Embedded language: Lua vs Common Lisp (ECL) [closed] - lua

Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 1 year ago.
Improve this question
Does anybody here have a experience with Common Lisp as a embedded language (using ECL)? If so, how good is ECL compared to Lua?

I haven't embedded CL before, but I've done it with both Lua and two particular Scheme implementations (Gambit-C and GNU Guile).
Scheme makes a great embedded language in my opinion, because it is flexible and not too bloated. Gambit-C is particularly awesome for this because it allows you to both run interpreted scripts, and also compile your code down to C. In my tests, Gambit-C's generated C code was only a little slower than handwritten C (for example, a particular test that ran 0.030s in C was 0.040 in Gambit!). Gambit also has a really nice FFI (foreign function interface), which is essentially just Scheme with special syntax for writing bindings to C libraries (ObjC and C++ are directly supported also). Gambit also has a very nice repl with some debugging capabilities.
Guile is also pretty nice, and it actually runs faster than Lua (fastest interpreted language that I currently know of -- Guile has made great progress in recent years). But since Gambit-C can compile to really fast code, I generally don't use Guile as much unless I intend to use interpreted code in the final version.
Lua has closures, but you won't get continuations like in Scheme, and you also won't get the macros. It's still possible to do a reasonable amount of functional stuff though. It won't have a fully featured object system (like CLOS in CL), but it does have tables and they can be used to implement both class-based inheritance and prototype-based inheritance quite easily. Also, Lua has an excellent C API that is really a pleasure to work with. It's stack-based, and designed in a way that you don't have to worry about the Lua side of memory management at all. The API is very clear and well organized, and there is a lot of great documentation and example code out there. Lua can't compile down, but it does use byte-code (always -- when you send code to the Lua VM, it always compiles that code down the byte-code first and then runs it).
Now, as for Common Lisp, I think that it would probably not make a very good language for embedding. The reason for this is just that CL is huge. Generally, it's desirable to embed a lightweight language because it's going to be using the platform/libs that you provide to it, and not so much external stuff.
So, I think you can't go wrong with either Gambit-C, Guile or Lua. They'll all really nice. CL is powerful, but I just think it's too big for embedding.

I can only agree that Lua is terrible. It works well when you have a pure imperative functional programming style but not if you try OO with large hierarchies, for example NEVER try to wrap a typical GUI toolkit like GTK in a Lua hierarchy, the performance will be just terrible.
I still use Lua because it's so lightweight that you can have dozens of interpreters running at the same time and end users understand to write code snippets with it while Lisp/Scheme has an expert only (lack of) syntax.
I would now add that mruby 3.0 is out and a great language to embed. Unfortunately in the meantime everyone went Javascript and Javascript only.

Related

Active Directory User Management with F# [closed]

Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 9 years ago.
Improve this question
I have been looking into F# for quite a while now in between projects at work, but never really had the guts to start using it in any of them. Usually just fall back to C# when working with .net.
I am currently planning an automated user management application, basically CRUD between a database and Active Directory. I am at a point where I am willing to use F# as I believe that data handling would work much better and I won't have much of a GUI, only a logging interface in the background.
My question is at this point if anyone with prior knowledge to F# would advise me to go full throttle with this language for a project like this. I am not asking if it is better or not to use the language itself, but if it is advisable as is, or better to just plug in some scripts here and there. Or if F# is a no go for a project like this especially for someone who had a term of Scala and only wrote some math functions in different ways possible in F#. This project has a dead line, too.
Just afraid that if I don't start using the language in a real project soon that i never will.
In fact, my first production (in professional capacity) F# code bits involved querying Active Directory and stuffing the results into a SQL Server database. It worked out very nicely, so I say go for it!
Some pleasant points I remember:
I created some F# record types to project raw ldap results into... pattern matching on the record types was a boon.
I implemented an implementation of the dynamic operator ? for accessing the properties of the ldap results in a less stringy way.
I used SQL Server's bulk copy ADO.NET feature for efficient large inserts of ldap into the database. F# allowed me to create clean, easy abstractions that hid some of the ugliness of the raw ADO.NET API.
I implemented these backend F# bits in a standalone project which was consumed by a C#-based APS.NET MVC project (mostly to push a button to execute some action). Interop with C# was pretty nice (I did have to expose a more C# friendly API, if I recall, but it was simple and easy).
F# interops with .NET APIs like a champ, so no issues there with the ldap API
F# is fun and reduces defect density!
I myself, would definitely give it a try, as the code seems to be very maintainable even by people who do not have deep knowledge of F#.
My opinion might be slightly biased, though, as I very much like F# myself. But I did have the opportunity to introduce F# at work to my team of C# developers, who had had no F# knowledge at all.
We started off with a few coding dojos, where after a quick language intro, the team managed to write more unit tests and complete more of the coding kata, than ever before in C#, even though they are new to F#. And this consistently over the last four coding dojos now.
Also we rewrote our build scripts in F# - we had used powershell scripts before. And this encouraged us to go way beyond the complexity of the old build scripts. And it is a fact, that the team now feels like the code is very maintainable, even though they have a limited knowledge.
Actually, it has been such a successful endeavour, that we are now putting real thought into writing some imporant core components in F#.

