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@@ -0,0 +1,410 @@ |
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-- Two dashes start a one-line comment. |
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--[[ |
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Adding two ['s and ]'s makes it a |
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multi-line comment. |
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--]] |
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---------------------------------------------------- |
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-- 1. Variables and flow control. |
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---------------------------------------------------- |
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num = 42 -- All numbers are doubles. |
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-- Don't freak out, 64-bit doubles have 52 bits for |
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-- storing exact int values; machine precision is |
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-- not a problem for ints that need < 52 bits. |
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s = 'walternate' -- Immutable strings like Python. |
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t = "double-quotes are also fine" |
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u = [[ Double brackets |
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start and end |
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multi-line strings.]] |
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t = nil -- Undefines t; Lua has garbage collection. |
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-- Blocks are denoted with keywords like do/end: |
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while num < 50 do |
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num = num + 1 -- No ++ or += type operators. |
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end |
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-- If clauses: |
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if num > 40 then |
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print('over 40') |
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elseif s ~= 'walternate' then -- ~= is not equals. |
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-- Equality check is == like Python; ok for strs. |
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io.write('not over 40\n') -- Defaults to stdout. |
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else |
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-- Variables are global by default. |
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thisIsGlobal = 5 -- Camel case is common. |
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-- How to make a variable local: |
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local line = io.read() -- Reads next stdin line. |
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-- String concatenation uses the .. operator: |
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print('Winter is coming, ' .. line) |
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end |
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-- Undefined variables return nil. |
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-- This is not an error: |
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foo = anUnknownVariable -- Now foo = nil. |
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aBoolValue = false |
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-- Only nil and false are falsy; 0 and '' are true! |
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if not aBoolValue then print('twas false') end |
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-- 'or' and 'and' are short-circuited. |
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-- This is similar to the a?b:c operator in C/js: |
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ans = aBoolValue and 'yes' or 'no' --> 'no' |
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karlSum = 0 |
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for i = 1, 100 do -- The range includes both ends. |
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karlSum = karlSum + i |
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end |
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-- Use "100, 1, -1" as the range to count down: |
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fredSum = 0 |
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for j = 100, 1, -1 do fredSum = fredSum + j end |
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-- In general, the range is begin, end[, step]. |
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-- Another loop construct: |
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repeat |
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print('the way of the future') |
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num = num - 1 |
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until num == 0 |
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---------------------------------------------------- |
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-- 2. Functions. |
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---------------------------------------------------- |
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function fib(n) |
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if n < 2 then return 1 end |
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return fib(n - 2) + fib(n - 1) |
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end |
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-- Closures and anonymous functions are ok: |
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function adder(x) |
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-- The returned function is created when adder is |
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-- called, and remembers the value of x: |
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return function (y) return x + y end |
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end |
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a1 = adder(9) |
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a2 = adder(36) |
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print(a1(16)) --> 25 |
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print(a2(64)) --> 100 |
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-- Returns, func calls, and assignments all work |
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-- with lists that may be mismatched in length. |
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-- Unmatched receivers are nil; |
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-- unmatched senders are discarded. |
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x, y, z = 1, 2, 3, 4 |
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-- Now x = 1, y = 2, z = 3, and 4 is thrown away. |
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function bar(a, b, c) |
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print(a, b, c) |
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return 4, 8, 15, 16, 23, 42 |
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end |
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x, y = bar('zaphod') --> prints "zaphod nil nil" |
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-- Now x = 4, y = 8, values 15..42 are discarded. |
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-- Functions are first-class, may be local/global. |
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-- These are the same: |
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function f(x) return x * x end |
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f = function (x) return x * x end |
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-- And so are these: |
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local function g(x) return math.sin(x) end |
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local g = function (x) return math.sin(x) end |
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-- Trig funcs work in radians, by the way. |
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-- Calls with one string param don't need parens: |
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print 'hello' -- Works fine. |
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---------------------------------------------------- |
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-- 3. Tables. |
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---------------------------------------------------- |
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-- Tables = Lua's only compound data structure; |
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-- they are associative arrays. |
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-- Similar to php arrays or js objects, they are |
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-- hash-lookup dicts that can also be used as lists. |
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-- Using tables as dictionaries / maps: |
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-- Dict literals have string keys by default: |
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t = {key1 = 'value1', key2 = false} |
