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- Subject: Re: Lua on iPhone
- From: Joshua Jensen <jjensen@...>
- Date: Tue, 27 Apr 2010 10:39:29 -0600
----- Original Message -----
From: Roberto Ierusalimschy
Date: 4/27/2010 10:07 AM
I can see it now: "You may only use .plist files for loading your
data, but you may not interpret that data in a way that would cause
it to call a callback in your application..."
Do you know what that means?
Other than being a joke, because the whole situation is ludicrous, I'm
not sure what this all means. If I use XML (or Apple's on .plist
format) for my data formats and the parser reaches the Width and Height
data, my code is written like so:
<Width>5</Width>
if (key == "Width")
SetWidth(value);
I just wrote a scripting language! I interpreted the XML data and had
it call a function in my iPhone application!
As near as I can figure, the only way I can ship levels for a game is to
embed them as raw C code in my application's executable, because the
mere act of interpreting the data is bad.
Just to drive the point further home:
<HappyHappy>You'll love this...</HappyHappy>
if (key == "HappyHappy")
FormatAllDataOnMyIpod();
Regardless, this is now off topic.
When I make my iPhone game, I will have a Lua binary data format,
because using Lua for data is awesome (barring the number of constants
limitation). If they freak out over that, I'll write a custom reader
for the Lua binary format that does the same thing as the existing Lua code.
Josh