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learnxinyminutes-docs/ru-ru/lua-ru.html.markdown
Max 825a22f6fe 2 part of Russian translation
Full translation of 1st section and begin of 2nd.
2014-08-07 18:19:40 +04:00

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---
language: lua
filename: learnlua-ru.lua
contributors:
- ["Tyler Neylon", "http://tylerneylon.com/"]
translators:
- ["Max Solomonov", "https://vk.com/solomonovmaksim"]
lang: ru-ru
---
```lua
-- Два дефиса начинают однострочный комментарий.
--[[
Добавление двух квадратных скобок
делает комментарий многострочным.
--]]
--------------------------------------------------------------------------------
-- 1. Переменные, циклы и условия.
--------------------------------------------------------------------------------
num = 42 -- Все числа являются типом double.
--[[
Не волнуйся, 64-битные double имеют 52 бита
для хранения именно целочисленных значений;
точность не является проблемой для
целочисленных значений, занимающих меньше
52 бит.
--]]
s = 'walternate' -- Неизменные строки как в Python.
t = "Двойные кавычки также приветствуются"
u = [[ Двойные квадратные скобки
начинают и заканчивают
многострочные значения.]]
t = nil -- Удаляет определение переменной t; Lua имеет мусорку.
-- Циклы и условия имеют ключевые слова, такие как do/end:
while num < 50 do
num = num + 1 -- Здесь нет ++ или += операторов.
end
-- Условие "если":
if num > 40 then
print('больше 40')
elseif s ~= 'walternate' then -- ~= обозначает "не равно".
-- Проверка равенства это == как в Python; ok для строк.
io.write('не больше 40\n') -- По умолчанию стандартный вывод.
else
-- По умолчанию переменные являются глобальными.
thisIsGlobal = 5 -- Стиль CamelСase является общим.
-- Как сделать локальную переменную:
local line = io.read() -- Считывает введённую строку.
-- Конкатенация строк использует .. оператор:
print('Зима пришла, ' .. line)
end
-- Неопределённые переменные возвращают nil.
-- Этот пример не является ошибочным:
foo = anUnknownVariable -- Теперь foo = nil.
aBoolValue = false
-- Только значения nil и false являются ложными; 0 и '' являются истинными!
if not aBoolValue then print('это значение ложно') end
--[[
Для 'or' и 'and' действует принцип "какой оператор дальше,
тот и применяется". Это действует аналогично a?b:c
операторам в C/js:
--]]
ans = aBoolValue and 'yes' or 'no' --> 'no'
karlSum = 0
for i = 1, 100 do -- Здесь указан диапазон, ограниченный с двух сторон.
karlSum = karlSum + i
end
-- Используйте "100, 1, -1" как нисходящий диапазон:
fredSum = 0
for j = 100, 1, -1 do fredSum = fredSum + j end
-- В основном, диапазон устроен так: начало, конец[, шаг].
-- Другая конструкция цикла:
repeat
print('путь будущего')
num = num - 1
until num == 0
--------------------------------------------------------------------------------
-- 2. Функции.
--------------------------------------------------------------------------------
function fib(n)
if n < 2 then return n end
return fib(n - 2) + fib(n - 1)
end
-- Вложенные и анонимные функции являются нормой:
function adder(x)
-- Возращаемая функция создаётся когда adder вызывается, тот в свою очередь
-- запоминает значение переменной x:
return function (y) return x + y end
end
a1 = adder(9)
a2 = adder(36)
print(a1(16)) --> 25
print(a2(64)) --> 100
-- Returns, func calls, and assignments all work with lists that may be
-- mismatched in length. Unmatched receivers are nil; unmatched senders are
-- discarded.
x, y, z = 1, 2, 3, 4
-- Now x = 1, y = 2, z = 3, and 4 is thrown away.
function bar(a, b, c)
print(a, b, c)
return 4, 8, 15, 16, 23, 42
end
x, y = bar('zaphod') --> prints "zaphod nil nil"
-- Now x = 4, y = 8, values 15..42 are discarded.
-- Functions are first-class, may be local/global. These are the same:
function f(x) return x * x end
f = function (x) return x * x end
-- And so are these:
local function g(x) return math.sin(x) end
local g = function(x) return math.sin(x) end
-- Equivalent to local function g(x)..., except referring to g in the function
-- body won't work as expected.
local g; g = function (x) return math.sin(x) end
-- the 'local g' decl makes g-self-references ok.
-- Trig funcs work in radians, by the way.
-- Calls with one string param don't need parens:
print 'hello' -- Works fine.
-- Calls with one table param don't need parens either (more on tables below):
print {} -- Works fine too.
--------------------------------------------------------------------------------
-- 3. Tables.
