2011-05-24 05:43:40 +00:00
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# MoonScript
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MoonScript compiles to Lua
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2011-07-16 03:27:28 +00:00
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## Assignment
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Unlike Lua, there is no local keyword. All assignments to names that are not
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already defined will be declared as local to the scope of that declaration. If
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you wish to create a global variable it must be done using the `export`
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keyword.
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hello = "world"
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a,b,c = 1, 2, 3
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## Update Assignment
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`+=`, `-=`, `/=`, `*=`, `%=` operators have been added for updating a value by
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a certain amount have been added. They are aliases for their expanded
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equivalents.
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x += 10
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Is the same as:
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x = x + 10
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## Comments
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Like Lua, comments start with `--` and continue to the end of the line.
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## Literals & Operators
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MoonScript supports all the same primitive literals as Lua and uses the same
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syntax. This applies to numbers, strings, booleans, and `nil`.
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MoonScript also supports all the same binary and unary operators. `!=` is also
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added as an alias of `~=`.
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2011-05-24 05:43:40 +00:00
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## Function Literals
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2011-07-16 03:27:28 +00:00
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All functions are created using a function expression. A simple function is
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denoted using the arrow: `->`
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my_function = ->
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my_function() -- does nothing
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The body of the function can either by one statement placed directly after the
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arrow, or it can be a series of statements indented on the following line:
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func_a = -> print "hello world"
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func_b = ->
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value = 100
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print "The value:", value
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If a function has no arguments, it can be called using the `!` operator,
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instead of empty parentheses.
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We can call the two functions above like so:
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func_a! -- equivalent to `func_a()`
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func_b!
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Functions with arguments can be created by preceding the arrow with a list of
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argument names in parentheses:
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sum = (x, y) -> print "sum", x + y
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Functions can be called by listing the values of the arguments after the name
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of the variable where the function is stored:
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sum 10, 20
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Functions will coerce the last statement in their body into a return statement,
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giving you implicit return:
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sum = (x, y) -> x + y
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print "The sum is ", sum 10, 20
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Of course if you wanted to explicitly return, you can use the `return` keyword.
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sum = (x, y) -> return x + y
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In order to avoid ambiguity in when calling functions, parentheses can be used
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to surround the arguments. This is required here in order to make sure the
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right arguments get sent to the right functions.
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print "sum 1:", sum(10, 20), "sum 1:", sum(30, 40)
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The following are equivalent:
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print "the value is", sum 10, get_number "decimal", "1 thousand"
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print("the value is", sum(10, get_number("decimal", "1 thousand")))
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### Fat Arrows
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Because it is an idiom in Lua to send the object as the first argument when
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calling a method, a special syntax is provided for functions which
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automatically includes this `self` argument.
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func = (num) => self.value + num
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Is the same as:
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func = (self, num) -> self.value + num
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2011-05-24 05:43:40 +00:00
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## Table Literals
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2011-07-16 03:27:28 +00:00
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Like in Lua, tables are delimited in curly braces.
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some_values = { 1, 2, 3, 4 }
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Unlike Lua, assigning a value to a key in a table is done with `:` (instead of
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`=`).
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some_values = {
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name: "Bill",
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age: 200,
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["favorite food"]: "rice"
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}
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The curly braces can be left off if a single table is being assigned.
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profile =
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height: "4 feet",
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shoe_size: 13,
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favorite_foods: {"ice cream", "donuts"}
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Newlines can be used to delimit values instead of a comma (or both):
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values = {
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1,2,3,4
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5,6,7,8
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name: "superman"
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occupation: "crime fighting"
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}
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2011-05-24 05:43:40 +00:00
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## Table Comprehensions
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2011-07-16 03:27:28 +00:00
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Table comprehensions provide a quick way to iterate over a table's values while
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applying a statement and accumulating the result.
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The following creates a copy of the `items` table but with all the values
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doubled.
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items = { 1, 2, 3, 4 5}
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doubled = [item * 2 for i, item in ipairs items]
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The items included in the new table can be restricted with a `when` clause:
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slice = [item in i, item in ipairs items when i > 1 and i < 3]
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Because it is common to iterate over the values of a numerically indexed table,
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an `*` operator is introduced. The doubled example can be rewritten as:
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doubled = [item for item in *items]
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The `for` and `when` clauses can be chained as much as desired. The only
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requirement on a comprehension is that there is at least one `for` clause.
