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target: reference/index
template: reference
title: MoonScript v0.2.4 - Language Guide
short_name: lang
-- MoonScript is a programming language that compiles to Lua. This guide expects the reader to have basic familiarity with Lua. For each code snippet below, the MoonScript is on the left and the compiled Lua is on right right.
This is the official language reference manual, installation directions and the homepage are located at http://moonscript.org.
The Language
Whitespace
MoonScript is a whitespace sensitive language. This means that
instead of using do
and end
(or {
and }
) to delimit sections of code we
use line-breaks and indentation.
This means that how you indent you code is important. Luckily MoonScript doesn't care how you do it but it's important to be consistent.
An indent must be at least 1 space or 1 tab, but you can use as many as you like. All the code snippets on this page will use two spaces.
Should you happen to mix tabs and spaces, a tab is equivalent to 4 spaces. I shouldn't be telling you this though because you should never do it.
Assignment
Assigning to an undeclared name will cause it to be declared as a new local variable. The language is dynamically typed so you can assign any value to any variable. You can assign multiple names and values at once just like Lua:
hello = "world"
a,b,c = 1, 2, 3
hello = 123 -- uses the existing variable
If you wish to create a global variable it must be done using the
export
keyword.
The local
keyword can be used to forward declare a
variable, or shadow an existing one.
Update Assignment
+=
, -=
, /=
, *=
, %=
, ..=
, or=
, and=
operators have been added
for updating and assigning at the same time. They are aliases for their
expanded equivalents.
x = 0
x += 10
s = "hello "
s ..= "world"
b = false
b and= true or false
Comments
Like Lua, comments start with --
and continue to the end of the line.
Comments are not written to the output.
-- I am a comment
Literals & Operators
All of the primitive literals in Lua can be used. This applies to numbers,
strings, booleans, and nil
.
All of Lua's binary and unary operators are available. Additionally !=
is as
an alias for ~=
.
Unlike Lua, Line breaks are allowed inside of single and double quote strings without an escape sequence:
some_string = "Here is a string
that has a line break in it."
Function Literals
All functions are created using a function expression. A simple function is
denoted using the arrow: ->
my_function = ->
my_function() -- call the empty function
The body of the function can either be one statement placed directly after the arrow, or it can be a series of statements indented on the following lines:
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. The !
invocation is the preferred way to call
functions with no arguments.
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 arguments after the name of an expression that evaluates to a function. When chaining together function calls, the arguments are applied to the closest function to the left.
sum 10, 20
print sum 10, 20
a b c "a", "b", "c"
In order to avoid ambiguity in when calling functions, parentheses can also 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 "x:", sum(10, 20), "y:", sum(30, 40)
There must not be any space between the opening parenthesis and the function.
Functions will coerce the last statement in their body into a return statement, this is called implicit return:
sum = (x, y) -> x + y
print "The sum is ", sum 10, 20
And if you need to explicitly return, you can use the return
keyword:
sum = (x, y) -> return x + y
Just like in Lua, functions can return multiple values. The last statement must be a list of values separated by commas:
mystery = (x, y) -> x + y, x - y
a,b = mystery 10, 20
Fat Arrows
Because it is an idiom in Lua to send an object as the first argument when
calling a method, a special syntax is provided for creating functions which
automatically includes a self
argument.
func = (num) => @value + num
Argument Defaults
It is possible to provide default values for the arguments of a function. An
argument is determined to be empty if its value is nil
. Any nil
arguments
that have a default value will be replace before the body of the function is run.
my_function = (name="something", height=100) ->
print "Hello I am", name
print "My height is", height
An argument default value expression is evaluated in the body of the function in the order of the argument declarations. For this reason default values have access to previously declared arguments.
some_args = (x=100, y=x+1000) ->
print x + y
Considerations
Because of the expressive parentheses-less way of calling functions, some restrictions must be put in place to avoid parsing ambiguity involving whitespace.
