--OOP ASCII graphing calculator --too many equations may cause it to timeout (run on your own system for better performance) --@boxrum on most platforms local data = { chars = { [1] = "██", [.75] = "▒▒", [.5] = " ▒", [.25] = "░░", [.125] = " ░", [0] = " " }, blur = 1 } data.__index = data local function calculate(equation,x,y,dimensions,zoom,precision2)--this part may be a bit hacky local splitPoint = string.find(equation,"=") local equality,eq2 = string.find(equation,">") or string.find(equation,"<") or string.find(equation,">=") or string.find(equation,"<=") --local precision = ((dimensions.x^2+dimensions.y^2)^(1/2)/((zoom.x^2+zoom.y^2)^(1/2)))/100*(precision2^2) -- print(precision) local precision = precision2*((((zoom.x*2)^2+(zoom.y*2)^2)^(1/2))/25) local split = { a = string.sub(equation,1,(equality or splitPoint)-1), b = string.sub(equation,((eq2 or equality) or splitPoint)+1,#equation) } local mid = equality and string.sub(equation,equality,eq2 or equality) or nil local mag = 1--math.sqrt(x^2+y^2) local code = "" if equality then code = string.format("local x=%s local y=%s local p = %s return math.floor((%s)*p)/(p)%smath.floor((%s)*p)/p",tostring(x),tostring(y),tostring(precision),split.a,tostring(mid),split.b) else code = string.format("local x=%s local y=%s local d=%s local p = %s return (%s)<(%s)+(p*d)/2 and (%s)>(%s)-(p*d)/2 and (%s)<(%s)+(p*d)/2 and (%s)>(%s)-(p*d)/2",tostring(x),tostring(y),tostring(mag),tostring(precision),split.a,split.b,split.a,split.b,split.b,split.a,split.b,split.a) -- code = string.format("local x=%s local y=%s local p = %s local x = x local y = y local A = %s local B = %s local x = x local y = y+p/2 local A1 = %s local B1 = %s return (A)<=(B) and (A1)<=(B1)",tostring(x),tostring(y),tostring(precision),split.a,split.b,split.b,split.a) end --print(code) return load(code)() end function data.NewGraph(dimensions,zoom) local self = setmetatable({},data) self._meta = true self._zoom = {x = zoom[1], y = zoom[2]} self._dimensions = {x = dimensions[1],y = dimensions[2]} self._txt = "" self._equations = {} return self end function data:ChangeFill(text) if not self._meta then return end self.chars.fill = text end function data:ChangeEmpty(text) if not self._meta then return end self.chars.empty = text end function data:AddEquation(equation) if not self._meta then return end table.insert(self._equations,equation) self:Refresh() end function data:AddBlock(fill) if not self._meta then return end self._txt = self._txt..self.chars[fill] end function data:Refresh() if not self._meta then return end self._txt = "" for y1 = 1,self._dimensions.y do local y = (math.floor(self._dimensions.y/2+.5) - y1)/(self._dimensions.y/2)*(self._zoom.y*2) for x1 = 1,self._dimensions.x do local x = (x1-math.floor(self._dimensions.x/2+.5))/(self._dimensions.x/2)*(self._zoom.x*2) local found = 0 if x1==math.floor(self._dimensions.x/2+.5) or y1==math.floor(self._dimensions.y/2+.5) then self:AddBlock(1) else for equationIndex = 1,#self._equations do local equation = self._equations[equationIndex] if calculate(equation,x,y,self._dimensions,self._zoom,.8) then found = 1 break end if calculate(equation,x,y,self._dimensions,self._zoom,1) then found = .75 break end if calculate(equation,x,y,self._dimensions,self._zoom,1.2) then found = .5 break end if calculate(equation,x,y,self._dimensions,self._zoom,1.4) then found = .25 break end if calculate(equation,x,y,self._dimensions,self._zoom,1.6) then found = .125 break end end self:AddBlock(found) end end self._txt = self._txt.."\n" end end function data:Print() if not self._meta then return end print(self._txt) end local graph = data.NewGraph({100,100},{5,5}) --graph:AddEquation("x=1") -- graph:AddEquation("y=x^2") --graph:AddEquation("y=x") -- graph:AddEquation("y=math.cos(2*x)") -- graph:AddEquation("y=math.tan(x)") -- graph:AddEquation("2*y=x/2") -- graph:AddEquation("y=math.sqrt(1-x^2)") graph:AddEquation("x^2+y^2=5") --graph:Refresh() graph:Print()
Write, Run & Share Lua code online using OneCompiler's Lua online compiler for free. It's one of the robust, feature-rich online compilers for Lua language, running the latest Lua version 5.4. Getting started with the OneCompiler's Lua editor is easy and fast. The editor shows sample boilerplate code when you choose language as Lua and start coding.
OneCompiler's Lua online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample Lua program which takes name as input and prints hello message with your name.
name = io.read("*a")
print ("Hello ", name)
Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.
-- global variables
a = 10
-- local variables
local x = 30
Value Type | Description |
---|---|
number | Represents numbers |
string | Represents text |
nil | Differentiates values whether it has data or not |
boolean | Value can be either true or false |
function | Represents a sub-routine |
userdata | Represents arbitary C data |
thread | Represents independent threads of execution. |
table | Can hold any value except nil |
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while(condition)
do
--code
end
Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.
repeat
--code
until( condition )
For loop is used to iterate a set of statements based on a condition.
for init,max/min value, increment
do
--code
end
Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.
optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end