--------------------------------------------------------------------------------
-- Tables = Lua's only compound data structure; they are associative arrays.
-- Similar to php arrays or js objects, they are hash-lookup dicts that can
-- also be used as lists.
-- Using tables as dictionaries / maps:
-- Dict literals have string keys by default:
t = {key1 = 'value1', key2 = false}
-- String keys can use js-like dot notation:
print(t.key1) -- Prints 'value1'.
t.newKey = {} -- Adds a new key/value pair.
t.key2 = nil -- Removes key2 from the table.
-- Literal notation for any (non-nil) value as key:
u = {['@!#'] = 'qbert', [{}] = 1729, [6.28] = 'tau'}
print(u[6.28]) -- prints "tau"
-- Key matching is basically by value for numbers and strings, but by identity
-- for tables.
a = u['@!#'] -- Now a = 'qbert'.
b = u[{}] -- We might expect 1729, but it's nil:
-- b = nil since the lookup fails. It fails because the key we used is not the
-- same object as the one used to store the original value. So strings &
-- numbers are more portable keys.
-- A one-table-param function call needs no parens:
function h(x) print(x.key1) end
h{key1 = 'Sonmi~451'} -- Prints 'Sonmi~451'.
for key, val in pairs(u) do -- Table iteration.
print(key, val)
end
-- _G is a special table of all globals.
print(_G['_G'] == _G) -- Prints 'true'.
-- Using tables as lists / arrays:
-- List literals implicitly set up int keys:
v = {'value1', 'value2', 1.21, 'gigawatts'}
for i = 1, #v do -- #v is the size of v for lists.
print(v[i]) -- Indices start at 1 !! SO CRAZY!
end
-- A 'list' is not a real type. v is just a table with consecutive integer
-- keys, treated as a list.
--------------------------------------------------------------------------------
-- 3.1 Metatables and metamethods.
--------------------------------------------------------------------------------
-- A table can have a metatable that gives the table operator-overloadish
-- behavior. Later we'll see how metatables support js-prototypey behavior.
f1 = {a = 1, b = 2} -- Represents the fraction a/b.
f2 = {a = 2, b = 3}
-- This would fail:
-- s = f1 + f2
metafraction = {}
function metafraction.__add(f1, f2)
local sum = {}
sum.b = f1.b * f2.b
sum.a = f1.a * f2.b + f2.a * f1.b
return sum
end
setmetatable(f1, metafraction)
setmetatable(f2, metafraction)
s = f1 + f2 -- call __add(f1, f2) on f1's metatable
-- f1, f2 have no key for their metatable, unlike prototypes in js, so you must
-- retrieve it as in getmetatable(f1). The metatable is a normal table with
-- keys that Lua knows about, like __add.
-- But the next line fails since s has no metatable:
-- t = s + s
-- Class-like patterns given below would fix this.
-- An __index on a metatable overloads dot lookups:
defaultFavs = {animal = 'gru', food = 'donuts'}
myFavs = {food = 'pizza'}
setmetatable(myFavs, {__index = defaultFavs})
eatenBy = myFavs.animal -- works! thanks, metatable
--------------------------------------------------------------------------------
-- Direct table lookups that fail will retry using the metatable's __index
-- value, and this recurses.
-- An __index value can also be a function(tbl, key) for more customized
-- lookups.
-- Values of __index,add, .. are called metamethods.
-- Full list. Here a is a table with the metamethod.
-- __add(a, b) for a + b
-- __sub(a, b) for a - b
-- __mul(a, b) for a * b
-- __div(a, b) for a / b
-- __mod(a, b) for a % b
-- __pow(a, b) for a ^ b
-- __unm(a) for -a
-- __concat(a, b) for a .. b
-- __len(a) for #a
-- __eq(a, b) for a == b
-- __lt(a, b) for a < b
-- __le(a, b) for a <= b
-- __index(a, b) <fn or a table> for a.b
-- __newindex(a, b, c) for a.b = c
-- __call(a, ...) for a(...)
--------------------------------------------------------------------------------
-- 3.2 Class-like tables and inheritance.
--------------------------------------------------------------------------------
-- Classes aren't built in; there are different ways to make them using
-- tables and metatables.
-- Explanation for this example is below it.
Dog = {} -- 1.
function Dog:new() -- 2.
local newObj = {sound = 'woof'} -- 3.
self.__index = self -- 4.
return setmetatable(newObj, self) -- 5.
end
function Dog:makeSound() -- 6.
print('I say ' .. self.sound)
end
mrDog = Dog:new() -- 7.
mrDog:makeSound() -- 'I say woof' -- 8.
-- 1. Dog acts like a class; it's really a table.
