Lua (programming language)
From Wikipedia, the free encyclopedia
Paradigm: | Multi-paradigm |
---|---|
Appeared in: | 1993 |
Designed by: | Roberto Ierusalimschy
Waldemar Celes Luiz Henrique de Figueiredo |
Latest release: | 5.1.1 / June 9th, 2006 |
Influenced by: | Scheme, Icon |
Influenced: | Io |
OS: | Cross-platform |
License: | MIT License |
Website: | www.lua.org |
In computing, the Lua (pronounced LOO-ah, or /'lua/ in IPA) programming language is a lightweight, reflective, imperative and procedural language, designed as a scripting language with extensible semantics as a primary goal. The name is derived from the Portuguese word for moon.
Contents |
[edit] Philosophy
Lua is commonly described as a "multi-paradigm" language, providing a small set of general features that can be extended to fit different problem types, rather than providing a more complex and rigid specification to match a single paradigm. Lua, for instance, does not contain explicit support for inheritance, but allows it to be implemented relatively easily with metatables. Similarly, Lua allows programmers to implement namespaces, classes, and other related features using its single table implementation; first class functions allow the employment of many powerful techniques from functional programming; and full lexical scoping allows fine-grained information hiding to enforce the principle of least privilege.
In general, Lua strives to provide flexible meta-features that can be extended as needed, rather than supply a feature-set specific to one programming paradigm. As a result, the base language is light—in fact, the full reference interpreter is only about 150KB compiled—and easily adaptable to a broad range of applications.
[edit] History
Lua was created in 1993 by Roberto Ierusalimschy, Luiz Henrique de Figueiredo, and Waldemar Celes, members of the Computer Graphics Technology Group at PUC-Rio, the Pontifical University of Rio de Janeiro, in Brazil. Versions of Lua prior to version 5.0 were released under a license similar to the BSD license. From version 5.0 onwards, Lua has been licensed under the MIT License.
Lua has been used in many commercial applications, such as Far Cry, Garry's Mod, World of Warcraft and Adobe Photoshop Lightroom, as well as non-commercial applications, such as Angband and its variants. (See the Applications section for a more detailed list.) A ported version of Lua has been used to program homebrew for the Playstation Portable and then Nintendo DS.
Some of its closest relatives include Icon for its design and Python for its ease of use by non-programmers. In a paper published in Dr. Dobb's Journal, Lua's creators also state that Lisp and Scheme with their single, ubiquitous data structure mechanism (the list) were a major influence on their decision to develop the table as the primary data structure of Lua.[1]
[edit] Features
Lua is a dynamically typed language intended for use as an extension or scripting language, and is compact enough to fit on a variety of host platforms. It supports only a small number of atomic data structures such as boolean values, numbers (double-precision floating point by default), and strings. Typical data structures such as arrays, sets, hash tables, lists, and records can be represented using Lua's single native data structure, the table, which is essentially a heterogeneous map.
Lua has no built-in support for namespaces and object-oriented programming. Instead, metatable and metamethods are used to extend the language to support both programing paradigms in an elegant and straight-forward manner.
Lua implements a small set of advanced features such as higher-order functions, garbage collection, first-class functions, closures, proper tail calls, coercion (automatic conversion between string and number values at run time), coroutines (cooperative multitasking) and dynamic module loading.
By including only a minimum set of data types, Lua attempts to strike a balance between power and size.
[edit] Example code
The classic hello world program can be written as follows:
print "Hello world!"
The factorial is an example of a recursive function:
function factorial(n) if n == 0 then return 1 end return n * factorial(n - 1) -- A comment in Lua starts with a double-hyphen end -- and runs to the end of the line
Lua's treatment of functions as first class variables is shown in the following example, where the print function's behavior is modified:
do local oldprint = print -- Store current print function as old print print = function(s) -- Redefine print function if s == "foo" then oldprint("bar") else oldprint(s) end end end
Any future calls to "print" will now be routed through the new function, and thanks to Lua's lexical scoping, the old print function will only be accessible by the new, modified print.
