I need to script my app (not a game) and I have a problem, choosing a script lang for this.
Lua looks fine (actually, it is ideal for my task), but it has problems with unicode strings, which will be used.
Also, I thought about Python, but I don’t like It’s syntax, and it’s Dll is too big for me ( about 2.5 Mib).
Python and other such langs have too much functions, battaries and modules which i do not need (e.g. I/O functions) – script just need to implement logic, all other will do my app.
So, I’d like to know is there a scripting lang, which satisfies this conditions:
- unicode strings
- I can import C++ functions and then call them from
script - Can be embedded to app (no dll’s) without any problems
Reinventing the wheel is not a good idea, so I don’t want to develop my own lang.
Or there is a way to write unicode strings in Lua’s source? Like in C++ L”Unicode string”
There isn’t really such a thing as a “unicode string”. Strings are a sequence of bytes that can contain anything. Knowing the encoding of the data in the string matters, though.
I use Lua with UTF-8 strings, which just works for all the operations I care about. I do not use any Unicode string library, though those are available for Lua (ICU4Lua, slnunicode, etc.).
Some notes about using UTF-8 strings in Lua:
Counting codepoints in UTF-8 is quite straightforward, if slightly less efficient than other encodings. For example in Lua:
If you need more than this kind of thing, the unicode libraries I mentioned give you APIs for everything, including conversion between encodings.
Personally I prefer this straightforward approach to any of the languages that force a certain flavour of unicode on you (such as Javascript) or try and be clever by having multiple encodings built into the language (such as Python). In my experience they only cause headaches and performance bottlenecks.
In any case, I think every developer should have a good basic understanding of how unicode works, and the principle differences between different encodings so that they can make the best choice about how to handle unicode in their application.
For example if all your existing strings in your application are in a wide-char encoding, it would be much less convenient to use Lua as you would have to add a conversion to every string in and out of Lua. This is entirely possible, but if your app might be CPU-bound (as in a game) then it would be a negative point performance-wise.