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-- String keys can use js-like dot notation: |
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print(t.key1) -- Prints 'value1'. |
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t.newKey = {} -- Adds a new key/value pair. |
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t.key2 = nil -- Removes key2 from the table. |
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-- Literal notation for any (non-nil) value as key: |
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u = {['@!#'] = 'qbert', [{}] = 1729, [6.28] = 'tau'} |
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print(u[6.28]) -- prints "tau" |
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-- Key matching is basically by value for numbers |
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-- and strings, but by identity for tables. |
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a = u['@!#'] -- Now a = 'qbert'. |
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b = u[{}] -- We might expect 1729, but it's nil: |
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-- b = nil since the lookup fails. It fails |
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-- because the key we used is not the same object |
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-- as the one used to store the original value. So |
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-- strings & numbers are more portable keys. |
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-- A one-table-param function call needs no parens: |
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function h(x) print(x.key1) end |
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h{key1 = 'Sonmi~451'} -- Prints 'Sonmi~451'. |
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for key, val in pairs(u) do -- Table iteration. |
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print(key, val) |
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end |
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-- _G is a special table of all globals. |
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print(_G['_G'] == _G) -- Prints 'true'. |
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-- Using tables as lists / arrays: |
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-- List literals implicitly set up int keys: |
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v = {'value1', 'value2', 1.21, 'gigawatts'} |
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for i = 1, #v do -- #v is the size of v for lists. |
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print(v[i]) -- Indices start at 1 !! SO CRAZY! |
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end |
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-- A 'list' is not a real type. v is just a table |
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-- with consecutive integer keys, treated as a list. |
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---------------------------------------------------- |
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-- 3.1 Metatables and metamethods. |
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---------------------------------------------------- |
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-- A table can have a metatable that gives the table |
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-- operator-overloadish behavior. Later we'll see |
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-- how metatables support js-prototypey behavior. |
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f1 = {a = 1, b = 2} -- Represents the fraction a/b. |
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f2 = {a = 2, b = 3} |
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-- This would fail: |
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-- s = f1 + f2 |
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metafraction = {} |
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function metafraction.__add(f1, f2) |
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sum = {} |
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sum.b = f1.b * f2.b |
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sum.a = f1.a * f2.b + f2.a * f1.b |
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return sum |
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end |
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setmetatable(f1, metafraction) |
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setmetatable(f2, metafraction) |
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s = f1 + f2 -- call __add(f1, f2) on f1's metatable |
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-- f1, f2 have no key for their metatable, unlike |
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-- prototypes in js, so you must retrieve it as in |
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-- getmetatable(f1). The metatable is a normal table |
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-- with keys that Lua knows about, like __add. |
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-- But the next line fails since s has no metatable: |
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-- t = s + s |
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-- Class-like patterns given below would fix this. |
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-- An __index on a metatable overloads dot lookups: |
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defaultFavs = {animal = 'gru', food = 'donuts'} |
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myFavs = {food = 'pizza'} |
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setmetatable(myFavs, {__index = defaultFavs}) |
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eatenBy = myFavs.animal -- works! thanks, metatable |
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-- Direct table lookups that fail will retry using |
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-- the metatable's __index value, and this recurses. |
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-- An __index value can also be a function(tbl, key) |
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-- for more customized lookups. |
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-- Values of __index,add, .. are called metamethods. |
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-- Full list. Here a is a table with the metamethod. |
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-- __add(a, b) for a + b |
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-- __sub(a, b) for a - b |
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-- __mul(a, b) for a * b |
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-- __div(a, b) for a / b |
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-- __mod(a, b) for a % b |
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-- __pow(a, b) for a ^ b |
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-- __unm(a) for -a |
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-- __concat(a, b) for a .. b |
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-- __len(a) for #a |
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-- __eq(a, b) for a == b |
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-- __lt(a, b) for a < b |
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-- __le(a, b) for a <= b |
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-- __index(a, b) <fn or a table> for a.b |
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-- __newindex(a, b, c) for a.b = c |
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-- __call(a, ...) for a(...) |
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---------------------------------------------------- |
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-- 3.2 Class-like tables and inheritance. |
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---------------------------------------------------- |
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-- Classes aren't built in; there are different ways |
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-- to make them using tables and metatables. |
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-- Explanation for this example is below it. |
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Dog = {} -- 1. |
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function Dog:new() -- 2. |
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newObj = {sound = 'woof'} -- 3. |
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self.__index = self -- 4. |
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return setmetatable(newObj, self) -- 5. |
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end |
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function Dog:makeSound() -- 6. |
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print('I say ' .. self.sound) |
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end |
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mrDog = Dog:new() -- 7. |
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mrDog:makeSound() -- 'I say woof' -- 8. |
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-- 1. Dog acts like a class; it's really a table. |
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-- 2. function tablename:fn(...) is the same as |
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-- function tablename.fn(self, ...) |
