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1326 lines
37 KiB
Markdown
target: reference/index
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template: reference
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title: MoonScript v0.2.1 - Language Guide
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short_name: lang
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--
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MoonScript is a programming language that compiles to
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[Lua](http://www.lua.org). This guide expects the reader to have basic
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familiarity with Lua. For each code snippet below, the MoonScript is on the
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left and the compiled Lua is on right right.
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This is the offical language reference manual, installation directions and the
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homepage are located at <http://moonscript.org>.
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<div class="github-buttons">
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<iframe src="http://ghbtns.com/github-btn.html?user=leafo&repo=moonscript&type=watch&count=true" allowtransparency="true" frameborder="0" scrolling="0" width="110px" height="20px"></iframe>
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<iframe src="http://ghbtns.com/github-btn.html?user=leafo&repo=moonscript&type=fork&count=true" allowtransparency="true" frameborder="0" scrolling="0" width="95px" height="20px"></iframe>
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</div>
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# The Language
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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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```moon
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hello = "world"
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a,b,c = 1, 2, 3
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```
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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. They are aliases for their expanded equivalents.
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```moon
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x = 0
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x += 10
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s = "hello "
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s ..= "world"
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```
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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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Comments are not written to the output.
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```moon
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-- I am a comment
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```
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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. Additionally
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`!=` is as an alias for `~=`.
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## Function Literals
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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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```moon
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my_function = ->
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my_function() -- call the empty function
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```
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The body of the function can either be one statement placed directly after the
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arrow, or it can be a series of statements indented on the following lines:
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```moon
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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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```
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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. The `!` invocation is the preferred way to call
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functions with no arguments.
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```moon
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func_a!
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func_b()
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```
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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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```moon
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sum = (x, y) -> print "sum", x + y
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```
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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. When chaining together function
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calls, the arguments are applied to the closest function to the left.
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```moon
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sum 10, 20
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print sum 10, 20
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a b c "a", "b", "c"
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```
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In order to avoid ambiguity in when calling functions, parentheses can also be
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used 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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```moon
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print "x:", sum(10, 20), "y:", sum(30, 40)
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```
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Functions will coerce the last statement in their body into a return statement,
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this is called implicit return:
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```moon
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sum = (x, y) -> x + y
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print "The sum is ", sum 10, 20
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```
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And if you need to explicitly return, you can use the `return` keyword:
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```moon
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sum = (x, y) -> return x + y
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```
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Just like in Lua, functions can return multiple values. The last statement must
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be a list of values separated by commas:
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```moon
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mystery = (x, y) -> x + y, x - y
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a,b = mystery 10, 20
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```
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### Fat Arrows
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Because it is an idiom in Lua to send an object as the first argument when
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calling a method, a special syntax is provided for creating functions which
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automatically includes a `self` argument.
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```moon
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func = (num) => self.value + num
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```
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### Argument Defaults
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It is possible to provide default values for the arguments of a function. An
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argument is determined to be empty if it's value is `nil`. Any `nil` arguments
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that have a default value will be replace before the body of the function is run.
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```moon
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my_function = (name="something", height=100) ->
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print "Hello I am", name
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print "My height is", height
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```
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An argument default value expression is evaluated in the body of the function
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in the order of the argument declarations. For this reason default values have
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access to previously declared arguments.
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```moon
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some_args = (x=100, y=x+1000) ->
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print x + y
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```
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### Considerations
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Because of the expressive parentheses-less way of calling functions, some
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restrictions must be put in place to avoid parsing ambiguity involving
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whitespace.
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The minus sign plays two roles, a unary negation operator and a binary
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subtraction operator. In order to force subtraction a space must be placed
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after the `-` operator. In order to force a negation, no space must follow
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the `-`. Consider the examples below.
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```moon
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a = x - 10
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b = x-10
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c = x -y
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```
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The precedence of the first argument of a function call can also be controlled
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using whitespace if the argument is a literal string.In Lua, it is common to
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leave off parentheses when calling a function with a single string literal.
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When there is no space between a variable and a string literal, the
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function call takes precedence over any following expressions. No other
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arguments can be passed to the function when it is called this way.
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Where there is a space following a variable and a string literal, the function
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call acts as show above. The string literal belongs to any following
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expressions (if they exist), which serves as the argument list.
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```moon
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x = func"hello" + 100
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y = func "hello" + 100
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```
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### Multi-line arguments
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When calling functions that take a large number of arguments, it is convenient
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to split the argument list over multiple lines. Because of the white-space
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sensitive nature of the language, care must be taken when splitting up the
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argument list.
