Roberto Ierusalimschy is an Associate Professor of Computer Science at PUC-Rio (the Pontifical Catholic University in Rio de Janeiro), where he works with programming-language design and implementation. He is the leading architect of the Lua programming language and the author of "Programming in Lua" (now in its second edition and translated to Chinese, Korean, German, and Japanese).
Roberto has a M.Sc. Degree (1986) and a D.Sc. Degree (1990) in Computer Science, both from PUC-Rio. He was a visiting researcher at the University of Waterloo, (Canada, 1991), ICSI (CA, USA, 1994), GMD (Germany, 1997), and at UIUC (IL, USA, 2001/2002). As a professor at PUC-Rio, Roberto was the advisor of several students that later became influential members of the Lua community. Lately he has been developing LPEG, a novel pattern-matching package for Lua.
Lua is the language of choice for anyone who needs a scripting language that is simple, efficient, extensible, portable, and free. Currently, Lua is being used in areas ranging from embedded systems to Web development and is widely spread in the game industry, where knowledge of Lua is an indisputable asset. "Programming in Lua" is the official book about the language, giving a solid base for any programmer who wants to use Lua. Authored by Roberto Ierusalimschy, the chief architect of the language, it covers all aspects of Lua 5---from the basics to its API with C---explaining how to make good use of its features and giving numerous code examples. "Programming in Lua" is targeted at people with some programming background, but does not assume any prior knowledge about Lua or other scripting languages. This Second Edition updates the text to Lua 5.1 and brings substantial new material, including numerous new examples, a detailed explanation of the new module system, and two new chapters centered on multiple states and garbage collection.
周惟迪(www.zhouweidi.name),在少年时由于喜好计算机游戏而喜爱上计算机编程,对各类开发技术皆有涉猎。曾从事过2年游戏程序设计专业的教育工作,之后在上海Ubisoft工作,参与Splinter Cell 4(Xbox 360)、Rayman 4(Xbox 360)等项目开发。现就职于Epic Games China,从事MMO...
评分lua 的table 和nil我很喜欢、很方便。数据结构table足以。特别是让非程序员(如策划)做配置的时候。
评分亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29...
评分亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29.9卖不~亲.29...
评分看到元表那章开始,我就感觉到自己一直作为一个静态语言开发者的思想的局限性了 table 继承的方法之一是 table 的 metatable 中的 __index 字段引用父 table, 然后其实 table 可以作为自身的 metatable 比如 a = 1 g = { __index = _G } setmetatable(g, g) g.print(a) ...
不知觉中养成了通过C API学习动态语言的恶习,哎……
评分:无
评分Lua 编程语言。
评分game ui/logic programming at Perfect World
评分Lua 编程语言。
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