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Learn Lua in 15 Minutes more or less
-- Two dashes start a one-line comment.
--[[ Adding two ['s and ]'s makes it a multi-line comment. --]]
---------------------------------------------------- -- 1. Variables and flow control. ----------------------------------------------------
num = 42 -- All numbers are doubles. -- Don't freak out, 64-bit doubles have 52 bits for -- storing exact int values; machine precision is -- not a problem for ints that need < 52 bits.
s = 'walternate' -- Immutable strings like Python. t = "double-quotes are also fine" u = [[ Double brackets start and end multi-line strings.]] t = nil -- Undefines t; Lua has garbage collection.
-- Blocks are denoted with keywords like do/end: while num < 50 do num = num + 1 -- No ++ or += type operators. end
-- If clauses: if num > 40 then print('over 40') elseif s ~= 'walternate' then -- ~= is not equals. -- Equality check is == like Python; ok for strs. io.write('not over 40\n') -- Defaults to stdout. else -- Variables are global by default. thisIsGlobal = 5 -- Camel case is common.
-- How to make a variable local: local line = io.read() -- Reads next stdin line.
-- String concatenation uses the .. operator: print('Winter is coming, ' .. line) end
-- Undefined variables return nil. -- This is not an error: foo = anUnknownVariable -- Now foo = nil.
aBoolValue = false
-- Only nil and false are falsy; 0 and '' are true! if not aBoolValue then print('twas false') end
-- 'or' and 'and' are short-circuited. -- This is similar to the a?b:c operator in C/js: ans = aBoolValue and 'yes' or 'no' --> 'no'
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].
-- Another loop construct: repeat print('the way of the future') num = num - 1 until num == 0
---------------------------------------------------- -- 2. Functions. ----------------------------------------------------
function fib(n) if n < 2 then return 1 end return fib(n - 2) + fib(n - 1) end
-- Closures and anonymous functions are ok: function adder(x) -- The returned function is created when adder is -- called, and remembers the value of x: return function (y) return x + y end end a1 = adder(9) a2 = adder(36) print(a1(16)) --> 25 print(a2(64)) --> 100
-- Returns, func calls, and assignments all work -- with lists that may be mismatched in length. -- Unmatched receivers are nil; -- unmatched senders are discarded.
x, y, z = 1, 2, 3, 4 -- Now x = 1, y = 2, z = 3, and 4 is thrown away.
function bar(a, b, c) print(a, b, c) return 4, 8, 15, 16, 23, 42 end
x, y = bar('zaphod') --> prints "zaphod nil nil" -- Now x = 4, y = 8, values 15..42 are discarded.
-- Functions are first-class, may be local/global. -- These are the same: function f(x) return x * x end f = function (x) return x * x end
-- And so are these: local function g(x) return math.sin(x) end local g; g = function (x) return math.sin(x) end -- the 'local g' decl makes g-self-references ok.
-- Trig funcs work in radians, by the way.
-- Calls with one string param don't need parens: print 'hello' -- Works fine.
---------------------------------------------------- -- 3. Tables. ----------------------------------------------------
-- Tables = Lua's only compound data structure; -- they are associative arrays. -- Similar to php arrays or js objects, they are -- hash-lookup dicts that can also be used as lists.
-- Using tables as dictionaries / maps:
-- Dict literals have string keys by default: t = {key1 = 'value1', key2 = false}
-- String keys can use js-like dot notation: print(t.key1) -- Prints 'value1'. t.newKey = {} -- Adds a new key/value pair. t.key2 = nil -- Removes key2 from the table.
-- Literal notation for any (non-nil) value as key: u = {['@!#'] = 'qbert', [{}] = 1729, [6.28] = 'tau'} print(u[6.28]) -- prints "tau"
-- Key matching is basically by value for numbers -- and strings, but by identity for tables. a = u['@!#'] -- Now a = 'qbert'. b = u[{}] -- We might expect 1729, but it's nil: -- b = nil since the lookup fails. It fails -- because the key we used is not the same object -- as the one used to store the original value. So -- strings & numbers are more portable keys.
