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Beginning Lua Programming

Posted by samzenpus on Mon Apr 02, 2007 01:54 PM
from the get-started dept.
Simon P. Chappell writes "These days, Brazil is no longer just on the map for its fine coffee and martial arts. They have a few other reasons and one of them is called Lua. Lua is an open-source scripting language that was originally designed for small size and excellent portability to support its use in embedded systems. Like anything good, it didn't take long for it to be discovered by others looking for a small and efficient scripting language."


This is definitely a book targeted at those new to Lua. While it begins gently, it picks up speed quite quickly and takes its reader through a full range of Lua usage. This book is unusual, for the more mass-market beginner books, in that it does not treat the reader like an idiot. I found the tone to be very respectful of the reader's intelligence. This aspect alone, makes the book stand out in a crowded beginners market.

This book is also a very good introduction to Lua for programmers experienced with one or more other programming languages. I found it very easy to pick up the concepts with my previous programming experience.

The first chapter of most books like this, will typically cover getting setup with the language. This book delivers well, with not only explaining how to install the binary version, but also covers compilation under Unix-styled operating systems and a number of development environments for Microsoft Windows. Guidelines are given for building Lua on Windows using Visual C++, Tiny C and MinGW.

Chapter two is called "First Steps" and is a walkthrough of all of the core language. This is well done and there are plenty of examples where a Lua command is typed and the resulting display from the Lua environment is shown. Chapter three is dedicated to the art of the Lua function. Functions are first class values and have enough power and complexity that they deserve their own chapter. Did you know that Lua automatically recognises tail recursion and handles it appropriately? It does. So if your looking to experiment with some of the trendy functional techniques that tend to swamp Reddit these days, Lua would be a good place to try it.

Chapter four explores Lua's only data structure, the table. What's a table, you ask? My best description, as far as I've managed to get my head around it, would be that it's a Swiss-Army Knife style Hash Table with multiple personalities, alternatively thinking that it's an array, a list, an Erlang-style tuple or a tree structure. However you decide to use it, this chapter explains it and provides lots of examples. Chapter five brings us that ultimate datatype, the string. As with tables, Lua can do many things with the humble string and this chapter will make sure that you can work with substrings, handle user input, read and write files and use the built-in pattern matching available in the language.

Chapter six covers "Handling and Avoiding Errors". I know, I know, we don't have errors anymore, now that we've all discovered the benefits of agile development using scripting languages. Except that we do and circumstances external to our programs can still bring pain to our code. Users type the wrong things, network connections die, power can go out suddenly and, of course, sometimes there are parts of our programs that aren't as imperfect as we'd like to think they are. Chapter seven is about "Using Modules" and explains Lua's interfaces and implementations together with guidelines on modularising scripts and calling those modules.

Any agile language worth its electrons is going to have meta-programming facilities within it. Lua has them and chapter eight is where we learn about "Extending Lua's Behaviour with Metamethods". Chapter nine examines Lua's ability to handle events using coroutines. This is a powerful feature and enables Lua applications to manage concurrent tasks with ease.

Chapter ten explores the fascinating world of Lua internals. While Lua is a scripting language, it does use a virtual machine, this chapter shows how scripts can be pre-compiled to the appropriate bytecode. It also covers memory management and implementation details for tables and strings. Chapter eleven is somewhat reference-like, covering the standard libraries supplied with Lua. Chapter twelve is a good compliment, describing some of the available libraries from the Lua community.

Chapter thirteen addresses the matter of interfacing Lua with other languages. If your language can handle C-style calling conventions, then it can be used by your Lua programs. Chapter fourteen is for everyone that wishes to store information in a database now and then. Lua has bindings for connecting to a number of popular database systems and this chapter will help you use them.

