documentation

This commit is contained in:
leaf corcoran 2011-07-15 20:27:28 -07:00
parent 632262b323
commit 10d134a369
2 changed files with 535 additions and 3 deletions

127
README.md
View File

@ -1 +1,126 @@
# moonscript
# MoonScript
MoonScript is a programmer friendly language that compiles into
[Lua](http://ww.lua.org/). It gives you the power of the fastest scripting
language combined with a rich set of features:
- Provides a clean syntax using significant whitespace that avoids all the
keyword noise typically seen in a Lua script.
- Adds table comprehensions, implicit return on functions, classes,
inheritance, scope management statements `import` & `export`, and a
convenient object creation statement called `with`.
- Can be loaded directly from a Lua script without an intermediate compile
step. It even knows how to tell you where errors occurred in the original
file when they happen.
Creating an instance of a instance of a class and calling a method:
class Thing
name: "unknown"
class Person extends Thing
say_name: -> print "Hello, I am", @name
with Person!
.name = "Moonscript"
\say_name!
MoonScript can either be compiled into Lua and run at a later time, or it
can be dynamically compiled and run using the *moonloader*. It's as simple
`require "moon"` in order to have Lua understand how to load and run any
MoonScript file.
The command line tools also let you run MoonScript directly from the
command line, like any first-class scripting language.
## Installation
## Installing with LuaRocks
The easiest way to install is to use Lua rocks and the provide rockspec.
LuaRocks can be obtained [here](http://www.luarocks.org/) or from your package
manager.
After it is installed, run the following in a terminal:
~> wget https://raw.github.com/leafo/moonscript/master/moonscript-dev-1.rockspec
~> luarocks install moonscript-dev-1.rockspec
This will provide the `moon` and `moonc` binaries along with the `moonscript`
Lua module.
### Optional
If you are on Linux and want to run *watch* mode, which compiles `moon` files to
`lua` files as they are changed, you can install
[linotify](https://github.com/hoelzro/linotify).
# Learning
Read the [reference manual](docs/index.md).
## Overview of Differences & Highlights
A more detailed overview of the syntax can be found in the
[documentation](docs/index.md).
* Whitespace sensitive blocks defined by indenting
* All variable declarations are local by default
* `export` keyword to declare global variables, `import` keyword to make local
copies of values from a table
* Parentheses are optional for function calls, similar to Ruby
* Fat arrow, `=>`, can be used to create a function with a self argument
* `@` can be prefixed in front of a name to refer to that name in `self`
* `!` operator can be used to call a function with no arguments
* Implicit return on functions based on the type of last statement
* ':' is used to separate key and value in table literals instead of `=`
* Newlines can be used as table literal entry delimiters in addition to `,`
* `\` is used to call a method on an object instead of `:`
* `+=`, `-=`, `/=`, `*=`, `%=` operators
* `!=` is an alias for `~=`
* Table comprehensions, with convenient slicing and iterator syntax
* Lines can be decorated with for loops and if statements at the end of the line
* If statements can be used as expressions
* Class system with inheritance based on metatable's `__index` property
* Constructor arguments can begin with `@` to cause them to automatically be
assigned to the object
* Magic `super` function which maps to super class method of same name in a
class method
* `with` statement lets you access anonymous object with short syntax
## Dependencies
The following are used in MoonScript:
* [Lua 5.1](http://lua.org)
* [LPeg](http://www.inf.puc-rio.br/~roberto/lpeg/lpeg.html)
* [LuaFileSystem](http://keplerproject.github.com/luafilesystem/)
* [alt-getopt](http://luaforge.net/projects/alt-getopt/)
* and optionally on Linux [linotify](https://github.com/hoelzro/linotify)
## License (MIT)
Copyright (C) 2011 by Leaf Corcoran
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

