Lua
Lua is a scripting language first released in 1993, and particularly popular as an embedded language. This article compares Lua to MiniScript, and may be useful to people coming to MiniScript with a background in Lua.
For a side-by-side comparison on a collection of short programs, see here.
Contents
Similarities
Block Syntax
Both Lua and MiniScript delineate code blocks and control structures with explicit keywords. There are some minor differences in syntax, summarized in the table below.
Lua | MiniScript |
---|---|
function / end | function / end function |
if / elseif / end | if / else if / end if |
while ... do / end | while / end while |
for i = 1, 10, 2 do / end |
for i in range(1, 10, 2) / end for |
repeat / until | (no direct equivalent) |
The most notable difference is that while Lua uses end
alone to terminate a function
, if
, while
, or for
block, MiniScript uses end function
, end if
, end while
, and end for
respectively. MiniScript lacks a repeat
-until
structure; the standard idiom is to use a while true
(infinite) loop, and break out of it when termination conditions are met.
Data Types
Five of the seven basic types in Lua -- nil, number, string, function, and table -- have direct equivalents in MiniScript. nil is called null
in MiniScript, and tables are called maps.
Strings in both languages are immutable. MiniScript strings are Unicode, and index by Unicode character; interpretation of Lua strings is implementation-dependent, and index by byte. While Lua has several ways of writing string literals, in MiniScript, string literals are always enclosed in double-quotes (and if you need a double-quote inside a string literal, write it twice, as in SQL).
greeting = "Hello, ""Bob""! Pleased to meet you."
print greeting // prints: Hello, "Bob"! Pleased to meet you.
While MiniScript maps are conceptually quite similar to Lua tables, their syntax and usage is rather different; see the section on Maps under Differences.
Differences
Variable Scope
In Lua, variables are always global by default; you use the local
keyword to explicitly declare a local variable. In MiniScript, variables are always local by default (and are never declared; they spring into being when you assign to them). To update a global variable in MiniScript from within a function, you would use the globals or outer prefix.
Lists
Perhaps the biggest difference between Lua and Python is in handling of array-like data. MiniScript has a list data type with no direct Lua equivalent. Readers comfortable with Python should think of it as a Python-style list; others may find the following table helpful.
Task | Lua | MiniScript |
---|---|---|
Create an array literal | a = {"one", "two", "three"} |
a = ["zero", "one", "two"] |
Print the first item in an array |
print(a[1]) | print a[0] |
Print the entire array | print(table.concat(a, ", ")) | print a |
Get the length of an array | print(#a) | print a.len |
Append an item to an array | table.insert(a, "foo") |
a.push "foo" |
Insert item at front of array | table.insert(a, 1, "hey") | a.insert 0, "hey" |
Pop the last item off the array | last = table.remove(a) | last = a.pop |
Pull the first item off the array | first = table.remove(a, 1) |
first = a.pull |
Get index of an array item | no standard method | idx = a.indexOf("two") |
Get sub-array from i to j | no standard method | print a[i:j] |
The key differences to note:
- MiniScript lists are 0-based, rather than 1-based
- MiniScript lists are manipulated by slicing or dot-syntax methods like
len
,insert
, andremove>
, rather than by functions in thetable
module.