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If an argument list is to be continued onto the next line, the current line
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must end in a comma. And the following line must be indented more than the
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current indentation. Once indented, all other argument lines must be at the
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same level of indentation to be part of the argument list
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```moon
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my_func 5,4,3,
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8,9,10
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cool_func 1,2,
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3,4,
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5,6,
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7,8
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```
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This type of invocation can be nested. The level of indentation is used to
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determine to which function the arguments belong to.
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```moon
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my_func 5,6,7,
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6, another_func 6,7,8,
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9,1,2,
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5,4
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```
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Because [tables](#table_literals) also use the comma as a delimiter, this
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indentation syntax is helpful for letting values be part of the argument list
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instead of being part of the table.
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```moon
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x = {
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1,2,3,4, a_func 4,5,
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5,6,
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8,9,10
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}
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```
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Although uncommon, notice how we can give a deeper indentation for function
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arguments if we know we will be using a lower indentation futher on.
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```moon
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y = { my_func 1,2,3,
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4,5,
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5,6,7
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}
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```
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The same thing can be done with other block level statements like
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[conditionals](#conditionals). We can use indentation level to determine what
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statement a value belongs to:
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```moon
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if func 1,2,3,
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"hello",
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"world"
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print "hello"
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print "I am inside if"
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if func 1,2,3,
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"hello",
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"world"
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print "hello"
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print "I am inside if"
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```
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## Table Literals
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Like in Lua, tables are delimited in curly braces.
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```moon
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some_values = { 1, 2, 3, 4 }
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```
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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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```moon
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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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```
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The curly braces can be left off if a single table of key value pairs is being
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assigned.
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```moon
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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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```
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Newlines can be used to delimit values instead of a comma (or both):
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```moon
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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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```
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When creating a single line table literal, the curly braces can also be left
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off:
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```moon
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my_function dance: "Tango", partner: "none"
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y = type: "dog", legs: 4, tails: 1
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```
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The keys of a table literal can be language keywords without being escaped:
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```moon
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tbl = {
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do: "something"
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end: "hunger"
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}
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```
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If you are constructing a table out of variables and wish the keys to be the
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same as the variable names, then the `:` prefix operator can be used:
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```moon
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hair = "golden"
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height = 200
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person = { :hair, :height, shoe_size: 40 }
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print_table :hair, :height
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```
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If you want the key of a field in the table to to be result of an expression,
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then you can wrap it in `[` `]`, just like in Lua. You can also use a string
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literal directly as a key, leaving out the square brackets. This is useful if
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your key has any special chacters.
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```moon
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t = {
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[1 + 2]: "hello"
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"hello world": true
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}
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```
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## Comprehensions
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Compiling provide a convenient syntax for constructing a new table by iterating
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over some existing object and applying an expression to its values. There are
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two kinds of comprehensions: list comprehensions and table comprehensions. They
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both produce Lua tables; _list comprehensions_ accumulate values into an
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array-like table, and _table comprehensions_ let you set both the key and the
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value on each iteration.
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### List Comprehensions
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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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```moon
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items = { 1, 2, 3, 4 }
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doubled = [item * 2 for i, item in ipairs items]
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```
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The items included in the new table can be restricted with a `when` clause:
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```moon
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iter = ipairs items
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slice = [item for i, item in iter when i > 1 and i < 3]
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```
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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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```moon
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doubled = [item * 2 for item in *items]
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```
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The `for` and `when` clauses can be chained as much as desired. The only
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requirement is that a comprehension has at least one `for` clause.
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Using multiple `for` clauses is the same as using nested loops:
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```moon
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x_coords = {4, 5, 6, 7}
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y_coords = {9, 2, 3}
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points = [{x,y} for x in *x_coords for y in *y_coords]
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```
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### Table Comprehensions
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The syntax for table comprehensions is very similar, differing by using `{` and
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`}` and taking two values from each iteration.
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This example copies the key-value table `thing`:
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```moon
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thing = {
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color: "red"
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name: "fast"
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width: 123
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}
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thing_copy = {k,v for k,v in pairs thing}
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```
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Table comprehensions, like list comprehensions, also support multiple `for` and
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`when` clauses. In this example we use a `when` clause to prevent the value
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associated with the `color` key from being copied.
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```moon
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no_color = {k,v for k,v in pairs thing when k != "color"}
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```
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The `*` operator is also supported. Here we create a square root look up table
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for a few numbers.
