Once a program outgrows a single file, you split it into modules. A
module is an ordinary .scua file that hands back some
values for other files to use. You load one with import,
and you reach into it with field access.
#A module is a file that returns its exports
Any .scua file whose top-level code ends in a
return is a module. Whatever it returns is what other files
see when they import it. The idiom is to return a record of
functions.
Put this in dice.scua:
-- dice.scua — a small module. Its exports are the record it returns.
fn roll(sides, n)
let total = 0
let i = 0
while i < n do
total = total + (i % sides) + 1 -- deterministic stand-in for a real roll
i = i + 1
end
return total
end
fn label(total)
if total >= 18 then return "great" else return "ok" end
end
return { roll = roll, label = label }
The two functions are private to the file until you name them in the returned record. The record is the public surface; anything you leave out stays internal.
#Importing a module
import dice looks for dice.scua next to the
file doing the import, runs it once, and binds its exports to the name
dice. You then call its functions as fields, with
dice.member(...).
Put this in game.scua, in the same folder as
dice.scua:
import dice
let total = dice.roll(6, 4)
print(`rolled {total} ({dice.label(total)})`)
Run it:
$ scua game.scua
rolled 10 (ok)
The name after import is both the file to load (without
the .scua) and the name you use to reach the exports.
Imports resolve relative to the importing file, so
import dice always means the dice.scua sitting
beside game.scua, wherever you run the command from.
#Keeping modules in another folder
When shared modules live somewhere other than next to the importing
file, point the runner at the extra folder with
--mod-path:
$ scua --mod-path libs game.scua
Now import dice is tried next to game.scua
first, then in libs/, and uses the first match. Repeat
--mod-path for several folders; they're searched in the
order given. The built-in modules (math, list,
…) always resolve first. See the CLI reference for
details.
Coming from Lua: where modules come from, vs. what they can touch
If you've used Lua's require, the
--mod-path directories above are SCUA's analog of
package.path: an ordered list of places a module name is
looked up, first match wins. Lua keeps that list in a mutable global you
can rewrite at runtime; SCUA keeps it per-program (and, for isolated
partitions, per-partition), and today you set it on the command line. A
future release adds setting it in code for trusted programs —
closer to Lua's dynamic feel, but scoped to the partition rather than
the whole process, so one tenant can't change another's lookups.
There's one place SCUA deliberately parts ways with Lua, and it's
worth understanding up front. Lua's path system does
two jobs: it finds your .lua files
and, via package.cpath, it dynamically loads
native .so/.dll C libraries — arbitrary native
code with full machine access. SCUA splits those two jobs apart on
purpose:
- Finding code is what
importand the search path do. What they load is always SCUA source — never a native binary. There is nocpath, and no "drop a compiled library on the path and load it." - Reaching native power — the network, the
filesystem, a database, the clock — is a separate
system: capabilities.
You don't load a library to get network access; the host running your
program grants a
net(orfs,http, …) capability to the partition, off by default. The granted capability arrives as an ordinary import (import net) that simply isn't there unless it was granted.
The short version: the search path decides where your code comes from; capabilities decide what that code is allowed to touch. Lua bundles both into the dynamic path, which is convenient but is exactly why Lua code is hard to sandbox — any module can pull in a native library and do anything. Keeping them separate is what lets SCUA run untrusted code safely. (Genuine native extensions — your own C compiled against SCUA — are a possible future via a stable host ABI, but a deliberate, gated one, not a path you load binaries off of.)
#Renaming an import
If the module name clashes with something else, or you just want
something shorter, rename it with as:
import dice as d
print(d.roll(20, 1))
$ scua game2.scua
1
d now refers to the same exports dice would
have.
#What an import binds
import name gives you exactly the value the module
returned, under the name name. If a module returns a
record, you get a record and reach members with a dot. A module can
return anything, though: a single function, a number, a record of
records. The convention is a record of functions because it reads well
at the call site (geom.add(...),
dice.roll(...)) and keeps related code together.
A module's top-level code runs once, the first time it's imported. If two files import the same module, they share the one result.
#Related pages
- Functions and closures for the
fnsyntax these modules are built from. - Records and gradual types for the record literal that holds the exports.
- Partitions and the actor model, the other way SCUA splits a program up: not by file, but by isolated unit of state.