-- A one-table-param function call needs no parens: function h(x) print(x.key1) end h{key1 = 'Sonmi~451'} -- Prints 'Sonmi~451'.
for key, val in pairs(u) do -- Table iteration. print(key, val) end
-- _G is a special table of all globals. print(_G['_G'] == _G) -- Prints 'true'.
-- Using tables as lists / arrays:
-- List literals implicitly set up int keys: v = {'value1', 'value2', 1.21, 'gigawatts'} for i = 1, #v do -- #v is the size of v for lists. print(v[i]) -- Indices start at 1 !! SO CRAZY! end -- A 'list' is not a real type. v is just a table -- with consecutive integer keys, treated as a list.
---------------------------------------------------- -- 3.1 Metatables and metamethods. ----------------------------------------------------
-- A table can have a metatable that gives the table -- operator-overloadish behavior. Later we'll see -- how metatables support js-prototypey behavior.
f1 = {a = 1, b = 2} -- Represents the fraction a/b. f2 = {a = 2, b = 3}
-- This would fail: -- s = f1 + f2
metafraction = {} function metafraction.__add(f1, f2) sum = {} sum.b = f1.b * f2.b sum.a = f1.a * f2.b + f2.a * f1.b return sum end
setmetatable(f1, metafraction) setmetatable(f2, metafraction)
s = f1 + f2 -- call __add(f1, f2) on f1's metatable
-- f1, f2 have no key for their metatable, unlike -- prototypes in js, so you must retrieve it as in -- getmetatable(f1). The metatable is a normal table -- with keys that Lua knows about, like __add.
-- But the next line fails since s has no metatable: -- t = s + s -- Class-like patterns given below would fix this.
-- An __index on a metatable overloads dot lookups: defaultFavs = {animal = 'gru', food = 'donuts'} myFavs = {food = 'pizza'} setmetatable(myFavs, {__index = defaultFavs}) eatenBy = myFavs.animal -- works! thanks, metatable
-- Direct table lookups that fail will retry using -- the metatable's __index value, and this recurses.
-- An __index value can also be a function(tbl, key) -- for more customized lookups.
-- Values of __index,add, .. are called metamethods. -- Full list. Here a is a table with the metamethod.
-- __add(a, b) for a + b -- __sub(a, b) for a - b -- __mul(a, b) for a * b -- __div(a, b) for a / b -- __mod(a, b) for a % b -- __pow(a, b) for a ^ b -- __unm(a) for -a -- __concat(a, b) for a .. b -- __len(a) for #a -- __eq(a, b) for a == b -- __lt(a, b) for a < b -- __le(a, b) for a <= b -- __index(a, b) -- __newindex(a, b, c) for a.b = c -- __call(a, ...) for a(...)
---------------------------------------------------- -- 3.2 Class-like tables and inheritance. ----------------------------------------------------
-- Classes aren't built in; there are different ways -- to make them using tables and metatables.
-- Explanation for this example is below it.
Dog = {} -- 1.
function Dog:new() -- 2. newObj = {sound = 'woof'} -- 3. self.__index = self -- 4. return setmetatable(newObj, self) -- 5. end
function Dog:makeSound() -- 6. print('I say ' .. self.sound) end
mrDog = Dog:new() -- 7. mrDog:makeSound() -- 'I say woof' -- 8.
-- 1. Dog acts like a class; it's really a table. -- 2. function tablename:fn(...) is the same as -- function tablename.fn(self, ...) -- The : just adds a first arg called self. -- Read 7 & 8 below for how self gets its value. -- 3. newObj will be an instance of class Dog. -- 4. self = the class being instantiated. Often -- self = Dog, but inheritance can change it. -- newObj gets self's functions when we set both -- newObj's metatable and self's __index to self. -- 5. Reminder: setmetatable returns its first arg. -- 6. The : works as in 2, but this time we expect -- self to be an instance instead of a class. -- 7. Same as Dog.new(Dog), so self = Dog in new(). -- 8. Same as mrDog.makeSound(mrDog); self = mrDog.