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Using multiple `for` clauses is the same as using nested loops:
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x_coords = {4, 5, 6, 7}
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y_coords = {9, 2, 3}
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pairs = [{x,y} for x in *x_coords for y in *y_coords]
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## For Loop
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There are two for loop forms, just line in Lua. A numeric one and a generic one:
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for i = 10, 20
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print i
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for k = 1,15,2 -- an optional step provided
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print k
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for key, value in pairs object
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print key, value
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The slicing and `*` operators can be used, just like with table comprehensions:
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for item in *items[2:4]
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print item
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A shorter syntax is also available for all variations when the body is only a
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single line:
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for item in *items do print item
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for j = 1,10,3 do print j
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## While Loop
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The while loop also comes in two variations:
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i = 10
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while i > 0
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print i
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i -= 1
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while running == true do my_function!
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2011-05-24 05:43:40 +00:00
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## Conditionals
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2011-07-16 03:27:28 +00:00
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have_coins = false
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if have_coins
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print "I have coins"
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else
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print "I don't have coins"
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A short syntax for single statements can also be used:
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have_coins = false
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if have_coins then print "I have coins" else print "I don't have coins"
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Because if statements can be used as expressions, this can able be written as:
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have_coins = false
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print if have_coins then "I have coins" else "I don't have coints"
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Conditionals can also be used in return statements and assignments:
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is_tall = (name) ->
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if name == "Rob"
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true
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else
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false
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message = if is_tall "Rob"
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"I am very tall"
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else
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"I am not so tall"
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print message -- prints: I am very tall
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## Line Decorators
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For convenience, the for loop and if statement can be applied to single
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statements at the end of the line:
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print "hello world" if name == "Rob"
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This is equivalent to:
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if name == "rob"
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print "hello world"
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And with basic loops:
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print "item: ", item for item in *items
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## Object Oriented Programming
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A simple class:
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class Inventory
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new: =>
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@items = {}
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add_item: (name) =>
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if @items[name]
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@items[name] += 1
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else
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@items[name] = 1
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A class is declared with a `class` statement followed by a table-like
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declaration where all of the methods and properties are listed.
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The `new` property is special in that it will become the constructor.
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Notice how all the methods in the class use the fat arrow function syntax. When
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calling methods on a instance, the instance itself is sent in as the first
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argument. The fat arrow handles the creation of a `self` variable.
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The `@` prefix on a variable name is shorthand for `self.`. `@items` becomes
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`self.items`.
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Creating an instance of the class is done by calling the name of the class as a
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function.
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inv = Inventory!
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inv\add_item "t-shirt"
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inv\add_item "pants"
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Because the instance of the class needs to be sent to the methods when they are
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called, the '\' operator is used.
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All properties of a class are shared among the instances. This is fine for
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functions, but for other types of objects, undesired results may occur:
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class Person
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clothes: {}
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give_item: (name) =>
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table.insert @clothes, name
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a = Person!
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b = Person!
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a\give_item "pants"
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b\give_item "shirt"
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print item for item in *a.clothes -- will print both pants and shirt
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### Inheritance
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The `extends` keyword can be used in a class declaration to inherit the
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properties and methods from another class.
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class BackPack extends Inventory
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size: 10
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add_item: (name) =>
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if #@items > size then error "backpack is full"
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super name
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Here we extend our Inventory class, and limit the amount of items it can carry.
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The `super` keyword can be called as a function to call the function of the
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same name in the super class. It can also be accessed like an object in order
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to retrieve values in the parent class that might have been shadowed by the
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child class.
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### Types
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Every instance of a class carries its type with it. This is stored in the
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special `__class` property. This property holds the class object. The class
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object is what we call to build a new instance. We can also index the class
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object to retrieve class methods and properties.
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b = BackPack!
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assert b.__class == BackPack
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print BackPack.size -- prints 10
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## Export Statement
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Because, by default, all assignments to variables that are not lexically visible will
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be declared as local, special syntax is required to declare a variable globally.
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The export keyword makes it so any following assignments to the specified names
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will not be assigned locally.
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export var-name [, var-name2, ...]
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This is especially useful when declaring what will be externally visible in a
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module:
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-- my_module.moon
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module "my_module", package.seeall
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export print_result
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length = (x, y) -> math.sqrt x*x + y*y
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print_result = (x, y) ->
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print "Length is ", length x, y
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-- main.moon
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require "my_module"
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my_module.print_result 4, 5 -- prints the result
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print my_module.length 6, 7 -- errors, `length` not visible
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2011-05-24 05:43:40 +00:00
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## Import Statement
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Often you want to bring some values from a table into the current scope as
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local variables by their name. The import statement lets us accomplish this:
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import insert from table
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The multiple names can be given, each separated by a comma:
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import C, Ct, Cmt from lpeg
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Sometimes a function requires that the table be sent in as the first argument
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(when using the `\` syntax). As a shortcut, we can prefix the name with a `\`
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2011-05-24 05:43:40 +00:00
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to bind it to that table:
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-- some object
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my_module =
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state: 100
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add: (value) =>
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self.state + value
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2011-07-16 03:27:28 +00:00
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import \add from my_module
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2011-05-24 05:43:40 +00:00
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print add(22) -- equivalent to calling my_module:get(22)
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2011-07-16 03:27:28 +00:00
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## With Statement
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A common pattern involving the creation of an object is calling a series of
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functions and setting a series of properties immediately after creating it.
