Principles of Program Analysis
Principles of Program Analysis
Game Development: Harder Than You Think
Queue - Game Development
Programming in Lua, Second Edition
Programming in Lua, Second Edition
Proceedings of the third ACM SIGPLAN conference on History of programming languages
Communications of the ACM - Being Human in the Digital Age
RASCAL: A Domain Specific Language for Source Code Analysis and Manipulation
SCAM '09 Proceedings of the 2009 Ninth IEEE International Working Conference on Source Code Analysis and Manipulation
Dynamic interpretation for dynamic scripting languages
Proceedings of the 8th annual IEEE/ACM international symposium on Code generation and optimization
Ficticious: MicroLanguages for interactive fiction
Proceedings of the ACM international conference companion on Object oriented programming systems languages and applications companion
Passing a language through the eye of a needle
Communications of the ACM
Proceedings of the compilation of the co-located workshops on DSM'11, TMC'11, AGERE!'11, AOOPES'11, NEAT'11, & VMIL'11
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Game development businesses often choose Lua for separating scripted game logic from reusable engine code. Lua can easily be embedded, has simple interfaces, and offers a powerful and extensible scripting language. Using Lua, developers can create prototypes and scripts at early development stages. However, when larger quantities of engine code and script are available, developers encounter maintainability and quality problems. First, the available automated solutions for interoperability do not take domain-specific optimizations into account. Maintaining a coupling by hand between the Lua interpreter and the engine code, usually in C++, is labour intensive and error-prone. Second, assessing the quality of Lua scripts is hard due to a lack of tools that support static analysis. Lua scripts for dynamic analysis only report warnings and errors at run-time and are limited to code coverage. A common solution to the first problem is developing an Interface Definition Language (IDL) from which "glue code", interoperability code between interfaces, is generated automatically. We address quality problems by proposing a method to complement techniques for Lua analysis. We introduce Lua AiR (Lua Analysis in Rascal), a framework for static analysis of Lua script in its embedded context, using IDL models and Rascal.