Extensible semantics is a key feature of Lua, and the "metatable" concept allows Lua's tables to be customized in powerful and unique ways. The following example demonstrates an "infinite" table. For any n, fibs[n] will give the nth Fibonacci number using dynamic programming.
fibs = { 1, 1 } -- Initial values for fibs[1] and fibs[2]. setmetatable(fibs, { -- Give fibs some magic behavior. __index = function(name, n) -- Call this function if fibs[n] does not exist. name[n] = name[n - 1] + name[n - 2] -- Calculate and memoize fibs[n]. return name[n] end })
[edit] Tables
Tables are the most important data structure in Lua, and are the foundation of all user-created types.
The table is a collection of key and data pairs (known also as hashed heterogeneous associative array), where the data is referenced by key. The key (index) can be of any data type except nil.
[edit] Table as structure
Tables are often used as structures (or objects) by using strings as keys. Because such use is very common, Lua features a special syntax for accessing such fields. Example:
point = { x = 10, y = 20 } -- Create new table print(point["x"]) -- Prints 10 print(point.x) -- Has exactly the same meaning as line above
[edit] Table as array
By using a numerical key, the table resembles an array data type.
A simple array of the strings:
array = { "a", "b", "c", "d" } -- Indexes are assigned automatically print(array[2]) -- Prints "b". Automatic indexing in Lua starts at 1.
An array of objects:
function Point(x, y) -- "Point" object constructor return { x = x, y = y } -- Creates and returns a new object (table) end array = { Point(10, 20), Point(30, 40), Point(50, 60) } -- Creates array of points print(array[2].y) -- Prints 40
[edit] Object-oriented programming
Although Lua does not have a built-in concept of classes and objects, the language is powerful enough to easily implement them using two language features: first-class functions and tables. By simply placing functions and related data into a table, an object is formed. Inheritance (both single and multiple) can be implemented via the "metatable" mechanism, telling the object to lookup nonexistent methods and fields in parent object(s).
There is no such concept as "class" with these techniques, rather "prototypes" are used as in Self programming language. New objects are created either with a factory method (that constructs new objects from scratch) or by cloning an existing object.
Lua provides some syntactic sugar to facilitate object orientation. To declare member functions inside a prototype table, you can use function table:func(args), which is equivalent to function table.func(self, args). Calling class methods also makes use of the colon: object:func(args) is equivalent to object.func(object, args).
Creating a basic vector object:
Vector = { } -- Create a table to hold the class methods function Vector:new(x, y, z) -- The constructor function object = { x = x, y = y, z = z } setmetatable(object, { -- Overload the index event so that fields not present within the object are -- looked up in the prototype Vector table __index = Vector }) return object end function Vector:mag() -- Declare another member function, to determine the magnitude of the vector -- Reference the implicit object using self return math.sqrt(self.x * self.x + self.y * self.y + self.z * self.z) end local vec = Vector:new(0, 1, 0) -- Create a vector print(vec:mag()) -- Call a member function using ":" print(vec.x) -- Access a member variable using "."
[edit] Internals
Lua programs are not interpreted directly, but are compiled to bytecode which is then run on the Lua virtual machine. The compilation process is typically transparent to the user and is performed during run-time, but it can be done offline in order to increase performance or reduce the memory footprint of the host environment by leaving out the compiler.
There is also a third-party just-in-time Lua run-time, called LuaJIT, for the new 5.1 version.
This example is the bytecode listing of the factorial function described above (in Lua 5.0):
function <factorial.lua:1> (10 instructions, 40 bytes at 00326DA0) 1 param, 3 stacks, 0 upvalues, 1 local, 3 constants, 0 functions 1 [2] EQ 0 0 250 ; compare value to 0 2 [2] JMP 0 2 ; to line 5 3 [3] LOADK 1 1 ; 1 4 [3] RETURN 1 2 0 5 [6] GETGLOBAL 1 2 ; fact 6 [6] SUB 2 0 251 ; - 1 7 [6] CALL 1 2 2 8 [6] MUL 1 0 1 9 [6] RETURN 1 2 0 10 [7] RETURN 0 1 0
[edit] Applications
Lua, as a compiled binary, is very small by code standards. Coupled with its relatively fast speed, and its very lenient license, it has gained a following among game developers for providing a viable scripting interface.
