Smalltalk
Lua
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Smalltalk | Lua | |
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24 | 118 | |
260 | 7,974 | |
- | 2.1% | |
0.0 | 8.5 | |
almost 3 years ago | 12 days ago | |
C++ | C | |
GNU General Public License v3.0 only | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Smalltalk
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The Xerox Smalltalk-80 GUI Was Weird
> * I'm assuming the "by the Bluebook" implementation they're referring to is this: *
Or this: https://github.com/rochus-keller/Smalltalk/
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The seven programming ur-languages
> message passing and late binding combined. "Duck typing" is seriously diminishing it
Actually even ST-72 made synchronous calls, but at least with a token stream interpreted by the receiving object (thus at least a bit of "message passing"). In ST-76 and later versions "message passing" is just nomenclature used by the ST folks for something that is just ordinary method dispatch and call (if you have doubts, you can analyze the innards of the ST-80 VM yourself e.g. with these tools: https://github.com/rochus-keller/Smalltalk ). The major difference is the dispatch based on signature hash (similar to e.g. Java interface method calls) instead of static positions, which enables late binding (at the expense of performance); and since everything including ordinary integers derive from Object, all values and objects are subject to dynamic method dispatch; it's no coincidence that Smalltalk was the first language to allow real duck typing. The unification of scalar values and references, dynamic typing, and likewise the minimal syntax where control structures are implemented by means of runtime constructs were already known from Lisp; also closures (i.e. ST blocks) were already known before they were added to ST.
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my programming language
Here is one even in Lua: https://github.com/rochus-keller/Smalltalk/
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LeanQt – GUI is here, Widgets are near
> 10kSLOC for the entire universe
It is the nature of idealists that they see the world idealized. Smalltalk-80 itself has nearly 30 kSLOC; it's just more difficult to count, but I wrote tools which can do it (https://github.com/rochus-keller/Smalltalk/).
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50 years Smalltalk anniversary celebration at Computer History Museum
Why should "perform" be a message? It's just a method of the Object class, which is the superclass of Integer. You can use my St80ClassBrowser and St80ImageViewer (see https://github.com/rochus-keller/Smalltalk/) to check the ST-80 source code and image if you want; there is a list of all selectors and the classes which implement them. Going up the class hierarchy when doing virtual method dispatch is a fundamental concept of all object-oriented implementations; in contrast to e.g. C++ this can be done dynamically at runtime in Smalltalk or Java (which is also called late binding). In contrast to Smalltalk in Java the class loader verifies that a method for the referenced signature actually exists; in Smalltalk you can try to dispatch any signature which can result in a call to the doesNotUnderstand method of the Object class.
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A History of Lua
> a large lua game code base, over 4000 files, 1.5 million lines of code
Interesting; how do you manage to keep consistency? Do you have special tools to e.g. detect inadvertent global variables? I once wrote a Smalltalk VM in Lua (https://github.com/rochus-keller/Smalltalk/blob/master/Inter...) which is a much smaller code base but even with this size I quickly would have lost track of e.g. scopes and names without tools I had to write myself (https://github.com/rochus-keller/LJTools).
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Smalltalk Squeak 6.0
It is true, that there is uncollected garbage in the original Xerox ST80 image. I've built some tools to analyze the image and also a VM which can be interrupted at any time to analyze the current state of the image (see https://github.com/rochus-keller/Smalltalk).
There are two zombie processes (OID 6662 and 19ba). There are also a couple of BlockContext and MethodContext which have a nil sender and a reference to an unknown method, but which are still referenced from somewhere (i.e. the collection is prevented even if it is not implemented by reference counting. E.g. OID 79a2 of class BinaryChoice. I have a full list if anybody is interested.
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Celebrating 50 Years of Smalltalk
Integers are actually directly stored, i.e. without boxing/indirection by a pointer. The Smalltalk object memory doesn't have pointers in the C sense, but rather indices into the object table. If you're interested I've implemented a couple of tools to study the original Smalltalk-80 VM, see https://github.com/rochus-keller/Smalltalk/.
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Ask HN: Admittedly Useless Side Projects?