Is writing a compiler Hello World for F#? [closed]

Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
This question does not appear to be about programming within the scope defined in the help center.
Closed 8 years ago.
Improve this question
I don't believe seeing this. It says:
For April, Chris Smith will be presenting on writing a Java to x86 Compiler in F#.
The presentation may go on for an hour or two which definitely is not enough to write a compiler. I've heard that F# is powerful, but this powerful?
Well, all I wanted to ask is this: Can you write a compiler in F# that quickly?
Let's first start with a few corrections:
It's not a Java compiler, it's a compiler for a small subset of Java.
It doesn't say anywhere that the compiler will be written in the time, only that it will be explained.
In fact, it doesn't even say that, it says, it will be presented. Heck, I can present GCC in 3 minutes. It's not gonna be a very useful presentation, but it's gonna be a presentation.
That said, explaining a well-structured, simple compiler for a simple language implemented in a language which is well-suited for writing compilers within an hour is definitely feasible.
F# is a member of the ML family of languages (specifically, a close cousin of OCaml), and those are indeed well-suited for writing compilers. In fact, the reason why Robin Milner chose the name ML (meta language) for his language, was because it is specifically designed for writing compilers. A compiler is basically a big function (thus making it very natural to implement in a functional language) that detects patterns (thus making it very natural to implement in a language with pattern matching) and executes a little bit of code for each pattern it detects (thus making it very natural to implement in a language with first-class functions). And whaddayaknow? F# is a functional language with very sophisticated pattern matching facilities. Another nice feature is an expressive type system with algebraic data types and discriminated unions which makes it very easy to represent Abstract Syntax Trees.
At the Lang.NET Symposium Jason Olson gave a talk on F#, during which he showed some pieces of an interpreter that he is currently working on that demonstrate these features very well.
Fredrik Holmström is currently working on IronJS, an ECMAScript 3 implementation for the Dynamic Language Runtime. Take a look at the code, specifically the AST types and some of the analysis and parsing code.
Jonathan Tang's Write Yourself a Scheme in 48 Hours is another good example of writing an interpreter, this time in Haskell which shares many features with F#.
The 90 Minute Scheme to C compiler by Marc Feeley is a presentation about a Scheme compiler written in Scheme.
In Implementing Scheme in Ruby, James Coglan teaches the audience Scheme, live-codes and explains a Scheme interpreter in Ruby and writes a couple of sample Scheme programs, all in 15 minutes.
Giving a presentation about a project isn't the same thing as implementing the whole project during the presentation.
It's perfectly possible to present some interesting aspects of a Java to x86 compiler within an hour, and even show some code: but that's not the same as creating all the code then and there.
Java is a fairly complex language, so I suppose that Chris isn't going to implement a complete Java compiler. However, his talk really points out that manipulating with code (and tree-like structures in general) is much easier in F# than in any other .NET language. That's why F# has been used in various static analysis tools (e.g. Microsoft's static driver verifier)
Tools like fslex and fsyacc make it easy to write parser for a language. Chris has a blog with simple mathematical expressions. Robert Pickering wrote a more sophisticated example that actually generates IL code (compiles mathematical expressions to .NET) in just a few lines of code. This can be even easier on .NET 4.0 if you generate code using Expression Trees.
So I suppose that even if he was writing the compiler from scratch, he could write compiler for a langauge that can be used to write non-trivial sample programs.
Can you write a compiler in F# that quickly?
I have written two tiny compilers in F# over the past week, each in about that much time. So yes, it can be done. Here is one of them.
Note that the ML family of languages that F# is descended from were specifically designed for this application (metaprogramming).