My favourite chapter is number fifteen, where using Lua for web applications is explained. There are several alternatives for the budding Lua web application programmer, ranging from that humble and faithful technique, the CGI script, to the Kepler web server environment with the convenience of LuaPages. In this highly-connected world, it is important to be able to communicate over a network and if chapter fifteen didn't tip you off, then chapter sixteen will make you absolutely certain that Lua is ready for networks. Chapter sixteen explores networking from LuaSockets to email and webpages.

Lua is very popular among video games designers. While not generally used to write the frameworks, it is often used for in-game scripting. Chapter seventeen recounts many of the ways that Lua can be used within video games. Chapter eighteen will appeal to the Palm carrying geeks in the house. If you've been looking for a programming language for your Palm PDA, then Plua may be just what you were looking for. Plua (actually Plua2, but they call it Plua) is an implementation of Lua 5.0 for the Palm OS. It gives full access to both data and graphics and is programmable on the Palm; no need to be tethered. Finally, chapter nineteen addresses the subject of "Fitting into the Lua Community".

That's a long list of chapters. Phew! After all of that, let's see what was worth noting along the way.

The writing style is good. Light without being flippant and respectful of the readers intelligence. I like that. I liked the fact that the topics were broken down into appropriately sized chapters. It meant that this book has more chapters than usual, but each one is nicely partitioned, so it doesn't feel over-whelming. I also like the fact that this book seems like it will continue to be useful in the medium term as well. Some beginners books stop being useful quite quickly after you've learned the basics from them, but this one covers quite a number of topics that will useful at the mid-level of Lua skills.

I have very little negative to say about the book. While I normally don't care for books much larger than 300 pages, this one doesn't feel like it has any gratuitous stuffing in it. There is an appendix with answers to the programming questions asked here and there in the chapters, but other than that, everything feels like it should be there.

As a typography and layout nut, I did feel that the layout was a little cramped and the primary type size was a little small. The program listings were generally well done, although I'm not sure that every single one needed a gray background to help separate it from the body text.

The title of chapter nineteen, "Fitting into the Lua Community" seemed a little patronizing to me. I understand the need for maintaining community values, but most communities do that fairly well without the aid of authors playing the heavy. Apparently the community lasted this long without the book. Let's hope they make it a little longer, now that the masses know about it.

All in all, this is a great introduction to Lua. It has solid writing and explanations of the concepts, with plenty of examples. Recommended.


You can purchase Beginning Lua Programming from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
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  • LUA in WoW (Score:5, Informative)

    by Anonymous Coward on Monday April 02 2007, @02:00PM (#18577529)
    Blizzard uses LUA as the scripting language for macros and UI controls in the World of Warcraft MMORPG.
      • Re: (Score:3, Interesting)

        The Far Cry and Crysis engines also use it. It's pretty popular, from what I've heard.

        I've looked at it and it looks like it'd be something really nice to incorporate into projects where you'd like to give people scripting abilities, but it's got some really really annoying things:

        It looks like a cross between Pascal and BASIC

        OK, well, that's all I could think of.
        It almost makes my head hurt.

        I suppose if I had been doing VB over the past decade instead of using all C-like languages, I could wrap my head ar
  • Yeah... (Score:3, Funny)

    by phasm42 (588479) on Monday April 02 2007, @02:01PM (#18577539)

    These days, Brazil is no longer just on the map for it's fine coffee and martial arts.
    I pretty much stopped reading after that.
  • WoW (Score:2, Informative)

    It is also the scripting language that is used for WoW mods.
  • What advantage does Lua have over perl/python/ruby/other existing scripting languages that makes it worth investing the time to learn?
    • by Anonymous Coward on Monday April 02 2007, @02:14PM (#18577707)
      It's very lightweight and used in fields where a full language is needed but the overhead of a Perl/Python/Ruby is unacceptable. Plus the 'sole' datatype is pretty flexible (can be used to code OO (prototypical & definition), Modules, namespaces &c.). It's also pretty damn fast, and quite solid for general use. The wikipedia entry has a decent list of games & apps that it's being used in.

