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Created June 25, 2013 16:26
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Revisions

  1. @tylerneylon tylerneylon revised this gist Jun 24, 2013. 1 changed file with 2 additions and 1 deletion.
    3 changes: 2 additions & 1 deletion learn.lua
    Original file line number Diff line number Diff line change
    @@ -117,7 +117,8 @@ f = function (x) return x * x end

    -- And so are these:
    local function g(x) return math.sin(x) end
    local g = function (x) return math.sin(x) end
    local g; g = function (x) return math.sin(x) end
    -- the 'local g' decl makes g-self-references ok.

    -- Trig funcs work in radians, by the way.

  2. @tylerneylon tylerneylon created this gist Jun 24, 2013.
    410 changes: 410 additions & 0 deletions learn.lua
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,410 @@
    -- Two dashes start a one-line comment.

    --[[
    Adding two ['s and ]'s makes it a
    multi-line comment.
    --]]

    ----------------------------------------------------
    -- 1. Variables and flow control.
    ----------------------------------------------------

    num = 42 -- All numbers are doubles.
    -- Don't freak out, 64-bit doubles have 52 bits for
    -- storing exact int values; machine precision is
    -- not a problem for ints that need < 52 bits.

    s = 'walternate' -- Immutable strings like Python.
    t = "double-quotes are also fine"
    u = [[ Double brackets
    start and end
    multi-line strings.]]
    t = nil -- Undefines t; Lua has garbage collection.

    -- Blocks are denoted with keywords like do/end:
    while num < 50 do
    num = num + 1 -- No ++ or += type operators.
    end

    -- If clauses:
    if num > 40 then
    print('over 40')
    elseif s ~= 'walternate' then -- ~= is not equals.
    -- Equality check is == like Python; ok for strs.
    io.write('not over 40\n') -- Defaults to stdout.
    else
    -- Variables are global by default.
    thisIsGlobal = 5 -- Camel case is common.

    -- How to make a variable local:
    local line = io.read() -- Reads next stdin line.

    -- String concatenation uses the .. operator:
    print('Winter is coming, ' .. line)
    end

    -- Undefined variables return nil.
    -- This is not an error:
    foo = anUnknownVariable -- Now foo = nil.

    aBoolValue = false

    -- Only nil and false are falsy; 0 and '' are true!
    if not aBoolValue then print('twas false') end

    -- 'or' and 'and' are short-circuited.
    -- This is similar to the a?b:c operator in C/js:
    ans = aBoolValue and 'yes' or 'no' --> 'no'

    karlSum = 0
    for i = 1, 100 do -- The range includes both ends.
    karlSum = karlSum + i
    end

    -- Use "100, 1, -1" as the range to count down:
    fredSum = 0
    for j = 100, 1, -1 do fredSum = fredSum + j end

    -- In general, the range is begin, end[, step].

    -- Another loop construct:
    repeat
    print('the way of the future')
    num = num - 1
    until num == 0


    ----------------------------------------------------
    -- 2. Functions.
    ----------------------------------------------------

    function fib(n)
    if n < 2 then return 1 end
    return fib(n - 2) + fib(n - 1)
    end

    -- Closures and anonymous functions are ok:
    function adder(x)
    -- The returned function is created when adder is
    -- called, and remembers the value of x:
    return function (y) return x + y end
    end
    a1 = adder(9)
    a2 = adder(36)
    print(a1(16)) --> 25
    print(a2(64)) --> 100

    -- Returns, func calls, and assignments all work
    -- with lists that may be mismatched in length.
    -- Unmatched receivers are nil;
    -- unmatched senders are discarded.

    x, y, z = 1, 2, 3, 4
    -- Now x = 1, y = 2, z = 3, and 4 is thrown away.

    function bar(a, b, c)
    print(a, b, c)
    return 4, 8, 15, 16, 23, 42
    end

    x, y = bar('zaphod') --> prints "zaphod nil nil"
    -- Now x = 4, y = 8, values 15..42 are discarded.

    -- Functions are first-class, may be local/global.
    -- These are the same:
    function f(x) return x * x end
    f = function (x) return x * x end

    -- And so are these:
    local function g(x) return math.sin(x) end
    local g = function (x) return math.sin(x) end

    -- Trig funcs work in radians, by the way.

    -- Calls with one string param don't need parens:
    print 'hello' -- Works fine.


    ----------------------------------------------------
    -- 3. Tables.
    ----------------------------------------------------

    -- Tables = Lua's only compound data structure;
    -- they are associative arrays.
    -- Similar to php arrays or js objects, they are
    -- hash-lookup dicts that can also be used as lists.