- https://github.com/rochus-keller/Smalltalk/ Parser, code model, interpreter and navigable browser for the original Xerox Smalltalk-80 v2 sources and virtual image file
- https://github.com/rochus-keller/Som/ Parser, code model, navigable browser and VM for the SOM Smalltalk dialect
- https://github.com/rochus-keller/Simula A Simula 67 parser written in C++ and Qt
> do you regret those endeavours?
No, not in any way; the projects were very entertaining and gave me interesting insights.
- Minimalism in Programming Language Design
Lua
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5-Step Approach: ProjectSveltos Event Framework for Kubernetes Deployment with Cilium Gateway API
The EventSource uses the Lua language to search for any services with ports set to 80 or 443 in the ‘argocd’ namespace. More examples can be found here.
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Building a Wordle Clone with Lua! 🕹
If you're new to the 12 in 24 series, I'm learning and building projects with a new programming language every month - this month, it's the Lua scripting language. You can find source code for the projects I build in the official GitHub repository (check it out, this week's folder contains code for both this and two other bonus projects!).
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Gearing up for Lua
This month, we're talking about Lua. It's not always a first choice when it comes to programming, but I think there's a lot to enjoy about this little language. Heck, I'm a big game development fan myself - I would look into it even if that was the only reason to.
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Pluto, a Modern Lua Dialect
It’s Portuguese. It’s the same in the Lua codebase [1].
[1]: https://github.com/lua/lua
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Fluent Bit with ECS: Configuration Tips and Tricks
If we think we need more flexibility for processing records, we can write our own embedded filters using Lua language. Lua is a highly efficient programming language used mainly for embedded scripting.
- A Linguagem Lua completa 30 anos!
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The Top 20 Programming Languages and Their Origins
Lua
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Lua C headers, MacOS
➜ ~ brew info lua ==> lua: stable 5.4.6 (bottled) Powerful, lightweight programming language https://www.lua.org/ /opt/homebrew/Cellar/lua/5.4.6 (29 files, 788.7KB) * Poured from bottle using the formulae.brew.sh API on 2023-05-16 at 11:03:06 From: https://github.com/Homebrew/homebrew-core/blob/HEAD/Formula/l/lua.rb License: MIT ==> Caveats You may also want luarocks: brew install luarocks ==> Analytics install: 16,599 (30 days), 56,745 (90 days), 139,027 (365 days) install-on-request: 1,763 (30 days), 6,266 (90 days), 21,105 (365 days) build-error: 0 (30 days)
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How do you like code documentation inline in the source code vs. as separate guides, or how would you do it?
I think Lua is a good example of doing documentation well. The source code is commented only as much as needed, mainly with brief comments about things that might not be obvious and a small number of longer explanations of how the architecture works (mainly relevant to developers). It also has a super nice feature that's surprisingly rare: each file has a very short line at the top that describes what the file is, so you don't have to guess based on the filename alone. The API is documented in a single HTML file on the website that has both the high level descriptions of the language and architecture, as well as documentation for each public-facing function. The docs are maintained by hand, but the API is mostly stable, so the docs don't need to change very often.
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Total Noob With a Question.
This is using the Lua language and the Solar2d game framework
What are some alternatives?
Oberon - Oberon parser, code model & browser, compiler and IDE with debugger
julia - The Julia Programming Language
Som - Parser, code model, navigable browser and VM for the SOM Smalltalk dialect
assemblyscript - A TypeScript-like language for WebAssembly.
are-we-fast-yet - Are We Fast Yet? Comparing Language Implementations with Objects, Closures, and Arrays
NvChad - Blazing fast Neovim config providing solid defaults and a beautiful UI, enhancing your neovim experience.
squeak.org - Squeak/Smalltalk Website
lua-nginx-module - Embed the Power of Lua into NGINX HTTP servers
zigbee-lua - Zigbee coordinator and tools for LuaJIT
kotlin-script-examples - Examples of Kotlin Scripts and usages of the Kotlin Scripting API
watt - Runtime for executing procedural macros as WebAssembly
mal - mal - Make a Lisp