      I must agree though that this article didn't do too much in terms of selling the language, which is probably what the book is supposed to do.
    • What advantage does Lua have over perl/python/ruby/other existing scripting languages that makes it worth investing the time to learn?

      Lua is useful because it's easy to fold into other programs. Lua is what you pull out when you're writing an application in a non-scripting language but you decide to make part of it user-scriptable. Conversely, you may be using one of those applications, in which case there are Lua scripts around for you to play with.
      • by Anonymous Coward on Monday April 02 2007, @04:04PM (#18579161)
        Lua's C API is rather stellar. It makes it very easy to jump between Lua and C code near-infinitely, to access C functions from Lua and Lua functions from C, often nested multiple times that way.

        It's also extremely small in terms of memory size and footprint, making it ideal for some embedded applications. I've used it to create a (yes, really) AJAX-enabled web-UI for configuring small Linux boards.

        I had to write some sqlite bindings for Lua to do it (sorry, closed source, GRRR) but it really wasn't even remotely hard.

        On the downside, most Lua projects start to feel like Lisp as you start to add your own language support for things that aren't in the core, and it's best to avoid the object/module support -- that's rather hairy stuff.
    • by FooAtWFU (699187) on Monday April 02 2007, @02:25PM (#18577849) Homepage
      You use Lua for your in-game scripting of your computer games. Can you fit your Perl/Python/Ruby interpreter in 150 kilobytes? I didn't think so. Can you get it under a MIT license? I don't think you can.

      Should you use it for your online web application backend, or your system administration scripts? Probably not.

      • Re: (Score:3, Insightful)

        I believe I can get perl under the Artistic License. How does the MIT license differ in a way that is advantageous?
        • Re: (Score:3, Informative)

          Did you just get modded up for not being able to type "MIT license" into google?

          MIT is BSD-style without any clause that would stop it from being re-used in a commercial product. And sorry guys, this is a requirement for use in games right now.

      • Can you fit your Perl/Python/Ruby interpreter in 150 kilobytes?

        No, but SIOD [delphiforums.com] fits into 75K, has a track record with the Gimp and game extension, and has a use-it-any-way-you-want license. I've used it for web-related stuff and sysadminish things, too.
    • by pavon (30274) on Monday April 02 2007, @02:33PM (#18577913)
      If you want to add scripting functionality to an existing application Lua is by far the easiest way to do so, and it has an added benifit being more efficient (both in terms of memory consumption and execution speed) than python or ruby. It is fairly easy for power-users to learn, as it is simular to javascript in many ways, and yet is also powerfull, as it is a complete functional language. For these reasons, you are seeing it being used more and more in open source desktop applications as well as many big name games such as WoW.

      I don't know that I would go out of my way to learning it just to learn it, but I would love to see it become the defacto scripting language for linux desktop apps.
    • Asking what Lua has over Perl/python is like asking what YAML has over XML. You can do more in XML but it's not a lightweight format. YAML is clean and human readable, and fast to parse. It's so lightweight that I actually use it in my Python program to define complex structures of constants, since it's actually a cleaner syntax than the python code itself!

      Indeed there are extremely few XML applications I have seen that would not be much better served by YAML. for example, .plist files on macs ought to
    • Lua works on Lego robots http://www.hempeldesigngroup.com/lego/pbLua/ [hempeldesigngroup.com]

      Java does too http://lejos.sourceforge.net/ [sourceforge.net]

      I don't think there are python or ruby ports though, possibly because these devices are very limited.

    • There are two things that make Lua different/better than existing scripting languages, IMO:

      1) It's designed to be embedded in applications.
      2) It's a data-management language.

      Other languages can be embedded, but it's harder to do (at least when I last looked), and I have yet to see an embedded language as lightweight as Lua with equivalent features. It also has the advantage of being a self-describing human-readable data format (plain-text), but it has an advantage that it's ALSO a language. While all la
    • Lua's not bad as a very trivial sort of scripting language, but the problem with it is that you cannot extend it with structures without writing underlying C code.

