Lua的各种资源2
Lua Directory |
|
This page is a top level directory of all Lua content at this wiki, grouped by topic.
- Introduction to Lua
- LearningLua – introduction to Lua (a guided directory)
- LuaTutorial – an informative tutorial written and reviewed by Lua users
- SampleCode – snippets of useful Lua code
- LuaComparison – how Lua compares with other languages.
- LuaFaq – unofficial, community-maintained frequently asked questions
- LuaLinks – a hand-edited list of useful Lua links
- LuaBooks – list of books on the subject of Lua
- Language Definition and Features
- LuaShortReference – concise summary of the Lua 5.1 syntax and core libraries
- LuaReferenceManualComments – user comments and annotations on the Lua Reference Manual.
- LuaSymbols? – the purpose of symbol characters within Lua code
- LuaVirtualization – which operations can/cannot be hooked
- Lua changes – LuaFiveThree (5.3), LuaFiveTwo (5.2), MigratingToFiveOne (5.1), LuaFiveFeatures (5.0), LuaVersionCompatibility (portability across versions)
- HiddenFeatures – describes unsupported and undocumented features of the standard Lua distribution
- LuaScoping – on variable scope and upvalues
- LuaTrivia – test your Lua knowledge
- ZenOfLua – grok it
- GarbageCollection – info on Lua's garbage collection
- FloatingPoint – explains why double floating point is perfectly fine for most integer applications
- LightUserData – explains the purpose and use of lightuserdata
- SimpleCommandLineScriptExecution – execute a script
- StringIndexing – supporting index and slice operators on strings
- MechanismNotPolicy – comments on Lua's "mechanism not policy" design principle
- Code Structure / Programming Paradigms
- LocalsVsGlobals – Comparison between local and global variables
- Control structures / structured programming
- SwitchStatement – emulating a C-style switch statement in Lua (design pattern)
- GotoStatement – goto statement
- WithStatement – implementing a "with" structure (like in JavaScript? etc.)
- ContinueProposal – continue statement
- TernaryOperator – conditional expression
- Module Programming
- ModuleDefinition – approaches to define modules
- See also "Modules/Libraries" below
- ObjectOrientedProgramming – object oriented programming techniques in Lua
- CustomOperators – approaches to using custom operators
- PointAndComplex – comments on operator overloading in Lua
- AspectOrientedProgramming – coding with pointcuts [1] and advices [2] in Lua
- Declarative and Functional Programming
- NamedParameters – implementing named parameters in Lua
- FiltersSourcesAndSinks – discusses chaining of filters, which are functions that accept successive chunks of input, and produce successive chunks of output
- FiltersAndPipesReloaded – presents a coroutines based framework for working with filters and pipes
- CurriedLua – currying functions in Lua
- GenericInputAlgorithms – functional, AWK-style text processing in Lua
- FunctionalLibrary – porting several convenient functional utilities form Haskell, Python, etc.
- ShortAnonymousFunctions – expressing anonymous functions more tersely than function() return ... end
- FunctionalTuples – implementing tuples in terms functions (design pattern and tutorial)
- MutableFunctions – using functions to simulate the semantics of tables (design pattern)
- RecursiveDataTypes – handling recursive data types (design pattern and tutorial)
- ListComprehensions – list comprehension implementations
- RandomSample – lazy tables, a simple illustration of lazy evaluation (design pattern)
- FuncTables – memoization of functions using callable tables (design pattern, code, and tutorial)
- HammingNumbersVariant – enumerate hamming numbers, with lazy list (function)
- ImmutableObjects – topics of immutability/const-ness in Lua
- StructuralPatternMatching – pattern matching, ML style.
- Concurrent and Event-driven Programming
- MultiTasking – multitasking/multithreading approaches in Lua
- FiniteStateMachine – finite state machine (FSMs) (design pattern)
- Coroutines
- CopasExample – TCP socket server utilizing Copas library (examples)
- CoroutinesAsConnectionHandlers – scaffolding for handling multiple sockets using coroutines (design pattern)
- CoroutinesAsEventHandlers – scaffolding for handling event responders (design pattern)
- FunWithCoroutines – tricks using coroutines: reverse string and control inversion (design patterns)
- PcallAndCoroutines – issues with pcall and coroutines
- Source Processing / Metaprogramming
- MetaProgramming – macros, token filters, facilities for syntax extensions, and source processors
- LuaGrammar – Lua grammar, lexers, and parsers
- SourcePreprocessing – tricks to preprocess source code.
