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What the heck is los? Los is a object system writed in pure Lua. What are the advantages of los?


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LOS - Lua Object System
What the heck is LOS?

LOS is a object system writed in pure Lua.


What are the advantages of LOS?
=> Mixins (Virtual Multiple Inheritance)

LOS implements suport to virtual multiple inheritance using mixins like Ruby.


=> Classes

LOS implements support to classes with a embedded typing system.


=> Method Overloading

LOS implents a simple method overload.


=> Inheritance (single)

LOS support single inheritance like Java.


=> Multiple Class Importation (In Development)

LOS support multiple class loading of a same class path like Python.


Documentation:
class

Create a class and register the created class into _G[], the created class is converted in a Lua table where:



is the name of class registred into _G.
mixin

Add all methods of a module or class in your class where:



is the name of loaded class to mix in your class.
extends

Make inheritance of a class in your class where:



is the name of loaded class to inherit.
overload

Overload a method of a LOS where:



is the name of method

is the new method

is the number of parameters of new method only 1 method can be overloaded foreach number of parameters.
Examples:
-- point.lua

require 'LOS'
-- Calling the "class" function and passing a class name as

-- string the class function create a class for you.

class 'Point'

-- This method is used in inheritance of variables of a class

-- then use this method to declare variables and set your

-- default values.

function initialize()

self.x = 0

self.y = 0

end
-- This is the constructor of class used to instantiate the class

-- is permited only one constructor by class.

function Point(x, y)

self.x = x

self.y = y

end
-- The variable "this" and the variable "my" are references

-- to your class.

function this:add(point)

if point:instanceof 'Point' then

self.x = self.x + point.x

self.y = self.y + point.y

end

return self

end
function my:draw()

print("X = ", self.x, " Y = ", self.y)

end
-- point3d.lua

require "point"

-- Using the function "extends" to makes inheritance in a class.

class 'Point3D' extends 'Point'

function initialize()

self.z = 0

end
function Point3D(x, y, z)

this.Point(x, y)

self.z = z or 0

end
function my:draw()

print("X = ", self.x, " Y = ", self.y, " Z = ", self.z)

end
-- point4d.lua

require "point3d"

require "axis"
-- The "mixin" function add to your class ALL methods in the

-- class or module passed to function.

class 'Point4D' extends 'Point3D' mixin 'Axis'

function initialize()

self.a = 0

end

-- Calling the super class constructor you can

-- set variables in your instance

function Point4D(x, y, z, a)

super.Point3D(x, y, z)

self.a = a

end

function my:draw()

print("X = ", self.x, " Y = ", self.y, " Z = ", self.z, " A = ", self.a)

end
-- axis.lua

module('Axis', package.seeall)

function axis()

print(self.a, "Hi! I'm a mixin!")

end
-- main.lua

require 'axis'

require 'point'

require 'point3d'

require 'point4d'

local point = Point:new(3,5)

local point3d = Point3D:new(3, 4, 9)

local point4d = Point4D:new(3, 4, 9, 8)
point:draw()

point3d:draw()

point:add(point4d1):draw()

point4d:draw()

point4d:axis()


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