Difference between revisions of "LavishScript"

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== Introduction ==
+
== Overview  ==
=== Origin of LavishScript ===
+
LavishScript is a command shell and fully-featured scripting engine.  Its goal is to be an easy to learn (very few syntactical rules, as few operators as possible, and so on) command-based language.  It is [http://searchwebservices.techtarget.com/sDefinition/0,290660,sid26_gci212681,00.html object-oriented] and [http://whatis.techtarget.com/definition/0,,sid9_gci213058,00.html strongly typed].  It is designed to be embedded, and interfaces directly with native system data.
LavishScript is the next iteration of a system [[User:Lax|Lax]] developed in 2004 for [http://www.macroquest2.com MacroQuest 2] (software for customization and automation of [http://www.everquest.com EverQuest 1])LavishScript was originally developed specifically for [[Inner Space]], but was split from the project so that it could be used in [[Fury]] and other new products as well.
 
  
=== What is LavishScript? ===
+
LavishScript is designed with the idea that most scripting languages munge too many extra rules and operators to do different things.  We believe that simplicity is key.  Not necessarily simplicity in the range of available functionality, but simplicity in the structure of the language itself.  The complete [[LavishScript:Command_Syntax|syntax for commands]] is defined [[LavishScript:Command_Syntax|here]].  [[LavishScript:Language_and_Engine_Overview|Script structure]] is also quite simple, and is defined [[LavishScript:Language_and_Engine_Overview|here]].
LavishScript is a fully-featured scripting engine.  Its goal is to be an easy to learn (very few syntactical rules as few operators as possible, and so on) command-based language.  It is [http://searchwebservices.techtarget.com/sDefinition/0,290660,sid26_gci212681,00.html object-oriented] and [http://whatis.techtarget.com/definition/0,,sid9_gci213058,00.html strongly typed].
 
 
 
LavishScript is designed with the idea that most scripting languages munge too many extra rules and operators to do different things.  We believe that simplicity is key.  Not necessarily simplicity in the range of available functionality, but simplicity in the structure of the language itself.  The complete [[LavishScript:Syntax|syntax for commands and data sequences]] is defined [[LavishScript:Syntax|here]].  [[Script Development|Script structure]] is also quite simple, and is defined [[Script Development|here]].
 
  
 
LavishScript is generally designed with non-programmers in mind (though logical thinking helps...).  LavishScript isn't meant to be a replacement for other general-purpose languages, it is simply meant to be easy to use.  If a "real" programming language is what you're looking for, maybe you should be using one instead of a scripting language, right?  Most simple tasks can be completed with minimal research, but of course developing scripts will require some learning.
 
LavishScript is generally designed with non-programmers in mind (though logical thinking helps...).  LavishScript isn't meant to be a replacement for other general-purpose languages, it is simply meant to be easy to use.  If a "real" programming language is what you're looking for, maybe you should be using one instead of a scripting language, right?  Most simple tasks can be completed with minimal research, but of course developing scripts will require some learning.
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LavishScript allows any number of persistent scripts simultaneously, each of which are given a time slice per "pulse".  Pulse timing is defined by the application (such as Fury or Inner Space), so each pulse may be defined as once per frame in a game (as in frames per second), or may simply be as soon as possible after the previous pulse, or can be distributed evenly at specific intervals.  The priority level, dictating how much of a time slice is given per pulse, for a script may be set using the [[Command:Turbo|Turbo command]].
 
LavishScript allows any number of persistent scripts simultaneously, each of which are given a time slice per "pulse".  Pulse timing is defined by the application (such as Fury or Inner Space), so each pulse may be defined as once per frame in a game (as in frames per second), or may simply be as soon as possible after the previous pulse, or can be distributed evenly at specific intervals.  The priority level, dictating how much of a time slice is given per pulse, for a script may be set using the [[Command:Turbo|Turbo command]].
  
Internally, LavishScript uses C++ objects to perform the scripting duties.  By design, every command takes the same form as a standard C console application (i.e. <tt>int main(int argc, char *argv[])</tt>), as does every built-in variable (called Top-Level Objects) to a lesser extent.  This means that developing a LavishScript module is just as painless as developing a console app.
+
=== Geek Notes ===
 +
* LavishScript is interpreted, object-oriented, strongly typed, reflective, imperative, and dynamic
 +
* LavishScript has a pre-emptive scheduler to process scripts, and additionally supports atomic functions, which execute to completion without being scheduled.  The scheduler runs scripts during explicitly stated times (such as when a game redraws its display)
 +
* LavishScript can access internal (e.g. script-defined variables and objects) and external data (e.g. game state information) via the same object system
 +
* References to objects exist only within explicitly defined data sequences, thus allowing external objects to be lost gracefully while a script is waiting for a timeslice (e.g. a character in a game may disappear before the next timeslice, and this will not cause synchronization problems)
 +
* Multiple-use expressions (such as data sequences to be evaluated each frame for display on a user interface) can be pre-parsed to improve performance
 +
* Internally, LavishScript uses C++ objects to perform the scripting duties.  By design, every command takes the same form as a standard C console application (i.e. <tt>int main(int argc, char *argv[])</tt>), as does every built-in variable (called Top-Level Objects) to a lesser extent.  This means that developing a LavishScript module is just as painless as developing a console app
 +
 
