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/* This file is licensed under the not a license license
1. You may not comply
2. Goodbye
*/
// Importing this is very important
import QtQuick 5.15
// Muddling the waters!
import QtQuick.Models 3.14 as muddle
// Importing that is important too
import Z
import That
import This // THIS IS VERY IMPORTANT!
import Y
import X.Z
import X.Y
import A.LLOHA
import A.B.B.A
// This comment is related to Item
Item {
// This to id
// Also id. (line 2)
// This is the third id
// fourth id comment
id: foo
x: 3 // Very cool
// This to enum
enum Foo {
A = 3, // This is A
B, // This is B
C = 4, // This is C
D // This is D
}
// This one to aFunc()
function aFunc() {
var x = 3;
return x;
}
property bool some_bool: false
// This comment is related to the property animation
PropertyAnimation on x {
id: foo2
x: 3
y: x + 3
}
// Orphan comment
// Another orphan
// More orphans
property variant some_array_literal: [30, 20, Math["PI"], [4, 3, 2], "foo", 0.3]
property bool something_computed: function (x) {
const PI = 3, DAYS_PER_YEAR = 365.25;
var x = 3 + 2;
x["bla"] = 50;
// This is an orphan inside something_computed
// Are these getting duplicated?
// This one to var few!
var few = new WhatEver();
x += Math.sin(3);
x--;
--x;
x++;
++x;
for (var x = 0; x < 100; x++) {
x++;
console.log("Foo");
}
for (var x in [3, 2, 1]) {
y++;
console.log("Bar");
}
while (true) {
console.log("Wee");
}
with (foo) {
bar;
x += 5;
} // This is related to with!
x3: do {
console.log("Hello");
} while (3 == 0)
try {
dangerous();
} catch (e) {
console.log(e);
} finally {
console.log("What else?");
}
switch (x) {
case 0:
x = 1;
break;
case 1:
x = 5;
break;
case 4:
x = 100;
break;
}
if (x == 50) {
console.log("true");
} else if (x == 50) {
console.log("other thing");
} else {
console.log("false");
}
if (x == 50) {
console.log("true");
} else if (x == 50) {
console.log("other thing");
x--;
} else {
console.log("false");
}
// Another orphan inside something_computed
return "foobar";
}()
default property bool some_default_bool: 500 % 5 !== 0 // some_default_bool
myFavouriteThings: [
// This is an orphan
// This is a cool text
Text {},
// This is a cool rectangle
Rectangle {}
]
// some_read_only_bool
readonly property bool some_read_only_bool: Math.sin(3) && (aFunc()[30] + 5) | 2 != 0
signal say(string name, bool caps)
Text {
text: "Bla"
signal boo(int count, int times, real duration)
required property string batman
}
Component.onCompleted: console.log("Foo!")
}
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