The minus sign plays two roles, a unary negation operator and a binary subtraction operator. Consider how the following examples compile:
a = x - 10
b = x-10
c = x -y
d = x- z
The precedence of the first argument of a function call can be controlled using whitespace if the argument is a literal string. In Lua, it is common to leave off parentheses when calling a function with a single string or table literal.
When there is no space between a variable and a string literal, the function call takes precedence over any following expressions. No other arguments can be passed to the function when it is called this way.
Where there is a space following a variable and a string literal, the function call acts as show above. The string literal belongs to any following expressions (if they exist), which serves as the argument list.
x = func"hello" + 100
y = func "hello" + 100
Multi-line arguments
When calling functions that take a large number of arguments, it is convenient to split the argument list over multiple lines. Because of the white-space sensitive nature of the language, care must be taken when splitting up the argument list.
If an argument list is to be continued onto the next line, the current line must end in a comma. And the following line must be indented more than the current indentation. Once indented, all other argument lines must be at the same level of indentation to be part of the argument list
my_func 5,4,3,
8,9,10
cool_func 1,2,
3,4,
5,6,
7,8
This type of invocation can be nested. The level of indentation is used to determine to which function the arguments belong to.
my_func 5,6,7,
6, another_func 6,7,8,
9,1,2,
5,4
Because tables also use the comma as a delimiter, this indentation syntax is helpful for letting values be part of the argument list instead of being part of the table.
x = {
1,2,3,4, a_func 4,5,
5,6,
8,9,10
}
Although uncommon, notice how we can give a deeper indentation for function arguments if we know we will be using a lower indentation further on.
y = { my_func 1,2,3,
4,5,
5,6,7
}
The same thing can be done with other block level statements like conditionals. We can use indentation level to determine what statement a value belongs to:
if func 1,2,3,
"hello",
"world"
print "hello"
print "I am inside if"
if func 1,2,3,
"hello",
"world"
print "hello"
print "I am inside if"
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 of key value pairs 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"
}
When creating a single line table literal, the curly braces can also be left off:
my_function dance: "Tango", partner: "none"
y = type: "dog", legs: 4, tails: 1
The keys of a table literal can be language keywords without being escaped:
tbl = {
do: "something"
end: "hunger"
}
If you are constructing a table out of variables and wish the keys to be the
same as the variable names, then the :
prefix operator can be used:
hair = "golden"
height = 200
person = { :hair, :height, shoe_size: 40 }
print_table :hair, :height
If you want the key of a field in the table to to be result of an expression,
then you can wrap it in [
]
, just like in Lua. You can also use a string
literal directly as a key, leaving out the square brackets. This is useful if
your key has any special characters.
t = {
[1 + 2]: "hello"
"hello world": true
}
Comprehensions
Comprehensions provide a convenient syntax for constructing a new table by iterating over some existing object and applying an expression to its values. There are two kinds of comprehensions: list comprehensions and table comprehensions. They both produce Lua tables; list comprehensions accumulate values into an array-like table, and table comprehensions let you set both the key and the value on each iteration.
List Comprehensions
The following creates a copy of the items
table but with all the values
doubled.
items = { 1, 2, 3, 4 }
doubled = [item * 2 for i, item in ipairs items]
The items included in the new table can be restricted with a when
clause:
iter = ipairs items
slice = [item for i, item in iter 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 * 2 for item in *items]
The for
and when
clauses can be chained as much as desired. The only
requirement is that a comprehension has 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}
points = [{x,y} for x in *x_coords for y in *y_coords]
Numeric for loops can also be used in comprehensions:
evens = [i for i=1,100 when i % 2 == 0]
Table Comprehensions
The syntax for table comprehensions is very similar, only differing by using {
and
}
and taking two values from each iteration.