 +
== Getting Started ==
 +
We are reworking the documentation of LavishScript.  In the meantime, the existing documentation is found under "Older information".  It is still generally valid and correct information, just being re-done!
 +
 
 +
=== Using LavishScript consoles ===
 +
* [[LavishScript:Command Syntax|Command Syntax]]
 +
* [[LavishScript:Installing and Running Scripts|Installing and Running Scripts]]
 +
* [[LavishScript:Installing and Loading Modules|Installing and Loading Modules]]
 +
* Using "[[LavishScript:Data Sequences|Data Sequences]]"
 +
 
 +
=== Developing in LavishScript ===
 +
* [[LavishScript:Language and Engine Overview|Language and Engine Overview]]
 +
** [[LavishScript:Language and Engine Overview#Preprocessor|Preprocessor]]
 +
** [[LavishScript:Language and Engine Overview#Comments|Comments]]
 +
** [[LavishScript:Language and Engine Overview#Keywords|Keywords]]
 +
** [[LavishScript:Language and Engine Overview#Functions|Functions]]
 +
** [[LavishScript:Language and Engine Overview#Control Structures|Control Structures]]
 +
** [[LavishScript:Language and Engine Overview#Variables|Variables]]
 +
** [[LavishScript:Mathematical_Formulae|Math operators]]
 +
* [[LavishScript:Commands|Commands]]
 +
* [[LavishScript:Object Types|Object Types]]
 +
** [[LavishScript:Data_Sequences|Object Operations]] (Data Sequences)
 +
*** [[LavishScript:Data_Sequences#Methods|Methods]]
 +
*** [[LavishScript:Data_Sequences#Members|Members]]
 +
*** [[LavishScript:Data_Sequences#Indices|Indices]]
 +
*** [[LavishScript:Data_Sequences#Type-casting|Type-casting]]
 +
*** Reduction (To Text)
 +
** [[LavishScript:Object_Types#Built-in_Object_Types|Built-in Object Types]]
 +
*** [[LavishScript:Object_Types#Containers and iteration|Containers]]
 +
** [[LavishScript:Script-Defined_Object_Types|Script-Defined_Object_Types]]
 +
** [[LavishScript:Object References and Persistence|Object References and Persistence]]
 +
* Objects
 +
** [[LavishScript:Top-Level_Objects|Built-in Objects]]
 +
** Variables
 +
* [[LavishScript:Functions|Functions]]
 +
** [[LavishScript:Atoms|Atomic Functions (atoms)]]
 +
* [[LavishScript:Events|Events]]
 +
* [[LavishScript:Object Queries|Object Queries]]
 +
* [[LavishScript:Triggers|Triggers]]
 +
* [[LavishScript:Tasks|Tasks]]
 +
* [[LavishScript:Command Queue|Command Queue]]
 +
 
 +
=== Developing Modules ===
 +
* LavishScript Module Development Kit
 +
 
 +
Download here: http://www.lavishsoft.com/downloads.php
  
== Basics ==
+
== Older information ==
 
; LavishScript encompasses these basic parts
 
; LavishScript encompasses these basic parts
 
* [[LavishScript:Taking Actions|Taking Actions]]
 
* [[LavishScript:Taking Actions|Taking Actions]]
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** Object Methods
 
** Object Methods
 
* [[LavishScript:Data Sequences|Reading and Writing Data]]
 
* [[LavishScript:Data Sequences|Reading and Writing Data]]
** [[LavishScript:Data Types|Data Types]]
+
** [[LavishScript:Object Types|Object Types]] (also known as data types)
 
** [[LavishScript:Top-Level Objects|Top-Level Objects]]
 
** [[LavishScript:Top-Level Objects|Top-Level Objects]]
 
** [[LavishScript:Variables|Variables]]
 
** [[LavishScript:Variables|Variables]]
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** [[LavishScript:Script Syntax|Script Syntax]]
 
** [[LavishScript:Script Syntax|Script Syntax]]
 
* [[LavishScript:Atoms|Atoms]]
 
* [[LavishScript:Atoms|Atoms]]
 +
* [[LavishScript:Events|Events]]
 
* [[LavishScript:File System|File System]]
 
* [[LavishScript:File System|File System]]
 +
* [[LavishScript:Modules|Modules]]
  
== Discussing LavishScript ==
+
=== Extending LavishScript ===
When engaging in online conversation about LavishScript, please make an effort to use the correct terminology and semantics.  For example, there is no member of a Top-Level Object.  Read on: [[LavishScript:Discussing|Discussing LavishScript]]
 
 
 
== LavishScript Modules ==
 
LavishScript modules extend the functionality of LavishScript.  They may come in the form of extensions or plugins for LavishScript-enabled applications, or in the form of a direct LavishScript module (LSModules).  The "Developing ..." topics below apply equally to all modules.
 
