caang. Jadi saenyana ieu lampu téh kaasup lampu minyak tanah. Ieu lampu dikembangkeun taun 1910 ku pangusaha Bérlin Max Graetz di Ehrich jeung Graetz. Dalah ieu lampu dingaranan patromak téh lantaran babaturanna Max Graetz di Bérlin nyebutna téh lampu minyak tanah Max, mun dina basa deungeunna mah "Petroleum-Maxe", sangkan nelah pikeun nyebut éta lampu. Ari di wewengkon Sunda, lantaran teu dipikawanoh hurup "x", sahingga nyebutna jadi "k", mangka nu tadina Petromax téh jadi wéh Patromak. Patromak munggaran mah mangrupa lampu gantung, ari vérsi lantéra nu pangkakoncarana mah ti saprak taun 1922.
Fungsi
Kalawan bantuan kompaan hawa nu dipasang di jerona, dina sarintakan hurung lampu téh dihasilkeun tina dua baris tekanan. Ieu tekenan téh diperlukeun pikeun ngagerakkeun minyak tanah kana karburator jeung liwat nosel nu aya dina karburator salila pangoperasian lampu. Mangsa keur hurung, karburator tutuluyan dipanaskeun ku hurungna seuneu dina bodi lampu. Kalawan ieu panas, kurang leuwih satengah karburator mah nguapkeun minyak cair nu saméméhna dina suhu kurang leuwih 250 °C. Minyak tanah nu nguap téh tuluy-tumuluy ngocor liwat selang karburator jeung dipanaskeun leuwih jauh (sacara téhnis mah super panas) nepi ka bijil tina liang leutik nosel kalawan kacepatan sora (300 m/s). Sanggeus bijil tina nosel, gas minyaka tanah nu nepi ka dinya kalawan kuat pisan téh ngembang jeung asup kana hawa nu di perlukeun pikeun pembakaran tina anulus di bagéan luhur lampu. Eundeuran jeung gegeteran nu dihasilkeun tina kacepatan tinggi téh nyumebabkeun sora nyérécés tina lampu patromak. Uap hawa jeung uap minyak di luhureun nosel kalawan kacepatan tinggi ayana dina tabung panyampur, nu mana uap éta téh dicampur ku puseuran sangkan gas minyak taneuh bisa kabeuleum sagemblengng di jeroeun semprong dina bodi lampu.