[edit] Games
- LucasArts GrimE engine for adventure games, first released on 1998, uses Lua internally.
- Grim Fandango was the first game based on this engine.
- Escape From Monkey Island was the first in the Monkey Island series to switch to the Lua language.
- DarkSpace, a sci-fi MMORPG. LUA is used as a scripting language.
- World of Warcraft, a fantasy MMORPG. Lua is used to allow users to customize its user interface, character animation and world appearance. Due to new changes in the way Blizzard uses LUA a lot of LUA addon code has been disabled.
- Far Cry, a first-person shooter. Lua is used to script a substantial chunk of the game logic, manage game objects (Entity system), configure the HUD and store other configuration information.
- Bioware's Baldur's Gate series
- Relic Entertainment's Company of Heroes, Warhammer 40000 Dawn of War, Homeworld 2 and Impossible Creatures all use Lua.
- Mercenaries: Playground of Destruction for Playstation 2 has good-sized chunks of Lua in it.
- Garry's Mod, a Half-Life 2 mod. Lua is used to script things such as custom game modes, weapons, HUDs, and more.
- Vendetta Online, a space massively multiplayer online role-playing game
- MDK2, uses Lua as a module scripting language.
- Supreme Commander, uses Lua
- TASpring, uses Lua
- Ragnarok Online recently had a Lua implementation, allowing players to fully customize the artificial intelligence of their homunculus to their liking, provided that they have an Alchemist to summon one.
- Nival Interactive's Heroes of Might and Magic V and Silent Storm
- Bully
- Sonic the Hedgehog (2006), uses Lua
- StepMania uses Lua
- Eternal Darkness uses Lua
- Gusanos uses Lua
- Grand Theft Auto: Vice City Stories uses Lua
- Scattered Lands, a new RPG is using it
[edit] Other applications
- Therescript, used to drive the vehicles and animations in There, is Lua plus some application-specific functions.
- The window manager Ion uses Lua for customization and extensibility.
- The packet sniffer Wireshark uses Lua for scripting and prototyping.
- The Aegisub subtitles manipulation program uses Lua in its automation module, to generate advanced effects, such as karaoke.
- RM-X General Purpose Control exposes a Lua interface to plugins that can either extend scripts by providing functions or call scripts dynamically at runtime.
- Intellipool Network Monitor uses Lua for customization and extensibility.
- In the Klango Environment, Lua is used as a programming language for developing audio games and applications, a software dedicated to the blind and visually impaired. (external link)
- Lua Player is a port designed to run on Sony Computer Entertainment's PlayStation Portable to allow entry-level programming.
- Adobe Lightroom, a beta digital photography post-production program, contains a large amount (40%) of Lua code.
- FreePOPs, a program designed for checking and retrieving webmail through a conventional POP3 program.
- ELinks, a web browser
- lighttpd uses Lua for it's Cache Meta Language, a sophisticated way to describe caching behavior.
- TomsRtBt, a single-floppy Linux Rescue disk has most of the userland applications re-written in Lua
A list of projects known to use Lua is located at Lua.org.
[edit] Books
- Lua 5.1 Reference Manual (online version of paper book) (ISBN 85-903798-3-3)
- Programming in Lua, Second Edition (online first edition) (ISBN 85-903798-2-5)
- Game Development with Lua (ISBN 1-58450-404-8)
[edit] External links
- Lua.org
- Lua mailing list
- Lua-users wiki
- VSLua Complete Visual Studio (2002, 2003, 2005) integrated editor and optimized embedded debugger for Lua.
- LuaForge hosting for, and a catalog of, Lua projects.
- LuaEdit complete professional looking IDE for Lua - Windows 98/2000/XP
- LuaJIT just-in-time compiler
- LuaBind to bind functions and classes from C++ to Lua code.
- Plua is a port of Lua 4.0 (plus a small IDE) for the Palm Computing platform; see Plua.
- Kepler Project Web Development Platform for Lua.
- murgaLua GUI, Network, Database and XML Application Development Platform for Lua.
- onlamp.com: Introducing Lua
- Lua Tutorials How to embed & extend Lua in C / C++