      That makes it a pretty poor choice to do anything that's fairly complex, because under the covers you're still going to write a significant amount of C. All the flexibility of a scripting language, all the danger of C code is not a place I like to spend my time.

      Lua is a tiny, tiny scripting language, which is pretty cool. However, it also has an e
      • Re: (Score:2, Informative)

        by Anonymous Coward
        It's also used to configure damn near everything in Homeworld 2. You can tweak anything with just notepad.
  • by wordisms (624668) on Monday April 02 2007, @02:04PM (#18577581)
    Great example of how lua can extend the functionality of a program. Check out the Nmap Scripting Engine [insecure.org].

    With lua and NSE, nmap can now do things like vulnerability testing. Why not download nmap [insecure.org] now and give it a try?
  • Supreme Commander (Score:3, Informative)

    by maeltor (679257) on Monday April 02 2007, @02:06PM (#18577613)
    Its also used in Supreme Commander, to script a lot of the in game AI and unit actions as well as define the attributes of moddable units.
  • Small? (Score:3, Insightful)

    by shmlco (594907) on Monday April 02 2007, @02:09PM (#18577639) Homepage
    "Like anything good, it didn't take long for it to be discovered by others looking for a small and efficient scripting language."

    Small and efficient? Sure, for now. But wait until the rest of the OSS community gets done with it. I give it two years tops before, like PHP, it's been "extended" with 1.67 million indecipherable functions.
    • Ah, but that's the beauty of it. Luiz has shown an incredible resilience against the forces of bloat. IIRC, the language syntax is actually a little simpler now than it was two years ago.
  • After reading over the Lua home page as well as the wikipedia entry, I'm left wondering if Lua is merely a language for writing extensions or if it's intended for building things (like, say, application frameworks?). The other thing I hope someone here can answer is this: are there no other languages designed for extending other applications? Why can't this be done in Ruby or Python or Perl or JavaScript? Not to offend the tens of Lua programmers reading this, but what's the point? What is it that Lua does
    • Re: (Score:2, Informative)

      Speed [timestretch.com] and size [lua-users.org] to name a few... it's also easily integrable into C/C++ programs. The second link actually has a long list of Lua benefits.
    • Ruby/Python/Perl/JavaScript are much more heavy than your average embedded Lua interpreter while still providing decent language feature set. Add to this ease of customization (practically every application that uses Lua as an embedded scripting language, customizes portions of the interpreter), ability to embed not just interpreter but precompiled scripts too and ease of interaction between Lua scripts and C/C++ host program and it becomes product with maybe not large but noticeable market niche.
    • As you can do almost anything in any language, it's all about ease of task. Ruby is great for writing complex applications in (i've found), where as bash is great for copying some files around to launch an april fools day version of my company's website via cron.

      I find that when I'm writing stuff in ruby, I enjoy it a tad more, than say, perl or php. I've not measured it but I think there is a correlation between enjoyment and efficency. Maybe only in that I get sick of the project I'm working on at a later
  • by MyIS (834233) on Monday April 02 2007, @02:20PM (#18577791) Homepage

    What's with the "base index of 1" array conventions in their standard library?

    I love Lua, and have played around with it quite a bit, but that part of their specs always annoyed me. Interestingly, it is flexible enough to allow custom "standard lib" code that uses base index of zero. Also, custom scriptable objects can define their own conventions, including relying more on the iterator interfaces, which forces things to be theoretically cleaner.

    But still, just having that even as a possibility irks me.

