Difference between revisions of "Lua"

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(Conditional)
 
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 +
=Comments=
 +
Lua implements comments by:
 +
 +
<syntaxhighlight lang=lua>
 +
-- Two dashes start a one-line comment.
 +
 +
--[[
 +
    Adding two ['s and ]'s makes it a
 +
    multi-line comment.
 +
--]]
 +
 +
</syntaxhighlight>
 +
 
=Write to Console=
 
=Write to Console=
 +
Lua provides 2 ways to write to the console:
 +
 
<syntaxhighlight lang=lua>
 
<syntaxhighlight lang=lua>
 
print("helloworld")
 
print("helloworld")
Line 6: Line 21:
  
 
===Escape Characters===
 
===Escape Characters===
 +
These can also include escape characters in the string, eg '\n':
 +
 
<syntaxhighlight lang=lua>
 
<syntaxhighlight lang=lua>
 
io.write('helloworld\n')
 
io.write('helloworld\n')
Line 11: Line 28:
  
 
=Read from Console=
 
=Read from Console=
 +
Lua can read from the keyboard (ie Console.ReadLine() in C# or input() in Python), you can also convert this input to a number:
 +
 
<syntaxhighlight lang=lua>
 
<syntaxhighlight lang=lua>
 
input = io.read()
 
input = io.read()
Line 18: Line 37:
  
 
=Variables=
 
=Variables=
 +
Lua uses variables similar to python, you don't need to specify a data type:
 
===Numbers===
 
===Numbers===
 
<syntaxhighlight lang=lua>
 
<syntaxhighlight lang=lua>
Line 40: Line 60:
  
 
===Global Variables===
 
===Global Variables===
 +
The default in Lua is that all variables are global (in python all variables are local):
 
<syntaxhighlight lang=lua>
 
<syntaxhighlight lang=lua>
 
   -- Variables are global by default.
 
   -- Variables are global by default.
Line 46: Line 67:
  
 
===Local Variables===
 
===Local Variables===
 +
To specify a variable is only local, you need to include 'local' before the variable name:
 +
 
<syntaxhighlight lang=lua>
 
<syntaxhighlight lang=lua>
 
   -- How to make a variable local:
 
   -- How to make a variable local:
Line 52: Line 75:
  
 
=If Statement=
 
=If Statement=
 +
Lua implements IF statements, but doesn't implement a Switch Case statement. An example if is shown below:
 +
 
<syntaxhighlight lang=lua>
 
<syntaxhighlight lang=lua>
 
if num < 40 then
 
if num < 40 then
Line 64: Line 89:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
=Conditions=
+
=Operators=
==Relational==
+
Within if statements and also within loops, the following relational and conditional operates exist:
 +
 
 +
===Relational===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 82: Line 109:
 
| > || Greater than
 
| > || Greater than
 
|}
 
|}
==Conditional==
+
===Conditional===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 91: Line 118:
 
| or || Called Logical OR Operator. If any of the two operands is non zero then condition becomes true. || (A or B) is true.
 
| or || Called Logical OR Operator. If any of the two operands is non zero then condition becomes true. || (A or B) is true.
 
|-
 
|-
| not || Called Logical NOT Operator. Use to reverses the logical state of its operand. If a condition is true then Logical NOT operator will make false. || !(A and B) is true.
+
| not || Called Logical NOT Operator. Use to reverses the logical state of its operand. If a condition is true then Logical NOT operator will make false. || not(A and B) is true.
 
|}
 
|}
  
 
=Loops=
 
=Loops=
==While==
+
Just like other languages Lua has the standard 3 types of loop. While will run 0 or more times (may never run), Repeat will run at least once, For will run an exact number of times:
 +
 
 +
===While===
 
<syntaxhighlight lang=lua>
 
<syntaxhighlight lang=lua>
 
-- Blocks are denoted with keywords like do/end:
 
-- Blocks are denoted with keywords like do/end:
Line 103: Line 132:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==For==
+
===For===
 
<syntaxhighlight lang=lua>
 
<syntaxhighlight lang=lua>
 
karlSum = 0
 
karlSum = 0
Line 119: Line 148:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==Repeat / Do While==
+
===Repeat / Do While===
 
<syntaxhighlight lang=lua>
 
<syntaxhighlight lang=lua>
 
-- Another loop construct:
 