This example makes a copy of the tablething
:
thing = {
color: "red"
name: "fast"
width: 123
}
thing_copy = {k,v for k,v in pairs thing}
Table comprehensions, like list comprehensions, also support multiple for
and
when
clauses. In this example we use a when
clause to prevent the value
associated with the color
key from being copied.
no_color = {k,v for k,v in pairs thing when k != "color"}
The *
operator is also supported. Here we create a square root look up table
for a few numbers.
numbers = {1,2,3,4}
sqrts = {i, math.sqrt i for i in *numbers}
The key-value tuple in a table comprehension can also come from a single expression, in which case the expression should return two values. The first is used as the key and the second is used as the value:
In this example we convert an array of pairs to a table where the first item in the pair is the key and the second is the value.
tuples = {{"hello", "world"}, {"foo", "bar"}}
tbl = {unpack tuple for tuple in *tuples}
Slicing
A special syntax is provided to restrict the items that are iterated over when
using the *
operator. This is equivalent to setting the iteration bounds and
a step size in a for
loop.
Here we can set the minimum and maximum bounds, taking all items with indexes between 1 and 5 inclusive:
slice = [item for item in *items[1,5]]
Any of the slice arguments can be left off to use a sensible default. In this example, if the max index is left off it defaults to the length of the table. This will take everything but the first element:
slice = [item for item in *items[2,]]
If the minimum bound is left out, it defaults to 1. Here we only provide a step size and leave the other bounds blank. This takes all odd indexed items: (1, 3, 5, ...)
slice = [item for item in *items[,,2]]
String Interpolation
You can mix expressions into string literals using #{}
syntax.
print "I am #{math.random! * 100}% sure."
String interpolation is only available in double quoted strings.
For Loop
There are two for loop forms, just like 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 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
A for loop can also be used an expression. The last statement in the body of the for loop is coerced into an expression and appended to an accumulating array table.
Doubling every even number:
doubled_evens = for i=1,20
if i % 2 == 0
i * 2
else
i
You can also filter values by combining the for loop expression with the
continue
statement.
For loops at the end of a function body are not accumulated into a table for a
return value (Instead the function will return nil
). Either an explicit
return
statement can be used, or the loop can be converted into a list
comprehension.
func_a = -> for i=1,10 do i
func_b = -> return for i=1,10 do i
print func_a! -- prints nil
print func_b! -- prints table object
This is done to avoid the needless creation of tables for functions that don't need to return the results of the loop.
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!
Like for loops, the while loop can also be used an expression. Additionally, for a function to return the accumulated value of a while loop, the statement must be explicitly returned.
Continue
A continue
statement can be used to skip the current iteration in a loop.
i = 0
while i < 10
continue if i % 2 == 0
print i
continue
can also be used with loop expressions to prevent that iteration
from accumulating into the result. This examples filters the array table into
just even numbers:
my_numbers = {1,2,3,4,5,6}
odds = for x in *my_numbers
continue if x % 2 == 1
x
Conditionals
have_coins = false
if have_coins
print "Got coins"
else
print "No coins"
A short syntax for single statements can also be used:
have_coins = false
if have_coins then print "Got coins" else print "No coins"
Because if statements can be used as expressions, this can able be written as:
have_coins = false
print if have_coins then "Got coins" else "No coins"
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
The opposite of if
is unless
:
unless os.date("%A") == "Monday"
print "it is not Monday!"
print "You're lucky!" unless math.random! > 0.1
With Assignment
if
and elseif
blocks can take an assignment in place of a conditional
expression. Upon evaluating the conditional, the assignment will take place and
the value that was assigned to will be used as the conditional expression. The
assigned variable is only in scope for the body of the conditional, meaning it
is never available if the value is not truthy.
if user = database.find_user "moon"
print user.name
if hello = os.getenv "hello"
print "You have hello", hello
elseif world = os.getenv "world"
print "you have world", world
else
print "nothing :("
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"
And with basic loops:
print "item: ", item for item in *items
Switch
The switch statement is shorthand for writing a series of if statements that
check against the same value. Note that the value is only evaluated once. Like
if statements, switches can have an else block to handle no matches. Comparison
is done with the ==
operator.
name = "Dan"
switch name
when "Robert"
print "You are Robert"
when "Dan", "Daniel"
print "Your name, it's Dan"
else
print "I don't know about your name"
A switch when
clause can match against multiple values by listing them out
comma separated.