    • If you look at languages like C then having an array start at 0 makes sense, because the array index is the offset from the beginning of the array. However, if you don't have pointers, it's really unintuitive to have arrays starting at 0.
      • Indexes starting at 0 might be unintuitive to people who aren't programmers, but it gets rid of a lot of +1s and -1s in your source code.
      • if you don't have pointers, it's really unintuitive to have arrays starting at 0
        Not really, I typically find that when calculating an offset into a 1-based array, I have to add one to whatever offset I come up with to compensate for the base. Using zero-based arrays tends to result in more natural solutions.
        • Re: (Score:3, Insightful)

          It has to do with two very basic properties of natural numbers: Cardinality and Ordinality.
          If your natural numbers start with 0, then the Ordinality of n (the position number in the sequence of natural numbers) is equal to the Cardinality of n (the amount of numbers, that are smaller than n).

          So whenever you have to talk about both position in (ordered) sets and size of sets, starting to count with 0 has its advantages.
  • to turn it into a bloated monstrosity because it would be so much more useful if it just did this one tiny little additional thing.

     
  • by rrohbeck (944847) on Monday April 02 2007, @02:34PM (#18577935)
    >'Lua' means 'moon' in Portuguese and is pronounced LOO-ah.

    I guess all the Americans here didn't get it.
    • I'd guess that most of the Americans here know that while we call our toilets John, you backwards brits call them Lou.
  • I got on the Lua bandwagon last year, and for what it is designed to do, it is quite good.

    Before I start cheerleading, some comments on the book. Beginning Lua Programming (BLP) is a very good book on the subject, especially for people new to Lua or perhaps even to programming. I own this book as well as the "Programming in Lua" (PIL) book by Roberto Ierusalimschy, the latter of which I think has some of the best technical writing I've seen in a computer book and is on par with the likes of the late W. Ri

  • The syntax is just way too overblown - but then us Smug Lisp Weenies [c2.com] know that anything more than parens and a few lexical markers is overblown.
  • Hello? Anybody in there? Rio is known for Chicks! And tiny thongs! And Ipanema! And Copacabana! And Samba!

    Geeks. Geez.
    • by vivaoporto (1064484) on Monday April 02 2007, @02:25PM (#18577845) Homepage
      As a Brazilian, I can say you are really not trying.

      Mardi Gras?

      There is no such thing in Brasil. I guess you mean carnival [wikipedia.org], it differs from mardi-gras in the ammount of naked people (and crossdressers).

      Nazi hideout?

      I think you confused Brazil with Argentina [wikipedia.org]. A lot of criminals flees to Brasil, a lot are born there, but Nazi is not really our specialty, as our ethnic diversity would easily get them mad and bust their covers.

      Soccer?

      We don't know this sport there. But we are five times champions of Football (Association), if that is what you mean. (Tongue in cheek)

      Regardless of that, I agree with your take, Brasil is not known only by its fine coffee and Martial Arts. It is not even known by it's Martial Arts, for god sake, except for people that follows MMA and know that Brazilian Jiu Jitsu exists (we in Brazil don't call it that, we call it only Jiu Jitsu).

      The general sensation in Brazil is that we are known by our futebol, our samba and carnival, our giant man-eater screaming snake overlords (anacondas), our monkeys and our natural beauties (landscapes and women).
    • Yeah, the soccer was a definite miss, but for those of use who think a work out is more than just moving a desktop from one cubicle to another, brazilian ju-jitsu is not only a great workout, but one of the best and most usable martial art out there. I would say that with the rise of MMA in this country, more Americans would relate BJJ with Brazil than soccer.

      (yes, this is an Americentric post)
    • Re: (Score:2, Insightful)

      Don't forget waxes!
    • Aircraft? (Score:3, Informative)

      Mardi Gras? Nazi hideout? Amazon rainforest? Soccer?

      One should add to that that Brazil has one of the largest aircraft manufacturers in the world [embraer.com]. Embraer started in 1969 as a federal government owned company and was privatized in 1994. Although they had some technology transfer contracts with foreign companies in the past, their current lineup of airplanes [embraer.com] has been totally developed in Brazil.