    -- Using tables as dictionaries / maps:

    -- Dict literals have string keys by default:
    t = {key1 = 'value1', key2 = false}

    -- String keys can use js-like dot notation:
    print(t.key1) -- Prints 'value1'.
    t.newKey = {} -- Adds a new key/value pair.
    t.key2 = nil -- Removes key2 from the table.

    -- Literal notation for any (non-nil) value as key:
    u = {['@!#'] = 'qbert', [{}] = 1729, [6.28] = 'tau'}
    print(u[6.28]) -- prints "tau"

    -- Key matching is basically by value for numbers
    -- and strings, but by identity for tables.
    a = u['@!#'] -- Now a = 'qbert'.
    b = u[{}] -- We might expect 1729, but it's nil:
    -- b = nil since the lookup fails. It fails
    -- because the key we used is not the same object
    -- as the one used to store the original value. So
    -- strings & numbers are more portable keys.

    -- A one-table-param function call needs no parens:
    function h(x) print(x.key1) end
    h{key1 = 'Sonmi~451'} -- Prints 'Sonmi~451'.

    for key, val in pairs(u) do -- Table iteration.
    print(key, val)
    end

    -- _G is a special table of all globals.
    print(_G['_G'] == _G) -- Prints 'true'.

    -- Using tables as lists / arrays:

    -- List literals implicitly set up int keys:
    v = {'value1', 'value2', 1.21, 'gigawatts'}
    for i = 1, #v do -- #v is the size of v for lists.
    print(v[i]) -- Indices start at 1 !! SO CRAZY!
    end
    -- A 'list' is not a real type. v is just a table
    -- with consecutive integer keys, treated as a list.

    ----------------------------------------------------
    -- 3.1 Metatables and metamethods.
    ----------------------------------------------------

    -- A table can have a metatable that gives the table
    -- operator-overloadish behavior. Later we'll see
    -- how metatables support js-prototypey behavior.

    f1 = {a = 1, b = 2} -- Represents the fraction a/b.
    f2 = {a = 2, b = 3}

    -- This would fail:
    -- s = f1 + f2

    metafraction = {}
    function metafraction.__add(f1, f2)
    sum = {}
    sum.b = f1.b * f2.b
    sum.a = f1.a * f2.b + f2.a * f1.b
    return sum
    end

    setmetatable(f1, metafraction)
    setmetatable(f2, metafraction)

    s = f1 + f2 -- call __add(f1, f2) on f1's metatable

    -- f1, f2 have no key for their metatable, unlike
    -- prototypes in js, so you must retrieve it as in
    -- getmetatable(f1). The metatable is a normal table
    -- with keys that Lua knows about, like __add.

    -- But the next line fails since s has no metatable:
    -- t = s + s
    -- Class-like patterns given below would fix this.

    -- An __index on a metatable overloads dot lookups:
    defaultFavs = {animal = 'gru', food = 'donuts'}
    myFavs = {food = 'pizza'}
    setmetatable(myFavs, {__index = defaultFavs})
    eatenBy = myFavs.animal -- works! thanks, metatable

    -- Direct table lookups that fail will retry using
    -- the metatable's __index value, and this recurses.

    -- An __index value can also be a function(tbl, key)
    -- for more customized lookups.

    -- Values of __index,add, .. are called metamethods.
    -- Full list. Here a is a table with the metamethod.

    -- __add(a, b) for a + b
    -- __sub(a, b) for a - b
    -- __mul(a, b) for a * b
    -- __div(a, b) for a / b
    -- __mod(a, b) for a % b
    -- __pow(a, b) for a ^ b
    -- __unm(a) for -a
    -- __concat(a, b) for a .. b
    -- __len(a) for #a
    -- __eq(a, b) for a == b
    -- __lt(a, b) for a < b
    -- __le(a, b) for a <= b
    -- __index(a, b) <fn or a table> for a.b
    -- __newindex(a, b, c) for a.b = c
    -- __call(a, ...) for a(...)

    ----------------------------------------------------
    -- 3.2 Class-like tables and inheritance.
    ----------------------------------------------------

    -- Classes aren't built in; there are different ways
    -- to make them using tables and metatables.

    -- Explanation for this example is below it.

    Dog = {} -- 1.

    function Dog:new() -- 2.
    newObj = {sound = 'woof'} -- 3.
    self.__index = self -- 4.
    return setmetatable(newObj, self) -- 5.
    end

    function Dog:makeSound() -- 6.
    print('I say ' .. self.sound)
    end

    mrDog = Dog:new() -- 7.
    mrDog:makeSound() -- 'I say woof' -- 8.

