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+---
+language: moonscript
+contributors:
+ - ["RyanSquared", "https://ryansquared.github.io/"]
+ - ["Job van der Zwan", "https://github.com/JobLeonard"]
+filename: moonscript.moon
+---
+
+MoonScript is a dynamic scripting language that compiles into Lua. It gives
+you the power of one of the fastest scripting languages combined with a
+rich set of features.
+
+See [the MoonScript website](https://moonscript.org/) to see official guides on installation for all platforms.
+
+```moon
+-- Two dashes start a comment. Comments can go until the end of the line.
+-- MoonScript transpiled to Lua does not keep comments.
+
+-- As a note, MoonScript does not use 'do', 'then', or 'end' like Lua would and
+-- instead uses an indented syntax, much like Python.
+
+--------------------------------------------------
+-- 1. Assignment
+--------------------------------------------------
+
+hello = "world"
+a, b, c = 1, 2, 3
+hello = 123 -- Overwrites `hello` from above.
+
+x = 0
+x += 10 -- x = x + 10
+
+s = "hello "
+s ..= "world" -- s = s .. "world"
+
+b = false
+b and= true or false -- b = b and (true or false)
+
+--------------------------------------------------
+-- 2. Literals and Operators
+--------------------------------------------------
+
+-- Literals work almost exactly as they would in Lua. Strings can be broken in
+-- the middle of a line without requiring a \.
+
+some_string = "exa
+mple" -- local some_string = "exa\nmple"
+
+-- Strings can also have interpolated values, or values that are evaluated and
+-- then placed inside of a string.
+
+some_string = "This is an #{some_string}" -- Becomes 'This is an exa\nmple'
+
+--------------------------------------------------
+-- 2.1. Function Literals
+--------------------------------------------------
+
+-- Functions are written using arrows:
+
+my_function = -> -- compiles to `function() end`
+my_function() -- calls an empty function
+
+-- Functions can be called without using parenthesis. Parentheses may still be
+-- used to have priority over other functions.
+
+func_a = -> print "Hello World!"
+func_b = ->
+ value = 100
+ print "The value: #{value}"
+
+-- If a function needs no parameters, it can be called with either `()` or `!`.
+
+func_a!
+func_b()
+
+-- Functions can use arguments by preceding the arrow with a list of argument
+-- names bound by parentheses.
+
+sum = (x, y)-> x + y -- The last expression is returned from the function.
+print sum(5, 10)
+
+-- Lua has an idiom of sending the first argument to a function as the object,
+-- like a 'self' object. Using a fat arrow (=>) instead of a skinny arrow (->)
+-- automatically creates a `self` variable. `@x` is a shorthand for `self.x`.
+
+func = (num)=> @value + num
+
+-- Default arguments can also be used with function literals:
+
+a_function = (name = "something", height=100)->
+ print "Hello, I am #{name}.\nMy height is #{height}."
+
+-- Because default arguments are calculated in the body of the function when
+-- transpiled to Lua, you can reference previous arguments.
+
+some_args = (x = 100, y = x + 1000)-> print(x + y)
+
+--------------------------------------------------
+-- Considerations
+--------------------------------------------------
+
+-- The minus sign plays two roles, a unary negation operator and a binary
+-- subtraction operator. It is recommended to always use spaces between binary
+-- operators to avoid the possible collision.
+
+a = x - 10 -- a = x - 10
+b = x-10 -- b = x - 10
+c = x -y -- c = x(-y)
+d = x- z -- d = x - z
+
+-- When there is no space between a variable and string literal, the function
+-- call takes priority over following expressions:
+
+x = func"hello" + 100 -- func("hello") + 100
+y = func "hello" + 100 -- func("hello" + 100)
+
+-- Arguments to a function can span across multiple lines as long as the
+-- arguments are indented. The indentation can be nested as well.
+
+my_func 5, -- called as my_func(5, 8, another_func(6, 7, 9, 1, 2), 5, 4)
+ 8, another_func 6, 7, -- called as
+ 9, 1, 2, -- another_func(6, 7, 9, 1, 2)
+ 5, 4
+
+-- If a function is used at the start of a block, the indentation can be
+-- different than the level of indentation used in a block:
+
+if func 1, 2, 3, -- called as func(1, 2, 3, "hello", "world")
+ "hello",
+ "world"
+ print "hello"
+
+--------------------------------------------------
+-- 3. Tables
+--------------------------------------------------
+
+-- Tables are defined by curly braces, like Lua:
+
+some_values = {1, 2, 3, 4}
+
+-- Tables can use newlines instead of commas.
