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Re: Lua vs cob

Posted: 20 Apr 2010, 14:45
by AF
I used it as an example of how even a primitive construct like DOS can be more concise and friendlier than the likes of COBOL

Re: Lua vs cob

Posted: 21 Apr 2010, 23:48
by lurker
Anything that's turing complete is a programming language. If you don't think DOS is a programming language you are probably vastly misinformed about how much it can do despite horrible syntax.

Re: Lua vs cob

Posted: 22 Apr 2010, 03:08
by Das Bruce
Ok, it is a programming language, but I was more thinking of it's comparison to practical/popular ones.

Re: Lua vs cob

Posted: 22 Apr 2010, 09:41
by zwzsg
I would say that Batch is a programming language, but DOS is an operating system and shell.

Re: Lua vs cob

Posted: 23 Apr 2010, 22:16
by lurker
I would say 'batch' is a generic word for shell scripts and does not specifically mean dos or cmd. I'm not aware of any single word that can be used to refer to the language.

Re: Lua vs cob

Posted: 24 Apr 2010, 13:43
by Tobi
zwzsg wrote:Though some explanation for the signal would be useful. The bitmask thing is not obvious.
With version of the gadget that I'm about to commit now you can have arbitrary objects as 'thread names'. Not only that means you can just always use

Code: Select all

local SIG_AIM = {}
so you have a unique table that designates this signal, but also it means you can use more than 24 unique signals safely.
It's true that a new tutorial, on new unit scripting method, should not use a hide/show flare but a CEG. I guess Tobi wanted to stay close to the Cavedog scripts roots, or to avoid having to explain how to add CEG to a unit definition.
IMO both techniques are useful. I suppose for the stumpy a CEG could look nicer, but for e.g. MGs in S44 you don't want a bunch of particles to be created every second frame or so.

But indeed, explaining how CEG works, how to add it to unit definition etc. would go outside scope of the tutorial. (Also deserves tutorial on it's own.)

Re: Lua vs cob

Posted: 24 Apr 2010, 17:30
by KDR_11k
AF wrote:I used it as an example of how even a primitive construct like DOS can be more concise and friendlier than the likes of COBOL
Yes and a Hello World in HQ9+ looks like this:

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H

Re: Lua vs cob

Posted: 25 Apr 2010, 10:00
by lurker
Why not just make signals simple ID numbers, and make the people using bitmasks call signal() with more than one number? Probably be just as fast in lua.

Re: Lua vs cob

Posted: 26 Apr 2010, 20:31
by Tobi
Hmm that may be an idea.

Also: http://tvo.github.com/spring/2010/04/26 ... mpy-2.html (First one was better though)

Re: Lua vs cob

Posted: 26 Apr 2010, 21:54
by FLOZi
Tobi wrote:Hmm that may be an idea.

Also: http://tvo.github.com/spring/2010/04/26 ... mpy-2.html (First one was better though)
End column should be 2 'ARMSTUMP_HEAP' end, same mistake in the script.Killed example code too. :wink:

Is there a reason not to use Spring.UnitScript.GetLongestReloadTime?

Re: Lua vs cob

Posted: 26 Apr 2010, 22:10
by Tobi
FLOZi wrote:End column should be 2 'ARMSTUMP_HEAP' end, same mistake in the script.Killed example code too. :wink:
Thanks, fixed.
Is there a reason not to use Spring.UnitScript.GetLongestReloadTime?
I just thought I'd stick with a call-out people already know for now here. Maybe I'll reconsider.