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- Subject: Re: Testing LUA: verify the correctness of a UTF16 LUA port
- From: Joshua Jensen <jjensen@...>
- Date: Wed, 14 Oct 2009 20:22:37 -0600
----- Original Message -----
From: David Dunham
Date: 10/14/2009 6:58 PM
I used the LuaPlus wide character string support to ship games to the
Japanese market. For a computer/console game, there is almost always a
known quantity of glyphs for a given language when localizing its string
tables. Wide character string support covers this nicely.
On 14 Oct 2009, at 15:57, uri cohen wrote:
I assume you're aware that not all Unicode characters fit in 16 bits
-- I never know if Windows wide character support realizes this.
This is a version of
LUA where all internal strings are UTF16 (wide characters) rather than
chars, not a version with two types of strings like LuaState.
LuaPlus achieves this via a C-like string representation:
HelloWorld = L"Hello world!"
Wide string hex representations of unprintable characters are as follows:
RandomCharacters = L"\x80fe\xabcd\x1234"
Of course, core Lua can support the string above, but what it can't do
is proper endian conversion of the individual characters. Since it is
known the string is wide, LuaPlus endian converts each character as
LuaPlus supports one other useful wide string feature. It knows how to
read a UCS-2 encoded Lua source file. Instead of using the escape
sequences in RandomCharacters above, the actual glyphs can be inserted
into the file.
I apologize for hijacking the thread, but I really do feel it is useful
to have wide character string support for my work within the games
industry. For applications, wide characters may be worthless.