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This results in repeating the name of the object multiple times in code, adding
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unnecessary noise. A common solution to this is to pass a table in as an
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argument which contains a collection of keys and values to overwrite. The
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downside to this is that the constructor of this object must support this form.
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The `with` block helps to alleviate this. It lets us use a bare function and
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index syntax in order to work with the object:
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with Person!
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|
.name = "Oswald"
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|
\add_relative my_dad
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|
|
\save!
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|
print .name
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|
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|
Is equivalent to:
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|
|
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|
|
_person = Person!
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|
|
_person.name = "Oswald"
|
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|
|
_person\add_relative my_dad
|
|
|
|
_person\save!
|
|
|
|
print _person.name
|
|
|
|
|
|
|
|
This is more expressive than trying to create multiple constructors to handle
|
|
|
|
unique instances of initializing an object.
|
|
|
|
|
|
|
|
The `with` statement can also be used as an expression which returns the newly
|
|
|
|
created object.
|
|
|
|
|
|
|
|
file = with File "favorite_foods.txt"
|
|
|
|
\set_encoding "utf8"
|
|
|
|
|
|
|
|
Or...
|
|
|
|
|
|
|
|
create_person = (name, relatives) ->
|
|
|
|
with Person!
|
|
|
|
.name = name
|
|
|
|
\add_relative for relative in *relatives
|
|
|
|
|
|
|
|
me = create_person "Leaf", {dad, mother, sister}
|
|
|
|
|
2011-05-24 05:43:40 +00:00
|
|
|
## The Using Clause; Controlling Destructive Assignment
|
|
|
|
|
2011-07-16 03:27:28 +00:00
|
|
|
*This isn't implemented yet*
|
|
|
|
|
2011-05-24 05:43:40 +00:00
|
|
|
While lexical scoping can be a great help in reducing the complexity of the
|
|
|
|
code we write, things can get unwieldy as the code size increases. Consider
|
|
|
|
the following snippet:
|
|
|
|
|
|
|
|
i = 100
|
|
|
|
|
|
|
|
-- many lines of code...
|
|
|
|
|
|
|
|
my_func = ->
|
|
|
|
i = 10
|
|
|
|
while i > 0
|
|
|
|
print i
|
|
|
|
i -= 1
|
|
|
|
|
|
|
|
my_func()
|
|
|
|
|
|
|
|
print i -- will print 0
|
|
|
|
|
|
|
|
|
|
|
|
In `my_func`, we've overwritten the value of `i` mistakenly. In this example it
|
|
|
|
is quite obvious, but consider a large, or foreign code base where it isn't
|
|
|
|
clear what names have already been declared.
|
|
|
|
|
|
|
|
It would be helpful to say which variables from the enclosing scope we intend
|
|
|
|
on change, in order to prevent us from changing others by accident.
|
|
|
|
|
|
|
|
The `using` keyword lets us do that. `using nil` makes sure that no closed
|
|
|
|
variables are overwritten in assignment. The `using` clause is placed after the
|
|
|
|
argument list in a function, or in place of it if there are no arguments.
|
|
|
|
|
|
|
|
i = 100
|
|
|
|
|
|
|
|
my_func = (using nil) ->
|
|
|
|
i = "hello" -- a new local variable is created here
|
|
|
|
|
|
|
|
my_func()
|
|
|
|
print i -- prints 100, i is unaffected
|
|
|
|
|
|
|
|
|
|
|
|
Multiple names can be separated by commas. Closure values can still be
|
|
|
|
accessed, they just cant be modified:
|
|
|
|
|
|
|
|
tmp = 1213
|
|
|
|
i, k = 100, 50
|
|
|
|
|
|
|
|
my_func = (add using k,i) ->
|
|
|
|
tmp = tmp + add -- a new local tmp is created
|
|
|
|
i += tmp
|
|
|
|
k += tmp
|
|
|
|
|
|
|
|
my_func(22)
|
|
|
|
print i,k -- these have been updated
|
|
|
|
|