Revision Difference
From_Lua_to_CSharp#530471
<cat>Code.Misc</cat>
<title>From Lua to C#</title>
# What is this guide
This is meant to give an idea of some major differences between Lua and C#.
This isn't a complete guide to C# and it doesn't cover many of the topics. It's meant to be brief, simple and illustrative. If you want to learn C# in more depth, you can use the [official C# language reference](https://docs.microsoft.com/en-us/dotnet/csharp/).
# Comments
```lua
-- Lua comments start with two minus signs
--[[
Lua multiline comment
example
--]]
```
```csharp
// C# comments start with two slashes, like most other languages
/*
C# multiline comment
example
*/
```
# Global Variables
```lua
-- you can define globals anywhere in Lua
globalVar = 100
```
C# has no global variables. But in most cases you can use static fields instead:
C# has no global variables. But in most cases you can use static variables instead:
```csharp
public class MyClass
{
// in C# globals need to be in a class
public static int StaticField = 100;
}
// you can call the field by using MyClass.StaticField now.
```
Keep in mind that static fields are often easily abused and should be avoided as they make it harder to manage state correctly. In other words, such code easily introduces bugs.
Keep in mind that static variables are often easily abused and should be avoided as they make it harder to manage state correctly.
<validate>Validate comment about static variables. As in a reason, instead of just saying it's bad. It's gonna leave confusions.</validate>⤶
# Type System
Lua is a so called dynamic typed language. That means variables do not have a specific type and can be assigned any type of value.
```lua
-- variables in Lua don't have a static type and can store any data
local a = 100
a = "Hello"
a = function() print( "Hi" ) end
```
C# is a static typed language. That means a variable has a known type that is set during its declaration. Only compatible values can be assigned. For example, you cannot assign a string value to an int variable.
```csharp
var a = 100; // translated as "int a = 100;" because 100 is an int
a = "Hello"; // error: can't assign a string to an int
```
# Type conversion
```lua
local a = 123
local b = tostring( a ) -- "123"
local c = tonumber( b ) -- 123
```
```csharp
var a = 123;
var b = a.ToString(); // "123"
var c = int.Parse( b ); // 123, will throw an exception if 'b' isn't int-ish
// operator 'as' converts an object reference or returns 'null' on failure
var vehicle = new Car() as Vehicle; // downcast Car reference to Vehicle
var car = vehicle as Car; // upcast Vehicle reference to Car
```
# Numbers
```lua
local a = 100
a = 5.5
a = -300.1
```
```csharp
// integer types are sbyte, byte, short, ushort, int, uint, long, ulong
int a = -300;
uint b = 333333;
// decimal types are float, double, decimal
double d = -500.888;
```
# Strings
```lua
local str = "Hello"
local str2 = 'Hello2'
local multilineStr = [[
Hello
Multiline
]]
print( #str ) -- 5, string length
local concated = "I have " .. 3 .. " apples!"
local formatted = string.format( "I have %d apples!", 3 )
```
```csharp
var str = "Hello";
var singleChar = 'a'; // single quotes are for a single character, not a string
var multilineStr = @"
Hello
Multiline
"; // putting '@' before a string literal makes it a verbatim string literal
Console.WriteLine( str.Length ); // 5, string length
var concated = "I have " + 3 + " apples!";
// {0} and {1} here correspond to the order of value arguments
// argument number 0 is '3' and argument number 1 is '2'
var formatted = string.Format( "I have {0} apples and {1} oranges!", 3, 2 );
// putting '$' before a string allows interpolating values into it using '{value}'
var interpolated = $"I have {3} apples!";
```
# Collections
```lua
local stuff = {
1, 2, 3,
"Oh", "Hi", "Mark",
{ myFunc = function() end }
}
local arr = { 'a', 'b', 'c' }
print( arr[1] ) -- will print 'a' since array indices in Lua start from 1
```
```csharp
var numbers = new int[3] { 1, 2, 3 };
var strings = new List<string> { "Oh", "Hi", "Mark" };
var functions = new Dictionary<string, Action>
{
["myFunc"] = () => { }
};
var arr = new string[3] { "a", "b", "c" };
Console.WriteLine(arr[1]); // will print "b" since array indices in C# like most languages start from 0
```
# Loops
```lua
for i = 1, 10, 2 do
print( i ) -- 1, 3, 5, 7, 9
end
local a = 10
repeat
print( a ) -- 10, 8, 6, 4, 2, 0
a = a - 2
until a < 0
local t = {
a = 5,
b = 10,
c = 15
}
for k, v in pairs( t ) do
print( k .. ' = ' .. v ) -- b = 10, a = 5, c = 15
end
```
```csharp
for ( var i = 1; i < 10; i += 2 )
{
Console.WriteLine( i ); // 1, 3, 5, 7, 9
}
var a = 10;
do
{
Console.WriteLine( a ); // 10, 8, 6, 4, 2, 0
a -= 2;
} while ( a >= 0 );
var t = new Dictionary<string, int>
{
{ "a", 5 },
{ "b", 10 },
{ "c", 15 },
};
foreach (var kv in t)
{
Console.WriteLine( $"{kv.Key} = {kv.Value}" ); //a = 5, b = 10, c = 15
}
```
# Member Access
In Lua anything is accessible from anywhere as long as you have a reference.
```lua
-- myFile.lua
myTable = {
field = 100
}
```
```lua
-- otherFile.lua
print( myTable.field ) -- 100
```
In C# things can be **public**, **private**, **protected** and **internal**.
```csharp
// MyClass.cs
public class MyClass
{
public static void PublicMethod() { ... }
protected static void ProtectedMethod() { ... }
private static void PrivateMethod() { ... }
}
```
```csharp
// OtherClass.cs
public class OtherClass : MyClass
{
public static void Test()
{
MyClass.PublicMethod(); // OK
MyClass.ProtectedMethod(); // we inherit from MyClass so OK
MyClass.PrivateMethod(); // error: PrivateMethod is private
}
}
```