-- Another loop construct:
Line 126: Line 155:
 
   num = num - 1
 
   num = num - 1
 
until num == 0
 
until num == 0
 +
</syntaxhighlight>
 +
 +
=Functions=
 +
===Declaring a function===
 +
You can declare a function using the command 'function', the parameters will be within the round brackets '()'. The use of 'local' is not really required:
 +
<syntaxhighlight lang=lua>
 +
local function add(first_number, second_number)
 +
print(first_number + second_number)
 +
end
 +
 +
add(2, 3) -- calling a method
 +
</syntaxhighlight>
 +
 +
===Returning a value===
 +
You can return a value from a function by using 'return'
 +
<syntaxhighlight lang=lua>
 +
local function add(first_number, second_number)
 +
return first_number + second_number
 +
end
 +
 +
print(add(5, 6))
 +
</syntaxhighlight>
 +
 +
=Classes - Table Based=
 +
Just like other programming languages, Lua is can be used in an OOP way. Lua calls '{}' tables or meta tables, but they are the same as a class really:
 +
 +
===Define a class===
 +
<syntaxhighlight lang=lua>
 +
-- Meta class, class defined with {}, variables can be set like 'area'
 +
Shape = {area = 0}
 +
 +
-- Base class is named, followed by ':' to create a method for the class
 +
function Shape:new (o,side)
 +
  o = o or {} -- if an object is passed, use it or create an empty one
 +
  setmetatable(o, self)
 +
  self.__index = self
 +
  side = side or 0 -- if side is passed, use it or set side to 0
 +
  self.area = side*side;
 +
  return o
 +
end
 +
 +
-- Base class method printArea
 +
function Shape:printArea ()
 +
  print("The area is ",self.area)
 +
end
 +
</syntaxhighlight>
 +
 +
===Creating an object===
 +
<syntaxhighlight lang=lua>
 +
-- Creating an object
 +
myshape = Shape:new(nil,10)
 +
 +
--to access the methods of the object you need to use ':'
 +
myshape:printArea()
 +
</syntaxhighlight>
 +
 +
===Inheritance===
 +
<syntaxhighlight lang=lua>
 +
Square = Shape:new()
 +
 +
-- Derived class method new
 +
 +
function Square:new (o,side)
 +
  o = o or Shape:new(o,side) -- if an object is passed, use it or create a new shape
 +
  setmetatable(o, self)
 +
  self.__index = self
 +
  return o
 +
end
 +
</syntaxhighlight>
 +
 +
You can override an inherited method by redeclaring it:
 +
<syntaxhighlight lang=lua>
 +
-- Derived class method printArea
 +
 +
function Square:printArea ()
 +
  print("The area of square is ",self.area)
 +
end
 +
</syntaxhighlight>
 +
 +
=Classes - Closure Based=
 +
Lua can implement classes in a second way:
 +
===Define a Class===
 +
<syntaxhighlight lang=lua>
 +
function MyClass(init)
 +
  -- the new instance
 +
  local self = {
 +
    -- public fields go in the instance table
 +
    public_field = 0
 +
  }
 +
 +
  -- private fields are implemented using locals
 +
  -- they are faster than table access, and are truly private, so the code that uses your class can't get them
 +
  local private_field = init
 +
 +
  function self.foo()
 +
    return self.public_field + private_field
 +
  end
 +
 +
  function self.bar()
 +
    private_field = private_field + 1
 +
  end
 +
 +
  -- return the instance
 +
  return self
 +
end
 +
</syntaxhighlight>
 +
 +
===Creating an Object===
 +
Creating and using an instance can be done with:
 +
 +
<syntaxhighlight lang=lua>
 +
local i = MyClass(5)
 +
print(i.foo()) --> 5
 +
i.public_field = 3
 +
i.bar()
 +
</syntaxhighlight>
 +
 +
===Inheritance===
 +
This is the base class, and below a subclass derived from it:
 +
 +
<syntaxhighlight lang=lua>
 +
function BaseClass(init)
 +
  local self = {}
 +
 +
  local private_field = init
 +
 +
  function self.foo()
 +
    return private_field
 +
  end
 +
 +
  function self.bar()
 +
    private_field = private_field + 1
 +
  end
 +
 +
  -- return the instance
 +
  return self
 +
end
 +
 +
function DerivedClass(init, init2)
 +
  local self = BaseClass(init)
 +
 +
  -- Public fields can be added to the derived version
 +
  self.public_field = init2
 +
 +
  -- this is independent from the base class's private field that has the same name
 +
  -- the derived value would be self.private_field
 +
  local private_field = init2
 +
 +
  -- save the base version of foo for use in the derived version
 +
  local base_foo = self.foo
 +
 +
  -- this function overrides the derived version
 +
  function self.foo()
 +
    return private_field + self.public_field + base_foo()
 +
  end
 +
 +
  -- return the instance
 +
  return self
 +
end
 
</syntaxhighlight>
 
</syntaxhighlight>

Latest revision as of 10:26, 4 July 2019

Comments

Lua implements comments by:

-- Two dashes start a one-line comment.

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

Write to Console

Lua provides 2 ways to write to the console:

print("helloworld")
io.write('helloworld')

Escape Characters

These can also include escape characters in the string, eg '\n':

io.write('helloworld\n')

Read from Console

Lua can read from the keyboard (ie Console.ReadLine() in C# or input() in Python), you can also convert this input to a number:

input = io.read()
-- Convert input to a number
num = tonumber(io.read())

Variables

Lua uses variables similar to python, you don't need to specify a data type:

Numbers

num = 42  -- All numbers are doubles.