Switches can be used as expressions as well, here we can assign the result of the switch to a variable:
b = 1
next_number = switch b
when 1
2
when 2
3
else
error "can't count that high!"
We can use the then
keyword to write a switch's when
block on a single line.
No extra keyword is needed to write the else block on a single line.
msg = switch math.random(1, 5)
when 1 then "you are lucky"
when 2 then "you are almost lucky"
else "not so lucky"
It is worth noting the order of the case comparison expression. The case's
expression is on the left hand side. This can be useful if the case's
expression wants to overwrite how the comparison is done by defining an eq
metamethod.
Object Oriented Programming
In these examples, the generated Lua code may appear overwhelming. It is best to focus on the meaning of the MoonScript code at first, then look into the Lua code if you wish to know the implementation details.
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
argument.
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.
Consider the example below, the clothes
property is shared amongst all
instances, so modifications to it in one instance will show up in another:
class Person
clothes: {}
give_item: (name) =>
table.insert @clothes, name
a = Person!
b = Person!
a\give_item "pants"
b\give_item "shirt"
-- will print both pants and shirt
print item for item in *a.clothes
The proper way to avoid this problem is to create the mutable state of the object in the constructor:
class Person
new: =>
@clothes = {}
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.
In this example, we don't define a constructor on the subclass, so the parent
class' constructor is called when we make a new instance. If we did define a
constructor then we can use the super
method to call the parent
constructor.
Whenever a class inherits from another, it sends a message to the parent class
by calling the method __inherited
on the parent class if it exists. The
function receives two arguments, the class that is being inherited and the
child class.
class Shelf
@__inherited: (child) =>
print @__name, "was inherited by", child.__name
-- will print: Shelf was inherited by Cupboard
class Cupboard extends Shelf
Super
super
is a special keyword that can be used in two different ways: It can be
treated as an object, or it can be called like a function. It only has special
functionality when inside a class.
When called as a function, it will call the function of the same name in the
parent class. The current self
will automatically be passed as the first
argument. (As seen in the inheritance example above)
When super
is used as a normal value, it is a reference to the parent class
object.
It can be accessed like any of object in order to retrieve values in the parent class that might have been shadowed by the child class.
When the \
calling operator is used with super
, self
is inserted as the
first argument instead of the value of super
itself. When using .
to
retrieve a function, the raw function is returned.
A few examples of using super
in different ways:
class MyClass extends ParentClass
a_method: =>
-- the following have the same effect:
super "hello", "world"
super\a_method "hello", "world"
super.a_method self, "hello", "world"
-- super as a value is equal to the parent class:
assert super == ParentClass
super
can also be used on left side of a Function Stub.
The only major difference is that instead of the resulting function being bound
to the value of super
, it is bound to self
.
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
Class Objects
The class object is what we create when we use a class
statement. The class
object is stored in a variable of the same name of the class.
The class object can be called like a function in order to create new instances. That's how we created instances of classes in the examples above.
A class is made up of two tables. The class table itself, and the base table. The base is used as the metatable for all the instances. All properties listed in the class declaration are placed in the base.
The class object's metatable reads properties from the base if they don't exist in the class object. This means we can access functions and properties directly from the class.
It is important to note that assigning to the class object does not assign into
the base, so it's not a valid way to add new methods to instances. Instead
the base must explicitly be changed. See the __base
field below.
The class object has a couple special properties:
The name of the class as when it was declared is stored as a string in the
__name
field of the class object.
print BackPack.__name -- prints Backpack
The base object is stored in __base
. We can modify this table to add
functionality to instances that have already been created and ones that are yet
to be created.
If the class extends from anything, the parent class object is stored in
__parent
.
Class Variables
We can create variables directly in the class object instead of in the base
by using @
in the front of the property name in a class declaration.
class Things
@some_func: => print "Hello from", @__name
Things\some_func!
