Add rootUrl to links.

This commit is contained in:
Stephen Chung
2020-06-20 15:57:15 +08:00
parent 478bc7ab30
commit 348c3edc76
19 changed files with 159 additions and 150 deletions

View File

@@ -8,11 +8,11 @@ Easy
* Easy-to-use language similar to JS+Rust with dynamic typing.
* Tight integration with native Rust [functions](/rust/functions.md) and [types](/rust/custom.md), including [getters/setters](/rust/getters-setters.md), [methods](/rust/custom.md) and [indexers](/rust/indexers.md).
* Tight integration with native Rust [functions]({{rootUrl}}/rust/functions.md) and [types]({{rootUrl}}/rust/custom.md), including [getters/setters]({{rootUrl}}/rust/getters-setters.md), [methods]({{rootUrl}}/rust/custom.md) and [indexers]({{rootUrl}}/rust/indexers.md).
* Freely pass Rust variables/constants into a script via an external [`Scope`].
* Easily [call a script-defined function](/engine/call-fn.md) from Rust.
* Easily [call a script-defined function]({{rootUrl}}/engine/call-fn.md) from Rust.
* Very few additional dependencies (right now only [`num-traits`](https://crates.io/crates/num-traits/) to do checked arithmetic operations);
for [`no-std`] builds, a number of additional dependencies are pulled in to provide for functionalities that used to be in `std`.
@@ -24,14 +24,14 @@ Fast
* Fairly efficient evaluation (1 million iterations in 0.25 sec on a single core, 2.3 GHz Linux VM).
* Scripts are [optimized](/engine/optimize.md) (useful for template-based machine-generated scripts) for repeated evaluations.
* Scripts are [optimized]({{rootUrl}}/engine/optimize.md) (useful for template-based machine-generated scripts) for repeated evaluations.
Dynamic
-------
* [Function overloading](/language/overload.md).
* [Function overloading]({{rootUrl}}/language/overload.md).
* [Operator overloading](/rust/operators.md).
* [Operator overloading]({{rootUrl}}/rust/operators.md).
* Organize code base with dynamically-loadable [modules].
@@ -46,7 +46,7 @@ Rugged
* Sand-boxed - the scripting [`Engine`], if declared immutable, cannot mutate the containing environment unless explicitly permitted (e.g. via a `RefCell`).
* Protected against malicious attacks (such as [stack-overflow](/safety/max-call-stack.md), [over-sized data](/safety/max-string-size.md), and [runaway scripts](/safety/max-operations.md) etc.) that may come from untrusted third-party user-land scripts.
* Protected against malicious attacks (such as [stack-overflow]({{rootUrl}}/safety/max-call-stack.md), [over-sized data]({{rootUrl}}/safety/max-string-size.md), and [runaway scripts]({{rootUrl}}/safety/max-operations.md) etc.) that may come from untrusted third-party user-land scripts.
* Track script evaluation [progress] and manually terminate a script run.

View File

@@ -1 +1,33 @@
# What Rhai Doesn't Do
What Rhai Doesn't Do
====================
{{#include ../links.md}}
Rhai's purpose is to provide a dynamic layer over Rust code, in the same spirit of _zero cost abstractions_.
It doesn't attempt to be a new language. For example:
* No classes. Well, Rust doesn't either. On the other hand...
* No traits... so it is also not Rust. Do your Rusty stuff in Rust.
* No structures/records - define your types in Rust instead; Rhai can seamlessly work with _any Rust type_.
There is, however, a built-in [object map] type which is adequate for most uses.
* No first-class functions - Code your functions in Rust instead, and register them with Rhai.
* No garbage collection - this should be expected, so...
* No closures - do your closure magic in Rust instead; [turn a Rhai scripted function into a Rust closure]({{rootUrl}}/engine/call-fn.md).
* No byte-codes/JIT - Rhai has an AST-walking interpreter which will not win any speed races. The purpose of Rhai is not
to be extremely _fast_, but to make it as easy as possible to integrate with native Rust programs.
Due to this intended usage, Rhai deliberately keeps the language simple and small by omitting advanced language features
such as classes, inheritance, first-class functions, closures, concurrency, byte-codes, JIT etc.
Avoid the temptation to write full-fledge program logic entirely in Rhai - that use case is best fulfilled by
more complete languages such as JS or Lua.
Therefore, in actual practice, it is usually best to expose a Rust API into Rhai for scripts to call.
All your core functionalities should be in Rust.
This is similar to some dynamic languages where most of the core functionalities reside in a C/C++ standard library.

View File

@@ -1,33 +0,0 @@
What Rhai Doesn't Do
====================
{{#include ../links.md}}
Rhai's purpose is to provide a dynamic layer over Rust code, in the same spirit of _zero cost abstractions_.
It doesn't attempt to be a new language. For example:
* No classes. Well, Rust doesn't either. On the other hand...
* No traits... so it is also not Rust. Do your Rusty stuff in Rust.
* No structures/records - define your types in Rust instead; Rhai can seamlessly work with _any Rust type_.
There is, however, a built-in [object map] type which is adequate for most uses.
* No first-class functions - Code your functions in Rust instead, and register them with Rhai.
* No garbage collection - this should be expected, so...
* No closures - do your closure magic in Rust instead; [turn a Rhai scripted function into a Rust closure](/engine/call-fn.md).
* No byte-codes/JIT - Rhai has an AST-walking interpreter which will not win any speed races. The purpose of Rhai is not
to be extremely _fast_, but to make it as easy as possible to integrate with native Rust programs.
Due to this intended usage, Rhai deliberately keeps the language simple and small by omitting advanced language features
such as classes, inheritance, first-class functions, closures, concurrency, byte-codes, JIT etc.
Avoid the temptation to write full-fledge program logic entirely in Rhai - that use case is best fulfilled by
more complete languages such as JS or Lua.
Therefore, in actual practice, it is usually best to expose a Rust API into Rhai for scripts to call.
All your core functionalities should be in Rust.
This is similar to some dynamic languages where most of the core functionalities reside in a C/C++ standard library.