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HOW can i TEST my LUA scripts?

 
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joelrodrigues



Joined: 01 May 2006
Posts: 4

PostPosted: Mon May 01, 2006 11:50 pm    Post subject: HOW can i TEST my LUA scripts? Reply with quote

Hi folks,

I am a LUA newbie and i´d like to test my LUA scripts.
For example: print("Hello World)
How do you make the console or a window appear, using LUAEdit?

When i click in the RUN SCRIPT, i just see a MESSAGE window.and nothing happens, aside from the messages dialog popping up and saying the script has started and ended successfully.

Ok.... If you don´t know how to do this in LuaEDIT, no problem. Do you have any suggestion? I just need something where i could test my LUA SCRIPTS in a friendly way...

Best regards


Joel Rodrigues
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buletov



Joined: 26 Oct 2005
Posts: 39
Location: Croatia

PostPosted: Tue May 02, 2006 4:17 am    Post subject: Reply with quote

If you're interested in creating applications using LUA language,
try the AutoPlay Media Studio Trial, available here: www.indigorose.com
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joelrodrigues



Joined: 01 May 2006
Posts: 4

PostPosted: Tue May 02, 2006 11:17 am    Post subject: Reply with quote

Hi buletov,

Thx. very much for your reply. I download the trial version. With AutoPlay Media Studio Trial i just can create SCRIPTs related to AutoPlay Media Studio and not test my own SCRIPTS (that are not related to the program itself).

I just want to RUN (in a console) my script...
For example:

print("Hello World")

Best regards man.

Joel Rodrigues
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Isilion



Joined: 13 Aug 2006
Posts: 5
Location: Spain

PostPosted: Sun Aug 13, 2006 3:43 pm    Post subject: Reply with quote

Hi

I still havent started using LuaEdit, but you can test your scripts using a IDE like Visual Studio.

There are some free versions of Visual Studio called Visual Studio Express.

If you go to www.microsoft.com you will easily find them. I found them very useful. Once you have got that, I recommend you to follow this tutorial, which I think is very good! http://gamedevgeek.com/tutorials/

Enjoy Smile
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joelrodrigues



Joined: 01 May 2006
Posts: 4

PostPosted: Sun Aug 13, 2006 9:10 pm    Post subject: Reply with quote

Hey man,

Thanks very much... I didn´t know i could integrate Lua with Visual Studio... Nice tutorials!

Cheers!
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Arandmoor



Joined: 04 Sep 2006
Posts: 4

PostPosted: Mon Sep 04, 2006 7:12 pm    Post subject: Reply with quote

In LuaEdit (I run 2.5) go into the view menu and select the Output window from the Debug submenu. It will bring up a console window that reports any messages your script returns (like from the print() function).

I docked mine below my text window. Works great Very Happy
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joelrodrigues



Joined: 01 May 2006
Posts: 4

PostPosted: Mon Sep 04, 2006 7:51 pm    Post subject: Reply with quote

Nice... Thanks for the tip, Arandmoor.

Best regards!
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zegarkus



Joined: 17 Feb 2007
Posts: 2

PostPosted: Sat Feb 17, 2007 2:24 am    Post subject: Reply with quote

Just digging up an old post - thanks Arandmoor for the tip about Lua edit! I was going a bit bonkers about how to run scripts as well.

After a few hours of trying to find how to run Lua scripts, I found the "Caller.lua" in the LuaEdit directory which called the dofile(".\\Function.lua") that can be called up from the command line. Since then I have been using the dofile(".\\filename.lua") to run my scripts.

Question:

I have seen some documentation that seems to call up scripts this way:

lua script.lua

How can I do this using the Lua5.1.exe in Windows XP? I had no luck. Specially 6 - Lua Stand-alone in the Lua documentation describes calling up scripts this way:

$ lua -e'a=1' -e 'print(a)' script.lua

I haven't had any luck so far, can someone point me in the right direction here?
Code:
> lua test.lua
stdin:1: `=' expected near `-'
>
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zet



Joined: 12 Nov 2004
Posts: 289
Location: Germany

PostPosted: Sat Feb 17, 2007 6:50 am    Post subject: Reply with quote

you can exec your lua code if you open the commandline (cmd.com) and execute

lua myluafile.lua

Then the file is executed.

If you are running the lua interpreter (your errormessage is saying so), you have to write lua code:

dofile "myluafile.lua"
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zegarkus



Joined: 17 Feb 2007
Posts: 2

PostPosted: Sun Feb 18, 2007 12:57 am    Post subject: Reply with quote

sweet - thanks for that zet. It works like a charm now. My confusion was getting the cmd.exe and lua interpreter mixed up.
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dfdub



Joined: 27 Nov 2007
Posts: 5

PostPosted: Tue Nov 27, 2007 5:32 pm    Post subject: All I want is a "Hello World!" Reply with quote

I feel that I am a fairly seasoned coder. I have written extensive java programs with JBuilder and have built rather complex web services with .NET / C#... but...

I can not get one damn LUA script to complile and run successfully. I have looked over the tutorials discussed above and followed all steps very closely and yet I STILL can not compile one script.

Here are my errors when following the tutorial to a T.


Code:
1>Compiling...
1>luatest.cpp
1>..\..\..\..\..\Program Files\lua5.1\luatest\luatest.cpp(4) : error C2006: '#include' : expected a filename, found 'identifier'
1>..\..\..\..\..\Program Files\lua5.1\luatest\luatest.cpp(5) : error C2006: '#include' : expected a filename, found 'identifier'
1>..\..\..\..\..\Program Files\lua5.1\luatest\luatest.cpp(6) : error C2006: '#include' : expected a filename, found 'identifier'
1>..\..\..\..\..\Program Files\lua5.1\luatest\luatest.cpp(32) : fatal error C1010: unexpected end of file while looking for precompiled header. Did you forget to add '#include "stdafx.h"' to your source?


I am using visual C++ 2005 and have tried several different things with several different errors. Much frustration today so any help is greatly appreciated.
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zet



Joined: 12 Nov 2004
Posts: 289
Location: Germany

PostPosted: Wed Nov 28, 2007 9:40 am    Post subject: Reply with quote

It would help to see the lines of code that the compiler refers to.

don't forget

Code:

extern "C" {
#include "lua.h"
// etc.
}


if you are using C++.
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dfdub



Joined: 27 Nov 2007
Posts: 5

PostPosted: Wed Nov 28, 2007 4:34 pm    Post subject: Reply with quote

Here is the code:

Code:
#include <stdio.h>

extern “C” {
   #include “lua.h”
   #include “lualib.h”
   #include “lauxlib.h”
}

/* the Lua interpreter */
lua_State* L;

int main ( int argc, char *argv[] )
{
   /* initialize Lua */
   L = lua_open();

   /* load Lua base libraries */
   luaL_openlibs(L);

   /* run the script */
   luaL_dofile(L, “test.lua”);

   /* cleanup Lua */
   lua_close(L);

   /* pause */
   printf( “Press enter to exit…” );
   getchar();

   return 0;
}


And test.lua is simply:

print “Hello, World!”
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dfdub



Joined: 27 Nov 2007
Posts: 5

PostPosted: Wed Nov 28, 2007 5:53 pm    Post subject: Reply with quote

And just so everyone knows... I followed the steps here word-for-word:

http://gamedevgeek.com/tutorials/getting-started-with-lua/

All the needed libs, dll's, etc are properly placed. Can someone else follow this tutorial and let me know if it works correctly?

If you follow this tutorial from start to finish, it leaves you with two .cpp files and each with a main(). I thought these would conflict so I got rid of the original but received other errors. I have tried several different configurations today with no avail.
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