Questions tagged [zerobrane]

ZeroBrane Studio is a lightweight Lua IDE with code completion, syntax highlighting, remote debugger, code analyzer, live coding, and debugging support for several Lua engines.

ZeroBrane Studio is a lightweight Lua IDE with code completion, syntax highlighting, remote debugger, code analyzer, live coding, and debugging support for several Lua engines.

It is simple and instantly usable for beginners (as tested with middle and high school students with no programming experience), yet feature-rich and extensible for experienced developers. Unlike Eclipse and IntelliJ, it has a small footprint and is completely customizable with Lua. Unlike TextMate and Sublime Text, it includes a remote debugger and a full IDE feature set.

ZeroBrane Studio also provides several unique features: live coding for immediate feedback, Markdown formatting in comments for providing instructions with minimal context switching, and integrated interactive materials for those learning Lua or getting familiar with programming.

Feature highlights

  • Small, portable, open-source, and cross-platform (Windows, Mac OSX, and Linux).
  • Auto-completion for functions, keywords, and custom APIs.
  • Interactive console to directly test code snippets with local and remote execution.
  • Live coding with Lua (demo), Löve 2D (demo), Gideros (demo), Moai (demo), and Corona (demo).
  • Integrated debugger (with support for local and remote debugging), and more.

Source: http://studio.zerobrane.com/

137 questions
1
vote
1 answer

Lua: Value generated from `math.random` not being used

Lua is a new language to me, but the behavior I am seeing right now is completely baffling me. I have a block of code as follows: function PlayState:update(dt) -- update timer for pipe spawning self.timer = self.timer + dt -- spawn a…
Matt
  • 6,787
  • 11
  • 65
  • 112
1
vote
1 answer

How to get autocompletion for custom modules in Lua

Whatever the setup I use for coding in Lua is always the same thing: autocompletion works for the standard libraries but not for the 3rd parties or my own libraries. I tried ZeroBrane studio, VSCode with Lua plugin and Vim with lua ftplugin, exact…
aganm
  • 1,245
  • 1
  • 11
  • 30
1
vote
1 answer

error loading module: ... undefined symbol: luaL_register

ZeroBrain Studio (ZBS): error loading module 'rds.parser' from file '/opt/zbstudio/bin/linux/x64/clibs53/rds/parser.so': /opt/zbstudio/bin/linux/x64/clibs53/rds/parser.so: undefined symbol: luaL_register stack traceback: [C]:…
Michael
  • 11
  • 2
1
vote
1 answer

Does ZeroBrane Studio support navigate backward/forward?

I am using ZeroBrane Studio for editing Lua. This is a nice IDE but seems missing one critical feature that cannot navigate backward/forward. Like Alt+LeftArrow/Alt+RightArrow in Visual Studio. This feature is important when I am reading a big…
Tinggo
  • 1,127
  • 1
  • 9
  • 18
1
vote
1 answer

How do you fire 'Correct Indentation' on save in ZeroBrane Studio?

ZeroBrane has an excellent Lua formatter built in that fires with: Cmd + I Is there a way to trigger that to fire on save?
ryanpcmcquen
  • 6,285
  • 3
  • 24
  • 37
1
vote
1 answer

How to call luasql script from .NET

I am using ZeroBrane IDE for lua script and Visual Studio 2015 for C# I can call lua script from C# with normal variable, but I can't run the script with sql-odbc, it's working in zeroBrane only but from c# I can't. here is c# code try { Lua lua…
EngBashir
  • 21
  • 4
1
vote
1 answer

Debugging LUA in a game using ZeroBrane Studio's remote debugging feature

I have gone through the remote debugging section of documentation that explains how to set this up. There is a difficulty curve because of the unfamiliar terminology used on the document. I want to use ZBS to remotely debug LUA-based add-ons running…
Kxmode
  • 251
  • 1
  • 5
  • 11
1
vote
1 answer

ZeroBrane remote debugging embedded script

I work on image processing application in Embarcadero C++ Builder XE10.2 that executes Lua scripts. I use LuaJIT with FFI to share image data. Everything works fine. I've downloaded ZeroBrane studio and tried to see if I can debug scripts executed…
S. Petrić
  • 80
  • 10
1
vote
1 answer

ZeroBrane - How to create a template

Is it possible to create a template in ZeroBrane so that each time I create a new file, the template layout is used? This would be useful in LUA programming for Fibaro components as the same information (headers, file info (version, copyright,…
Lee
  • 11
  • 1
1
vote
1 answer

ZeroBrane : Register APIs on a per file basis

I'm writing a ZeroBrane Studio plugin for our Solarus Game Engine and It works like a charm. Autocompletion included. I'm wondering now if it's do-able to register lua APIs for one file only. I need this to offer autocompletion/documentation on…
1
vote
1 answer

ZeroBrane - breakpoint not hit

I have a following setup: LuaJIT 64bit in .NET managed, 64bit LuaSocket dll ZeroBrane 1.80; MobDebug 0.705 Then I have several Lua scripts that are to be launched on specific events and I m trying to debug it. First script -…
chucky-w
  • 53
  • 2
1
vote
0 answers

zerobranestudio debug main.lua ok but require can't set breakpoint

I'm using Lua in the unity3d engine. I used ZeroBrane Studio to debug my Lua code, but some breakpoints are never fired. I call "Main.lua" by load buffer c API, I set breakpoints at the beginning of the Main.lua, and it is fired. Main.lua looks like…
van will
  • 11
  • 2
1
vote
1 answer

Zerobrane: fractal-samples: zplane.lua is exiting with an error

I tried out some of the samples coming along with ZeroBraneStudio. spirograph-samples are working fine. May be there should be also a wait() statement at the end of the livecoding-samples and the fractal-samples. Otherwise the graphic window…
Nik
  • 125
  • 2
1
vote
1 answer

Zerobrane: deinstall / autocomplete

I installed ZeroBraneStudio on mac os x (10.12) and run some tests. I set a breakpoint to a demo file included with ZeroBraneStudio. After deleting ZeroBraneStudio (moving the app to the trash) and making a fresh reinstall the breakpoint was at the…
Nik
  • 125
  • 2
1
vote
1 answer

zerobrane autocomplete when loading external module via "require"

I got a question about autocomplete functionality: let's say in my project I have two files: globals.lua: local M={} M.platform=nil M.superhub=true M.gamehub=false return M and main.lua: ......some code.... local glb=require("globals") my…
roland
  • 11
  • 2