ORBIT: an optimizing compiler for scheme
SIGPLAN '86 Proceedings of the 1986 SIGPLAN symposium on Compiler construction
Using prototypical objects to implement shared behavior in object-oriented systems
OOPLSA '86 Conference proceedings on Object-oriented programming systems, languages and applications
Journal of Logic Programming
OOPSLA '87 Conference proceedings on Object-oriented programming systems, languages and applications
Latex: a document preparation system
Latex: a document preparation system
ICON Programmng Language
Revised Report on the Algorithmic Language Scheme
Higher-Order and Symbolic Computation
Rabbit: A Compiler for Scheme
Relating models of backtracking
Proceedings of the ninth ACM SIGPLAN international conference on Functional programming
Simula Begin
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Programming in Lua, Second Edition
Programming in Lua, Second Edition
Lua 5.1 Reference Manual
Proceedings of the third ACM SIGPLAN conference on History of programming languages
ACM Transactions on Programming Languages and Systems (TOPLAS)
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Lua is a scripting language used in many industrial applications, with an emphasis on embedded systems and games. Two key points in the design of the language that led to its widely adoption are flexibility and small size. To achieve these two conflicting goals, the design emphasizes the use of few but powerful mechanisms, such as first-class functions, associative arrays, coroutines, and reflexive capabilities. As a consequence of this design, although Lua is primarily a procedural language, it is frequently used in several different programming paradigms, such as functional, object-oriented, goal-oriented, and concurrent programming, and also for data description. In this paper we discuss what mechanisms Lua features to achieve its flexibility and how programmers use them for different paradigms.