Strings

s = 'walternate'  -- Immutable strings like Python.
t = "double-quotes are also fine"
u = [[ Double brackets
       start and end
       multi-line strings.]]
-- String concatenation uses the .. operator:
message = 'Winter is coming, ' .. line

Empty / Null

t = nil  -- Undefines t; Lua has garbage collection.

Global Variables

The default in Lua is that all variables are global (in python all variables are local):

  -- Variables are global by default.
  thisIsGlobal = 5  -- Camel case is common.

Local Variables

To specify a variable is only local, you need to include 'local' before the variable name:

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

If Statement

Lua implements IF statements, but doesn't implement a Switch Case statement. An example if is shown below:

if num < 40 then
  print('below 40')
elseif name ~= 'wayne' then  
  -- ~= is not equals.
  -- Equality check is == like Python; ok for strs.
  io.write('over 40 and Name is wayne\n')  -- Defaults to stdout.
else
  print('above 40')
end

Operators

Within if statements and also within loops, the following relational and conditional operates exist:

Relational

Symbols Explanation
== Equal
~= Not equal
<= Less than or equal
>= Greater than or equal
< Less than
> Greater than

Conditional

Operator Description Example
and Called Logical AND operator. If both the operands are non zero then condition becomes true. (A and B) is false
or Called Logical OR Operator. If any of the two operands is non zero then condition becomes true. (A or B) is true.
not Called Logical NOT Operator. Use to reverses the logical state of its operand. If a condition is true then Logical NOT operator will make false. not(A and B) is true.

Loops

Just like other languages Lua has the standard 3 types of loop. While will run 0 or more times (may never run), Repeat will run at least once, For will run an exact number of times:

While

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

For

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].

Repeat / Do While

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

Functions

Declaring a function

You can declare a function using the command 'function', the parameters will be within the round brackets '()'. The use of 'local' is not really required:

local function add(first_number, second_number)
	print(first_number + second_number)
end

add(2, 3) -- calling a method

Returning a value

You can return a value from a function by using 'return'

local function add(first_number, second_number)
	return first_number + second_number
end

print(add(5, 6))

Classes - Table Based

Just like other programming languages, Lua is can be used in an OOP way. Lua calls '{}' tables or meta tables, but they are the same as a class really:

Define a class

-- Meta class, class defined with {}, variables can be set like 'area'
Shape = {area = 0} 

-- Base class is named, followed by ':' to create a method for the class
function Shape:new (o,side)
   o = o or {} -- if an object is passed, use it or create an empty one
   setmetatable(o, self)
   self.__index = self
   side = side or 0 -- if side is passed, use it or set side to 0
   self.area = side*side;
   return o
end

-- Base class method printArea
function Shape:printArea ()
   print("The area is ",self.area)
end

Creating an object

-- Creating an object
myshape = Shape:new(nil,10)

--to access the methods of the object you need to use ':'
myshape:printArea()

Inheritance

Square = Shape:new()

-- Derived class method new

function Square:new (o,side)
   o = o or Shape:new(o,side) -- if an object is passed, use it or create a new shape
   setmetatable(o, self)
   self.__index = self
   return o
end

You can override an inherited method by redeclaring it:

-- Derived class method printArea

function Square:printArea ()
   print("The area of square is ",self.area)
end

Classes - Closure Based

Lua can implement classes in a second way:

Define a Class

function MyClass(init)
  -- the new instance
  local self = {
    -- public fields go in the instance table
    public_field = 0
  }

  -- private fields are implemented using locals
  -- they are faster than table access, and are truly private, so the code that uses your class can't get them
  local private_field = init

  function self.foo()
    return self.public_field + private_field
  end

  function self.bar()
    private_field = private_field + 1
  end

  -- return the instance
  return self
end

Creating an Object

Creating and using an instance can be done with:

local i = MyClass(5)
print(i.foo()) --> 5
i.public_field = 3
i.bar()

Inheritance

This is the base class, and below a subclass derived from it:

function BaseClass(init)
  local self = {}

  local private_field = init

  function self.foo()
    return private_field
  end

  function self.bar()
    private_field = private_field + 1
  end

  -- return the instance
  return self
end

function DerivedClass(init, init2)
  local self = BaseClass(init)

  -- Public fields can be added to the derived version
  self.public_field = init2

  -- this is independent from the base class's private field that has the same name
  -- the derived value would be self.private_field
  local private_field = init2

  -- save the base version of foo for use in the derived version
  local base_foo = self.foo

  -- this function overrides the derived version
  function self.foo() 
    return private_field + self.public_field + base_foo()
  end

  -- return the instance
  return self
end