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30 September 2022

N    08:47  Book:Lua Programming/Variables and Assignment‎‎ 2 changes history +11,231 [Sytech‎ (2×)]
     
08:47 (cur | prev) +1,375 Sytech talk contribs (→‎Assignment)
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08:44 (cur | prev) +9,856 Sytech talk contribs (Created page with "== Assignment == Programmers frequently need to be able to store values in the memory to be able to use them later. This is done using variables. <dfn>Variables</dfn> are references to a value which is stored in the computer's memory. They can be used to access a number later after storing it in the memory. <dfn>Assignment</dfn> is the instruction that is used to assign a value to a variable. It consists of the name of the variable the value should be stored in, an equa...")
     08:45  Book:Lua Programming/Lua Expressions‎‎ 3 changes history +881 [Sytech‎ (3×)]
     
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     08:43  Book:Lua Programming‎‎ 2 changes history +33 [Sytech‎ (2×)]
     
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     05:38  Book:Lua Programming/Data Types‎‎ 15 changes history +10,381 [Sytech‎ (15×)]
     
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29 September 2022

     20:46  MediaWiki:Mainpage diffhist −1 Sytech talk contribs
N    20:44  Book:Lua Programming/Lua Expressions diffhist +16,925 Sytech talk contribs (Created page with "==Expressions== Arithmetic expressions use standard programming notation: <source lang = "lua">print("result",2 + 3 * 4 ^ 2)</source> There is an exponentiation ('power of') operator <code>^</code>, unlike in C or Java. The order of evaluation follows the usual rules, and you can use parentheses to group expressions - for example, <code>(1 + 2)*(3 + 4)</code>. The original expression could be written like: <source lang = "lua">(2 + (3 * (4 ^ 2))</source> which makes...")
     20:43  Book:Lua Programming‎‎ 11 changes history +1,194 [Sytech‎ (11×)]
     
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N    20:42  Book:Lua Programming/Lua Basics‎‎ 3 changes history +2,749 [Sytech‎ (3×)]
     
20:42 (cur | prev) −16,933 Sytech talk contribs (→‎Other Expressions)
     
20:40 (cur | prev) +2,110 Sytech talk contribs (→‎Basics)
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20:13 (cur | prev) +17,572 Sytech talk contribs (Created page with "== Basics == === Expressions === It is traditional to start with "Hello, world". Like all scripting languages, this is straightforward: <source lang = "lua">print("Hello world")</source> An important point is that <code>print</code> is a function which takes a number of values and prints out these values to standard output. It is not a statement, as in Python 2.X or Basic. To run this example, save this line as 'hello.lua' and run from the command line: <source lang...")
     20:36 Deletion log Sytech talk contribs deleted page Book:Lua Programming/Hello World(content was: "== Hello, world! == Lua can either be used embedded in an application or by itself. This book will not describe the process to install Lua on your computer, but you can execute code using [http://codepad.org codepad] or [http://www.lua.org/demo.html the Lua demo]. Let us look at an example of Lua code in form of the basic hello world program: <syntaxhighlight lang="lua"> print...", and the only contributor was "Sytech" (talk))
     20:10  Book:Lua Programming/Introduction to Lua‎‎ 2 changes history −17,646 [Sytech‎ (2×)]
     
20:10 (cur | prev) −17,574 Sytech talk contribs (→‎Basics) Tag: Replaced
     
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N    19:35  Book:Lua Programming/Metatables diffhist +8,825 Sytech talk contribs (Created page with "=== Metatables === Any table or userdata may have a ''metatable'' associated with it. Metatables specify the behaviour of their tables, in a similar way to how classes specify the behaviour of their objects in a traditional object-orientated language. Metatables do this by defining ''metamethods''. In other respects, metatables are plain tables. <code>tostring</code> will try to convert a value into a string; it is used by <code>print</code> when presenting values. It...")
N    19:28  Book:Lua Programming/Errors diffhist +2,766 Sytech talk contribs (Created page with "== Errors == Because Lua functions may return multiple values, they can return error strings together with the status code. The classic example is <code>io,open</code> which usually returns a file object, but will return both a <code>nil</code> and an error message if the file cannot be opened: <pre>> = io.open("hello.txt") nil hello.txt: No such file or directory 2</pre> However, the Lua libraries aren't always consistent in error handling. The <code>table</code> f...")
N    19:24  Book:Lua Programming/Scope of Variables diffhist +3,775 Sytech talk contribs (Created page with "== Scope of Variables == There are two kinds of variables in Lua, local and global. Globals are visible throughout the ''whole'' program, The standard functions in Lua are mostly contained in global tables, like <code>math</code> and <code>table</code>. An assignment like this: <pre>newGlobal = 'hello'</pre> causes <code>newGlobal</code> to be publically available - it is not just visible in the declared file. Global variables are contained in the global table. The va...")
N    19:15  Book:Lua Programming/Modules diffhist +8,529 Sytech talk contribs (Created page with "== Modules == The global function <code>dofile</code> will evaluate a Lua file. However, it is not very useful for organizing libraries and large programs. It takes a full path to the Lua file, which is a problem for programs that need to be portable, and it will always load the source file each time. <code>require</code> solves these problems by looking for the Lua file in standard locations, and only loading it once. <code>require</code> is given a ''module name'',...")
N    19:09  Book:Lua Programming/Programs diffhist +2,206 Sytech talk contribs (Created page with "== Programs == Lua is often called a 'scripting langauge' which implies that it is only suitable for bashing out little scripts to do specific tasks. This is not true; many commercial games have much of their functionality written in Lua, as do other products like Adobe Lightroom. It has always been the fastest of the dynamic languages, typically several times faster than Python or Ruby, and the LuaJIT just-in-time compiler can give performance equivalent to conventiona...")
N    19:01  Book:Lua Programming/Coroutines diffhist +3,913 Sytech talk contribs (Created page with "== Coroutines == Although coroutines are sometimes called threads (and <code>type</code> returns 'thread' as their type) they are not operating system threads as usually understood. (Lua sometimes runs on machines that don't even have the luxury of an operating system.) Rather, a coroutine is another kind of 'function with memory'. Once a coroutine is created from a regular Lua function, it can be resumed; the coroutine yields and waits for the caller to resume it agai...")
N    18:53  Book:Lua Programming/Tables diffhist +3,227 Sytech talk contribs (Created page with "== Tables == It is commonly said that a Lua table has both an array and a map part. It is more correct to say that it can be used both ways. Here is a more general table - note that the length operator <code>#</code> does not see any non-array keys: <pre>t = {10,20,30,40,50; sorted=true} print(t [1], #t, t [#t]) --> 10 5 50 print(t["sorted"], t.sorted) --> true true</pre> In Lua, <code>t.sorted</code> is ''defined'' to be <code>t['sorted']</code>. (This is...")
N    18:19  Book:Lua Programming/Strings diffhist +7,720 Sytech talk contribs (Created page with "== Strings == The <code>tonumber</code> function will explicitly convert a string to a number; it will return <code>nil</code> if the conversion is not possible. It can also be used to convert hexadecimal numbers like so: <pre>val = tonumber('FF',16) -- result is 255</pre> How about converting numbers to strings? <code>tostring</code> does the general job of converting any Lua value into a string. (The <code>print</code> function calls <code>tostring</code> on its argu...")