Embeddable scripting language used frequently in games combining simple procedural syntax with powerful data description constructs based on associative arrays and extensible semantics.
By: S Kokila "a powerful, light-weight programming language designed for extending applications. Coupled with it being relatively fast and having a very lenient license, it has gained a following among game developers ..."
A complete game framework, editor and toolset for the creation of PC multiplayer action games. It is the result of several years of development effort at spanish developer Tragnarion Studios, and is based in nebula2, the open-source 3D engine from Radon Labs.
Following the Snobol tradition, LPeg defines patterns as first-class objects. That is, patterns are regular Lua values (represented by userdata). The library offers several functions to create and compose patterns. With the use of metamethods, several of these functions are provided as infix or prefix operators. On the one hand, the result is usually much more verbose than the typical encoding of patterns using the so called regular expressions (which typically are not regular expressions in the formal sense). On the other hand, first-class patterns allow much better documentation (as it is easy to comment the code, to use auxiliary variables to break complex definitions, etc.) and are extensible, as we can define new functions to create and compose patterns.
The Android Scripting Environment (ASE) brings scripting languages to Android by allowing you to edit and execute scripts and interactive interpreters directly on the Android device. These scripts have access to many of the APIs available to full-fledged Android applications, but with a greatly simplified interface that makes it easy to:
* Handle intents
* Start activities
* Make phone calls
* Send text messages
* Scan bar codes
* Poll location and sensor data
* Use text-to-speech
* And more
J. Midtgaard, N. Ramsey, and B. Larsen. Proceedings of the 15th Symposium on Principles and Practice of Declarative Programming, page 121--132. New York, NY, USA, ACM, (2013)
R. Ierusalimschy, L. de Figueiredo, and W. Celes. HOPL III: Proceedings of the third ACM SIGPLAN conference on History of programming languages, page 2-1--2-26. New York, NY, USA, ACM, (2007)
T. Batista, and M. Vieira. Journal of Universal Computer Science, 13 (6):
786--805(2007)\url|http://www.jucs.org/jucs_13_6/re_aspectlua_achieving_reuse|.