- LuaTokenParsing – altering Lua by fiddling with the token stream
- MetaLua – alternative Lua compiler with compile-time metaprogramming and syntax extensions
- MetaLuaAbstractSyntaxTree – The syntax tree produced by Metalua and consumed by various utilities
- ErrorHandling – topics on error and exception handling
- ResourceAcquisitionIsInitialization – automatically releasing acquired resources on scope exit, RAII
- BitwiseOperators – bitwise operations
- StructurePacking – pack/unpack C structure data
- FileSystemOperations – file system operations
- DatabaseAccess – database programming
- DateAndTime – date and time handling
- StringInterpolation – approaches to interpolating variables in strings
- CommandLineParsing – command-line parsing
- TypeIntrospection – determining types of objects at runtime
- UniversallyUniqueIdentifiers – various ways to created universally unique identifiers (UUID's) in Lua
- PlatformDetection – detect OS platform type from Lua
- ArtificialIntelligence – AI in Lua
- LuaDataFormats – using Lua as a data representation language
- LuaDesignPatterns – additional design patterns in Lua
- LuaHacks – unconventional approaches to problems in Lua
- Data Structures/Types – see DataStructures
- Algorithms / Data Manipulation
- CopyTable – return deep copy of table
- Ordering Iterators
- OrderedTable – iterate over tables in the order of key insertion (function and design pattern)
- OrderedTableSimple – iterate over tables in the order of key insertion (function and design pattern)
- OrderedAssociativeTable – iterate over a table using a sorted index (function and design pattern)
- RangeIterator – a 'range' iterator function that acts like basic for loops (function)
- SortedIteration – iterating a table in order by keys (function)
- SortedIterationSimple – iterating a table in order by keys (function)
- GeneralizedPairsAndIpairs – next, pairs, and ipairs reimplemented to call metamethods (design pattern and functions)
- NextMetamethodForIndexTable – next()-like function for iterating table against table __index (function and design pattern)
- Indexing
- MultipleKeyIndexing – indexing with multiple keys
- Sorting
- LazySort – sort only as much of a table as is necessary (function and tutorial)
- LuaSorting – a sample shellsort implementation in pure Lua (function)
- Search in sorted arrays
- BinarySearch – searches for a value in a sorted array via a binary search algorithm (function)
- BinaryInsert – inserts a value into a sorted array via a binary search algorithm (function)
- InterpolatingSearch – searches for a value in a sorted array via an interpolating search algorithm (function)
- StringRecipes – solutions to various common string manipulation needs
- RandomStrings – generate random strings from defined char sets (function)
- To-string conversion and output
- StringInterpolation – interpolating variables into strings in Lua (functions and design patterns)
- TableSerialization – converting tables to strings and vice versa
- LuaPrintf – emulation of printf string formatting (function)
- FormattingNumbers – format numbers in monetary format (function)
- HexDump – dump a string in typical 'hex dump' format
- Numerical: HammingNumbers | HammingWeight
- Building, Binding, and Packaging
- BuildingLua – notes on compiling Lua and some build packages
- Special linking:
- BinToCee – generate a C file to load and run a Lua program
- LuaProxyDll – create a proxy DLL for statically linked Lua
- LoadLibrary – discussion of issues with Win32 Load
Library module loading
- ApplicationBinaryInterface – notes on binary interface (ABI) compatibility in Lua modules
- EasyManualLibraryLoad – greatly simplifies manual loading of Lua 5.1 shared library
- BuildingModules – How to properly build C extension modules for Lua.
- BindingCodeToLua – how to call or bind C or C++ code to Lua
- LuaRocks – installs Lua modules as self-contained packages (with dependency info) called "rocks"
- LuaBuildSystems – Build systems implemented or expressed in Lua
- PlatformSpecific – Platform-specific breakdown of the Lua universe
- VeritasMachine – Objective-C bind of Lua on iOS, with most feature supported.
