This document is a term paper on the programming language Lua submitted by Varun Sharma to Amity University. It includes a declaration signed by Varun stating that the work is original, a certificate signed by his professor confirming his work, and an index of sections to be covered in the paper. The paper will provide an introduction to Lua, discuss its history and evolution, benefits, and how to program in Lua. It will also compare Lua to other scripting languages.
Lua is a lightweight scripting language designed in 1993 to meet the increasing demand for customization of software. It is embedded in many applications like Photoshop Lightroom, games like Angry Birds, and the World of Warcraft. Lua is useful for customizing applications by extending their functionality through a simple scripting language that is fast, lightweight, cross-platform, and embeddable in C/C++ and Java applications. It allows modifying application screens and themes as well as future extensions according to merchant requirements through its simple syntax.
The document provides an overview of the Lua programming language. It covers Lua's data types including numbers, strings, booleans, tables, functions, threads, and users. It also discusses Lua's control structures such as if/else, while, for, and repeat. Additionally, the document outlines Lua's basic syntax for functions, variables, operators, and comments. The goal of the document is to introduce programmers to the core components of the Lua language.
O documento discute mecanismos de reutilização de código em programação orientada a objetos, especificamente composição e herança. A composição permite que uma classe utilize instâncias de outras classes, enquanto a herança permite que novas classes sejam criadas como extensões de classes existentes. Exemplos ilustram como essas técnicas podem ser aplicadas em Java.
O documento apresenta vários conceitos fundamentais sobre algoritmos e programação, incluindo:
- Exemplos de algoritmos textuais informais para receitas e montagem de aeromodelos.
- Representações gráficas de algoritmos para troca de pneu.
- Definições formais de algoritmos, sistemas computacionais e linguagens de programação.
- Noções de lógica e operações lógicas como AND, OR e NOT.
This document outlines an object-oriented programming course. The course aims to teach OOP concepts like encapsulation, inheritance and polymorphism using C++. It will cover basic building blocks like classes and objects, access specifiers, constructors, destructors, function overloading and more. Students are expected to have experience in C and knowledge of functions, structures and pointers. The goal is to learn OOP principles, practice coding, and ask questions.
O documento discute o modificador static em Java. Ele explica que variáveis, métodos, classes internas e blocos de inicialização podem ser declarados como static, mas não construtores, classes, interfaces ou variáveis locais. Ele também explica que atributos e métodos static pertencem à classe ao invés de objetos individuais, e fornece exemplos de quando eles devem ser usados.
Essa apresentação passa uma visão de avaliação da linguagem Ruby, como Legibilidade, Redigibilidade, Confiabilidade.
Também cita características que enriquece a linguagem Ruby.
O documento apresenta uma agenda para um módulo sobre linguagem de programação Java. A agenda inclui tópicos como introdução, revisão de conceitos, arrays, desenho avançado de classes, tratamento de erros e exceções, desenvolvimento de aplicações, interfaces gráficas, programação para rede e programação multi-tarefa.
Lua is a lightweight scripting language designed in 1993 to meet the increasing demand for customization of software. It is embedded in many applications like Photoshop Lightroom, games like Angry Birds, and the World of Warcraft. Lua is useful for customizing applications by extending their functionality through a simple scripting language that is fast, lightweight, cross-platform, and embeddable in C/C++ and Java applications. It allows modifying application screens and themes as well as future extensions according to merchant requirements through its simple syntax.
The document provides an overview of the Lua programming language. It covers Lua's data types including numbers, strings, booleans, tables, functions, threads, and users. It also discusses Lua's control structures such as if/else, while, for, and repeat. Additionally, the document outlines Lua's basic syntax for functions, variables, operators, and comments. The goal of the document is to introduce programmers to the core components of the Lua language.
O documento discute mecanismos de reutilização de código em programação orientada a objetos, especificamente composição e herança. A composição permite que uma classe utilize instâncias de outras classes, enquanto a herança permite que novas classes sejam criadas como extensões de classes existentes. Exemplos ilustram como essas técnicas podem ser aplicadas em Java.
O documento apresenta vários conceitos fundamentais sobre algoritmos e programação, incluindo:
- Exemplos de algoritmos textuais informais para receitas e montagem de aeromodelos.
- Representações gráficas de algoritmos para troca de pneu.
- Definições formais de algoritmos, sistemas computacionais e linguagens de programação.
- Noções de lógica e operações lógicas como AND, OR e NOT.
This document outlines an object-oriented programming course. The course aims to teach OOP concepts like encapsulation, inheritance and polymorphism using C++. It will cover basic building blocks like classes and objects, access specifiers, constructors, destructors, function overloading and more. Students are expected to have experience in C and knowledge of functions, structures and pointers. The goal is to learn OOP principles, practice coding, and ask questions.
O documento discute o modificador static em Java. Ele explica que variáveis, métodos, classes internas e blocos de inicialização podem ser declarados como static, mas não construtores, classes, interfaces ou variáveis locais. Ele também explica que atributos e métodos static pertencem à classe ao invés de objetos individuais, e fornece exemplos de quando eles devem ser usados.
Essa apresentação passa uma visão de avaliação da linguagem Ruby, como Legibilidade, Redigibilidade, Confiabilidade.
Também cita características que enriquece a linguagem Ruby.
O documento apresenta uma agenda para um módulo sobre linguagem de programação Java. A agenda inclui tópicos como introdução, revisão de conceitos, arrays, desenho avançado de classes, tratamento de erros e exceções, desenvolvimento de aplicações, interfaces gráficas, programação para rede e programação multi-tarefa.
Aqui são apresentados conceitos básicos a plataforma Java. Simples e rápido.