----------------------------------------------------
-- Inheritance example:
LoudDog = Dog:new() -- 1.
function LoudDog:makeSound() s = self.sound .. ' ' -- 2. print(s .. s .. s) end
seymour = LoudDog:new() -- 3. seymour:makeSound() -- 'woof woof woof' -- 4.
-- 1. LoudDog gets Dog's methods and variables. -- 2. self has a 'sound' key from new(), see 3. -- 3. Same as LoudDog.new(LoudDog), and converted to -- Dog.new(LoudDog) as LoudDog has no 'new' key, -- but does have __index = Dog on its metatable. -- Result: seymour's metatable is LoudDog, and -- LoudDog.__index = LoudDog. So seymour.key will -- = seymour.key, LoudDog.key, Dog.key, whichever -- table is the first with the given key. -- 4. The 'makeSound' key is found in LoudDog; this -- is the same as LoudDog.makeSound(seymour).
-- If needed, a subclass's new() is like the base's: function LoudDog:new() newObj = {} -- set up newObj self.__index = self return setmetatable(newObj, self) end
---------------------------------------------------- -- 4. Modules. ----------------------------------------------------
--[[ I'm commenting out this section so the rest of -- this script remains runnable. -- Suppose the file mod.lua looks like this: local M = {}
local function sayMyName() print('Hrunkner') end
function M.sayHello() print('Why hello there') sayMyName() end
return M
-- Another file can use mod.lua's functionality: local mod = require('mod') -- Run the file mod.lua.
-- require is the standard way to include modules. -- require acts like: (if not cached; see below) local mod = (function () end)() -- It's like mod.lua is a function body, so that -- locals inside mod.lua are invisible outside it.
-- This works because mod here = M in mod.lua: mod.sayHello() -- Says hello to Hrunkner.
-- This is wrong; sayMyName only exists in mod.lua: mod.sayMyName() -- error
-- require's return values are cached so a file is -- run at most once, even when require'd many times.
-- Suppose mod2.lua contains "print('Hi!')". local a = require('mod2') -- Prints Hi! local b = require('mod2') -- Doesn't print; a=b.
-- dofile is like require without caching: dofile('mod2') --> Hi! dofile('mod2') --> Hi! (runs again, unlike require)
-- loadfile loads a lua file but doesn't run it yet. f = loadfile('mod2') -- Calling f() runs mod2.lua.
-- loadstring is loadfile for strings. g = loadstring('print(343)') -- Returns a function. g() -- Prints out 343; nothing printed before now.
--]]
---------------------------------------------------- -- 5. References. ----------------------------------------------------
--[[
I was excited to learn Lua so I could make games with the Löve 2D game engine. That's the why.
I started with BlackBulletIV's Lua for programmers. Next I read the official Programming in Lua book. That's the how.
It might be helpful to check out the Lua short reference on lua-users.org.
The main topics not covered are standard libraries: * string library * table library * math library * io library * os library
By the way, this entire file is valid Lua; save it as learn.lua and run it with "lua learn.lua" !
This was first written for tylerneylon.com. It's also available as a github gist. Tutorials for other languages, in the same style as this one, are here:
http://learnxinyminutes.com/
Have fun with Lua!