- Extending and Using Lua
- LuaAddons – a directory of "things for Lua" that are outside this site
- Modules/Libraries
- LuaForge – contains modules (and applications)
- LibrariesAndBindings – list of libraries implemented in Lua or implemented in another language (e.g. C) but having a Lua interface
- LuaRocks – installs Lua modules as self-contained packages (with dependency info) called "rocks"
- LuaSearch – intends to become a centralized locater of Lua modules and documentation
- SampleCode – modules and code snippets on this wiki
- LuaProjects – wiki pages that mirror projects
- Modifying Lua and Enhancement Proposals
- LuaPowerPatches – "mix and match"-friendly patches to the official Lua distribution
- ModifyingLua – example of changing Lua itself
- FeatureProposals – discussions about new features or feature changes.
- Problem Domains (Application Domains)
- GUI and Graphics
- AnsiTerminalColors – console colors
- Text and XML Processing
- LuaXml – methods of handling XML in Lua (Lua code and C-bindings to parsers)
- GenericInputAlgorithms – functional, AWK-style text processing in Lua
- FiltersSourcesAndSinks – discusses chaining of filters, which are functions that accept successive chunks of input, and produce successive chunks of output
- SlightlyLessSimpleLuaPreprocessor – macro processor
- TextTemplate – macro processor
- Text Editing or Formatting Lua Code
- LuaEditorSupport – syntax highlighting, auto-formatting, etc.
- SciteScripts – Lua scripts for the SciTE text editor
- SourceCodeFormatter – may be helpful to format your code for the wiki
- VmMerge – merges Lua source code with VM disassembly
- Unicode/localization/charsets
- LuaUnicode – how to use Unicode in Lua
- LuaLocales – how to use locales in Lua
- Other
- ModuleReview – modules by domain with an independent assessment of them
- LibrariesAndBindings – Lua libraries and bindings to existing libraries and environments
- Lua Implementation
- LuaSource – comments on the source code and implementation of Lua. (LuaSourceTable - some notes about Lua's table implementation)
- LuaPowerPatches – "mix and match"-friendly patches to the official Lua distribution
- ModifyingLua – example of changing Lua itself
- LuaImplementations – Reimplementations of Lua
- Code Improvement
- Quality and Testing
- ProgramAnalysis – static code analysis or dynamic program analysis) of Lua code
- UnitTesting – how to write unit tests with Lua
- DebuggingLuaCode – tools for Lua code debugging
- DetectingUndefinedVariables – detecting undefined locals
- LuaTypeChecking – approaches to type checking in Lua
- LuaStyleGuide – recommended Lua coding practices
- Performance and Optimization
- OptimisationTips – making Lua code more efficient, including profilers
- ProfilingLuaCode – profilers for Lua code.
- Security: LuaSecurity – security aspects of Lua
- Quality and Testing
- Archive (pertains to old versions of Lua)
- LuaCheia – wish to make a full-featured language based on Lua that rivals other scripting languages
- PackageSystem – an embryonic package system for Lua 5
- LuaBinaryModules – allows pre-built libraries to be loaded at runtime, providing an alternative to the usual compile and link headaches
- VisualStudioSyntaxCheck – a tool for MS Visual Studio 6.0 to check the syntax of Lua files
- LuaInRealTimePrograms
- Community
- LuaWorkShop – workshops gathering Lua users
- UserGroups – local and regional informal gatherings and groups
- LuaUses – examples of projects around the world that use Lua
- HelpWanted – listing of help wanted for community projects
- WishList – list of wished-for libraries and bindings and such
- IrcChannel – a chat room for discussing Lua
- [#LuaLang] – Twitter hashtag
- [lua-l] – Lua mailing list
- LuaDevelopmentModel – how Lua functions and evolves
- LuaStats – Lua (un)popularity statistics
- LuaNews – summary of the latest happenings in the Lua world
- lua-users website
- WikiHelp – info about how to use this wiki
- CastOfCharacters – who's who on this site
- LuaUsersLottery – how we pay for lua-users.org costs
- GuestBook – feedback about this site
RecentChanges · preferences
edit · history
Last edited January 2, 2015 1:14 am GMT (diff)
Lua的各种资源2的更多相关文章
- Lua的工具资源3
[LuaSrcDiet] (5.0.2) - 通过删除不必要的空白和注释缩减Lua文件的大小. [LuaProfiler] (5.0) - 一个用来查找Lua应用瓶颈的工具time profiler ...
- Lua的各种资源1
Libraries And Bindings LuaDirectory > LuaAddons > LibrariesAndBindings This is a list of l ...