+
+some_other_values = {
+ 5, 6
+ 7, 8
+}
+
+-- Assignment is done with `:` instead of `=`:
+
+profile = {
+ name: "Bill"
+ age: 200
+ "favorite food": "rice"
+}
+
+-- Curly braces can be left off for `key: value` tables.
+
+y = type: "dog", legs: 4, tails: 1
+
+profile =
+ height: "4 feet",
+ shoe_size: 13,
+ favorite_foods: -- nested table
+ foo: "ice cream",
+ bar: "donuts"
+
+my_function dance: "Tango", partner: "none" -- :( forever alone
+
+-- Tables constructed from variables can use the same name as the variables
+-- by using `:` as a prefix operator.
+
+hair = "golden"
+height = 200
+person = {:hair, :height}
+
+-- Like in Lua, keys can be non-string or non-numeric values by using `[]`.
+
+t =
+ [1 + 2]: "hello"
+ "hello world": true -- Can use string literals without `[]`.
+
+--------------------------------------------------
+-- 3.1. Table Comprehensions
+--------------------------------------------------
+
+-- List Comprehensions
+
+-- Creates a copy of a list but with all items doubled. Using a star before a
+-- variable name or table can be used to iterate through the table's values.
+
+items = {1, 2, 3, 4}
+doubled = [item * 2 for item in *items]
+-- Uses `when` to determine if a value should be included.
+
+slice = [item for item in *items when item > 1 and item < 3]
+
+-- `for` clauses inside of list comprehensions can be chained.
+
+x_coords = {4, 5, 6, 7}
+y_coords = {9, 2, 3}
+
+points = [{x,y} for x in *x_coords for y in *y_coords]
+
+-- Numeric for loops can also be used in comprehensions:
+
+evens = [i for i=1, 100 when i % 2 == 0]
+
+-- Table Comprehensions are very similar but use `{` and `}` and take two
+-- values for each iteration.
+
+thing = color: "red", name: "thing", width: 123
+thing_copy = {k, v for k, v in pairs thing}
+
+-- Tables can be "flattened" from key-value pairs in an array by using `unpack`
+-- to return both values, using the first as the key and the second as the
+-- value.
+
+tuples = {{"hello", "world"}, {"foo", "bar"}}
+table = {unpack tuple for tuple in *tuples}
+
+-- Slicing can be done to iterate over only a certain section of an array. It
+-- uses the `*` notation for iterating but appends `[start, end, step]`.
+
+-- The next example also shows that this syntax can be used in a `for` loop as
+-- well as any comprehensions.
+
+for item in *points[1, 10, 2]
+ print unpack item
+
+-- Any undesired values can be left off. The second comma is not required if
+-- the step is not included.
+
+words = {"these", "are", "some", "words"}
+for word in *words[,3]
+ print word
+
+--------------------------------------------------
+-- 4. Control Structures
+--------------------------------------------------
+
+have_coins = false
+if have_coins
+ print "Got coins"
+else
+ print "No coins"
+
+-- Use `then` for single-line `if`
+if have_coins then "Got coins" else "No coins"
+
+-- `unless` is the opposite of `if`
+unless os.date("%A") == "Monday"
+ print "It is not Monday!"
+
+-- `if` and `unless` can be used as expressions
+is_tall = (name)-> if name == "Rob" then true else false
+message = "I am #{if is_tall "Rob" then "very tall" else "not so tall"}"
+print message -- "I am very tall"
+
+-- `if`, `elseif`, and `unless` can evaluate assignment as well as expressions.
+if x = possibly_nil! -- sets `x` to `possibly_nil()` and evaluates `x`
+ print x
+
+-- Conditionals can be used after a statement as well as before. This is
+-- called a "line decorator".
+
+is_monday = os.date("%A") == "Monday"
+print("It IS Monday!") if isMonday
+print("It is not Monday..") unless isMonday
+--print("It IS Monday!" if isMonday) -- Not a statement, does not work
+
+--------------------------------------------------
+-- 4.1 Loops
+--------------------------------------------------
+
+for i = 1, 10
+ print i
+
+for i = 10, 1, -1 do print i -- Use `do` for single-line loops.
