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- Subject: Re: Unique directions for Lua?
- From: "J. Perkins" <jason@...>
- Date: Mon, 04 Feb 2002 13:56:08 -0500
Thatcher Ulrich wrote:
On Feb 03, 2002 at 09:44 -0800, David Jeske wrote:
Some examples of items discussed on the list which might be useful
1) Memory management optimizations for small memory for embedded use
2) More real-time Garbage collection optimizations for lowering
collection pause time (as it seems Lua has been picked up among
3) code-safety features such as "require variable declarations" or
static typing (ala unrealscript)
4) compiling Lua code into C
2 and 3 (a 'global' declaration, not static typing) are close to my
Same here, especially #2.
To that list I would add: an easy-to-use source-level debugger
(several partial solutions exist), and (don't hit me!) a module
Honestly, I think a lightweight module system directly benefits my
embedding efforts, given that my embedding interests center around
game programming, which inherently involves dealing with disparate
native APIs (graphics, sound, input, networking, etc).
I could say lots more about why a module system is a good thing, but
I'll limit myself to one more point: it makes the language more
powerful, without making the core bigger.
I agree with this, but I also agree with whoever said it should
probably be a separate project. I have a module/component system in
my "research" engine that I rather like and which works very well. I
am in the process of upgrading it to work3, and at the same time
splitting it out into a standalone library. When/if I get it
finished I'll mention it here, but in the meantime, if you are
interested, you can see the whole project at http://www.379.com/f4/