- Mac 下纯lua(一)
Lua 介绍 什么是lua - lua是一种跨平台开发脚本语言. Lua 历史 学校 University of Rio de Janeiro 国家 巴西 作者 Roberto Ierusalimsc ...
- Redis源码学习:Lua脚本
Redis源码学习:Lua脚本 1.Sublime Text配置 我是在Win7下,用Sublime Text + Cygwin开发的,配置方法请参考<Sublime Text 3下C/C++开 ...
- U3D游戏运行时资源是如何从AB中加载出来的
以安卓为例 1,游戏启动,自定义版本管理器去安卓的持久化目录下查找我们自定久的版本管理文件 rep.db,若该文件不存在,说明这是游戏第一次启动,于是就把streammingAssets下的LUA文件 ...
- Lua语言中文手册 转载自网络
Programming in LuaCopyright ® 2005, Translation Team, www.luachina.net Programming in LuaProgramming ...
- cocos2d-x lua中实现异步加载纹理
原文地址: http://www.cnblogs.com/linchaolong/p/4033118.html 前言 问题:最近项目中需要做一个loading个界面,界面中间有一个角色人物走动的 ...
- `cocos2dx非完整` 添加xxtea加密模块
在上一篇文章中,我已经开始着手写自己的模块,也就是fw部分.其中上一篇文章中完成的是lua部分的配置解析部分,涉及一点点平台方面的封装.这一片文章我来说明一下我是如何处理cocos2dx资源加密的.首 ...
- 学习tolua#·20多个例子
初始项目搭建 clone官方库 新建unity工程 依次把官方库里的Assets和Unity5.x/Assets拷贝到项目Assets里 打开unity工程, 开始逐个学习例子,例子目录: 1. he ...
随机推荐
- lintcode-414-两个整数相除
414-两个整数相除 将两个整数相除,要求不使用乘法.除法和 mod 运算符. 如果溢出,返回 2147483647 . 样例 给定被除数 = 100 ,除数 = 9,返回 11. 标签 二分法 思路 ...
- C++ Primer Plus学习:第一章
C++入门第一章:预备知识 C++简介 C++融合了三种不同的编程方式: C语言代表的过程性语言. C++在C语言基础上添加的类代表的面向对象语言. C++模板支持的泛型编程. C++简史 20世纪7 ...
- TCP系列41—拥塞控制—4、Linux中的慢启动和拥塞避免(一)
一.Linux中的慢启动和拥塞避免 Linux中采用了Google论文的建议把IW初始化成了10了.在linux中一般有三种场景会触发慢启动过程 1.连接初始建立发送数据的时候,此时cwnd初始化为1 ...
- 设计模式PHP篇(二)————工厂模式
一个很简单的工厂模式.代码如下: <?php interface Person { public function sex(); } class Man implements Person { ...
- FreeMarker(XML模板)导出word
在项目中使用它完成的功能是按照固定的模板将数据导出到Word.比如台账.在完成后将处理过程按照台账的要求导出,有时程序中需要实现生成标准Word文档,要求能够打印,并且保持页面样式不变. 这个功能就是 ...
- html超链接返回上一页面
超链实现返回刚刚访问的网页: <a href="#" onclick="javascript:history.back(-1);"></a&g ...
- 第101天:CSS3中transform-style和perspective
一.transform-style 1.transform-style属性是3D空间一个重要属性,指定嵌套元素如何在3D空间中呈现. 有两个属性值:flat和preserve-3d. transfor ...
- UVA12545_Bits Equalizer
题目意思很简单,给你两个串,第一个串为0,1或者?,第二个串为0,1, 每次你可以对第一个串进行三种操作,1.0变为1:2.?变为0或者1:3.交换任意两个数的位置. 现在问你能否把第一个串变为第一个 ...
- AtCoder Regular Contest 074 瞎打记
(很长时间没更新了>_<) 由于机房的网总是奥妙重重,开考30多分钟之后我才登进去... 然后发现T1是个简单枚举,1A.T2是个简单优先队列,1A.T3似乎需要一点推导,先看了T4发现是 ...
- NetBeans IDE驱动报错The path to the driver executable must be set by the web driver.chrome.driver.system property......
问题:defaulstUserDataPath=C:\\Users\\user1\\AppData\\Local\\Google\\Chrome\\User Data\\Defaul 编译失败 解决 ...