=== Existing LSModules ===
 
* [[LSModule:ExtTypes|ExtTypes]]: Adds extended data types including collection, stack, and queue
 
* [[LSModule:Scheduler|Scheduler]]: Adds command scheduling (optionally recurring)
 
 
 
=== Installing and Using LSModules ===
 
To install a LavishScript module, extract the DLL file to the "LavishScript Modules" folder for the application you wish to use the module in.  After doing so, the module must be explicitly loaded in order to be used.  To load and later unload the module, use the [[Command:Module|Module command]] like so:
 
* Module -add LSModule
 
* Module -remove LSModule
 
A third form using the Module command can be used in scripts to ''require'' the module, and immediately end the script if it is not available:
 
* Module -require LSModule
 
While a module is loaded, any commands, aliases, data types, and Top-Level Objects are available for use as if they were built directly into LavishScript.
 
=== Development ===
 
 
* [[LavishScript:LSModule System|LSModule System]]
 
* [[LavishScript:LSModule System|LSModule System]]
 +
* [[LavishScript:Modules|Modules]]
 
* [[LavishScript:Developing Commands|Developing Commands]]
 
* [[LavishScript:Developing Commands|Developing Commands]]
* [[LavishScript:Developing Data Types|Developing Data Types]]
+
* [[LavishScript:Developing Data Types|Developing Object Types]]
 
* [[LavishScript:Developing Top-Level Objects|Developing Top-Level Objects]]
 
* [[LavishScript:Developing Top-Level Objects|Developing Top-Level Objects]]
 +
* [[LavishScript:Discussing|Discussing LavishScript]]
  
 
== See Also ==
 
== See Also ==
 +
* [[Inner Space]]
 +
* [[LavishGUI]]
 
* [[LavishScript:Release Notes|LavishScript Release Notes]]
 
* [[LavishScript:Release Notes|LavishScript Release Notes]]
 +
* [[LavishScript:Modules|Modules]]
  
 
[[Category:LavishScript]]
 
[[Category:LavishScript]]

Latest revision as of 07:29, 16 December 2018

Overview

LavishScript is a command shell and fully-featured scripting engine. Its goal is to be an easy to learn (very few syntactical rules, as few operators as possible, and so on) command-based language. It is object-oriented and strongly typed. It is designed to be embedded, and interfaces directly with native system data.

LavishScript is designed with the idea that most scripting languages munge too many extra rules and operators to do different things. We believe that simplicity is key. Not necessarily simplicity in the range of available functionality, but simplicity in the structure of the language itself. The complete syntax for commands is defined here. Script structure is also quite simple, and is defined here.

LavishScript is generally designed with non-programmers in mind (though logical thinking helps...). LavishScript isn't meant to be a replacement for other general-purpose languages, it is simply meant to be easy to use. If a "real" programming language is what you're looking for, maybe you should be using one instead of a scripting language, right? Most simple tasks can be completed with minimal research, but of course developing scripts will require some learning.

LavishScript allows any number of persistent scripts simultaneously, each of which are given a time slice per "pulse". Pulse timing is defined by the application (such as Fury or Inner Space), so each pulse may be defined as once per frame in a game (as in frames per second), or may simply be as soon as possible after the previous pulse, or can be distributed evenly at specific intervals. The priority level, dictating how much of a time slice is given per pulse, for a script may be set using the Turbo command.

Geek Notes

  • LavishScript is interpreted, object-oriented, strongly typed, reflective, imperative, and dynamic
  • LavishScript has a pre-emptive scheduler to process scripts, and additionally supports atomic functions, which execute to completion without being scheduled. The scheduler runs scripts during explicitly stated times (such as when a game redraws its display)
  • LavishScript can access internal (e.g. script-defined variables and objects) and external data (e.g. game state information) via the same object system
  • References to objects exist only within explicitly defined data sequences, thus allowing external objects to be lost gracefully while a script is waiting for a timeslice (e.g. a character in a game may disappear before the next timeslice, and this will not cause synchronization problems)
  • Multiple-use expressions (such as data sequences to be evaluated each frame for display on a user interface) can be pre-parsed to improve performance
  • Internally, LavishScript uses C++ objects to perform the scripting duties. By design, every command takes the same form as a standard C console application (i.e. int main(int argc, char *argv[])), as does every built-in variable (called Top-Level Objects) to a lesser extent. This means that developing a LavishScript module is just as painless as developing a console app

Getting Started

We are reworking the documentation of LavishScript. In the meantime, the existing documentation is found under "Older information". It is still generally valid and correct information, just being re-done!

Using LavishScript consoles

Developing in LavishScript

Developing Modules

  • LavishScript Module Development Kit

Download here: http://www.lavishsoft.com/downloads.php

Older information

LavishScript encompasses these basic parts

Extending LavishScript

See Also