The Lua (pronounced LOO-ah, or in IPA) programming language is a lightweight, reflective, imperative and procedural language, designed as a scripting language with extensible semantics as a primary goal. The name is derived from the Portuguese word for moon.
Lua is commonly described as a "multi-paradigm" language, providing a small set of general features that can be extended to fit different problem types, rather than providing a more complex and rigid specification to match a single paradigm. Lua, for instance, does not contain explicit support for inheritance, but allows it to be implemented relatively easily with metatables. Similarly, Lua allows programmers to implement namespaces, classes, and other related features using its single table implementation; first class functions allow the employment of many powerful techniques from functional programming; and full lexical scoping allows fine-grained information hiding to enforce the principle of least privilege.
In general, Lua strives to provide flexible meta-features that can be extended as needed, rather than supply a feature-set specific to one programming paradigm. As a result, the base language is light—in fact, the full reference interpreter is only about 150KB compiled—and easily adaptable to a broad range of applications.
Lua was created in 1993 by Roberto Ierusalimschy, Luiz Henrique de Figueiredo, and Waldemar Celes, members of the Computer Graphics Technology Group at PUC-Rio, the Pontifical University of Rio de Janeiro, in Brazil. Versions of Lua prior to version 5.0 were released under a license similar to the BSD license. From version 5.0 onwards, Lua has been licensed under the MIT License.
Lua has been used in many commercial applications, such as World of Warcraft and Adobe Lightroom, as well as non-commercial applications, such as Angband and its variants. (See the Applications section for a more detailed list.) A ported version of Lua has been used to program homebrew for the Playstation Portable and then Nintendo DS. Some of its closest relatives include Icon for its design and Python for its ease of use by non-programmers.
Lua is a dynamically typed language intended for use as an extension or scripting language, and is compact enough to fit on a variety of host platforms. It supports only a small number of atomic data structures such as boolean values, numbers (double-precision floating point by default), and strings. Typical data structures such as arrays, sets, hash tables, lists, and records can be represented using Lua's single native data structure, the table, which is essentially a heterogeneous map.
Lua has no built-in support for namespaces and object-oriented programing. Instead, metatable and metamethods are used to extend the language to support both programing paradigms in an elegant and straight-forward manner.
Lua implements a small set of advanced features such as higher-order functions, garbage collection, first-class functions, closures, proper tail calls, coercion (automatic conversion between string and number values at run time), coroutines (collaborative multithreading) and dynamic module loading.
By including only a minimum set of data types, Lua attempts to strike a balance between power and size.
The classic hello world program can be written as follows:
print "Hello, world!"
The factorial is an example of a recursive function:
function factorial(n) if n == 0 then return 1 end return n * factorial(n - 1) end
Lua's treatment of functions as first class variables is shown in the following example, where the print function's behavior is modified:
do local oldprint = print -- store current print function as old print print = function(s) -- redefine print function if s == "foo" then oldprint("bar") else oldprint(s) end end end
Any future calls to "print" will now be routed through the new function, and thanks to Lua's lexical scoping, the old print function will only be accessible by the new, modified print.
Extensible semantics is a key feature of Lua, and the "metatable" concept allows Lua's tables to be customized in powerful and unique ways. The following example demonstrates an "infinite" table. For any n, fibs* will give the nth Fibonacci number using dynamic programming.
fibs = { 1, 1 } -- Initial values for fibsand fibs[2. setmetatable(fibs, { -- Give fibs some magic behavior. __index = function(fibs,n) -- Call this function if fibs* does not exist. fibs= fibs*" target="_blank" > -- Calculate and memoize fibs[n. return fibs* end })
The table is a collection of key and data pairs (known also as hashed heterogeneous associative array), where the data is referenced by key. The key (index) can be of any data type except nil.
A simple array of the strings: array = { "a", "b", "c", "d" } -- Indexes are assigned automatically print( array* ) -- Prints "b" An array of objects: function Point(x,y) -- "Point" object constructor return {x = x, y = y} -- Creates and returns a new object (table) end array = { Point(10,20), Point(30,40), Point(50,60) } -- Creates array of points print( array*.y ) -- Prints 40
Note that there is no such concept as "class" with these techniques, rather "prototypes" are used as in Self programming language. New objects are created either with a factory method (that constructs new objects from scratch) or by cloning an existing object.
Lua programs are not interpreted directly, but are compiled to bytecode which is then run on the Lua virtual machine. The compilation process is typically transparent to the user and is performed during run-time, but it can be done offline in order to increase performance or reduce the memory footprint of the host environment by leaving out the compiler.
There is also a third-party just-in-time Lua run-time, called LuaJIT, for the new 5.1 version.
This example is the bytecode listing of the factorial function described above (in Lua 5.0):
function
Lua, as a compiled binary, is incredibly small by code standards. Coupled with its relatively fast speed, and its very lenient license, it has gained a following among game developers for providing a viable scripting interface.
Examples of Lua in gaming applications:
Lua has uses beyond gaming, of course. Examples of Lua in non-gaming applications:
A list of projects known to use Lua is located at Lua.org.
Lua programming language | Programming languages | Scripting languages
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