View File

@ -2,14 +2,374 @@
MoonScript compiles to Lua
## Assignment
Unlike Lua, there is no local keyword. All assignments to names that are not
already defined will be declared as local to the scope of that declaration. If
you wish to create a global variable it must be done using the `export`
keyword.
hello = "world"
a,b,c = 1, 2, 3
## Update Assignment
`+=`, `-=`, `/=`, `*=`, `%=` operators have been added for updating a value by
a certain amount have been added. They are aliases for their expanded
equivalents.
x += 10
Is the same as:
x = x + 10
## Comments
Like Lua, comments start with `--` and continue to the end of the line.
## Literals & Operators
MoonScript supports all the same primitive literals as Lua and uses the same
syntax. This applies to numbers, strings, booleans, and `nil`.
MoonScript also supports all the same binary and unary operators. `!=` is also
added as an alias of `~=`.
## Function Literals
All functions are created using a function expression. A simple function is
denoted using the arrow: `->`
my_function = ->
my_function() -- does nothing
The body of the function can either by one statement placed directly after the
arrow, or it can be a series of statements indented on the following line:
func_a = -> print "hello world"
func_b = ->
value = 100
print "The value:", value
If a function has no arguments, it can be called using the `!` operator,
instead of empty parentheses.
We can call the two functions above like so:
func_a! -- equivalent to `func_a()`
func_b!
Functions with arguments can be created by preceding the arrow with a list of
argument names in parentheses:
sum = (x, y) -> print "sum", x + y
Functions can be called by listing the values of the arguments after the name
of the variable where the function is stored:
sum 10, 20
Functions will coerce the last statement in their body into a return statement,
giving you implicit return:
sum = (x, y) -> x + y
print "The sum is ", sum 10, 20
Of course if you wanted to explicitly return, you can use the `return` keyword.
sum = (x, y) -> return x + y
In order to avoid ambiguity in when calling functions, parentheses can be used
to surround the arguments. This is required here in order to make sure the
right arguments get sent to the right functions.
print "sum 1:", sum(10, 20), "sum 1:", sum(30, 40)
The following are equivalent:
print "the value is", sum 10, get_number "decimal", "1 thousand"
print("the value is", sum(10, get_number("decimal", "1 thousand")))
### Fat Arrows
Because it is an idiom in Lua to send the object as the first argument when
calling a method, a special syntax is provided for functions which
automatically includes this `self` argument.
func = (num) => self.value + num
Is the same as:
func = (self, num) -> self.value + num
## Table Literals
Like in Lua, tables are delimited in curly braces.
some_values = { 1, 2, 3, 4 }
Unlike Lua, assigning a value to a key in a table is done with `:` (instead of
`=`).
some_values = {
name: "Bill",
age: 200,
["favorite food"]: "rice"
}
The curly braces can be left off if a single table is being assigned.
profile =
height: "4 feet",
shoe_size: 13,
favorite_foods: {"ice cream", "donuts"}
Newlines can be used to delimit values instead of a comma (or both):
values = {
1,2,3,4
5,6,7,8
name: "superman"
occupation: "crime fighting"
}
## Table Comprehensions
Table comprehensions provide a quick way to iterate over a table's values while
applying a statement and accumulating the result.
The following creates a copy of the `items` table but with all the values
doubled.
items = { 1, 2, 3, 4 5}
doubled = [item * 2 for i, item in ipairs items]
The items included in the new table can be restricted with a `when` clause:
slice = [item in i, item in ipairs items when i > 1 and i < 3]
Because it is common to iterate over the values of a numerically indexed table,
an `*` operator is introduced. The doubled example can be rewritten as:
doubled = [item for item in *items]
The `for` and `when` clauses can be chained as much as desired. The only
requirement on a comprehension is that there is at least one `for` clause.
Using multiple `for` clauses is the same as using nested loops:
x_coords = {4, 5, 6, 7}
y_coords = {9, 2, 3}
pairs = [{x,y} for x in *x_coords for y in *y_coords]
## For Loop
There are two for loop forms, just line in Lua. A numeric one and a generic one:
for i = 10, 20
print i
for k = 1,15,2 -- an optional step provided
print k
for key, value in pairs object
print key, value
The slicing and `*` operators can be used, just like with table comprehensions:
for item in *items[2:4]
print item
A shorter syntax is also available for all variations when the body is only a
single line:
for item in *items do print item
for j = 1,10,3 do print j
## While Loop
The while loop also comes in two variations:
i = 10
while i > 0
print i
i -= 1
while running == true do my_function!
## Conditionals
have_coins = false
if have_coins
print "I have coins"
else
print "I don't have coins"
A short syntax for single statements can also be used:
have_coins = false
if have_coins then print "I have coins" else print "I don't have coins"
Because if statements can be used as expressions, this can able be written as:
