What do I think about Lua after shipping a project with 60k lines of code?
31–40 of 146 posts
Re: What do I think about Lua after shipping a project with 60k lines of code?
#32Since when is LoC some kind of measurement?
Re: What do I think about Lua after shipping a project with 60k lines of code?
#33Earlier quoted context omitted.
Last 50 years? Have you studied Software Engineering? They discuss LOC in depth and many academic papers on KLOC are in SE literature.
I can write a program that is 1,000,000 lines of code, and a program that is 200 lines of code, and to the end user they would be doing the same thing. Now, if you start establishing some rules about the type of code I'm allowed to write, then your statement becomes truer. But by no means do people actually follow that in the real world all the time.
I think most conversations around LOC assume that it's not an idiot writing it, and I think in general, this is a good assumption to use when it comes to code discussions.
Re: What do I think about Lua after shipping a project with 60k lines of code?
#34One big takeaway: a 60k LOC project in Lua is doable, and it will not crumble under its own weight. Surprisingly, LuaJIT is not mentioned even once. Luau is mentioned, Teal is mentioned, Fennel, not. (But Haskell is mentioned!) Little is told about the general code structure, likely because it's dictated by the (C++-based) game engine with Lua bindings. It would be interesting to see an analysis of a comparably large…
Defold uses LuaJIT (except for web which I think uses Lua 5.1 compiled to wasm?), so it's taken for granted.
Re: What do I think about Lua after shipping a project with 60k lines of code?
#35Re: What do I think about Lua after shipping a project with 60k lines of code?
#36With dynamically typed languages I feel it's better to wait until you've tried to maintain the code for a while before you consider the languages effectiveness. I had to maintain a very large Lua codebase that has been active for several years. One big problem with Lua was how it will happily take more or less parameters to functions and continue to execute compared to something like Python where it is an error to pa…
Re: What do I think about Lua after shipping a project with 60k lines of code?
#37Earlier quoted context omitted.
Much like C++ then — the machine code to which it translates lacks types! A TS compiler will reject an ill-typed program. You of course can just strip the type syntax and get a valid (though buggy) JavaScript code.
> Much like C++ then — the machine code to which it translates lacks types! Ehh, not exactly. Most C++ compilers won't output machine code for inputs they don't understand. Though of course, you could simply translate some C++ code yourself into machine code and then say C++ is just like TypeScript in that way. "If you turn C++ into machine code, the machine code lacks types!" "If you turn TypeScript into JavaScript,…
Well, we have bytes, words, doublewords and quadwords on the machine level. They are usually referred to as data types in the processor manuals.
Re: What do I think about Lua after shipping a project with 60k lines of code?
#38This is the second game I've found out recently that is written in Lua. The first one one being - Beyond All Reason.
Re: What do I think about Lua after shipping a project with 60k lines of code?
#39Recently had some time to spare and moved to Fennel. It has some sharp edges but in the end I find it much easier to maintain. In fact, I think it’s good enough to replace any kind of Lua for me.
Re: What do I think about Lua after shipping a project with 60k lines of code?
#40> O.C.: Have you consulted about this “tables” approach with other Lua developers?
> I.T.: After that, I went back to Dmitry and asked him if my understanding of “everything is a table” was correct and, if so, why Lua was designed this way. Dmitry told me that Lua was created at the Pontifical Catholic University of Rio de Janeiro and that it was acceptable for Pontifical Catholic Universities to design programming languages this way.