-- class variables not visible in instances
assert Things().some_func == nil
In expressions, we can use @@
to access a value that is stored in the
__class
of self
. Thus, @@hello
is shorthand for self.__class.hello
.
class Counter
@count: 0
new: =>
@@count += 1
Counter!
Counter!
print Counter.count -- prints 2
The calling semantics of @@
are similar to @
. Calling a @@
name will pass
the class in as the first argument using Lua's colon syntax.
@@hello 1,2,3,4
Class Declaration Statements
In the body of a class declaration, we can have normal expressions in addition
to key/value pairs. In this context, self
is equal to the class object.
Here is an alternative way to create a class variable compared to what's described above:
class Things
@class_var = "hello world"
These expressions are executed after all the properties have been added to the base.
All variables declared in the body of the class are local to the classes properties. This is convenient for placing private values or helper functions that only the class methods can access:
class MoreThings
secret = 123
log = (msg) -> print "LOG:", msg
some_method: =>
log "hello world: " .. secret
@
and @@
Values
When @
and @@
are prefixed in front of a name they represent, respectively,
that name accessed in self
and self.__class
.
If they are used all by themselves, they are aliases for self
and
self.__class
.
assert @ == self
assert @@ == self.__class
For example, a quick way to create a new instance of the same class from an
instance method using @@
:
some_instance_method = (...) => @@ ...
Class Expressions
The class
syntax can also be used as an expression which can be assigned to a
variable or explicitly returned.
x = class Bucket
drops: 0
add_drop: => @drops += 1
Anonymous classes
The name can be left out when declaring a class. The __name
attribute will be
nil
, unless the class expression is in an assignment. The name on the left
hand side of the assignment is used instead of nil
.
BigBucket = class extends Bucket
add_drop: => @drops += 10
assert Bucket.__name == "BigBucket"
You can even leave off the body, meaning you can write a blank anonymous class like this:
x = class
Export Statement
Because 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
var_name, var_name3 = "hello", "world"
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
Assignment can be combined with the export keyword to assign to global variables directly:
export some_number, message_str = 100, "hello world"
Additionally, a class declaration can be prefixed with the export keyword in order to export it.
Export will have no effect if there is already a local variable of the same name in scope.
Export All & Export Proper
The export
statement can also take special symbols *
and ^
.
export *
will cause any name declared after the statement to be exported in the
current scope. export ^
will export all proper names, names that begin with a
capital letter.
Local Statement
Sometimes you want to declare a variable name before the first time you assign
it. The local
statement can be used to do that.
In this example we declare the variable a
in the outer scope so its value
can be accessed after the if
statement. If there was no local
statement then
a
would only be accessible inside the if
statement.
local a
if something
a = 1
print a
local
can also be used to shadow existing variables for the rest of a scope.
x = 10
if something
local x
x = 12
print x -- prints 10
When you have one function that calls another, you typically order them such that the second function can access the first. If both functions happen to call each other, then you must forward declare the names:
local first, second
first = ->
second!
second = ->
first!
The same problem occurs with declaring classes and regular values too.
Because forward declaring is often better than manually ordering your assigns,
a special form of local
is provided:
local *
first = ->
print data
second!
second = ->
first!
data = {}
local *
will forward declare all names below it in the current scope.
Similarly to export
one more special form is
provided, local ^
. This will forward declare all names that begin with a
capital letter.
Import Statement
Often you want to bring some values from a table into the current scope as local variables by their name. The import statement lets us accomplish this:
import insert from table
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 \
to bind it to that table:
-- some object
my_module =
state: 100
add: (value) =>
self.state + value
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. Within a with
block we can use a
special statements that begin with either .
or \
which represent
those operations applied to the object we are using with
on.
For example, we work with a newly created object:
with Person!
.name = "Oswald"
\add_relative my_dad
\save!
print .name
The with
statement can also be used as an expression which returns the value
it has been giving access to.
file = with File "favorite_foods.txt"
\set_encoding "utf8"
Or...
create_person = (name, relatives) ->
with Person!
.name = name
\add_relative relative for relative in *relatives
me = create_person "Leaf", {dad, mother, sister}
In this usage, with
can be seen as a special form of the K combinator.