+
+i = 0
+while i < 10
+ continue if i % 2 == 0 -- Continue statement; skip the rest of the loop.
+ print i
+
+-- Loops can be used as a line decorator, just like conditionals
+print "item: #{item}" for item in *items
+
+-- Using loops as an expression generates an array table. The last statement
+-- in the block is coerced into an expression and added to the table.
+my_numbers = for i = 1, 6 do i -- {1, 2, 3, 4, 5, 6}
+
+-- use `continue` to filter out values
+odds = for i in *my_numbers
+ continue if i % 2 == 0 -- acts opposite to `when` in comprehensions!
+ i -- Only added to return table if odd
+
+-- A `for` loop returns `nil` when it is the last statement of a function
+-- Use an explicit `return` to generate a table.
+print_squared = (t) -> for x in *t do x*x -- returns `nil`
+squared = (t) -> return for x in *t do x*x -- returns new table of squares
+
+-- The following does the same as `(t) -> [i for i in *t when i % 2 == 0]`
+-- But list comprehension generates better code and is more readable!
+
+filter_odds = (t) ->
+ return for x in *t
+ if x % 2 == 0 then x else continue
+evens = filter_odds(my_numbers) -- {2, 4, 6}
+
+--------------------------------------------------
+-- 4.2 Switch Statements
+--------------------------------------------------
+
+-- Switch statements are a shorthand way of writing multiple `if` statements
+-- checking against the same value. The value is only evaluated once.
+
+name = "Dan"
+
+switch name
+ when "Dave"
+ print "You are Dave."
+ when "Dan"
+ print "You are not Dave, but Dan."
+ else
+ print "You are neither Dave nor Dan."
+
+-- Switches can also be used as expressions, as well as compare multiple
+-- values. The values can be on the same line as the `when` clause if they
+-- are only one expression.
+
+b = 4
+next_even = switch b
+ when 1 then 2
+ when 2, 3 then 4
+ when 4, 5 then 6
+ else error "I can't count that high! D:"
+
+--------------------------------------------------
+-- 5. Object Oriented Programming
+--------------------------------------------------
+
+-- Classes are created using the `class` keyword followed by an identifier,
+-- typically written using CamelCase. Values specific to a class can use @ as
+-- the identifier instead of `self.value`.
+
+class Inventory
+ new: => @items = {}
+ add_item: (name)=> -- note the use of fat arrow for classes!
+ @items[name] = 0 unless @items[name]
+ @items[name] += 1
+
+-- The `new` function inside of a class is special because it is called when
+-- an instance of the class is created.
+
+-- Creating an instance of the class is as simple as calling the class as a
+-- function. Calling functions inside of the class uses \ to separate the
+-- instance from the function it is calling.
+
+inv = Inventory!
+inv\add_item "t-shirt"
+inv\add_item "pants"
+
+-- Values defined in the class - not the new() function - will be shared across
+-- all instances of the class.
+
+class Person
+ clothes: {}
+ give_item: (name)=>
+ table.insert @clothes name
+
+a = Person!
+b = Person!
+
+a\give_item "pants"
+b\give_item "shirt"
+
+-- prints out both "pants" and "shirt"
+
+print item for item in *a.clothes
+
+-- Class instances have a value `.__class` that are equal to the class object
+-- that created the instance.
+
+assert(b.__class == Person)
+
+-- Variables declared in class body the using the `=` operator are locals,
+-- so these "private" variables are only accessible within the current scope.
+
+class SomeClass
+ x = 0
+ reveal: ->
+ x += 1
+ print x
+
+a = SomeClass!
+b = SomeClass!
+print a.x -- nil
+a.reveal! -- 1
+b.reveal! -- 2
+
+--------------------------------------------------
+-- 5.1 Inheritance
+--------------------------------------------------
+
+-- The `extends` keyword can be used to inherit properties and methods from
+-- another class.
+
+class Backpack extends Inventory
+ size: 10
+ add_item: (name)=>
+ error "backpack is full" if #@items > @size
+ super name -- calls Inventory.add_item with `name`.
+
+-- Because a `new` method was not added, the `new` method from `Inventory` will
+-- be used instead. If we did want to use a constructor while still using the
+-- constructor from `Inventory`, we could use the magical `super` function
+-- during `new()`.