    -- 1. Dog acts like a class; it's really a table.
    -- 2. function tablename:fn(...) is the same as
    -- function tablename.fn(self, ...)
    -- The : just adds a first arg called self.
    -- Read 7 & 8 below for how self gets its value.
    -- 3. newObj will be an instance of class Dog.
    -- 4. self = the class being instantiated. Often
    -- self = Dog, but inheritance can change it.
    -- newObj gets self's functions when we set both
    -- newObj's metatable and self's __index to self.
    -- 5. Reminder: setmetatable returns its first arg.
    -- 6. The : works as in 2, but this time we expect
    -- self to be an instance instead of a class.
    -- 7. Same as Dog.new(Dog), so self = Dog in new().
    -- 8. Same as mrDog.makeSound(mrDog); self = mrDog.

    ----------------------------------------------------

    -- Inheritance example:

    LoudDog = Dog:new() -- 1.

    function LoudDog:makeSound()
    s = self.sound .. ' ' -- 2.
    print(s .. s .. s)
    end

    seymour = LoudDog:new() -- 3.
    seymour:makeSound() -- 'woof woof woof' -- 4.

    -- 1. LoudDog gets Dog's methods and variables.
    -- 2. self has a 'sound' key from new(), see 3.
    -- 3. Same as LoudDog.new(LoudDog), and converted to
    -- Dog.new(LoudDog) as LoudDog has no 'new' key,
    -- but does have __index = Dog on its metatable.
    -- Result: seymour's metatable is LoudDog, and
    -- LoudDog.__index = LoudDog. So seymour.key will
    -- = seymour.key, LoudDog.key, Dog.key, whichever
    -- table is the first with the given key.
    -- 4. The 'makeSound' key is found in LoudDog; this
    -- is the same as LoudDog.makeSound(seymour).

    -- If needed, a subclass's new() is like the base's:
    function LoudDog:new()
    newObj = {}
    -- set up newObj
    self.__index = self
    return setmetatable(newObj, self)
    end

    ----------------------------------------------------
    -- 4. Modules.
    ----------------------------------------------------


    --[[ I'm commenting out this section so the rest of
    -- this script remains runnable.
    -- Suppose the file mod.lua looks like this:
    local M = {}
    local function sayMyName()
    print('Hrunkner')
    end
    function M.sayHello()
    print('Why hello there')
    sayMyName()
    end
    return M
    -- Another file can use mod.lua's functionality:
    local mod = require('mod') -- Run the file mod.lua.
    -- require is the standard way to include modules.
    -- require acts like: (if not cached; see below)
    local mod = (function ()
    <contents of mod.lua>
    end)()
    -- It's like mod.lua is a function body, so that
    -- locals inside mod.lua are invisible outside it.
    -- This works because mod here = M in mod.lua:
    mod.sayHello() -- Says hello to Hrunkner.
    -- This is wrong; sayMyName only exists in mod.lua:
    mod.sayMyName() -- error
    -- require's return values are cached so a file is
    -- run at most once, even when require'd many times.
    -- Suppose mod2.lua contains "print('Hi!')".
    local a = require('mod2') -- Prints Hi!
    local b = require('mod2') -- Doesn't print; a=b.
    -- dofile is like require without caching:
    dofile('mod2') --> Hi!
    dofile('mod2') --> Hi! (runs again, unlike require)
    -- loadfile loads a lua file but doesn't run it yet.
    f = loadfile('mod2') -- Calling f() runs mod2.lua.
    -- loadstring is loadfile for strings.
    g = loadstring('print(343)') -- Returns a function.
    g() -- Prints out 343; nothing printed before now.
    --]]

    ----------------------------------------------------
    -- 5. References.
    ----------------------------------------------------

    --[[
    I was excited to learn Lua so I could make games
    with the Löve 2D game engine. That's the why.
    I started with BlackBulletIV's Lua for programmers.
    Next I read the official Programming in Lua book.
    That's the how.
    It might be helpful to check out the Lua short
    reference on lua-users.org.
    The main topics not covered are standard libraries:
    * string library
    * table library
    * math library
    * io library
    * os library
    By the way, this entire file is valid Lua; save it
    as learn.lua and run it with "lua learn.lua" !
    This was first written for tylerneylon.com, and is
    also available as a github gist. Have fun with Lua!
    --]]