/**Depois que entrei no mundo Java, começei a procurar por conteúdo na internet para estudar, então me deparei com um ótimo site, http://www.argonavis.com.br, de um grande cara chamado Helder Rocha, que disponibiliza este mesmo conteúdo em seu site também. Obrigado pela ajuda a comunidade.*/
Polymorphism in java, method overloading and method overridingJavaTportal
Polymorphism come from the two Greek words ‘poly’ meaning many and ‘morphs” meaning forms. The ability to exist in different form is called polymorphism. The same variable or method can perform different tasks; the programmer has the advantage of writing flexible code.
Este documento apresenta os conteúdos e conceitos sobre mecanismos de controlo de execução no módulo 2 de Programação e Sistemas de Informação, incluindo estruturas de decisão, seleção múltipla e repetição, bem como noções básicas de C++.
• Usar estruturas de controle de repetição (while, do-while e for) que permitem a
repetição da execução de partes específicas do código
• Usar declarações de interrupção (break, continue e return ) que permitem o redirecionamento do fluxo do programa
An exception is a problem that arises during the time of execution of program. An exception can occur for many different reasons, including the following.
A user has enter invalid data.
A file that needs to be opened cannot be found.
A network connection has been lost in the middle of communicatons,or the JVM has run out of memory.
Some of these exception are caused by user error, others by programmer error, and others by physical resources, that have failed in some manner.
O documento introduz conceitos básicos de algoritmos e lógica de programação. Explica que algoritmos são sequências ordenadas de passos para resolver problemas. Apresenta um exemplo de algoritmo para troca de lâmpada queimada e várias versões com níveis diferentes de detalhamento dos passos.
Recursion in c++.
The document discusses recursion, which is a programming technique where a function calls itself. It provides examples of using recursion to calculate the factorial of a number and to generate the Fibonacci series. Specifically, it shows a recursive function that calls itself with decreasing arguments to repeatedly multiply numbers to calculate a factorial, and another recursive function that calls itself twice, each time with decreasing arguments, to add the previous two values in the Fibonacci series.
ABORDAGEM DE JOGOS DIGITAIS: ANÁLISE E INVERSÃO DA MECÂNICA NO JOGO ALEX KIDD...Eliney Sabino
Analisar artefatos que identifiquem o jogo como clássico, bem com sua jogabilidade, mecânica, descrever a experiência do usuário, representando em diagramas a identificação dos estados do jogo, baseando em conceitos de Programação Orientada a Objetos e de Engenharia de Software voltados à área de jogos.
Java has two types of data types - primitive and non-primitive. Primitive types include integer, character, boolean, and floating point types like float and double which are used to represent numbers with decimals. Non-primitive types include classes, interfaces, and arrays. A variable in Java is a memory location that can store a value, and there are different types of variables including instance variables, class variables, local variables, and parameters. Variables are declared with a data type and name, and can be initialized with a value.
This document discusses abstract classes and interfaces in Java. It explains that abstract classes can contain abstract methods that subclasses must implement. Interfaces also declare methods but do not provide implementations - classes that implement interfaces must define those methods. The document provides examples of abstract classes and interfaces, and how they allow classes to fulfill multiple roles by implementing multiple interfaces. It also discusses adapter classes that implement interfaces but provide empty method bodies that subclasses can override selectively.
C programming is a widely used programming language. The document provides an overview of key concepts in C programming including variables, data types, operators, decision and loop control statements, functions, pointers, arrays, strings, structures, and input/output functions. It also provides examples to illustrate concepts like arrays, strings, functions, pointers, and structures. The main function is the entry point for all C programs where code execution begins.
O documento discute os conceitos de sobrecarga e sobreposição de métodos em programação orientada a objetos. A sobrecarga permite a criação de métodos com o mesmo nome mas assinaturas diferentes, enquanto a sobreposição ocorre quando subclasses implementam versões específicas de métodos herdados. O documento fornece exemplos de como aplicar corretamente esses conceitos e as regras para sua utilização.
Aula 09 da disciplina de Programação Orientada a Objetos, ministrada pelo Departamento de Computação da Universidade Federal de Sergipe.
Apresenta os conceitos sobre herança.
The document discusses constructors and destructors in C++. It defines constructors as special member functions that are used to construct an object's memory and provide initialization. Destructors are special member functions used to destroy an object's memory. The document provides details on the syntax, usage, and types of constructors and destructors. It includes examples to illustrate default constructors, parameterized constructors, copy constructors, and the use of constructors and destructors.
O documento discute estruturas de controle de decisão e repetição em Java, incluindo if/else, switch/case, while, for e declarações de interrupção. Ele também fornece exemplos de como usar essas estruturas para direcionar o fluxo de um programa.
The document discusses different types of looping statements in programming languages. It describes while loops, do-while loops, and for loops. While and for loops are pretest loops, where the condition is tested before each iteration. Do-while loops are posttest loops, where the condition is tested after each iteration, ensuring the body executes at least once. Syntax and examples are provided for each loop type to illustrate their usage and output.
Aula 03 - Introdução aos Diagramas de AtividadeAlberto Simões
Introdução aos Diagramas de Atividade (UML) para a disciplina de Planeamento de Sistemas de Informação do Mestrado em Informação Empresarial da Escola Superior de Estudos Industriais e de Gestão do Instituto Politécnico do Porto.
This document provides an overview of object-oriented programming concepts including classes, objects, inheritance, abstraction, encapsulation, and polymorphism. It defines OOP as an engineering approach for building software systems based on modeling real-world entities as classes and objects that exchange messages. Key concepts are explained such as classes defining attributes and behaviors of objects, objects being instances of classes, and communication between objects occurring through messages. The four main principles of OOP - inheritance, abstraction, encapsulation, and polymorphism - are also summarized.
O documento discute frameworks, definindo-os como conjuntos de classes que colaboram para realizar tarefas em domínios específicos de uma aplicação. Explora as vantagens dos frameworks, como redução de custos e tempo de desenvolvimento, e características como reusabilidade, extensibilidade e inversão de controle. Também examina tecnologias comumente embutidas em frameworks, como MVC, ORM e AJAX.
This document discusses multimedia capabilities in .NET, including System.Drawing for basic 2D graphics, and Managed DirectX for more advanced multimedia. Managed DirectX provides APIs for 3D graphics (Direct3D), input (DirectInput), audio (DirectSound), and other functionality via a managed code wrapper for DirectX. It discusses using these APIs for tasks like playing audio and video files, capturing input, and 3D graphics rendering. Overall, the document provides an overview of multimedia capabilities in .NET via Managed DirectX.
This document provides an introduction to DirectX, including:
- A brief history of DirectX and overview of its capabilities for 2D/3D graphics, sound, input handling, and as an alternative to OpenGL.
- Explanations of core DirectX concepts like devices, device contexts, and swap chains for buffer management.
- An overview of the initialization process including setting up the swap chain and render targets.
- Details on rendering basics like viewports, presenting results, and using shaders.
- Code snippets demonstrating window creation, message processing, and DirectX object handling.
Aqui são apresentados conceitos básicos a plataforma Java. Simples e rápido.
/**Depois que entrei no mundo Java, começei a procurar por conteúdo na internet para estudar, então me deparei com um ótimo site, http://www.argonavis.com.br, de um grande cara chamado Helder Rocha, que disponibiliza este mesmo conteúdo em seu site também. Obrigado pela ajuda a comunidade.*/
Polymorphism in java, method overloading and method overridingJavaTportal
Polymorphism come from the two Greek words ‘poly’ meaning many and ‘morphs” meaning forms. The ability to exist in different form is called polymorphism. The same variable or method can perform different tasks; the programmer has the advantage of writing flexible code.
Este documento apresenta os conteúdos e conceitos sobre mecanismos de controlo de execução no módulo 2 de Programação e Sistemas de Informação, incluindo estruturas de decisão, seleção múltipla e repetição, bem como noções básicas de C++.
• Usar estruturas de controle de repetição (while, do-while e for) que permitem a
repetição da execução de partes específicas do código
• Usar declarações de interrupção (break, continue e return ) que permitem o redirecionamento do fluxo do programa
An exception is a problem that arises during the time of execution of program. An exception can occur for many different reasons, including the following.
A user has enter invalid data.
A file that needs to be opened cannot be found.
A network connection has been lost in the middle of communicatons,or the JVM has run out of memory.
Some of these exception are caused by user error, others by programmer error, and others by physical resources, that have failed in some manner.
O documento introduz conceitos básicos de algoritmos e lógica de programação. Explica que algoritmos são sequências ordenadas de passos para resolver problemas. Apresenta um exemplo de algoritmo para troca de lâmpada queimada e várias versões com níveis diferentes de detalhamento dos passos.
Recursion in c++.
The document discusses recursion, which is a programming technique where a function calls itself. It provides examples of using recursion to calculate the factorial of a number and to generate the Fibonacci series. Specifically, it shows a recursive function that calls itself with decreasing arguments to repeatedly multiply numbers to calculate a factorial, and another recursive function that calls itself twice, each time with decreasing arguments, to add the previous two values in the Fibonacci series.
ABORDAGEM DE JOGOS DIGITAIS: ANÁLISE E INVERSÃO DA MECÂNICA NO JOGO ALEX KIDD...Eliney Sabino
Analisar artefatos que identifiquem o jogo como clássico, bem com sua jogabilidade, mecânica, descrever a experiência do usuário, representando em diagramas a identificação dos estados do jogo, baseando em conceitos de Programação Orientada a Objetos e de Engenharia de Software voltados à área de jogos.
Java has two types of data types - primitive and non-primitive. Primitive types include integer, character, boolean, and floating point types like float and double which are used to represent numbers with decimals. Non-primitive types include classes, interfaces, and arrays. A variable in Java is a memory location that can store a value, and there are different types of variables including instance variables, class variables, local variables, and parameters. Variables are declared with a data type and name, and can be initialized with a value.
This document discusses abstract classes and interfaces in Java. It explains that abstract classes can contain abstract methods that subclasses must implement. Interfaces also declare methods but do not provide implementations - classes that implement interfaces must define those methods. The document provides examples of abstract classes and interfaces, and how they allow classes to fulfill multiple roles by implementing multiple interfaces. It also discusses adapter classes that implement interfaces but provide empty method bodies that subclasses can override selectively.
C programming is a widely used programming language. The document provides an overview of key concepts in C programming including variables, data types, operators, decision and loop control statements, functions, pointers, arrays, strings, structures, and input/output functions. It also provides examples to illustrate concepts like arrays, strings, functions, pointers, and structures. The main function is the entry point for all C programs where code execution begins.
O documento discute os conceitos de sobrecarga e sobreposição de métodos em programação orientada a objetos. A sobrecarga permite a criação de métodos com o mesmo nome mas assinaturas diferentes, enquanto a sobreposição ocorre quando subclasses implementam versões específicas de métodos herdados. O documento fornece exemplos de como aplicar corretamente esses conceitos e as regras para sua utilização.
Aula 09 da disciplina de Programação Orientada a Objetos, ministrada pelo Departamento de Computação da Universidade Federal de Sergipe.
Apresenta os conceitos sobre herança.
The document discusses constructors and destructors in C++. It defines constructors as special member functions that are used to construct an object's memory and provide initialization. Destructors are special member functions used to destroy an object's memory. The document provides details on the syntax, usage, and types of constructors and destructors. It includes examples to illustrate default constructors, parameterized constructors, copy constructors, and the use of constructors and destructors.
O documento discute estruturas de controle de decisão e repetição em Java, incluindo if/else, switch/case, while, for e declarações de interrupção. Ele também fornece exemplos de como usar essas estruturas para direcionar o fluxo de um programa.
The document discusses different types of looping statements in programming languages. It describes while loops, do-while loops, and for loops. While and for loops are pretest loops, where the condition is tested before each iteration. Do-while loops are posttest loops, where the condition is tested after each iteration, ensuring the body executes at least once. Syntax and examples are provided for each loop type to illustrate their usage and output.
Aula 03 - Introdução aos Diagramas de AtividadeAlberto Simões
Introdução aos Diagramas de Atividade (UML) para a disciplina de Planeamento de Sistemas de Informação do Mestrado em Informação Empresarial da Escola Superior de Estudos Industriais e de Gestão do Instituto Politécnico do Porto.
This document provides an overview of object-oriented programming concepts including classes, objects, inheritance, abstraction, encapsulation, and polymorphism. It defines OOP as an engineering approach for building software systems based on modeling real-world entities as classes and objects that exchange messages. Key concepts are explained such as classes defining attributes and behaviors of objects, objects being instances of classes, and communication between objects occurring through messages. The four main principles of OOP - inheritance, abstraction, encapsulation, and polymorphism - are also summarized.
O documento discute frameworks, definindo-os como conjuntos de classes que colaboram para realizar tarefas em domínios específicos de uma aplicação. Explora as vantagens dos frameworks, como redução de custos e tempo de desenvolvimento, e características como reusabilidade, extensibilidade e inversão de controle. Também examina tecnologias comumente embutidas em frameworks, como MVC, ORM e AJAX.
This document discusses multimedia capabilities in .NET, including System.Drawing for basic 2D graphics, and Managed DirectX for more advanced multimedia. Managed DirectX provides APIs for 3D graphics (Direct3D), input (DirectInput), audio (DirectSound), and other functionality via a managed code wrapper for DirectX. It discusses using these APIs for tasks like playing audio and video files, capturing input, and 3D graphics rendering. Overall, the document provides an overview of multimedia capabilities in .NET via Managed DirectX.
This document provides an introduction to DirectX, including:
- A brief history of DirectX and overview of its capabilities for 2D/3D graphics, sound, input handling, and as an alternative to OpenGL.
- Explanations of core DirectX concepts like devices, device contexts, and swap chains for buffer management.
- An overview of the initialization process including setting up the swap chain and render targets.
- Details on rendering basics like viewports, presenting results, and using shaders.
- Code snippets demonstrating window creation, message processing, and DirectX object handling.
Teaching Digital Composition: Tips, Approaches, & BenefitsAmy Goodloe
These are the notes for a talk I gave at Emory University, for their Symposium on Digital Publication, Undergraduate Research, and Writing in January 2013.
Original productions in Egypt and the UAE in 2014 focused mainly on fiction and portraying social situations through comedy. In Egypt, series like Ana We Baba We Mama on Dream 2 and Sahib Al Saada on MBC Mars used comedy to explore conflicts between generations and family issues. Story based series about women like Sarya Abdeen on MBC1 also examined social themes. While local productions increased, foreign shows still comprised a large portion of programming, with MBC Group importing many American, Turkish, and South Korean titles that were popular across the region. Co-productions with countries outside the Arab world were growing but still relatively small.
Fantine uses figurative language in her final moments. She is compared to a peasant through metaphor and her frail condition foreshadows her impending death. A simile likens Fantine to a winged angel as her body trembles, implying she will soon gain angelic wings. Vivid imagery depicts Fantine's joyful reaction to news of her daughter's arrival. An illusion is that Fantine still pictures her daughter as a little child though time has passed.
This chapter discusses controller design for power electronics. It begins by introducing negative feedback loops and their effects of reducing disturbances and making the output insensitive to variations in the forward path. Key terms like open-loop, closed-loop, loop gain, and transfer functions are defined. Stability is then analyzed using the phase margin test, which evaluates the phase of the loop gain at the crossover frequency to determine if the closed-loop system contains any right half-plane poles. The chapter covers designing compensators to shape the loop gain for stability and performance. It concludes with measuring loop gains using injection techniques.
This document discusses how the author's favorite fencing coaches, Stepankin Sergey Nikolayevich and Samigulina Adylya Faritovna, changed their life over 7 years of training. The coaches helped create a new character for the author by teaching them to be determined, strong, and able to control their emotions. The author believes some people are born to be coaches because they can serve as both coaches and friends. While the author has finished their sports career, they continue a healthy lifestyle and cannot imagine life without sport.
El documento presenta la organización de los aprendizajes de español para el primer grado. Está dividido en cinco bloques distribuidos a lo largo del ciclo escolar, cada uno conformado por tres proyectos didácticos correspondientes a los ámbitos de Estudio, Literatura y Participación Social. Cada proyecto describe las prácticas sociales del lenguaje, tipos de textos, competencias, aprendizajes esperados y temas de reflexión; y concluye con una producción final.
This document discusses DC generators and motors. It begins by explaining how a rotating loop of wire in a magnetic field produces an alternating current (AC). It then describes how using split rings and brushes converts this to direct current (DC) in a generator. The key parts of a DC generator are identified as the stator, rotor and commutator. Expressions are given for the generated voltage in terms of machine parameters like speed, flux and number of turns. Different methods of field excitation like shunt, series and compound connections are explained. The buildup process of a self-excited shunt generator is described. External characteristics graphs of voltage versus current are shown for separately and shunt excited generators.
El documento presenta los estándares de matemáticas para tercer grado de primaria. Estos estándares se organizan en tres ejes: sentido numérico y pensamiento algebraico, forma, espacio y medida, y actitud hacia el estudio de las matemáticas. Cada eje contiene temas y estándares específicos relacionados con los objetivos de aprendizaje para tercer grado.
Image morphing has been the subject of much attention in recent years. It has proven to be a powerful visual effects tool
in film and television, depicting the fluid transformation of one digital image into another. This paper reviews the growth of this field
and describes recent advances in image morphing in terms of three areas: feature specification, warp generation methods, and
transition control. These areas relate to the ease of use and quality of results. We will describe the role of radial basis functions, thin
plate splines, energy minimization, and multilevel free-form deformations in advancing the state-of-the-art in image morphing. A
comparison of various techniques for morphing one digital image in to another is made. We will compare various morphing techniques
such as Feature based image morphing, Mesh and Thin Plate Splines based image morphing based on different attributes such as
Computational Time, Visual Quality of Morphs obtained and Complexity involved in Selection of features. We will demonstrate the
pros and cons of various techniques so as to allow the user to make an informed decision to suit his particular needs. Recent work on a
generalized framework for morphing among multiple images will be described.
Heathrow Airport - Refurbishment of Terminal 1Yash Mittal
A presentation on the Refurbishment of Heathrow Airport - Terminal 1 and how Project Management played a big role in its successful completion on time.
A brief presentation on Microsoft's Graphics platform - DirectX. The presentation explains the need for DirectX and how it came into being. It explains the Architecture in detail including the components which make up DirectX. The presentation then gives a short version history of DirectX and makes some points on the latest version, known as DirectX 12.
Games can effectively support language learning in several ways. They add interest, provide context for meaningful communication, involve multiple language skills, lower anxiety, and connect to different types of intelligence. Games should be used strategically - as fillers, integrated into lessons, or for practicing and recycling language. They can be linguistic games focusing on accuracy or communicative games emphasizing information exchange. Games are commonly classified into categories like sorting, information gap, guessing, searching, matching, labeling, exchanging, board games, and role plays.
El documento describe las características de la Web 2.0, incluyendo que permite a los usuarios interactuar y cambiar contenido en el sitio web, a diferencia de sitios web pasivos donde los usuarios solo ven información. Transforma a los usuarios de meros buscadores pasivos a entes activos que intercambian e información. Estimula la inteligencia colectiva para beneficio de todos.
Este documento describe los servicios de asesoría académica y apoyo a estudiantes en la Universidad Nacional Abierta de Venezuela. Explica que la universidad ofrece educación flexible y a distancia para personas que no pueden asistir a la universidad de forma convencional. También describe los roles y responsabilidades de los asesores académicos, como orientar a los estudiantes, revisar su trabajo y proporcionar recursos adicionales.
This document provides definitions and history of programming languages and summarizes the five best programming languages to learn. It defines a programming language as a notation for writing computer programs and algorithms. The first programming languages were developed in the 1950s to communicate instructions to computers. Major programming language paradigms like APL, ALGOL, and C emerged from the 1960s to late 1970s. The five best programming languages highlighted are Java, Ruby, Python, C/C++, and JavaScript.
Procedural Programming Of Programming LanguagesTammy Moncrief
Here is a summary of the key points about the specification of the Java programming language:
Java is an object-oriented programming language developed by Sun Microsystems. Some of the main specifications of the Java programming language include:
- Platform independence: Java code can run on any platform that has a Java virtual machine (JVM) without needing to be recompiled. This allows Java programs to run on various operating systems like Windows, Linux, macOS, etc.
- Object-oriented: Java follows the OOP paradigm with concepts like classes, objects, inheritance, polymorphism, etc. Everything in Java is an object.
- Simple, familiar and general-purpose: Java syntax is based on C and C++ but
The document discusses several popular programming languages including Java, Ruby, Python, C/C++, and JavaScript. It provides brief descriptions of the origins, uses, strengths, and weaknesses of each language. Java is described as one of the longest-standing web languages that is portable across platforms. Ruby is highlighted as being designed for readability and ease of use. Python is discussed as a scripting language that allows for rapid development. C/C++ had a significant historical influence and are still widely used. JavaScript is emphasized as fundamental to web development.
This document provides an overview of several popular programming languages:
1. BASIC was created in 1963 by John Kemen and Thomas Kurtts for use by students with little programming experience. It aimed to be simple and allow users to solve problems without extensive computer knowledge.
2. Visual Basic combines procedures and object-oriented elements. It is intended for developing Windows applications and prototypes.
3. Pascal was created by Niklaus Wirth in 1968-1969 to promote good programming style using structured programming and data. It became widely used in education and industry.
4. C was developed at Bell Labs in the early 1970s for use in the UNIX operating system. It became very popular for systems software and
The film Cold Mountain follows the journey of Inman as he tries to return home to Ada after being separated by the Civil War. The movie shows flashbacks of Inman and Ada's relationship before the war. It also shows Ada struggling to survive on her own after being left alone. The film focuses on Inman's dangerous journey back to Cold Mountain and Ada learning to take care of herself in his absence.
Computer Science Is The Study Of Principals And How The...Laura Martin
Computer science is the study of principles of how computers work, which leads to computer programming. Computer programming is the process of formulating a computing problem and developing executable programs to solve it. It is important because many everyday devices like Microsoft Word had to be programmed to function. Common programming languages include Java, Python, C, C++, Ruby, and JavaScript. As a computer programmer, there are always new languages to learn and existing ones to refresh skills in due to constantly evolving technologies.
What is the best programming language to learn if you want to work on the blo...BlockchainX
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Lua - Programming Language
1. 1
TERM PAPER
On
Title: Lua
Submitted to
Amity school of Engineering and Technology
AMITY UNIVERSITY UTTAR PRADESH
GAUTAM BUDDHA NAGAR
Guided By - Submitted By –
Guided by: Ms Rashmi Dubey Varun Sharma
Asst. prof. Computer science Dept. 3CS-5x
A2305213337
2013-17
2. 2
DECLARATION
I, Varun Sharma, student of B-TECH (CSE) hereby declare that project titled "Lua" which is
submitted by me to the department of Computer Science and Engineering, Amity school of
Engineering and Technology, Amity University Uttar Pradesh, Noida, in partial fulfillment of
requirement for the award of the degree of Bachelor of Technology in Computer Science and
Engineering, has not been previously formed the basis for the award of any degree, diploma, or other
similar title or recognition
The Author attests that permission has been obtained for the use of any copy righted material
appearing in the Dissertation/Project report other than brief excerpts requiring only proper
acknowledgement in scholarly writing and all such use is acknowledged.
Signature
Noida
Date Varun Sharma
3. 3
CERTIFICATE
This is to certify that Mr. Varun Sharma, student of B-Tech in Computer Science and
Engineering has carried out the work presented in the project entitled “Lua” as a part of first year
program of Bachelor of Technology in Computer Science and Engineering from Amity School of
Engineering and Technology, Amity University, Noida, Uttar Pradesh under my supervision.
Ms. Rashmi Dubey
Amity School of Engineering and Technology
Amity University, Noida, UP
4. 4
Index
1. Preface…………………………………………………………………………..……………………..5
2. Prerequisites…………………………………………………………………..……………………....6
2.1 Programming Paradigms……………………………………………….….…………………….6
2.2 Important Terms……………………………………………………….…….……………………7
3. Introduction………………………………………………………………….…….…………………...8
4. History……………………………………………………………………….…….……………………9
5. Benefits…………………………...………………………………………..……….……………..…..10
6. Evolution…………………………………………...……………………..………….….…………….12
7. Programming in Lua……………………………………..……………...………………….………..14
7.1 Lua VS Other Scripting Languages…………………………..…………..…………..…….....17
8. Discussion & Conclusion……………………………………………...….……………………..…….19
9. References………………………………………………………………...……………..……………..20
5. 5
1. Preface
In this term paper, my main motive will be to know about Lua and how and where it fits in
today’s scenario of software development. Starting with some basic knowledge, I will begin with the
History of Lua and then talk about the benefits it provides and then analyze various versions which
have been released and ultimately go towards the programming in Lua. After all that is said and done,
I will compare Lua’s execution timings with that of other scripting languages.
Throughout this term paper, my objective have been to gather as much as relevant
knowledge as possible and produce it in a concise yet informative matter. Excluding all the
unnecessary information and focusing on that main idea behind the language and what ways it can be
used.
6. 6
2. Prerequisites
2.1 Programming Paradigms
A programming paradigm is the basic style of programing for computers, a procedure of building
various elements and structures in a computer program. Even though there are numerous types of
programing paradigms available, we would only restrict ourselves to those used in Lua.
Scripting Languages
A Language which supports scripts, which are actually interpreted by an interpreter rather
than compiled and automate the execution of various tasks which could be executed by a
human operator one by one are called scripting languages [1]. They are also called
extension languages as they can provide extensions to already built programs (Such as
Add-ons for web browsers). They also sometimes referred to as very high-level
languages as they have a very high level of abstraction.
As stated earlier, they are interpreted and not compiled, which makes it easier for
programmers to de-bug the program or add new features without any need of re-building
the entire software. And since, Lua is dynamic in nature, programs written in it can be
dynamically altered during runtime.
Functional Programming
It is a programing paradigm which views programs with a mathematical approach and
avoids mutable data. It emphasizes more on functions which gives out same results for
same inputs, i.e. – the output does not matter upon the program state but the values input
so that if same value in entered twice at different points of time, same result is obtained.
Procedural, prototype-based Object Oriented
Lua is a Procedural, prototype-based Object Oriented language, which particularly means
– OOP concepts (Like - classes, etc.) are not ‘actually’ embedded within the language but
can be faked through ‘tables’. Procedural means the language tells the computer the step
by step process of what to do and when to do it, prototype-based means that inheritance
is achieved by cloning or duplicating the existing objects and use them as ‘prototypes’ [2]
[3].
7. 7
2.2 Important Terms
Interpreted Language
A programming language which is not pre-compiled using a compiler but is interpreted during
runtime by an interpreter which translates each of the given statement in a program into one
or more predefined procedures or subroutines which already are compiled into the machine is
known as an interpreted language [4]. Lua is one good example of it.
Subroutine
A subroutine is a succession of instructions to a program that performs a certain task which is
packaged as a single entity/unit [5].
Dynamically Typed Language
This simply means that the variables in the language does not have any ‘data types’, only the
values associated with them do and language does not have any type definitions.
Multi-Paradigm Programming Language
A programming language is called “Multi-Paradigm” if it supports more than one paradigms
for programming.
Prototype-Based Programming
It is a style of OOP in which inheritance is achieved through duplication of the objects which
then serves as prototype.
8. 8
3. Introduction
Lua is a scripting language designed by a small team of three developers - Roberto
Ierusalimschy, Waldemar Celes and Luiz Henrique de Figueiredo; at Pontifical Catholic University
(Situated in Rio de Janeiro) in 1993. It is known to be extremely lightweight (with Lua interpreter being
only about 182KB in size!), fast with less overhead, easily embeddable and powerful. Since it is
written in ANSI C, it is extensively cross-platform and able to run on virtually anything.
It have achieved an honorable place in the Gaming as well as other Industries and has been
used in various famous Softwares and Games, such as Angry Birds, Word of Warcraft, Baldur's Gate,
Apache HTTP server, Firefox Web Browser and many more! The main reason being, it can be easily
used to extend the capabilities of an existing program without any need of re-building the software. In
gaming industry, it is mainly used for scripting the AI logic. Another advantage of Lua is that - it is a
free open-source software, which is distributed under the MIT license, allowing it to be used for
virtually any purpose (commercial or non-commercial) at no cost at all!
The name Lua (Not “LUA”) is a Portuguese word meaning moon [6]. The latest version being 5.2, Lua
have had various additions to its features and implementations. However, being an open source
language, users are free to pursue using any version they wish to use for as long as they like.
9. 9
4. History
Lua was created in 1993 by a team of 3 developers from the team TecGraf, Roberto,
Waldemar Celes and Luiz Henrique at Pontific Catholic University situated in Rio de Janeiro city of
Brazil. Brazil had a really strict trade policy known as market reserve from 1977 until 1992 for
computer software and hardware. So in that scenario, it was a matter of affordability for TechGraf’s
clients which prevented from being able to buy custom-made softwares from other part of the world.
And all this lead TechGraf to build the basic tools it required from the beginning [7].
Lua’s predecessors which can also be considered its “father and mother” where the
TechGraf’s data-configuration/description languages - data-entry language (DEL) and SOL (Simple
Object Language). Both of these languages were developed independently by TechGraf during 1992-
1993 to attain additional freedom in two individual projects which they were doing for Petrobras.
Since, there was absence of flow-control structures in both DEL as well as SOL and Petrobras felt
need for addition of more programming power to their programs.
In 1993, Tcl was the only real contender as it was designed to be embedded into applications
but it had a very queer syntax, there was not much support in terms of data-description and moreover,
it ran exclusively on Unix platform. And since their clients had a diverse range of computer platforms,
it was more logical for them to create their own scripting language keeping the diversity of computer
platforms in mind and maintaining a simple syntax as their clients where not professional
programmers. As they expected their future products to also have a need to embed a scripting
language and it went with their do-it-yourself approach which they had back then, they went on to
create their own scripting language to fulfill their need for more programming power and simple syntax
for the potential users. They went on and used ANSI C to make it cross-platform and created Lua, a
successor for DEL and SOL (Which means Sun in Portuguese, so you know where Lua/Moon came
from).
10. 10
5. Benefits
It’s popular
Many industrial languages have used Lua to achieve better user experience and increase
functionality via plugins (One such example being - Adobe's Photoshop Lightroom), with
extensive focus on embedded systems (Such as the Ginga middleware, designed for digital
TV in Brazil) as well as games (Including Angry Birds, Civilization V and World of Warcraft).
As of today, Lua is the most used language in games, having multiple game Engines using it.
There have been several books published about Lua and it have a simple and detailed
manual written by its developers.
Lua is fast
When it comes to performance, Lua is amongst fastest scripting languages. Quite a lot of
tests and comparisons of execution time of Lua with other scripting languages reveal Lua as
the fastest language in the category. It is fast, not only in synthetic benchmarks but in real
world performance too, wide chunks of large applications have been written in Lua.
Additional speed can be achieved with and independent implementation of the language,
namely - LuaJit, which uses just-in-time compiler.
Lua is cross-platform
Distribution of Lua is in small packages and it is built out of the box on any platform which
comes with ANSI C library. Lua runs on various operating systems such as Windows, UNIX,
mobile platforms such as – Symbian, iOS, BREW, Windows Phone and android with support
with many mobile processors such as ARM and even on IBM mainframes, etc.
Lua is embeddable
Lua has a very small over-head and can be embedded into any application with ease. It
allows strong integration with other programming languages through its well documented and
easy to use API and its functioning can be easily extended by libraries written in various other
languages as well. Lua has not just been utilized to extend programs coded using C and C++
but also other programming languages such as C#, Ada, Java and also various scripting
languages namely Ruby and Perl.
11. 11
Lua is powerful (yet simple)
The primary concept behind the design of Lua is to offer meta-mechanisms for
implementation of various features, in place of supplying a cluster of features straight in the
language. For instance, even Lua is not really a pure OOP language, implementation of
classes and inheritance can be done through meta-mechanisms such as tables. The meta-
mechanisms present in Lua bring an economy of concepts as well as keep the language
small and provide all this while permitting extension of semantics in unconventional ways.
Lua is small
Lua’s tarball (Version 5.2.3) which comprises of both the documentation as well as the source
code, occupies only 246KB of space when compressed and 960KB when Uncompressed. So,
it does not really inflate the size of application in which it is implemented. The original source
code of only of around 20,000 lines of code in C. The Lua interpreter occupies around 182KB
when built along with all the standard libraries and the Lua library occupies around 244KB.
It’s Free!
Being an open-source software with MIT license, Lua can be used for any purpose, be it
academic or commercial at not costs at all!
12. 12
6. Evolution
Features 1.0 1.1 2.1 2.2 2.4 2.5 3.0 3.1 3.2 4.0 5.0 5.1
Constructors Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Garbage Collection Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Extensible Semantics Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Support for OOP Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Long Strings Yes Yes Yes Yes Yes Yes Yes Yes Yes
Debug API Yes Yes Yes Yes Yes Yes Yes Yes Yes
External Compiler Yes Yes Yes Yes Yes Yes Yes Yes
vararg Function Yes Yes Yes Yes Yes Yes Yes
Pattern Matching Yes Yes Yes Yes Yes Yes Yes
Conditional
Compilation
Yes Yes Yes
Anonymous Functions,
Closures
Yes Yes Yes Yes Yes
Debug Library Yes Yes Yes Yes
Multi-state API Yes Yes Yes
for Statement Yes Yes Yes
Long Comments Yes Yes
Full Lexical Scoping Yes Yes
Booleans Yes Yes
Co-Routines Yes Yes
Incremental Garbage
Collection
Yes
Module System Yes
Since its creation in 1993, Lua have seen various drastic improvements and changes. Version 1.0
was never publically available and the first public release of Lua began with 1.1 which was released
on 1994, 8 July and was free for academic purposes and any commercial use had to be negotiated
but it never was. In Feb 1995, Lua 2.1 came to the scene with support for OOP and this time, it was
freely available for all purposes. Same year, in November, version 2.2 got released with support for
long strings and a couple more features. 2.3 was never released publically and only existed in beta.