Please recommend good reading about Squirrel [closed]

Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
Questions asking us to recommend or find a tool, library or favorite off-site resource are off-topic for Stack Overflow as they tend to attract opinionated answers and spam. Instead, describe the problem and what has been done so far to solve it.
Closed 9 years ago.
Improve this question
Please, share your favorite links on this language where one can learn the best of it.
And also, please describe in few words the most important features of this language differing it form others languages like Lua.
I just cannot understand why to reinvent another Lua/Python/etc. Maybe I just missed something...
But I like the idea of performance+scripting, so I have to understand it!
The best (and almost only) resource about the Squirrel language is it's official web site and forums: http://squirrel-lang.org
Compare to other well developed languages, Squirrel is still in it's early stage with a very small community, but it is very promising in certain ways among other modern scripting languages:
Inspired from Lua, with the usual concepts of tables, Lua stack etc, but with a MUCH cleaner syntax and C API.
Reference counting with supplementary garbage collector. The design of the run-time encourage the user to remove cyclic reference rather than totally rely on garbage collection (which can be slow or non-deterministic). The user can even re-compile the run-time with garbage collector disabled.
It's a language with C/C++ like syntax. It's kind of taste but it's the main reason of why I will favour Squirrel over Lua.
Build-in support of class, where in Lua you need to do some magic to simulate it.
Supporting C# like attribute, therefore you can supply meta-data to your class and properties. I use this feature to expose my script objects to .net property grid.
Undefined variables result in exceptions instead of silently creating a new null value like Lua.
Other features like lambda function, generator and co-routines are all built-in in this little but powerful scripting language which just made from ~6000 line of C++ code.
To conclude, the Squirrel language is suitable for interfacing with low level modules in a performance critical application (ie. a game engine), it absolutely can serve as a better Lua. Where as language like python is more towards a general purpose, day to day handy problem solving language.
emo framework, a free, open source game development framework for iOS and Android, is based on Squirrel. Its source code contains a few example programs/demos, as well as some library code written in Squirrel. Reading the source of them can be educational, I reckon.
I sincerely recommend having a look at emo for anybody wishing to learn the Squirrel language while having fun developing games or other apps for iOS and Android.

Is automated source translation seen as beneficial and/or necessary?

I have recently spent several years translating legacy FORTRAN into Java. Prior to that, I found myself translating FORTRAN into C (for which I wrote a simple translation tool). After all this work, I find myself wondering how many others are doing similar language-to-language translations and whether an automated way of doing so would be beneficial.
I know about F2C, For_C, F2J and others, as well as some of the translation sites, but none seem to be all that successful. Having seen output from For_C, I can see why it just hasn't taken off. While it is technically correct, it is very difficult to maintain.
So, I guess what I am wondering is if there were are tool that produced more maintainable, more grok-able code than the code I have seen, would developers use it? Or are developers as jaded as many posts seem to indicate and unwilling to use generated code as it could never be as good as their manually translated code?
In short, no. Obviously time restraints necessitate it sometimes, but...
Rarely is code written in one language going to translate well to another - every language has certain ways of doing things that are more suited to the constructs available / common libraries / etc.
Consider for example a program written in C as compared to something written in Python - certainly you can write for loops and iterate through things in Python just as easily as you can in C, but it is much simpler to use list comprehensions and take advantage of the features the language provides.
I'd be surprised to see an example of a reasonably sized program written in any language that could be translated into 'correct', well-maintainable code in any other.
This was already covered to some extent in Conversion of Fortran 77 code to C++, but I'll take a stab at it here.
I think there's a lot of time wasted translating legacy code to new languages. It takes a phenomenal amount of time and energy to do, and you introduce new bugs when you do it.
Joel mentioned why rewriting from scratch is a horrible idea in Things you Should Never do Part I, and though I realize that translating something to a new language isn't quite the same as rewriting from scratch, I claim it's close enough:
Automated translation tools aren't wonderful because you don't get anything maintainable out of them. You pretty much have to know the old code to understand the new code, and then what have you gained?
To port something manually, you have to know how the code works to do it well. Rewriting code is seldom done by the original developers, so you seldom get people who understand everything that's going on to do the rewrite. I worked at a company where an outsource team was hired to translate an entire website backend from ColdFusion to JSP. That project kept getting delayed and delayed because the port team didn't know the code at all. Our guys never quite liked their design, and they never quite got it right, so there was constant iteration as everyone worked out all the issues that were solved in the original code. Then, the porting itself took forever.
You also need to be familiar with really technical inconsistencies between languages. People who are very familiar with two languages are rare.
For Fortran specifically, I now work at a place where there are millions of lines of legacy Fortran code, and no one here is about to rewrite it. There's just too much risk. Old bugs would have to be re-fixed, and there are hundreds of man-years that went into working out the math. Nobody wants to introduce those kinds of bugs, and it's probably downright unsafe to do it.
Instead of porting, we have hybrid codes. After all, you can link Fortran and C/C++, and if you make a C interface around your Fortran code, you can call it from Java. Modern codes here have C/C++ components that make calls into old Fortran routines, and if you do it this way you get the added benefit that Fortran compilers are screaming fast, so the old code continues to run as fast as it ever did.
I think the best way to handle this is to do any porting you need to do incrementally. Make a lightweight interface around your old fortran code and call the pieces you need, but only port things as you need them in the new part. There are also component frameworks for integrating multi-language applications that can make this easier, but you can check out Conversion of Fortran 77 code to C++ for more on that.
Since programming is hard, no such tool can really exist.
If it was trivial to change one language into another, the idea of "compiler" would be moot. You'd just map the language you liked into the language of the hardware, press the button and be done.
However, it's never that simple. Each VM, each language, each API library adds nuances that are just impossible to automate.
" I can see why it just hasn't taken off. While it is technically correct, it is very difficult to maintain."
Correct for F2C as well as Fortran to machine language. The object code generated from most compilers can't easily be read by people. Either it's cruddy or it's highly optimized. Either way, it doesn't look a thing like an expert human would write in the assembler language for that hardware.
If only compiling could be reduced to some XSLT-like transformations that preserved the clarity of the old language in the new language. If there was only some universal Lingua Franca of computing that would be the Rosetta Stone of programming.
Until someone invents that Lingua Franca of computing, every language translation job will be hard and will lead to code that's "difficult to maintain" in the new language.
I've used f2c, and I agree with whoever wanted to name it cc2fc instead. It isn't a way of transforming Fortran into anything vaguely usable as C. It's a way of taking a C compiler and making a Fortran compiler out of it.
It did work just fine at taking that Fortran code and turning it (through C) to a Macintosh library I could call from Macintosh Common Lisp. Those were the days.

