9

in which a surprising affinity is pondered

 3 years ago
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When I got started with Lua, everything about it seemed to be the opposite of what I would like in a language, especially coming from Racket, Clojure, OCaml, and Erlang. It's unabashedly imperative, has nils everywhere, and lacks a macro system or any kind of static analysis. But now after spending over a year with it, I've developed a fondness for it, and the reasons are not what I would have expected.

The most obvious strength of Lua is its relentless simplicity. The small number of concepts you have to keep in your head when writing Lua can really help you focus, and it picks just the right concepts to build on[1]. For instance, the module system is largely just constructed out of tables and closures. What more do you need? It brings to mind the simplicity of Scheme and its "perfection is achieved when there is nothing left to remove" philosophy, but I believe Scheme's insistence on lists as the fundamental data type actually does a great disservice—fitting sequential data into an associative data type is much more natural than going the other way around[2].

There are two advanced features which can be confusing: metatables and coroutines. But when used judiciously, these can allow you to overcome the limitations of normal tables and functions in ways that feel seamless, like the way itch.io uses coroutines to hide the fact that many of its functions use asynchronous I/O and avoids structuring everything around callback soup.

Embeddability

But what you most often hear touted as Lua's appeal is actually in its ease of embedding. Now obviously when people talk about this they are usually referring to how seamless it is to add the Lua runtime to a large C program and expose its functionality to code that can be written by the end user. And this is huge; empowering users to control your programs by doing their own coding pays major dividends, and here again Lua's simplicity means more users are likely to be able to take advantage of it. But even though I don't write large C programs, I found that the ability to embed Lua execution inside a Lua program is very valuable.

This advantage is not at all intuitive if you haven't seen it, but one distinguishing factor of Lua is that it allows sandboxed execution contexts to be constructed trivially:

local chunk = assert(loadstring(user_code))
setfenv(chunk, {api = require("my.api")})
return chunk()

In these three lines the code loaded from the user_code string will run with no access to any functions outside the api table you provide. (In practice you would also include a whitelist of pure functions for tables, strings, math, etc.) But that's all it takes to allow user code to run inside your own limited sandbox.

Environments as Interfaces

Now Lua lacks any notion of first-class interfaces. The idea of passing a table in which must conform to a certain specified shape of fields and functions is fully ad-hoc and must be communicated entirely through documentation. And unfortunately it's somewhat unusual for Lua programmers to specify which functions in a module are for public consumption vs which are internal implementation details. But first-class sandboxes as extension points actually address many of the same problems as interfaces! Instead of saying "you must provide an implementation of this interface that has these fields and these functions" you can say "Provide your own code here; you will have access to call only this limited subset of functions which we've designated as a public API. The implementation details aren't even visible to you."

Now this can break down badly when the sandbox doesn't expose enough functionality to get the job done. This is why it's important not to tack on "scriptability" as a checkbox you fulfill at the end, but to embrace internal reprogrammability from the very start. If you use the same methods to build the program in the first place as the end users use to customize it, you force yourself to be honest and to give the end users everything they need.

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So from this perspective, we can agree that yes, Lua's imperative nature and sloppy semantics (especially around nils) put it at a disadvantage for large codebases vs languages that have the advantage of immutability and/or intelligent type systems. But the fact that it offers setfenv makes it uniquely suited for constructing larger codebases out of small codebases. This is the approach I take in my game Bussard, where I have four separate execution contexts, none of which have much more than 3,000 lines of code in them. Each small codebase is perfectly manageable on its own, and the interfaces between them are concise and clearly-defined despite Lua lacking first-class features for defining interfaces as we normally think of them.


[1] I have found that this simplicity also makes it a great choice for teaching programming, especially to younger kids who haven't reached the developmental stages where they can appreciate the more abstract, mathematical approach espoused by Racket.

[2] I know this method has a bad reputation because JavaScript and PHP do it very badly, but Lua shows it can be done well. There is a bit of awkwardness around ambiguity between array-like tables and key/value tables, but it is not nearly as awkward as using alists.

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