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```moon
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numbers = {1,2,3,4}
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sqrts = {i, math.sqrt i for i in *numbers}
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```
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The key-value tuple in a table comprehension can also come from a single
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expression, in which case the expression should return two values. The
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first is used as the key and the second is used as the value:
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In this example we convert an array of pairs to a table where the first item in
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the pair is the key and the second is the value.
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```moon
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tuples = {{"hello", "world"}, {"foo", "bar"}}
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tbl = {unpack tuple for tuple in *tuples}
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```
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### Slicing
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A special syntax is provided to restrict the items that are iterated over when
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using the `*` operator. This is equivalent to setting the iteration bounds and
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a step size in a `for` loop.
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Here we can set the minimum and maximum bounds, taking all items with indexes
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between 1 and 5 inclusive:
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```moon
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slice = [item for item in *items[1,5]]
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```
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Any of the slice arguments can be left off to use a sensible default. In this
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example, if the max index is left off it defaults to the length of the table.
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This will take everything but the first element:
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```moon
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slice = [item for item in *items[2,]]
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```
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If the minimum bound is left out, it defaults to 1. Here we only provide a step
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size and leave the other bounds blank. This takes all odd indexed items: (1, 3,
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5, ...)
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```moon
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slice = [item for item in *items[,,2]]
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```
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## For Loop
|
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There are two for loop forms, just like in Lua. A numeric one and a generic one:
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```moon
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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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```
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The slicing and `*` operators can be used, just like with comprehensions:
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```moon
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for item in *items[2,4]
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print item
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```
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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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```moon
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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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```
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A for loop can also be used an expression. The last statement in the body of
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the for loop is coerced into an expression and appended to an accumulating
|
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table if the value of that expression is not nil.
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Doubling every even number:
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|
|
|
```moon
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doubled_evens = for i=1,20
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if i % 2 == 0
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i * 2
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else
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i
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```
|
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|
Filtering out odd numbers:
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|
|
|
```moon
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my_numbers = {1,2,3,4,5,6}
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odds = for x in *my_numbers
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if x % 2 == 1 then x
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```
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For loops at the end of a function body are not accumulated into a table for a
|
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return value (Instead the function will return `nil`). Either an explicit
|
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`return` statement can be used, or the loop can be converted into a list
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|
comprehension.
|
|
|
|
```moon
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|
func_a = -> for i=1,10 do i
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func_b = -> return for i=1,10 do i
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print func_a! -- prints nil
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print func_b! -- prints table object
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```
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This is done to avoid the needless creation of tables for functions that don't
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need to return the results of the loop.
|
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|
|
## While Loop
|
|
|
|
The while loop also comes in two variations:
|
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|
|
```moon
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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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|
```
|
|
|
|
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
|
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must be explicitly returned.
|
|
|
|
## Conditionals
|
|
|
|
```moon
|
|
have_coins = false
|
|
if have_coins
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print "Got coins"
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else
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print "No coins"
|
|
```
|
|
|
|
A short syntax for single statements can also be used:
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|
|
|
```moon
|
|
have_coins = false
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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:
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|
|
|
```moon
|
|
have_coins = false
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|
print if have_coins then "Got coins" else "No coins"
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```
|
|
|
|
Conditionals can also be used in return statements and assignments:
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|
|
|
```moon
|
|
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
|
|
```
|
|
|
|
`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.
|
|
|
|
```moon
|
|
if user = database\find_user "moon"
|
|
print user.name
|
|
```
|
|
|
|
## Line Decorators
|
|
|
|
For convenience, the for loop and if statement can be applied to single
|
|
statements at the end of the line:
|
|
|
|
```moon
|
|
print "hello world" if name == "Rob"
|
|
```
|
|
|
|
And with basic loops:
|
|
|
|
```moon
|
|
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.
|
|
|
|
```moon
|
|
name = "Dan"
|
|
switch name
|
|
when "Robert"
|
|
print "You are robert"
|
|
when "Dan"
|
|
print "Your name, it's Dan"
|
|
else
|
|
print "I don't know about your name"
|
|
```
|
|
|
|
Switches can be used as expressions as well, here we can assign the result of
|
|
the switch to a variable:
|
|
|
|
```moon
|
|
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.
|
|
|
|
```moon
|
|
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:
|
|
|
|
```moon
|
|
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.
