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News and discussion for the Lua programming language.

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Working with arbitrary numbers of args, emulating Python's slice?

This has come up as I've been working with the language and it hasn't been a problem yet, but I could see it being an issue. I think the easiest way to explain my question is to give an example:

import sys

# Print the given args, starting with the third and continuing through any number of given args
def printargs(*args):
for a in args:
print(a)

printargs(*sys.argv[2:])

If I run this with runfile(args='a b c d e'), it will print:
b
c
d
e


This functionality with slices is really handy when you want to deal with an arbitrary number of arguments in a noscript.


In Lua, I've been working with varargs a bit, but my understanding of them is limited. Particularly, how you could go from a table of given arguments (the built-in arg table) to a vararg to give to a function, starting at a given index? Or maybe this isn't a relevant problem when working with Lua?


https://redd.it/1p7by1n
@r_lua
Starting In Lua

Hello, I've been interested in learning how to program in Lua because I want to make Roblox games for fun and also get a sense of what programming is about. So I'm here to ask: how did you start learning? Is there any free online program that's worth it? Your experiences and advice would be a lot of help.


Thank you!

https://redd.it/1p7kgs4
@r_lua
Writing compact code - how do I check for multiple possibilities all at once in the shortest statement possible?

I'm a relative newbie to Lua and I'm curious about ways to very compactly write a check for multiple possible values. Consider the following code:

if value ~= "a" and value ~= "b" and value ~= "c" then

Obviously functional for an if statement, but I want to know if there's a less repetitious way to write it. Does Lua have any tricks for making this more compact? If so, could these tricks be scaled up for checking large numbers of possible values all at once?

https://redd.it/1p7msep
@r_lua
Convert C header file to more machine-readable format?

Is anybody aware of a standard for specifying the API of an object file (lib.so) besides a C header file (.h file)?

I'm designing my own assembly language and want to consume and link headers to link with dynamic libraries produced by C. It would be nice to not need to implement my own C compiler to do so.

https://redd.it/1p8it8l
@r_lua
Can someone tell me why this code doesn't work

Simply trying to iterate through a table, and nothing is printed out, why?

local myTable = {}

local myStruct = {}
myStruct.myValue = 5
myStruct.myOtherValue = "Bears"

myTable"Joe" = myStruct
myTable"Suzy" = myStruct

for name, struct in pairs(myTable) do
print("myValue= " .. struct.myValue.. ", myOtherValue = " .. struct.myOtherValue .. "\n")
end

https://redd.it/1p8n16f
@r_lua
It is possible to make a desktop app with lua?

I'm trying to work on a project of desktop app fully on lua but I struggle to find something out of love2D (I'm not sure it's the most adapted for the project but that is currently my backup option) to make the graphical interface.

Do you have any recommendations?

https://redd.it/1p8qi58
@r_lua
Need help with a discontinued balatro mod

Firstly I can pay you up to $25... In robux, I have no digital bank account so I'm limited to that if you want money for that.


If your interested "money"wise or not, I want whoever is interested to do a couple things. 1. The balatro mod has a library, a compact to work with another dependent mod. and the mod itself, I would like all of them combined. 2. I would also like it updated to the latest Smod + Lovely. If your still interested in that, feel free to tell.

https://redd.it/1p9d0kc
@r_lua
Looking for feedback on simple Love2D program - how to cleanly write this code?

I'm learning the LÖVE framework and having a good time covering the basics. I've currently made a little program that shows a series of text, one word at a time, while bouncing around the screen like a screensaver from the 90's. So far, it works, but I'm looking for ways to make the code nicer and avoid developing bad habits.

The code uses the [tick](https://github.com/rxi/tick) library to do changes every second. This also uses a separate "words" file that holds the full text in a table, word by word (in this case, the Gettysburg address, but any list of words will do). Here's the full main file:

function love.load()


--load the library
tick = require "tick"


--import the speech
require "words"


--start the count
word_count = 1


-- cycling function
function cycle_word()
if word_count == #speech then
word_count = 1
else
word_count = word_count + 1
end
end


font = love.graphics.getFont()


--define y edges
y_stopper = love.graphics.getHeight() - font:getHeight()
--x edge is conditional


--define position
x_coord = 0
y_coord = 0


-- start random generator
math.randomseed( os.time() )


--testing a dummy variable to make it truly random
_dummy = math.random()


--define angle
angle = math.random(10,80) * math.pi / 180


x_speed = 100 * math.sin(angle)
y_speed = 100 * math.cos(angle)


x_switch = 1
y_switch = 1


-- cycle the function
tick.recur(cycle_word , 1)
end


function love.update(dt)
tick.update(dt)


-- define x edge
x_stopper = love.graphics.getWidth() - font:getWidth(speech[word_count])

if x_switch == 1 and x_coord + x_switch*x_speed*dt > x_stopper then
x_switch = -1
end
if x_switch == -1 and x_coord + x_switch*x_speed*dt < 0 then
x_switch = 1
end


if y_switch == 1 and y_coord + y_switch*y_speed*dt > y_stopper then
y_switch = -1
end
if y_switch == -1 and y_coord + y_switch*y_speed*dt < 0 then
y_switch = 1
end


x_coord = x_coord + x_switch*x_speed*dt
y_coord = y_coord + y_switch*y_speed*dt
end


function love.draw()


love.graphics.print(speech[word_count], x_coord, y_coord)


end

function love.load()


--load the library
tick = require "tick"


--import the speech
require "words"


--start the count
word_count = 1


-- cycling function
function cycle_word()
if word_count == #speech then
word_count = 1
else
word_count = word_count + 1
end
end


font = love.graphics.getFont()


--define y edges
y_stopper = love.graphics.getHeight() - font:getHeight()
--x edge is conditional


--define position
x_coord = 0
y_coord = 0


-- start random generator
math.randomseed( os.time() )


--testing a dummy variable to make it truly random
_dummy = math.random()


--define angle
angle = math.random(10,80) * math.pi / 180


x_speed = 100 * math.sin(angle)
y_speed = 100 * math.cos(angle)


x_switch = 1
y_switch = 1


-- cycle the function
tick.recur(cycle_word , 1)
end


function love.update(dt)
tick.update(dt)


-- define x edge
x_stopper = love.graphics.getWidth()
- font:getWidth(speech[word_count])

if x_switch == 1 and x_coord + x_switch*x_speed*dt > x_stopper then
x_switch = -1
end
if x_switch == -1 and x_coord + x_switch*x_speed*dt < 0 then
x_switch = 1
end


if y_switch == 1 and y_coord + y_switch*y_speed*dt > y_stopper then
y_switch = -1
end
if y_switch == -1 and y_coord + y_switch*y_speed*dt < 0 then
y_switch = 1
end


x_coord = x_coord + x_switch*x_speed*dt
y_coord = y_coord + y_switch*y_speed*dt
end


function love.draw()


love.graphics.print(speech[word_count], x_coord, y_coord)


end


You will notice that it has some apparently repetitive stuff with the random seed for the angle. For some reason, when I tried to do just `math.random` for the angle, it came out as the same angle every time. So, I tried creating a disposable variable for the first random value and then using the second random variable to define the angle of the moving word. This works, but I'd like to know if there's a way to avoid taking this silly step.

So, what do you think? What could be improved?

https://redd.it/1p9tvsr
@r_lua
Currying, partial application, composition and other FP thingies
https://redd.it/1pa3oqs
@r_lua