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-- The : just adds a first arg called self. |
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-- Read 7 & 8 below for how self gets its value. |
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-- 3. newObj will be an instance of class Dog. |
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-- 4. self = the class being instantiated. Often |
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-- self = Dog, but inheritance can change it. |
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-- newObj gets self's functions when we set both |
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-- newObj's metatable and self's __index to self. |
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-- 5. Reminder: setmetatable returns its first arg. |
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-- 6. The : works as in 2, but this time we expect |
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-- self to be an instance instead of a class. |
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-- 7. Same as Dog.new(Dog), so self = Dog in new(). |
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-- 8. Same as mrDog.makeSound(mrDog); self = mrDog. |
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---------------------------------------------------- |
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-- Inheritance example: |
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LoudDog = Dog:new() -- 1. |
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function LoudDog:makeSound() |
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s = self.sound .. ' ' -- 2. |
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print(s .. s .. s) |
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end |
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seymour = LoudDog:new() -- 3. |
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seymour:makeSound() -- 'woof woof woof' -- 4. |
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-- 1. LoudDog gets Dog's methods and variables. |
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-- 2. self has a 'sound' key from new(), see 3. |
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-- 3. Same as LoudDog.new(LoudDog), and converted to |
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-- Dog.new(LoudDog) as LoudDog has no 'new' key, |
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-- but does have __index = Dog on its metatable. |
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-- Result: seymour's metatable is LoudDog, and |
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-- LoudDog.__index = LoudDog. So seymour.key will |
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-- = seymour.key, LoudDog.key, Dog.key, whichever |
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-- table is the first with the given key. |
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-- 4. The 'makeSound' key is found in LoudDog; this |
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-- is the same as LoudDog.makeSound(seymour). |
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-- If needed, a subclass's new() is like the base's: |
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function LoudDog:new() |
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newObj = {} |
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-- set up newObj |
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self.__index = self |
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return setmetatable(newObj, self) |
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end |
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---------------------------------------------------- |
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-- 4. Modules. |
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---------------------------------------------------- |
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--[[ I'm commenting out this section so the rest of |
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-- this script remains runnable. |
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-- Suppose the file mod.lua looks like this: |
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local M = {} |
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local function sayMyName() |
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print('Hrunkner') |
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end |
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function M.sayHello() |
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print('Why hello there') |
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sayMyName() |
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end |
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return M |
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-- Another file can use mod.lua's functionality: |
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local mod = require('mod') -- Run the file mod.lua. |
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-- require is the standard way to include modules. |
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-- require acts like: (if not cached; see below) |
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local mod = (function () |
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<contents of mod.lua> |
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end)() |
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-- It's like mod.lua is a function body, so that |
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-- locals inside mod.lua are invisible outside it. |
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-- This works because mod here = M in mod.lua: |
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mod.sayHello() -- Says hello to Hrunkner. |
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-- This is wrong; sayMyName only exists in mod.lua: |
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mod.sayMyName() -- error |
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-- require's return values are cached so a file is |
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-- run at most once, even when require'd many times. |
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-- Suppose mod2.lua contains "print('Hi!')". |
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local a = require('mod2') -- Prints Hi! |
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local b = require('mod2') -- Doesn't print; a=b. |
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-- dofile is like require without caching: |
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dofile('mod2') --> Hi! |
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dofile('mod2') --> Hi! (runs again, unlike require) |
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-- loadfile loads a lua file but doesn't run it yet. |
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f = loadfile('mod2') -- Calling f() runs mod2.lua. |
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-- loadstring is loadfile for strings. |
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g = loadstring('print(343)') -- Returns a function. |
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g() -- Prints out 343; nothing printed before now. |
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--]] |
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---------------------------------------------------- |
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-- 5. References. |
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---------------------------------------------------- |
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--[[ |
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I was excited to learn Lua so I could make games |
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with the Löve 2D game engine. That's the why. |
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I started with BlackBulletIV's Lua for programmers. |
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Next I read the official Programming in Lua book. |
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That's the how. |
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It might be helpful to check out the Lua short |
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reference on lua-users.org. |
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The main topics not covered are standard libraries: |
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* string library |
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* table library |
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* math library |
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* io library |
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* os library |
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By the way, this entire file is valid Lua; save it |
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as learn.lua and run it with "lua learn.lua" ! |
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This was first written for tylerneylon.com, and is |
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also available as a github gist. Have fun with Lua! |
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--]] |
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