have_coins = false
print if have_coins then "I have coins" else "I don't have coints"
Conditionals can also be used in return statements and assignments:
is_tall = (name) ->
if name == "Rob"
true
else
false
message = if is_tall "Rob"
"I am very tall"
else
"I am not so tall"
print message -- prints: I am very tall
## Line Decorators
For convenience, the for loop and if statement can be applied to single
statements at the end of the line:
print "hello world" if name == "Rob"
This is equivalent to:
if name == "rob"
print "hello world"
And with basic loops:
print "item: ", item for item in *items
## Object Oriented Programming
A simple class:
class Inventory
new: =>
@items = {}
add_item: (name) =>
if @items[name]
@items[name] += 1
else
@items[name] = 1
A class is declared with a `class` statement followed by a table-like
declaration where all of the methods and properties are listed.
The `new` property is special in that it will become the constructor.
Notice how all the methods in the class use the fat arrow function syntax. When
calling methods on a instance, the instance itself is sent in as the first
argument. The fat arrow handles the creation of a `self` variable.
The `@` prefix on a variable name is shorthand for `self.`. `@items` becomes
`self.items`.
Creating an instance of the class is done by calling the name of the class as a
function.
inv = Inventory!
inv\add_item "t-shirt"
inv\add_item "pants"
Because the instance of the class needs to be sent to the methods when they are
called, the '\' operator is used.
All properties of a class are shared among the instances. This is fine for
functions, but for other types of objects, undesired results may occur:
class Person
clothes: {}
give_item: (name) =>
table.insert @clothes, name
a = Person!
b = Person!
a\give_item "pants"
b\give_item "shirt"
print item for item in *a.clothes -- will print both pants and shirt
### Inheritance
The `extends` keyword can be used in a class declaration to inherit the
properties and methods from another class.
class BackPack extends Inventory
size: 10
add_item: (name) =>
if #@items > size then error "backpack is full"
super name
Here we extend our Inventory class, and limit the amount of items it can carry.
The `super` keyword can be called as a function to call the function of the
same name in the super class. It can also be accessed like an object in order
to retrieve values in the parent class that might have been shadowed by the
child class.
### Types
Every instance of a class carries its type with it. This is stored in the
special `__class` property. This property holds the class object. The class
object is what we call to build a new instance. We can also index the class
object to retrieve class methods and properties.
b = BackPack!
assert b.__class == BackPack
print BackPack.size -- prints 10
## Export Statement
Because, by default, all assignments to variables that are not lexically visible will
be declared as local, special syntax is required to declare a variable globally.
The export keyword makes it so any following assignments to the specified names
will not be assigned locally.
export var-name [, var-name2, ...]
This is especially useful when declaring what will be externally visible in a
module:
-- my_module.moon
module "my_module", package.seeall
export print_result
length = (x, y) -> math.sqrt x*x + y*y
print_result = (x, y) ->
print "Length is ", length x, y
-- main.moon
require "my_module"
my_module.print_result 4, 5 -- prints the result
print my_module.length 6, 7 -- errors, `length` not visible
## Import Statement
Often you want to bring some values from a table into the current scope as
@ -22,7 +382,7 @@ The multiple names can be given, each separated by a comma:
import C, Ct, Cmt from lpeg
Sometimes a function requires that the table be sent in as the first argument
(when using the `:` syntax). As a shortcut, we can prefix the name with a `:`
(when using the `\` syntax). As a shortcut, we can prefix the name with a `\`
to bind it to that table:
-- some object
@ -31,12 +391,59 @@ to bind it to that table:
add: (value) =>
self.state + value
import :add from my_module
import \add from my_module
print add(22) -- equivalent to calling my_module:get(22)
## With Statement
A common pattern involving the creation of an object is calling a series of
functions and setting a series of properties immediately after creating it.
This results in repeating the name of the object multiple times in code, adding
unnecessary noise. A common solution to this is to pass a table in as an
argument which contains a collection of keys and values to overwrite. The
downside to this is that the constructor of this object must support this form.
The `with` block helps to alleviate this. It lets us use a bare function and
index syntax in order to work with the object:
with Person!
.name = "Oswald"
\add_relative my_dad
\save!
print .name
Is equivalent to:
_person = Person!
_person.name = "Oswald"
_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}
## The Using Clause; Controlling Destructive Assignment
*This isn't implemented yet*
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: