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内容简介:
Lua offers a wide range of features that you can use to *** and enhance your applicati***. With this book as your guide, you’ll gain a thorough understanding of all ***ects of programming with this powerful language. The authors present the fundamentals of programming, explain standard Lua functi***, and explain how to take advantage of free Lua community resources. Complete code samples are integrated throughout the chapters to clearly *** how to apply the information so that you can quickly write your own programs.
书籍目录:
Acknowledgmens.
Introduction.
Chapter 1: Getting Situated.
Choosing How to Install Lua.
Finding Your System’s Shell.
Dealing with Tarballs and Zip Files.
Compiling Lua.
Binary Packages.
Additional Tools.
Chapter 2: First Steps.
Numbers and Arithmetic Operati***: Basic Interpreter Usage.
Interpreter Know-How.
Numerical Gotchas.
Variables and Assignment.
Strings.
Relational ***s and Boolean Values.
The nil Value.
Boolean ***s.
The Concatenation, Length, and Modulo ***s.
Automatic Conversion of Operands.
Precedence and Associativity.
Variables and Values.
Comments.
Expressi*** and Statements.
Compound Statements.
Chapter 3: Extending Lua with Functi***.
Return Values.
Chunks as Functi***.
Variable Scope.
Understanding Side Effects.
Functi*** Calling Functi***.
Functi*** as Values.
Whitespace, Semicol***, and Function Calls.
Upvalues and Closures.
Chapter 4: Working with Tables.
Tables Introduced.
A Shorter Way to Write Some Keys.
Altering a Table’s Contents.
Tables as Arrays.
Array Length.
Looping through Tables.
Tables of Functi***.
Functi*** with Variable Numbers of Arguments.
Keyword Arguments.
Different but the Same.
Building Other Data Structures from Tables.
Custom-Made Loops.
Global Variable Environments.
Chapter 5: Using Strings.
Basic String Conversion Functi***
String Length.
Converting Between Characters and Character Codes.
Formatting Strings and Numbers with string.format.
Input/Output.
Pattern-Matching.
Chapter 6: Handling and Avoiding Errors.
Kinds of Errors.
Handling Errors.
Locating Errors.
Chapter 7: Using Modules.
Interfaces and Implementati***.
The require Function.
Where to Put Modules.
Preserving a Module’s Interface.
Module Bookkeeping.
Bytecode.
Namespaces.
The module Function.
C Modules.
Chapter 8: Extending Lua’s Behavio***ith Metamethods.
Using Concatenation and Arithmetical ***s on Tables.
Relational Metamethods.
Indexing and Call Metamethods.
Non-Tables with Metamethods. 、
Non-Syntactical Metamethods.
Metamethod Applicability.
Chapter 9: Handling Events Naturally with Coroutines.
Coroutines and Program Control.
Managing Concurrent Tasks.
Retaining State.
Handling Events Simply.
Chapter 10: Looking Under the Hood.
Bytecode and luac.
Garbage Collection.
The Implementation of Tables and Strings.
The Debug Library.
Chapter 11: Exploring Lua’s Libraries.
Core Library.
Coroutine Library.
Package Library.
String Library.
Table Library.
Math Library.
Input/Output Library.
Operating System Library.
Debugging Library.
Chapter 12: Using Community Libraries.
Library Overview.
How Lua In***cts with Libraries.
The pack Binary Structuring Library.
The cURL File Transfer Library.
The gd Graphics Library.
The SQLite Database Library.
Chapter 13: Interfacing Lua with Other Languages.
How C Programs Use Lua.
Communicating Between Lua and C.
Calling Lua from C.
Working with Userdata.
Indexing Values in C.
Retaining Values in C.
Layering Your Extension Library.
Chapter 14: Managing Information with Databases.
Some Basic Relational Database Concepts.
SQL, LuaSQL, and MySQL.
Chapter 15: Programming for the Web.
A Web Server Primer.
Dynamic Web Content.
Executing CGI Scripts.
Installing a Web Server.
Testing Your Web Serve***ith Static Content.
Serving Dynamic Web Content.
In***ctive CGI Applicati***.
The Kepler Project.
Chapter 16: Connecting to a Larger World.
Installing LuaSocket.
Network Overview.
Using LuaSocket for Network Communication.
Handling Multiple Persistent Connecti***.
The Application Protocols.
Networking with Lua and Streams.
Chapter 17: Programming Games with Lua.
Understanding Why and When to Use Lua.
Simple 2-D Action Game Using SDL.
Chapter 18: Carrying Lua with You.
Getting Started with Plua.
Exploring Plua’s Features.
Plua on the Mothership.
Programming with Plua.
Chapter 19: Fitting into the Lua Community.
The Lua Web Site.
The Lua Reference Manual.
Framing Questi***.
The Lua Mailing List.
The Lua Chat Room.
Forums.
The Lua Wiki.
LuaF***e.
Annual Workshops.
Appendix A: Answers.
Index.
作者介绍:
Between his first programs submitted to a Burroughs 5500 on Hollerith punch cards and his latest programs
tapped into a Palm Pilot, Kurt Jung has been the principal programmer on various projects ranging from
airline yield management to state machine–driven workflow.
Aaron Brown began programming in elementary school on a Commodore 64. He plays various musical
instruments and speaks Esperanto.
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书籍介绍
Lua offers a wide range of features that you can use to *** and enhance your applicati***. With this book as your guide, you’ll gain a thorough understanding of all ***ects of programming with this powerful language. The authors present the fundamentals of programming, explain standard Lua functi***, and explain how to take advantage of free Lua community resources. Complete code samples are integrated throughout the chapters to clearly *** how to apply the information so that you can quickly write your own programs.
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