🔗 A small practical example where Lua’s % behavior is better than C’s
These days I saw on Twitter a comment on how the behavior of the % (remainder) operator for negative numbers is weird in C.
Under what circumstances does someone actually *want* the C behavior, anyway (-5 % 3 == -2; 5 % -3 == 2) ?
— mcc (@mcclure111) April 6, 2015
I’ve seen this discussion come up numerous times in the Lua mailing list over the years. The reason being because Lua does it different, and most languages simply copy the behavior of C.
Today I saw Etiene’s cool demo of a mini JavaScript Duck Hunt clone that she presented at a “intro to programming” workshop for the Women in Leadership event in Bremen, Germany.
It’s a really nice demo of game behavior in a short span of code, and with the environment of Mozilla Thimble, it instantly enticed me to play around with the code and see what happened.
The first thing that came to my attention was that the ducks spawn at position x=0, and this made them “pop” into the screen. I thought that changing the initial value to something like x=-50 would be a small change to try and would produce a smoother effect (just change 0 to -50 in lines 56 and 116).
When I first tried that, the result was that they would show up, but wouldn’t start flapping their wings until they were at x=0. The reason is because the logic to switch sprites is made testing x % 30 for values 0, 10 and 20… and JavaScript’s % operator, like C’s, returns negative remainders for negative divisors.
My quick hack solution was to calculate
var absx = Math.abs(this.x);
(which required me a visit to DuckDuckGo to figure out how to properly say “abs(x)” in JavaScript). This made the birds enter the screen flapping their wings. Yay!
Of course, this is not something you’d want to have to explain in an “intro to programming” workshop. It would be better if the animation “just worked” with that change…
But wait! If you have really sharp eyes, you’ll notice that from -50 to 0, the birds are flapping their wings upwards and from 0 on, they do it downwards. The animation is inverted!
The reason is because operating on abs(x) causes this:
Lua 5.3.0 Copyright (C) 1994-2015 Lua.org, PUC-Rio > for i = -50, 100 do io.write(math.abs(i)%30, " ") end 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 0 1 2 3 4 5 6 7 8 9 10
If I write a one-liner to simulate the sprite logic in Duck Hunt, I get this:
> for i = -50, 100 do r=math.abs(i)%30; io.write(r==0 and "1" or (r==10 and "2" or (r==20 and "3" or ".") ) ) end 3.........2.........1.........3.........2.........1.........2.........3.........1.........2.........3.........1.........2.........3.........1.........2
Indeed, it’s going 3,2,1, 3,2,1 at the negative numbers and then 1,2,3, 1,2,3 at the positive ones. But let’s just drop the math.abs in Lua and see what happens:
> for i = -50, 100 do r=i%30; io.write(r==0 and "1" or (r==10 and "2" or (r==20 and "3" or ".") ) ) end 2.........3.........1.........2.........3.........1.........2.........3.........1.........2.........3.........1.........2.........3.........1.........2
We get 1,2,3,1,2,3 all the way!
In my experience, the vast majority of times I used %, it was to tell something to “do this every X steps”, like Etiene does in her Duck Hunt. For this kind of purposes, I’m pretty convinced that Lua’s behavior for % is a lot better. It’s unfortunate that most other languages just decided to follow the example of C.
Of course, there are a million other ways to make the ducks flap their wings, with and without %, that’s not the point. But it intrigued me that, if JavaScript had Lua’s behavior for %, my initial tiny change would have “just worked”!
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