Language Review: Lua
I have recently tried writing a bit of Lua. I ported an implementation of a maze generation algorithm I came up with from Python to try it out:
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-- Maze generation script
-------------------------------------
-- A test by @Starbeamrainbowlabs
---------------------------------------------
-- Intelligent table printing function
---------------------------------------------
-- From http://coronalabs.com/blog/2014/09/02/tutorial-printing-table-contents/
function print_r ( t )
local print_r_cache={}
local function sub_print_r(t,indent)
if (print_r_cache[tostring(t)]) then
print(indent.."*"..tostring(t))
else
print_r_cache[tostring(t)]=true
if (type(t)=="table") then
for pos,val in pairs(t) do
if (type(val)=="table") then
print(indent.."["..pos.."] => "..tostring(t).." {")
sub_print_r(val,indent..string.rep(" ",string.len(pos)+8))
print(indent..string.rep(" ",string.len(pos)+6).."}")
elseif (type(val)=="string") then
print(indent.."["..pos..'] => "'..val..'"')
else
print(indent.."["..pos.."] => "..tostring(val))
end
end
else
print(indent..tostring(t))
end
end
end
if (type(t)=="table") then
print(tostring(t).." {")
sub_print_r(t," ")
print("}")
else
sub_print_r(t," ")
end
print()
end
if arg[1] ~= nil then
width = tonumber(arg[1])
else
width = 36
end
if arg[2] ~= nil then
height = tonumber(arg[2])
else
height = 16
end
----------------------------------
-- function to print out the world
----------------------------------
function printspace(space, w, h)
for y = 0, h, 1 do
local line = ""
for x = 0, w, 1 do
line = line .. space[y][x]
end
print(line)
end
end
-- Initialise the world
start_time = os.clock()
math.randomseed(os.time()) -- seed the random number generator with the system clock
world = {}
for y = 0, height, 1 do
world[y] = {}
for x = 0, width, 1 do
world[y][x] = "#"
end
end
-- do a random walk to create pathways
nodes = {} -- the nodes left that we haven't investigated
curnode = 1 -- the node we are currently operating on
cx, cy = 1, 1 -- our current position
table.insert(nodes, { x = cx, y = cy })
world[cy][cx] = " "
while #nodes > 0 do
io.write("Nodes left: " .. curnode .. "\r")
--print("Nodes left: " .. #nodes)
--print("Currently at (" .. cx .. ", " .. cy .. ")")
local directions = "" -- the different directions we can move
if cy - 2 > 0 and world[cy - 2][cx] == "#" then
directions = directions .. "u"
end
if cy + 2 < height and world[cy + 2][cx] == "#" then
directions = directions .. "d"
end
if cx - 2 > 0 and world[cy][cx - 2] == "#" then
directions = directions .. "l"
end
if cx + 2 < width and world[cy][cx + 2] == "#" then
directions = directions .. "r"
end
--print("radar output: '" .. directions .. "' (length: " .. #directions .. "), curnode: " .. curnode)
if #directions > 0 then
-- we still have somewhere that we can go
--print("This node is not a dead end yet.")
-- Everything starts at 1 in Lua...... ewwwwwwww
local curdirnum = math.random(1, #directions)
local curdir = string.sub(directions, curdirnum, curdirnum)
if curdir == "u" then
world[cy - 1][cx] = " "
world[cy - 2][cx] = " "
cy = cy - 2
elseif curdir == "d" then
world[cy + 1][cx] = " "
world[cy + 2][cx] = " "
cy = cy + 2
elseif curdir == "l" then
world[cy][cx - 1] = " "
world[cy][cx - 2] = " "
cx = cx - 2
elseif curdir == "r" then
world[cy][cx + 1] = " "
world[cy][cx + 2] = " "
cx = cx + 2
end
table.insert(nodes, { x = cx, y = cy })
else
--print("The node at " .. curnode .. " is a dead end.")
table.remove(nodes, curnode)
if #nodes > 0 then
--print("performing teleport.");
curnode = math.random(1, #nodes)
--print("New node: " .. curnode)
-- print("Nodes table: ")
-- print_r(nodes)
cx = nodes[curnode]["x"]
cy = nodes[curnode]["y"]
else
--print("Maze generation complete, no teleportation necessary.")
end
end
--printspace(world, width, height)
end
printspace(world, width, height)
end_time = os.clock()
print("Generation completed in " .. (end_time - start_time) .. "s.")
I originally wrote it in Python 3 (I might post about the game it is part of at some point). After trying Lua for a bit I thought it would be a good idea to write up a language review about it.
Firstly, it is really easy to get started with. I was able to compile Lua from source using my MinGW on my Windows 7 machine. Lua is also really lightweight (500kb in total!).
The problems begin when you start looking at Lua's equivalent of arrays: tables. I found that they feel clunky and outdated as there appears to be a lack of manipulation functions. Those that do exist (table.insert()
and table.remove()
use a lot more characters to use than the equivalent in other languages, such as Javascript (e.g. table.insert(tablename, "somestring")
is 40
characters, compared to Javascript's tablename.push("somestring")
, which is only 28
characters - a 30% saving!)
Lua's tables also start indexing from 1, not 0 - I found this to be a source of much confusion when I was experimenting with it.
The other thing I found annoying is that strings in Lua are immutable - which means that you can't change them once you have declared them. This can lead to lots of nasty performance issues in programs that do a lot of string manipulation if you are not very careful since every time you re-set a string variable's contents, you are creating more work for the garbage collector.
All in all, Lua looks like an interesting language to learn for fun - you should definitely check it out, if only to see how odd a language it is. I love how lightweight it is. I also managed to build the Lua interpreter from source too, which is always a plus. I can't see myself using it for any real project any time soon though - it just feels too clunky to work with for my purposes, although this is probably more down to my lack of experience and the other languages that I know than the design of the language itself.
Edit April 2020: Fixed a small bug in the code, so it should be slightly faster now.