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[modified] readme; notes about stringx
and a bit of other cleanup
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readme.md
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readme.md
@ -13,27 +13,30 @@ Examples [in another repo](https://github.com/1bardesign/batteries-examples) to
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- `class` - Single-inheritance oo in a single function.
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- `mathx` - Mathematical extensions. Alias `math`.
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- `tablex` - Table handling extensions. Alias `table`.
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- `stringx` - String handling extensions. Alias `string`.
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- `stable_sort` - A stable sorting algorithm that is also, as a bonus, often faster than table.sort under luajit.
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- `functional` - Functional programming facilities. `map`, `reduce`, `any`, `match`, `minmax`, `mean`...
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- `sequence` - An oo wrapper on sequential tables, so you can do `t:insert(i, v)` instead of `table.insert(t, i, v)`. Also supports method chaining for the `functional` interface above, which can save a lot of typing!
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- `state_machine` - Finite state machine implementation with state transitions and all the rest. Useful for game states, ai, cutscenes...
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- `async` - Async operations as coroutines.
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- `manual_gc` - Get GC out of your update/draw calls. Useful when trying to get accurate profiling information; moves "randomness" of GC. Requires you to think a bit about your garbage budgets though.
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- `colour` - Colour conversion routines. Alias `color`.
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- `unique_mapping` - Generate a unique mapping from arbitrary lua values to numeric keys - essentially making up a consistent ordering for unordered data. Niche, but can be used to optimise draw batches for example, as you can't sort on textures without it.
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- `vec2` - 2d vectors with method chaining, garbage saving interface. A bit of a mouthful at times, but you get used to it.
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- `vec3` - 3d vectors as above.
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- `intersect` - 2d intersection routines, a bit sparse at the moment
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- `unique_mapping` - Generate a unique mapping from arbitrary lua values to numeric keys - essentially making up a consistent ordering for unordered data. Niche, but useful for optimising draw batches for example, as you can't sort on textures without it.
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- `state_machine` - Finite state machine implementation with state transitions and all the rest. Useful for game states, ai, cutscenes...
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- `async` - Async operations as coroutines.
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- `manual_gc` - Get GC out of your update/draw calls. Really good when trying to get accurate profiling information; no more spikes. Requires you to think a bit about your garbage budgets though.
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- `colour` - Colour conversion routines. Alias `color`.
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Aliases are provided at both the `batteries` level and globally when exported.
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# Todo/WIP list
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Endless, of course :)
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- `stringx` - As for `tablex` and `mathx`, would be good to have a more filled out string handling API.
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- `colour` - Bidirectional hsv conversion and friends would fit nicely here.
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- `stringx` - Needs extension, very minimal currently.
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- `colour` - Bidirectional hsv/hsl/etc conversion would fit nicely here.
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- Geometry:
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- `vec3` - Needs more fleshing out for serious use.
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- `matrix` - A geometry focussed matrix module would made 3d work nicer. Possibly just `mat4`.
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- `matrix` - A geometry focussed matrix module would made 3d work a lot nicer. Possibly just `mat4`.
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- `intersect` - More routines, more optimisation :)
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- Network:
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- Various helpers for networked systems, game focus of course.
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@ -58,19 +61,19 @@ You are strongly encouraged to use the library in a "fire and forget" manner thr
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This eases consumption later on - you don't have to remember if say, `table.remove_value` is built in to lua or not, or get used to accessing the builtin table functions through `batteries.table` or `tablex`.
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While this will likely sit badly with anyone who's had "no globals!" hammered into them, I believe for `batteries` (and many foundational libraries) it makes sense to just import once at boot. You're going to be pulling it in almost everywhere anyway; why bother making yourself jump through more hoops.
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While this will likely sit badly with anyone who's had "no globals!" hammered into them, I believe for `batteries` (and many foundational libraries) it makes sense to just import once at boot. You're going to be pulling it in almost everywhere anyway; why bother making yourself jump through more hoops?
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You can of course use the separate modules on their own, either with a single require for all of `batteries`, and use through something like `batteries.functional.map`, or requiring individual modules explicitly. This more careful approach _will_ let you be more clear about your dependencies, at the cost of more setup work needing to re-require batteries everywhere, or expose it as a global in the first place.
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You can of course use the separate modules on their own, either with a single require for all of `batteries`, with use through something like `batteries.functional.map`; or requiring individual modules explicitly. This more careful approach _will_ let you be more clear about your dependencies, at the cost of more setup work needing to re-require batteries everywhere, or expose it as a global in the first place.
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I'd strongly recommend that if you find yourself frustrated with the above, stop and think why/if you really want to avoid globals for a library intended to be commonly used across your entire codebase! You may wish to reconsider, and save yourself typing `batteries` a few hundred times :)
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# Stripping down `batteries`
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Many of the modules "just work" on their own if you just want to vendor in something specific.
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Many of the modules "just work" on their own if you just want to grab something specific.
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There are some inter-dependencies in the more complex modules, which should be straightforward to detect and figure out the best course of action (include or strip out) if you want to make a stripped-down version for distribution.
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Currently the lib is 30kb or so compressed, including the readme, so think carefully whether you really need to worry!
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Currently the lib is 30kb or so compressed, including the readme, so do think carefully whether you really need to worry!
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# License
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