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The Lua language has allowed misspelled, or uninitialized, variables to be used in a script which can eventually cause "script error" while giving no other indication of the misspelled name or invalid data.
This help-page, Help:Lua debugging, explains issues of writing Lua script and debugging the source code, to remove errors or improve performance. Because Lua is a "semi-compiled" interpreted language, it does not prescreen for all common syntax errors, nor detect misspelled variables, which are only found at runtime when seeing the " Script ...
This text calls the Lua script itself, which is housed in the Module: namespace. The effect of this call is to send the information within the #invoke block to the Lua module, and to replace everything within the brackets with a piece of text that it sends back in return. (Literally, in the "return" statement)
Lua scripts may load extension modules using require, [20] just like modules written in Lua itself, or with package.loadlib. [22] When a C library is loaded via require ( 'foo' ) Lua will look for the function luaopen_foo and call it, which acts as any C function callable from Lua and generally returns a table filled with methods.
Help:Lua for beginners; Help:Lua debugging – about debugging Lua modules; Wikipedia:Lua style guide – standards to improve the readability of code through consistency; Module:Sandbox provides a pseudo-namespace for experimenting with Lua modules
These are pages with errors in the Lua script being used to display them. API calls that return xml formatted lists API calls by namespace including recent-first ...
There are several lua script errors at ln: ... Please feel free to edit bn: ... Wow, that was a master class! Thanks.
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