Game Engine Scripting Languages

I am trying to build out a useful 3d game engine out of the Ogre3d rendering engine for mocking up some of the ideas i have come up with and have come to a bit of a crossroads. There are a number of scripting languages that are available and i was wondering if there were one or two that were vetted and had a proper following.
LUA and Squirrel seem to be the more vetted, but im open to any and all.
Optimally it would be best if there were a compiled form for the language for distribution and ease of loading.
One interesting option is stackless-python. This was used in the Eve-Online game.
The syntax is a matter of taste, Lua is like Javascript but with curly braces replaced with Pascal-like keywords. It has the nice syntactic feature that semicolons are never required but whitespace is still not significant, so you can even remove all line breaks and have it still work. As someone who started with C I'd say Python is the one with esoteric syntax compared to all the other languages.
LuaJIT is also around 10 times as fast as Python and the Lua interpreter is much much smaller (150kb or around 15k lines of C which you can actually read through and understand). You can let the user script your game without having to embed a massive language. On the other hand if you rip the parser part out of Lua it becomes even smaller.
The Python/C API manual is longer than the whole Lua manual (including the Lua/C API).
Another reason for Lua is the built-in support for coroutines (co-operative multitasking within the one OS thread). It allows one to have like 1000's of seemingly individual scripts running very fast alongside each other. Like one script per monster/weapon or so.
( Why do people write Lua in upper case so much on SO? It's "Lua" (see here). )
One more vote for Lua. Small, fast, easy to integrate, what's important for modern consoles - you can easily control its memory operations.
I'd go with Lua since writing bindings is extremely easy, the license is very friendly (MIT) and existing libraries also tend to be under said license. Scheme is also nice and easy to bind which is why it was chosen for the Gimp image editor for example. But Lua is simply great. World of Warcraft uses it, as a very high profile example. LuaJIT gives you native-compiled performance. It's less than an order of magnitude from pure C.
I wouldn't recommend LUA, it has a peculiar syntax so takes some time to get used to. Depending on who will be doing the scripting, this may not be a problem, but I would try to use something fairly accessible.
I would probably choose python. It normally compiles to bytecode, so you would need to embed the interpreter. However, if you must you can use PyPy to for example translate the code to C, and then compile it.
Embedding the interpreter is no issue. I am more interested in features and performance at this point in time. LUA and Squirrel are both interpreted, which is nice because one of the games i am building out is to include modifiable code, which has an editor in game.
I would love to hear about python, as i have seen its use within the battlefield series i believe.
python is also nice because it has actual OGRE bindings, just in case you need to modify something lower-level on the fly. I don't know of any equivalent bindings for Lua.
Since it's a C++ library, I would suggest either JavaScript or Squirrel, the latter being my personal favorite of the two for being even closer to C++, in particular to how it handles tables/structs and classes. It would be the easiest to get used to for a C++ coder because of all the similarities.
However, if you go with JavaScript and find an HTML5 version of Ogre3D, you should be able to port your game code directly into the web version with minimal (if any) changes necessary.
Both of these are a good choice, and both have their pros and cons, but both would definitely be the easiest to learn since you're likely already working in C++. If you're working with Java, the same may hold true, and if it's Game Maker, you wouldn't need either one unless you're trying to make an executable that people wouldn't need Game Maker itself to run, in which case, good luck finding an extension to run either of these.

Resources