--]] -- 注释语句
--[[
注释段落语句
]] --
--引用其他lua文件,不需要加上(.lua)后缀
--require "xx"
--变量不需要定义,可以直接赋值
count = 100 --成员变量
local count = 100 --局部变量
--方法定义
function hello ( ... )
--打印
print ( "Hello Lua!" ) ;
print ( string .format ( ... ) )
end
-- 每一行代码不需要使用分隔符,当然也可以加上
-- 访问没有初始化的变量,lua默认返回nil
-- 调用函数形式
hello ( "你懂的" )
--打印变量的类型
isOK = false
print ( type ( isOK ) )
-- 基本变量类型
a = nil --Lua 中值为nil 相当于删除
b = 10
c = 10.4
d = false
--定义字符串,单引号,双引号都可以的
e = "i am"
d = 'himi'
--两个字符串的连接可以如下形式
stringA = "Hi"
stringB = "mi"
print ( stringA..stringB )
--另外Lua也支持转移字符,如下
print ( stringA.. "\n" ..stringB ) ;
--修改字符串的部分gsub,可以如下形式:(将stringA字符串中的Hi修改为WT)
stringA = string .gsub ( stringA , "Hi" , "WT" )
print ( stringA ) ;
--将字符换成数字tonumber(不转也会自动转)
--将数字换成字符tostring(不转也会自动转)
stringC = "100"
stringC = tonumber ( stringC )
stringC = stringC + 20
stringC = tostring ( stringC )
print ( stringC )
--取一个字符串的长度使用 #
print ( #stringC)
--创建 表
tableA = { }
m = "x"
tableA[m] = 100
m 2 = 'y'
tableA[m 2 ] = 200
print ( tableA[ "x" ].. "\n" ..tableA.y )
--另外表还可以如下形式(从1开始)
tableB = { "4" , "5" , "6" , "7" , "8" }
print ( tableB[ 1 ] )
--算术操作符
c 1 = 10 + 2
c 2 = 10 -2
c 3 = 10 * 2
c 4 = 10 / 2
c 5 = 10 ^ 2
c 6 = 10 % 2
c 7 = -10 + 2
print ( c 1. . "_" ..c 2. . "_" ..c 3. . "_" ..c 4. . "_" ..c 5. . "_" ..c 6. . "_" ..c 7 )
--控制操作
--if then elseif then else end
abc = 10
if abc = = 10 then
print ( "v1" )
elseif abc = = 9 then
print ( "v2" )
else
print ( "v3" )
end
--for
--从4(第一个参数)涨到10(第二个参数),每次增长以2(第三个参数)为单位
for i = 4 , 10 , 2 do
print ( "for1:" ..i + 1 )
end
--也可以不制定最后一个参数,默认1的增长速度
for i = 4 , 10 do
print ( "for2:" ..i + 1 )
end
tableFor = { "himi1" , "himi2" , "himi3" , "himi4" , "himi5" }
for k , v in pairs ( tableFor ) do
print ( "for3:key:" ..k.. "value:" ..v )
end
--while
w 1 = 20
while true do
w 1 = w 1 + 1
if w 1 = = 25 then
break
end
end
print ( "whlile:" ..w 1 )
--repeat
aa = 20
repeat aa = aa + 2
print ( "repeat:" ..aa )
until aa > 28
--关系操作符
--需要注意的是不等于符号 ~= 而不是!=
ax = 10
bx = 20
if ax > bx then
print ( "GX1" )
elseif ax < bx then
print ( "GX2" )
elseif ax > = bx then
print ( "GX3" )
elseif ax < = bx then
print ( "GX4" )
elseif ax = = bx then
print ( "GX5" )
elseif ax~ = bx then
print ( "GX6" )
else
print ( "GX7" )
end
|
其中主要需要注意的是,判断语句不等于,不再是!= ,在Lua中是~= ,这个要注意。
源码下载地址: http://vdisk.weibo.com/s/wwgnO
另外关于一些常见的函数如下详解:
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--函数详解
--有一个返回值的函数
function funTestBackOne ( aCount )
local aCount = aCount + 1
return aCount
end
a = 20
print ( funTestBackOne ( a ) )
--有多个返回值的函数
function funTestBackMore ( )
return 2 , 3
end
a , b = funTestBackMore ( )
print ( a.. " and " ..b )
--有变长参数的函数
function funTestUnKnow ( ... )
print ( ... )
end
funTestUnKnow ( a , b , "Himi" )
--闭合函数(一个函数写在另外一个函数内)
function funTest 1 ( ... )
local d = 12 ;
d = d + ...
function funTest 2 ( ... )
print ( d )
end
funTest 2 ( )
end
funTest 1 ( 100 )
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掌握这些Lua语言基础,基本足够你使用了。