|
|
|
|
```moon
|
|
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 <code>\\</code> 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:
|
|
|
|
```moon
|
|
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:
|
|
|
|
```moon
|
|
class Person
|
|
new: =>
|
|
@clothes = {}
|
|
```
|
|
|
|
### Inheritance
|
|
|
|
The `extends` keyword can be used in a class declaration to inherit the
|
|
properties and methods from another class.
|
|
|
|
```moon
|
|
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.
|
|
|
|
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 recieves two arguments, the class that is being inherited and the
|
|
child class.
|
|
|
|
```moon
|
|
class Shelf
|
|
@__inherited: (child) =>
|
|
print @__name, "was inherited by", child.__name
|
|
|
|
-- will print: Shelf was inherited by Cupboard
|
|
class Cupboard extends Shelf
|
|
nil
|
|
```
|
|
|
|
### 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](#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 <code>\\</code> 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:
|
|
|
|
```moon
|
|
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](#function_stubs).
|
|
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.
|
|
|
|
```moon
|
|
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.
|
|
|
|
```moon
|
|
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.
|
|
|
|
```moon
|
|
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`.
|
|
|
|
```moon
|
|
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.
|
|
|
|
```moon
|
|
@@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:
|
|
|
|
```moon
|
|
class Things
|
|
@class_var = "hello world"
|
|
|
|
```
|
|
|
|
These expressions are executed after all the properties have been added to the
|
|
*base*.
|
|
|
|
|
|
### `@` 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 = (...) => @@ ...
|
|
|
|
## 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.
|
|
|
|
```moon
|
|
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:
|
|
|
|
```moon
|
|
-- 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:
|
|
|
|
```moon
|
|
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 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.
|
|
|
|
## 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:
|
|
|
|
```moon
|
|
import insert from table
|
|
```
|
|
|
|
The multiple names can be given, each separated by a comma:
|
|
|
|
```moon
|
|
import C, Ct, Cmt from lpeg
|
|
```
|
|
|
|
Sometimes a function requires that the table be sent in as the first argument
|
|
(when using the <code>\\</code> syntax). As a shortcut, we can prefix the name
|
|
with a <code>\\</code> to bind it to that table:
|
|
|
|
```moon
|
|
-- 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 <code>\\</code> which represent
|
|
those operations applied to the object we are using `with` on.
|
|
|
|
For example, we work with a newly created object:
|
|
|
|
```moon
|
|
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.
|
|
|
|
```moon
|
|
file = with File "favorite_foods.txt"
|
|
\set_encoding "utf8"
|
|
```
|
|
|
|
Or...
|
|
|
|
```moon
|
|
create_person = (name, relatives) ->
|
|
with Person!
|
|
.name = name
|
|
\add_relative relative for relative in *relatives
|
|
|
|
me = create_person "Leaf", {dad, mother, sister}
|
|
```
|
|
|
|
## 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 <code>\\</code> operator but
|
|
with no argument list provided.
|
|
|
|
```moon
|
|
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:
|
|
|
|
```moon
|
|
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.
|
|
|
|
```moon
|
|
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:
|
|
|
|
```moon
|
|
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
|
|
```
|
|
|
|
# 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.
|
|
|
|
```moon
|
|
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](http://www.lua.org/manual/5.1/manual.html#pdf-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.
|
|
|
|
## Error Rewriting
|
|
|
|
Runtime errors are given special attention when using the `moonloader`.
|
|
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:
|
|
|
|
```moon
|
|
add_numbers = (x,y) -> x + z
|
|
print add_numbers 10,0
|
|
```
|
|
|
|
The following error is generated:
|
|
|
|
moon:err.moon:1: attempt to perform arithmetic on global 'z' (a nil value)
|
|
stack traceback:
|
|
err.moon:1: in function 'add_numbers'
|
|
err.moon:2: in main chunk
|
|
|
|
Instead of the error being reported on line number 3, where it appears in the
|
|
Lua file, it is reported on line 1, where the faulty line originated. The
|
|
entire stack trace is rewritten in addition to the error.
|
|
|
|
## 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:
|
|
|
|
```moon
|
|
require "moonscript.parse"
|
|
require "moonscript.compile"
|
|
|
|
import parse, compile from moonscript
|
|
|
|
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.
|
|
|
|
```bash
|
|
$ 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](#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.
|
|
|
|
```bash
|
|
$ 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.
|
|
|
|
Combined with `linotify` on linux, the `-w` flag can be used to watch all files
|
|
that match the given search path for changes, and then compile them only when
|
|
required.
|
|
|
|
A full list of flags can be seen by passing the `-h` or `--help` flag.
|
|
|
|
# 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.
|
|
|
|
|