-- 2. "function tablename:fn(...)" is the same as
-- "function tablename.fn(self, ...)", The : just adds a first arg called
-- self. Read 7 & 8 below for how self gets its value.
-- 3. newObj will be an instance of class Dog.
-- 4. "self" is the class being instantiated. Often self = Dog, but inheritance
-- can change it. newObj gets self's functions when we set both newObj's
-- metatable and self's __index to self.
-- 5. Reminder: setmetatable returns its first arg.
-- 6. The : works as in 2, but this time we expect self to be an instance
-- instead of a class.
-- 7. Same as Dog.new(Dog), so self = Dog in new().
-- 8. Same as mrDog.makeSound(mrDog); self = mrDog.
--------------------------------------------------------------------------------
-- Inheritance example:
LoudDog = Dog:new() -- 1.
function LoudDog:makeSound()
local s = self.sound .. ' ' -- 2.
print(s .. s .. s)
end
seymour = LoudDog:new() -- 3.
seymour:makeSound() -- 'woof woof woof' -- 4.
--------------------------------------------------------------------------------
-- 1. LoudDog gets Dog's methods and variables.
-- 2. self has a 'sound' key from new(), see 3.
-- 3. Same as "LoudDog.new(LoudDog)", and converted to "Dog.new(LoudDog)" as
-- LoudDog has no 'new' key, but does have "__index = Dog" on its metatable.
-- Result: seymour's metatable is LoudDog, and "LoudDog.__index = Dog". So
-- seymour.key will equal seymour.key, LoudDog.key, Dog.key, whichever
-- table is the first with the given key.
-- 4. The 'makeSound' key is found in LoudDog; this is the same as
-- "LoudDog.makeSound(seymour)".
-- If needed, a subclass's new() is like the base's:
function LoudDog:new()
local newObj = {}
-- set up newObj
self.__index = self
return setmetatable(newObj, self)
end
--------------------------------------------------------------------------------
-- 4. Modules.
--------------------------------------------------------------------------------
--[[ I'm commenting out this section so the rest of this script remains
-- runnable.
```
```lua
-- Suppose the file mod.lua looks like this:
local M = {}
local function sayMyName()
print('Hrunkner')
end
function M.sayHello()
print('Why hello there')
sayMyName()
end
return M
-- Another file can use mod.lua's functionality:
local mod = require('mod') -- Run the file mod.lua.
-- require is the standard way to include modules.
-- require acts like: (if not cached; see below)
local mod = (function ()
<contents of mod.lua>
end)()
-- It's like mod.lua is a function body, so that locals inside mod.lua are
-- invisible outside it.
-- This works because mod here = M in mod.lua:
mod.sayHello() -- Says hello to Hrunkner.
-- This is wrong; sayMyName only exists in mod.lua:
mod.sayMyName() -- error
-- require's return values are cached so a file is run at most once, even when
-- require'd many times.
-- Suppose mod2.lua contains "print('Hi!')".
local a = require('mod2') -- Prints Hi!
local b = require('mod2') -- Doesn't print; a=b.
-- dofile is like require without caching:
dofile('mod2') --> Hi!
dofile('mod2') --> Hi! (runs again, unlike require)
-- loadfile loads a lua file but doesn't run it yet.
f = loadfile('mod2') -- Calling f() runs mod2.lua.
-- loadstring is loadfile for strings.
g = loadstring('print(343)') -- Returns a function.
g() -- Prints out 343; nothing printed before now.
--]]
```
## References
I was excited to learn Lua so I could make games
with the <a href="http://love2d.org/">Love 2D game engine</a>. That's the why.
I started with <a href="http://nova-fusion.com/2012/08/27/lua-for-programmers-part-1/">BlackBulletIV's Lua for programmers</a>.
Next I read the official <a href="http://www.lua.org/pil/contents.html">Programming in Lua</a> book.
That's the how.
It might be helpful to check out the <a href="http://lua-users.org/files/wiki_insecure/users/thomasl/luarefv51.pdf">Lua short
reference</a> on lua-users.org.
The main topics not covered are standard libraries:
* <a href="http://lua-users.org/wiki/StringLibraryTutorial">string library</a>
* <a href="http://lua-users.org/wiki/TableLibraryTutorial">table library</a>
* <a href="http://lua-users.org/wiki/MathLibraryTutorial">math library</a>
* <a href="http://lua-users.org/wiki/IoLibraryTutorial">io library</a>
* <a href="http://lua-users.org/wiki/OsLibraryTutorial">os library</a>
By the way, the entire file is valid Lua; save it
as learn.lua and run it with "lua learn.lua" !
This was first written for tylerneylon.com, and is
also available as a <a href="https://gist.github.com/tylerneylon/5853042">github gist</a>. Have fun with Lua!