The expression in the with
statement can also be an assignment, if you want
to give a name to the expression.
with str = "Hello"
print "original:", str
print "upper:", \upper!
Do
When used as a statement, do
works just like it does in Lua.
do
var = "hello"
print var
print var -- nil here
MoonScript's do
can also be used an expression . Allowing you to combine
multiple lines into one. The result of the do
expression is the last
statement in its body.
counter = do
i = 0
->
i += 1
i
print counter!
print counter!
tbl = {
key: do
print "assigning key!"
1234
}
Destructuring Assignment
Destructuring assignment is a way to quickly extract values from a table by their name or position in array based tables.
Typically when you see a table literal, {1,2,3}
, it is on the right hand side
of an assignment because it is a value. Destructuring assignment swaps the role
of the table literal, and puts it on the left hand side of an assign
statement.
This is best explained with examples. Here is how you would unpack the first two values from a table:
thing = {1,2}
{a,b} = thing
print a,b
In the destructuring table literal, the key represents the key to read from the right hand side, and the value represents the name the read value will be assigned to.
obj = {
hello: "world"
day: "tuesday"
length: 20
}
{hello: hello, day: the_day} = obj
print hello, the_day
This also works with nested data structures as well:
obj2 = {
numbers: {1,2,3,4}
properties: {
color: "green"
height: 13.5
}
}
{numbers: {first, second}} = obj2
print first, second, color
If the destructuring statement is complicated, feel free to spread it out over a few lines. A slightly more complicated example:
{
numbers: { first, second }
properties: {
color: color
}
} = obj2
It's common to extract values from at table and assign them the local variables
that have the same name as the key. In order to avoid repetition we can use the
:
prefix operator:
{:concat, :insert} = table
This is effectively the same as import, but we can rename fields we want to extract by mixing the syntax:
{:mix, :max, random: rand } = math
Destructuring In Other Places
Destructuring can also show up in places where an assignment implicitly takes
place. An example of this is a for
loop:
tuples = {
{"hello", "world"}
{"egg", "head"}
}
for {left, right} in *tuples
print left, right
We know each element in the array table is a two item tuple, so we can unpack it directly in the names clause of the for statement using a destructure.
Function Stubs
It is common to pass a function from an object around as a value, for example, passing an instance method into a function as a callback. If the function expects the object it is operating on as the first argument then you must somehow bundle that object with the function so it can be called properly.
The function stub syntax is a shorthand for creating a new closure function that bundles both the object and function. This new function calls the wrapped function in the correct context of the object.
Its syntax is the same as calling an instance method with the \
operator but
with no argument list provided.
my_object = {
value: 1000
write: => print "the value:", @value
}
run_callback = (func) ->
print "running callback..."
func!
-- this will not work:
-- the function has to no reference to my_object
run_callback my_object.write
-- function stub syntax
-- lets us bundle the object into a new function
run_callback my_object\write
The Using Clause; Controlling Destructive Assignment
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
Misc.
Implicit Returns on Files
By default, a file will also implicitly return like a function. This is useful
for writing modules, where you can put your module's table as the last
statement in the file so it is returned when loaded with require
.
Writing Modules
Lua 5.2 has removed the module
function for creating modules. It is
recommended to return a table instead when defining a module.
The with
statement along with implicit return on a file provides a convenient
way to do this:
-- my_library.moon
with _M = {}
.SOME_CONSTANT = 100
.some_function = -> print .SOME_CONSTANT
MoonScript API
moonscript
Module
Upon installing MoonScript, a moonscript
module is made available. The best
use of this module is making your Lua's require function MoonScript aware.
require "moonscript"
After moonscript
is required, Lua's package loader is updated to search for
.moon
files on any subsequent calls to require
. The search path for .moon
files is based on the current package.path
value in Lua when moonscript
is
required. Any search paths in package.path
ending in .lua
are copied,
rewritten to end in .moon
, and then inserted in package.moonpath
.
