More elaboration

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relt-1
2023-09-23 17:00:30 +02:00
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commit b7c22b3c7d
15 changed files with 130 additions and 29 deletions

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<!DOCTYPE html>
<script>
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@@ -44,7 +44,11 @@ pre {
<div style="margin-left:200px;">
<h1>Lua Classes</h1>
<p>If you want to create a class, you first call the <code>class()</code> function like this:</p>
<p>Let's start with an analogy. Imagine you want to make star-shaped cookies. You could of course, manually cut the baked cookie and then be left with a mess, or you could use a cookie cutter before baking it. In this analogy, the cookie is an object, the manual cutting method is using tables, and the cookie cutter is a class.</p>
<p>Before explaining what an object is, let's first take a look at how you even make a class.</p>
<p>To create a class, you first call the <code>class()</code> function like this:</p>
<pre><code>my_class = class() -- Creates a class creator
</code></pre>
@@ -72,17 +76,16 @@ end
<pre><code>another_class = class(my_class) -- Inherits from my_class
another_class.MyVar = 20.0 -- Overrides the built-in variable
function another_class.NewFunc(self,b)
another_class.MyVar = 20.0 -- Changes the existing variable
function another_class.NewFunc(self,b) -- Makes a new function
return self.MyVar-b
end
finish(another_class) -- Finishes it
another_class.MyFunc(5) -- Will return 25
another_class.NewFunc(5) -- Will return 15
</code></pre>
<p>We can now move on to objects.</p>
<hr />
<p><a href="/wiki/QScript/Lua/Objects.html">Next -></a></p>

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<!DOCTYPE html>
<script>
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@@ -69,6 +69,8 @@ export(my_class)
export(my_object)
</code></pre>
<p>That's great but now what can you do with the exported variables? That's the thing. You don't! Other scripts use the exported variables. See how and why in the next page.</p>
<hr />
<p><a href="/wiki/QScript/Lua/Objects.html">&lt;- Prev</a> |

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<!DOCTYPE html>
<script>
const documentlist = ['/wiki/index.html', '/wiki/QScript/Introduction.html', '/wiki/QScript/Lua/Classes.html', '/wiki/QScript/Lua/Exports.html', '/wiki/QScript/Lua/Imports.html', '/wiki/QScript/Lua/Objects.html', '/wiki/QScript/Tutorial/Chapter1.html']
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function updateSearch() {
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@@ -48,8 +48,9 @@ pre {
<p>Let's say that you have made a file called "MyLib.lua" inside a mod called "MyMod". These are the contents of it:</p>
<pre><code>-- MyMod/MyLib.lua
function add(a,b)
<p><small style="position:relative; top:16px;">MyMod/MyLib.lua</small></p>
<pre><code>function add(a,b)
return a + b
end
@@ -65,6 +66,8 @@ MyLib.add(5,7) -- Will return 12
<p>Importing works between other languages. So you don't need to worry about a library being written in a different language than you would like. (You could even use multiple languages in one project! Think about that!)</p>
<p>The reason why you can't use tables, is because objects, are actually shared! One script can modify it (like set a variable), and every other script will also see the change. Tables differ between languages, meaning that having to manually sync them between eachother would be a bad idea. Here, you only get a "reference" to the object. Meaning that every script sees the <em>same</em> object, not copies of it.</p>
<hr />
<p><a href="/wiki/QScript/Lua/Exports.html">&lt;- Prev</a></p>

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<!DOCTYPE html>
<script>
const documentlist = ['/wiki/index.html', '/wiki/QScript/Introduction.html', '/wiki/QScript/Lua/Classes.html', '/wiki/QScript/Lua/Exports.html', '/wiki/QScript/Lua/Imports.html', '/wiki/QScript/Lua/Intro.html', '/wiki/QScript/Lua/Objects.html', '/wiki/QScript/Tutorial/Chapter1.html']
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</script>
<style>
pre {
margin-left:16px;
background-color: #EEE;
border-color: #CCC;
border-style:solid;
border-width:1px;
}
</style>
<div style="position:fixed; display:block; top: 0px; left: 0px; height:100%; width:200px;border-color: black; border-width: 1px; border-style:solid;">
<input type="text" placeholder="search..." autocomplete="off" id="searchbox" oninput="updateSearch();" style="width:192px;">
<nav>
<ul id="searchresults">
</ul>
</nav>
</div>
<div style="margin-left:200px;">
<h1>Lua Intro</h1>
<p>The tutorial will assume that you already know the basics of Lua. If you do not know anything about it, then you can go to <a href="https://www.lua.org/pil/contents.html">the official PIL</a></p>
<p>First, let's learn about <a href="/wiki/QScript/Lua/Classes.html">Lua Classes</a></p>
</div>

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<!DOCTYPE html>
<script>
const documentlist = ['/wiki/index.html', '/wiki/QScript/Introduction.html', '/wiki/QScript/Lua/Classes.html', '/wiki/QScript/Lua/Exports.html', '/wiki/QScript/Lua/Imports.html', '/wiki/QScript/Lua/Objects.html', '/wiki/QScript/Tutorial/Chapter1.html']
const namelist = ['Wiki Intro', 'QScript Intro', 'Lua Classes', 'Lua Exports', 'Lua Imports', 'Lua Objects', 'QScript Tutorial Chapter 1']
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const namelist = ['Wiki Intro', 'QScript Intro', 'Lua Classes', 'Lua Exports', 'Lua Imports', 'Lua Intro', 'Lua Objects', 'QScript Tutorial Chapter 1']
function updateSearch() {
searchtext = document.getElementById("searchbox").value.toLowerCase();
@@ -59,6 +59,8 @@ finish(my_class) -- Finish the class
my_object = object(my_class) -- Make the object
</code></pre>
<p>Why would you use an object instead of a table? Well, you'll soon see why.</p>
<hr />
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