And in the next few years, various versions came in with multiple improvements, additions and bug
fixes. On April 2003, Lua 5.0 came with new MIT license having new features such as full lexical
support, Co-Routines for collaborative multi-threading and metatables. The current version of Lua is
5.2, which was released on Dec. 16, 2012 with new key features, such as – finalizers for tables, an
13. 13
emergency garbage collector, a brand new library for bitwise tables, light C functions and goto
statement support. Its latest release is 5.2.3 which was released on Dec. 07, 2013. The work for Lua
5.3 has already been initiated and beta version is available, however no release date is available for
the final version as of 23 June 2014. [8]
14. 14
7. Programming in Lua
Lua is a multi-paradigm language. It does not really have any classes but it does support the
concept of OOP by ‘faking’ classes through tables and achieving inheritance through prototype-based
programming [9]. Unlike other languages such as C, there is no need to declare any variable.
Variables can be used whenever required and they don’t require any declaration first. Moreover,
variables have no data types, only values do.
There are basically eight types present in Lua – table, userdata, nil, thread, string, Boolean,
function and number.
Table – The type tables is used for implementation of associative arrays, which means arrays
can be indexed with not just numbers but any type available in Lua apart from Nil and Nan
(Not a Number, it is used for representation of unpresentable results, for example – 0//0).
Userdata – It is utilized to store any C data into a Lua variable. Its value is actually a pointer
which points to a block of raw memory. Userdata can be further sub-divided into two different
types –
o Full userdata – In it, the management of block memory is performed by Lua.
o Light userdara – The management of memory block is handled by the host.
Nil – Its main characteristic is to be different from all the values and it signifies the absence of
useful value.
Thread – Threads are used to implement coroutines, they signify individual threads of
execution. They are different from the threads present in operating systems and Lua also
have support for threads on operating systems which do not have them.
String – A string is used for representation of immutable sequence of bytes.
Boolean – It holds value in either true or false.
Function – Lua support the functionality to call and manipulate functions which have been
written in Lua as well as C.
Number – it is used for representation of real numbers with double floating point precision.
15. 15
A simple “Hello world!” program can be as short as one line of code in Lua –
For swapping two numbers, a temporary variable is required to store the value and then copy
or mathematical addition and subtraction algorithm is required. However, it is built into Lua –
This line of code swaps the value of ‘a’ with that of ‘b’ and the value of ‘b’ with that of ‘a’.
While loop syntax in Lua –
This program will print ‘Hi’ three times.
print(“Hello world!”)
a,b = b,a
a = 5
while a>2 do
print(“Hi”)
a = a – 1
end
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An example of class in Lua –
function Gold_Reserve:new (o)
0 = 0 or
Setmetatable(o, self)
return 0
end
function Gold_Reserve:Deposit (v)
self.Existing = self.Existing + v
end
function Gold_Reserve:Retrieve (v)
if v > self.Existing then error “insufficient gold
available” end
self.Existing = self.Existing – v
end
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7.1 Lua VS Other Scripting Languages
Lua VS Ruby [10]–
18. 18
Lua VS Python [11]–
So in these benchmarks, it can be seen that Lua is a lot faster than its competing languages.
However, it needs to be noted that it is fast in terms of scripting languages, however if we compare it
with other languages such as C, it will be slower.
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8. Discussion & Conclusion
Lua is a scripting language which started as a project of a small group for their personal
projects but eventually became famous amongst programmers due to its ease of use, power, speed
of execution of commands, portability as well as small size and little over-head. Lua provides
incredible integration with other leading languages though its API libraries and have become a really
good extension language due to that fact. Many famous programs, games and game engines have
adopted it. It is really useful for game developers as it is a very secretive industry and having Lua in
their game allows modding community to mod the games without even knowing the source code of
the actual game which in turn increases the lifetime of that game, web browsers use Lua for
extensions and plugins, video games use Lua for their AI logic.
Languages like Lua gives people with no programming background an easier way to get
themselves into the field of programming without much investment of time and need of knowing the
actual background processes and provides them with a platform to begin their programming career.
All this, comes along with multiple merits and uses which not many languages are able to seize.
20. 20
9. References
[1] L. Wall, "Programming is Hard, Let's Go Scripting...," 06 12 2007. [Online]. Available:
http://www.perl.com/pub/2007/12/06/soto-11.html. [Accessed 21 05 2014].
[2] j. noble, A. Taivalsaari and I. Moore, Prototype-Based Programming: Concepts, Languages and
Applications, Springer, 1999.
[3] B. C. Pierce, "What is Object-Oriented Programming?," in Types and Programming Languages.,
MIT Press, 2002.
[4] "Interpreted Languages," 06 08 2004. [Online]. Available:
https://earthsci.stanford.edu/computing/unix/programming/interpreted/. [Accessed 03 05
2014].
[5] "Subroutine," [Online]. Available: http://www.computerhope.com/jargon/r/routine.htm.
[Accessed 03 05 2014].
[6] "About, Lua.org," [Online]. Available: http://www.lua.org/about.html#name. [Accessed 06 05
2014].
[7] R. Ierusalimschy, L. H. d. Figueiredo and W. Celes, "Prehistory," in HOPL III Proceedings of the
third ACM SIGPLAN conference on History of programming languages, Rio-d Janeiro, 2007.
[8] "Version History, Lua.Org," [Online]. Available: http://www.lua.org/versions.html. [Accessed 10
06 2014].
[9] K. Jung and A. Brown, Beginning Lua Programming, Wiley Publishing, Inc., 2007.
[10] "Ruby VS Lua," [Online]. Available:
http://benchmarksgame.alioth.debian.org/u64/benchmark.php?test=all&lang=lua&lang2=yarv
&data=u64. [Accessed 15 06 2014].
[11] "Lua VS Phython 3," [Online]. Available:
http://benchmarksgame.alioth.debian.org/u64/benchmark.php?test=all&lang=lua&lang2=pyth
on3&data=u64. [Accessed 15 06 2014].