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* Draft for October post * Rebuild pages * Apply suggestions from code review Co-authored-by: dcope-rbx <91100513+dcope-rbx@users.noreply.github.com> * Update 2021-10-31-luau-recap-october-2021.md Add optimizations * Remove unfinished section Co-authored-by: dcope-rbx <91100513+dcope-rbx@users.noreply.github.com> Co-authored-by: Arseny Kapoulkine <arseny.kapoulkine@gmail.com>
151 lines
5.9 KiB
Markdown
151 lines
5.9 KiB
Markdown
---
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layout: single
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title: "Luau Recap: October 2021"
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---
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Luau is our new language that you can read more about at [https://luau-lang.org](https://luau-lang.org).
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[Cross-posted to the [Roblox Developer Forum](https://devforum.roblox.com/t/luau-recap-october-2021/).]
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## if-then-else expression
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In addition to supporting standard if *statements*, Luau adds support for if *expressions*.
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Syntactically, `if-then-else` expressions look very similar to if statements.
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However instead of conditionally executing blocks of code, if expressions conditionally evaluate expressions and return the value produced as a result.
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Also, unlike if statements, if expressions do not terminate with the `end` keyword.
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Here is a simple example of an `if-then-else` expression:
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```lua
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local maxValue = if a > b then a else b
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```
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`if-then-else` expressions may occur in any place a regular expression is used.
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The `if-then-else` expression must match `if <expr> then <expr> else <expr>`;
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it can also contain an arbitrary number of `elseif` clauses, like `if <expr> then <expr> elseif <expr> then <expr> else <expr>`.
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Note that in either case, `else` is mandatory.
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Here's is an example demonstrating `elseif`:
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```lua
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local sign = if x < 0 then -1 elseif x > 0 then 1 else 0
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```
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**Note:** In Luau, the `if-then-else` expression is preferred vs the standard Lua idiom of writing `a and b or c` (which roughly simulates a ternary operator). However, the Lua idiom may return an unexpected result if `b` evaluates to false.
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The `if-then-else` expression will behave as expected in all situations.
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## Library improvements
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New additions to the `table` library have arrived:
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```lua
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function table.freeze(t)
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```
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Given a non-frozen table, freezes it such that all subsequent attempts to modify the table or assign its metatable raise an error.
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If the input table is already frozen or has a protected metatable, the function raises an error; otherwise it returns the input table.
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Note that the table is frozen in-place and is not being copied.
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Additionally, only `t` is frozen, and keys/values/metatable of `t` don't change their state and need to be frozen separately if desired.
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```lua
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function table.isfrozen(t): boolean
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```
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Returns `true` if and only if the input table is frozen.
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## Typechecking improvements
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We continue work on our type constraint resolver and have multiple improvements this month.
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We now resolve constraints that are created by `or` expressions.
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In the following example, by checking against multiple type alternatives, we learn that value is a union of those types:
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```lua
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--!strict
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local function f(x: any)
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if type(x) == "number" or type(x) == "string" then
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local foo = x -- 'foo' type is known to be 'number | string' here
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-- ...
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end
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end
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```
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Support for `or` constraints allowed us to handle additional scenarios with `and` and `not` expressions to reduce false positives after specific type guards.
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And speaking of type guards, we now correctly handle sub-class relationships in those checks:
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```lua
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--!strict
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local function f(x: Part | Folder | string)
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if typeof(x) == "Instance" then
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local foo = x -- 'foo' type is known to be 'Part | Folder' here
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else
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local bar = x -- 'bar' type is known to be 'string' here
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end
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end
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```
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One more fix handles the `a and b or c` expression when 'b' depends on 'a':
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```lua
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--!strict
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function f(t: {x: number}?)
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local a = t and t.x or 5 -- 'a' is a 'number', no false positive errors here
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end
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```
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Of course, our new if-then-else expressions handle this case as well.
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```lua
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--!strict
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function f(t: {x: number}?)
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local a = if t then t.x else 5 -- 'a' is a 'number', no false positive errors here
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end
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```
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---
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We have extended bidirectional typechecking that was announced last month to propagate types in additional statements and expressions.
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```lua
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--!strict
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function getSortFunction(): (number, number) -> boolean
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return function(a, b) return a > b end -- a and b are now known to be 'number' here
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end
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local comp = getSortFunction()
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comp = function(a, b) return a < b end -- a and b are now known to be 'number' here as well
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```
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---
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We've also improved some of our messages with union types and optional types (unions types with `nil`).
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When optional types are used incorrectly, you get better messages. For example:
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```lua
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--!strict
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function f(a: {number}?)
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return a[1] -- "Value of type '{number}?' could be nil" instead of "'{number}?' is not a table'
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end
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```
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When a property of a union type is accessed, but is missing from some of the options, we will report which options are not valid:
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```lua
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--!strict
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type A = { x: number, y: number }
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type B = { x: number }
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local a: A | B
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local b = a.y -- Key 'y' is missing from 'B' in the type 'A | B'
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```
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---
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When we enabled generic functions last month, some users might have seen a strange error about generic functions not being compatible with regular ones.
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This was caused by undefined behaviour of recursive types.
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We have now added a restriction on how generic type parameters can be used in recursive types: [RFC: Recursive type restriction](https://github.com/Roblox/luau/blob/master/rfcs/recursive-type-restriction.md)
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## Performance improvements
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An improvement to the Stop-The-World (atomic in Lua terms) stage of the garbage collector was made to reduce time taken by that step by 4x factor.
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While this step only happens once during a GC cycle, it cannot be split into small parts and long times were visible as frame time spikes.
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Table construction and resize was optimized further; as a result, many instances of table construction see 10-20% improvements
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for smaller tables on all platforms and 20%+ improvements on Windows.
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Bytecode compiler has been optimized for giant table literals, resulting in 3x higher compilation throughput for certain files on AMD Zen architecture.
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Coroutine resumption has been optimized and is now ~10% faster for coroutine-heavy code.
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Array reads and writes are also now a bit faster resulting in 1-3% lift in array-heavy benchmarks.
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