The moonloader
is the function that is responsible for searching
package.moonpath
for a file available to be included. It is inserted in the
second position of the package.loaders
table. This means that a matching .moon
file
will be loaded over a matching .lua
file that has the same base name.
For more information on Lua's package.loaders
see Lua Reference Manual
—
package.loaders
The moonloader
, when finding a valid path to a .moon
file, will parse and
compile the file in memory. The code is then turned into a function using the
built in load
function, which is run as the module.
Load Functions
MoonScript provides moonscript.load
, moonscript.loadfile
,
mooonscript.loadstring
, which are analogous to Lua's load
, loadfile
, and
loadstring
.
The MoonScript functions work the same as their counterparts, except they deal with MoonScript code instead of Lua Code.
moonscript = require "moonscript"
fn = moonscript.loadstring 'print "hi!"'
fn!
All of these functions can take an optional last argument, a table of options.
The only option right now is implicitly_return_root
. Setting this to false
makes it so the file does not implicitly return its last statement.
moonscript = require "moonscript"
fn = moonscript.loadstring "10"
print fn! -- prints "10"
fn = moonscript.loadstring "10", implicitly_return_root: false
print fn! -- prints nothing
Error Rewriting
Runtime errors are given special attention when running code using the moon
binary. Because we start off as MoonScript, but run code as Lua, errors that
happen during runtime report their line numbers as they are in the compiled
file. This can make debugging particularly difficult.
Consider the following file with a bug (note the invalid z
variable):
add_numbers = (x,y) -> x + z -- 1
print add_numbers 10,0 -- 2
The following error is generated:
moon: scrap.moon:1(3): attempt to perform arithmetic on global 'z' (a nil value)
stack traceback:
scrap.moon:1(3): in function 'add_numbers'
scrap.moon:2(5): in main chunk
Notice how next to the file name there are two numbers. The first number is the rewritten line number. The number in the parentheses is the original Lua line number.
The error in this example is being reported on line 1 of the moon
file, which
corresponds to line 3 of the generated Lua code. The entire stack trace is rewritten in
addition to the error message.
Programmatically Compiling
The MoonScript module also contains methods for parsing MoonScript text into an abstract syntax tree, and compiling an instance of a tree into Lua source code.
Knowledge of this API may be useful for creating tools to aid the generation of Lua code from MoonScript code.
Here is a quick example of how you would compile a MoonScript string to a Lua String:
parse = require "moonscript.parse"
compile = require "moonscript.compile"
moon_code = [[(-> print "hello world")!]]
tree, err = parse.string moon_code
if not tree
error "Parse error: " .. err
lua_code, err, pos = compile.tree tree
if not lua_code
error compile.format_error err, pos, moon_code
-- our code is ready
print lua_code
Command Line Use
Two tools are installed with MoonScript, moon
and moonc
.
moonc
is for compiling MoonScript code to Lua.
moon
is for running MoonsScript code directly.
moon
moon
can be used to run MoonsScript files directly from the command line,
without needing a separate compile step. All MoonsScript files are compiled in
memory as they are run.
$ moon my_script.moon
Any MoonScript files that are required will also be compiled and run automatically.
When an error occurs during runtime, the stack trace is rewritten to give line
numbers from the original .moon
file.
If you want to disable error rewriting, you can pass the
-d
flag. A full list of flags can be seen by passing the -h
or --help
flag.
moonc
moonc
is used for transforming MoonsScript files into Lua files.
It takes a list of files, compiles them all, and creates the associated .lua
files in the same directories.
$ moonc my_script1.moon my_script2.moon ...
You can control where the compiled files are put using the -t
flag, followed
by a directory.
moonc
can also take a directory as an argument, and it will recursively scan
for all MoonScript files and compile them.
moonc
can write to standard out by passing the -p
flag.
The -w
flag can be used to enable watch mode. moonc
will stay running, and
watch for changes to the input files. If any of them change then they will be
compiled automatically.
A full list of flags can be seen by passing the -h
or --help
flag.
License (MIT)
Copyright (C) 2013 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.