Currently, pdlua is not compatible with luaJIT, since it was updated to
Lua 5.4 (and uses some of the new features internally). It's possible to
port it back to luaJIT by taking out all the new Lua bits.
Both have some advantages and disadvantages. But for me, regular Lua
would win (but only by a small amount). The reason is: it's
architecturally simpler, more mainstream, more widely used/tested, and
(in my estimation) more likely to be maintained for a very long time.
luaJIT is very fast, so I'm not opposed to it either. Having any kind of
scripting for objects available at all is the most important thing here 🙂
Tim
On 02/10/2024 16:09, Sebastian Shader via Pd-list wrote:
I know it's old but I think for lua in pd luaJit should be considered if adding
a lua.
Imo they took out a very powerful feature in setfenv after 5.1 anyways.
Luajit was still working with pdlua last I checked.
Plus pd messages only use floats.
-Seb
On Wednesday, October 2, 2024 at 05:27:03 AM CDT, Timothy Schoen
<timschoen...@gmail.com> wrote:
Yeah, +1 for pdlua for me!
Here's a few more reasons I'd love to see this:
    * pdlua objects require vastly less boiler-plate code than C externals. Especially for signals and graphics, it takes care of all the hard parts and common pitfalls for you.
    * As a result, creating pdlua objects is much more beginner friendly, and experienced programmers are less likely to make mistakes. Not requiring compilation makes writing coded externals as accessible as abstractions are currently.
    * The biggest weakness for a project like pdlua is needing to be installed manually. This discourages people from directly uploading their Lua objects on Deken. Like porres said, ELSE now ships with pdlua just so that we can ship lua objects. It would be amazing if we could assume them to just work.
    * As you might know, Lua is very compact, it can be compiled by adding "onelua.c" to your sources, and it has no external dependencies. For ease of maintenance, it's as good at it gets. Lua is also fast for a scripting language. Seems like the perfect fit for pure-data.
If you want a sample of the API, here's the documentation for pdlua graphics:
https://agraef.github.io/pd-lua/tutorial/pd-lua-intro.html#graphics
Tim
On 02/10/2024 06:12, Alexandre wrote:
Let me share Tim's thoughts he sent me via a chat about coding externals in
lua, which I think are a perfect sell. Compared to C externals, lua externals:
    * Encourages open-source, since the source code is the object
    * Works on every OS, architecture, pd floatsize, multi-instance, all without needing recompilation
    * You can easily modify objects if you want to
    * GUIs are now much easier to write with Lua than with C
    * Are guaranteed to keep working even if Pd's C API changes, or Pd changes GUI framework
    * Are guaranteed to work across Pd forks, as long as they correctly implement the lua API
Em ter., 1 de out. de 2024 Ã s 15:36, Alexandre <por...@gmail.com> escreveu:
Em seg., 30 de set. de 2024 Ã s 16:59, Christof Ressi <i...@christofressi.com> escreveu:
  Thanks to Antoine for mentioning pdlua! I will need to check it out. I have
already seen people doing some very cool stuff with it. Maybe they already have
the perfect solution :)
I'm also looking at pdlua, which might want to become the official way to make
graphical externs AND to add scripting in a fundamental way to Pd :)
+1 for an official scripting language! :) (I love Lua, BTW.) And yes, it would
make lots of sense to leverage the scripting language to implement custom UIs!
+1k
Yay, great to hear that! BTW, I remembered about this ticket we opened years
ago inquiring about adding lua to Pd natively!Â
https://github.com/pure-data/pure-data/issues/687
Now that Tim is doing great work for graphics, this would be even more awesome!
And I wouldn't have to worry in shipping it in ELSE for some externals that
already use it :)
cheers
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