+
+-- When a class extends another, it calls the method `__inherited` on the
+-- parent class (if it exists). It is always called with the parent and the
+-- child object.
+
+class ParentClass
+ @__inherited: (child)=>
+ print "#{@__name} was inherited by #{child.__name}"
+ a_method: (a, b) => print a .. ' ' .. b
+
+-- Will print 'ParentClass was inherited by MyClass'
+
+class MyClass extends ParentClass
+ a_method: =>
+ super "hello world", "from MyClass!"
+ assert super == ParentClass
+
+--------------------------------------------------
+-- 6. Scope
+--------------------------------------------------
+
+-- All values are local by default. The `export` keyword can be used to
+-- declare the variable as a global value.
+
+export var_1, var_2
+var_1, var_3 = "hello", "world" -- var_3 is local, var_1 is not.
+
+export this_is_global_assignment = "Hi!"
+
+-- Classes can also be prefixed with `export` to make them global classes.
+-- Alternatively, all CamelCase variables can be exported automatically using
+-- `export ^`, and all values can be exported using `export *`.
+
+-- `do` lets you manually create a scope, for when you need local variables.
+
+do
+ x = 5
+print x -- nil
+
+-- Here we use `do` as an expression to create a closure.
+
+counter = do
+ i = 0
+ ->
+ i += 1
+ return i
+
+print counter! -- 1
+print counter! -- 2
+
+-- The `local` keyword can be used to define variables
+-- before they are assigned.
+
+local var_4
+if something
+ var_4 = 1
+print var_4 -- works because `var_4` was set in this scope, not the `if` scope.
+
+-- The `local` keyword can also be used to shadow an existing variable.
+
+x = 10
+if false
+ local x
+ x = 12
+print x -- 10
+
+-- Use `local *` to forward-declare all variables.
+-- Alternatively, use `local ^` to forward-declare all CamelCase values.
+
+local *
+
+first = ->
+ second!
+
+second = ->
+ print data
+
+data = {}
+
+--------------------------------------------------
+-- 6.1 Import
+--------------------------------------------------
+
+-- Values from a table can be brought to the current scope using the `import`
+-- and `from` keyword. Names in the `import` list can be preceded by `\` if
+-- they are a module function.
+
+import insert from table -- local insert = table.insert
+import \add from state: 100, add: (value)=> @state + value
+print add 22
+
+-- Like tables, commas can be excluded from `import` lists to allow for longer
+-- lists of imported items.
+
+import
+ asdf, gh, jkl
+ antidisestablishmentarianism
+ from {}
+
+--------------------------------------------------
+-- 6.2 With
+--------------------------------------------------
+
+-- The `with` statement can be used to quickly call and assign values in an
+-- instance of a class or object.
+
+file = with File "lmsi15m.moon" -- `file` is the value of `set_encoding()`.
+ \set_encoding "utf8"
+
+create_person = (name, relatives)->
+ with Person!
+ .name = name
+ \add_relative relative for relative in *relatives
+me = create_person "Ryan", {"sister", "sister", "brother", "dad", "mother"}
+
+with str = "Hello" -- assignment as expression! :D
+ print "original: #{str}"
+ print "upper: #{\upper!}"
+
+--------------------------------------------------
+-- 6.3 Destructuring
+--------------------------------------------------
+
+-- Destructuring can take arrays, tables, and nested tables and convert them
+-- into local variables.
+
+obj2 =
+ numbers: {1, 2, 3, 4}
+ properties:
+ color: "green"
+ height: 13.5
+
+{numbers: {first, second}, properties: {:color}} = obj2
+
+print first, second, color -- 1 2 green
+
+-- `first` and `second` return [1] and [2] because they are as an array, but
+-- `:color` is like `color: color` so it sets itself to the `color` value.
+
+-- Destructuring can be used in place of `import`.
+
+{:max, :min, random: rand} = math -- rename math.random to rand
+
+-- Destructuring can be done anywhere assignment can be done.
+
+for {left, right} in *{{"hello", "world"}, {"egg", "head"}}
+ print left, right
+```
+
+## Additional Resources
+
+- [Language Guide](https://moonscript.org/reference/)
+- [Online Compiler](https://moonscript.org/compiler/)