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Almost any problem which occurs when running a Lua module will be reported as "Script error" during program execution, such as invalid data or a misspelled variable name in the Lua source code.
This help-page, Help:Lua debugging, explains issues of writing Lua script and debugging the source code, to remove errors or improve performance. Because Lua is a "semi-compiled" interpreted language, it does not prescreen for all common syntax errors, nor detect misspelled variables, which are only found at runtime when seeing the " Script ...
This text calls the Lua script itself, which is housed in the Module: namespace. The effect of this call is to send the information within the #invoke block to the Lua module, and to replace everything within the brackets with a piece of text that it sends back in return. (Literally, in the "return" statement)
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This template is used on approximately 569,000 pages, or roughly 1% of all pages. To avoid major disruption and server load, any changes should be tested in the template's /sandbox or /testcases subpages, or in your own user subpage.
This Lua module is used on approximately 1,880,000 pages, or roughly 3% of all pages. To avoid major disruption and server load, any changes should be tested in the module's /sandbox or /testcases subpages, or in your own module sandbox .
Help:Lua for beginners; Help:Lua debugging – about debugging Lua modules; Wikipedia:Lua style guide – standards to improve the readability of code through consistency; Module:Sandbox provides a pseudo-namespace for experimenting with Lua modules
Off-by-one errors are common in using the C library because it is not consistent with respect to whether one needs to subtract 1 byte – functions like fgets() and strncpy will never write past the length given them (fgets() subtracts 1 itself, and only retrieves (length − 1) bytes), whereas others, like strncat will write past the length given them.