Click here to Skip to main content
13,835,021 members
Click here to Skip to main content
Add your own
alternative version

Tagged as


31 bookmarked
Posted 28 Nov 2017
Licenced MIT

ZetScript Programming Language

, 18 May 2018
Rate this:
Please Sign up or sign in to vote.
A programming language for C++ projects

The source code is already available in github.

Other Links


ZetScript is a programming language with an API that allows to bind C++ code in script side. ZetScript includes the following features:

  • Virtual Machine
  • Language syntax close to JavaScript
  • MSVC++ 32/64 bits MSVC 2015/2017 or build tools v141
  • Linux/MinGW 32/64 bits, g++ 4.8 or above
  • Save/Load state support
  • Dynamic Garbage collector
  • Straightforward way to bind C++ variables, functions, classes and its members
  • The library size is 1Mb on gnu toolchain and 372KB on MSVC++
  • Override operators through metamethods

A helloworld in shown in the following code:

#include "CZetScript.h"

using namespace zetscript;

void say_helloworld(){
	printf("Hello World!");

int main(){

	CZetScript *zs = CZetScript::getInstance(); // instance zetscript


	zs->eval("say_helloworld();"); // Call c function and prints hello world!
	return 0;
List 1.1

The code presented on list 1.1 it registers C function say_helloworld with just one line of code. Then, it calls eval function that evaluates the string say_helloworld(); that means execute a call of C function say_helloword from the script engine.


From the source code included in this article, the install is quite easy, it uses cmake method so to configure the project depending which compiler is installed:

cmake CMakeLists.txt

Note: MSVC 2017, it has a feature a Open Folder that easily configures a CMakeFile project just opening the folder where the project is, avoiding configure the project in the same directory and leave a lot of files and directories related with configuration

Yet Another Script Language ?

Few years ago, I decided to start work with scripting because I needed to be faster in terms of production. Of course, because I always try to be a good engineer, I started to play with all script engines that already are in this world.

Some of them were faster but it I didn't like its syntax. Others, the syntaxes were good but slow at run-time, etc. After spent a lot of time playing with them and trying to decide what kind of script engine could be a better candidate for my project, I finished to know that none of them fitted at all for my needs.

So two years ago, I decided to start my own script engine, but apart of putting my effort with my needs, I read from some forums what it expects to have from a good script engine. I mixed both things together and it became ZetScript.

At the end, I decided to make ZetScript free because I like to make easy life for people, just in case they find this tool useful.

Language Overview

Built-in Types

Zetscript has built in basic types like integers, numbers, booleans and containers as vectors and structures.

var i=10; //integer
var f=0.5; // number
var s="a string"; // string
var b=true; // boolean

var vector=[1,0.5, "a string", true]; // vector

var struct={ // structure
	i: 10,
	f: 0.5,
	s: "a string",
	b: true,
	v: [1,0.5, "a string", true]


ZetScript has an easy concept of global scope declaring variables at the top of evaluating scope. Local variables are within blocks like function or loops. Local vars are destroyed when it exits from block, unless it is not referenced by other variable.

var i= 0; // global var (never is destroyed when is declared)

{ // starting block --> declaring local variables starts here. 
  // You can access also to global var.

	var j= 2; // local var 
	// ...

} // ending block --> j is destroyed


Zetscript supports if-else and switch conditionals:

// if-else conditional
var number=5;
if(number < 10){
	print("number less than 10");
	print("number greater equal than 10");

// switch conditional
case 0:
case 1: 
	print("number is 0 or 1");
case 2:
	print("number is 2");
	print("number is : "+number);


Zetscript supports while, do-while and for as loops iterators:

var i=0;
// while loop
while(i < 10){

// do-while loop
}while(i < 20);

// for loop
for(var j=0; j < 10; j++){

Classes and Inheritance

Zetscript supports class and inheritance. Member and function variables inside class scope are referenced through this keyword. Also, it can include variables/functions in post class declaration through operator :: . Inheritance supports super() function in order to call parent function. To instance class is done through new operator.

// A class example
class Test{
	var data1;
	function function1(a){
		this.data1 =a;
		print("calling from Test. Data1:"+this.data1);

// include member variable data2
var Test::data2; 

// include function function function2
function Test::function2(){ 
	this.data2="a string";

// A inheritance class example. 
// TestExtended inherites data1,data2,function1 and function2. 
class TestExtended: Test{
	var data3;
	function function1(a){
		super(2); // it calls Test::function1(2)
		this.data1+=5; // Now data1=5+2 = 7
		print("calling from TestExtended. Data1:"+this.data1);
	function function3(){ // 
		print("data3 is "+this.data3);

var t=new TestExtended(); // instances TestExtended class

Calling Script Function from C++

Once you have evaluated the script, you can call function script from C++ until up 6 parameters. To call script function from C++, it can be done through the function CZetScript::bind_function. Just pass the name of the function with the C++ template casting and it creates an std::function that links the script function. Also, it is possible to link/call function member from instanced object on global scope.

#include "CZetScript.h"

using namespace zetscript;

int main(){

	CZetScript *zs = CZetScript::getInstance(); // instance zetscript

		"class Test{"
		"	var data1;"
		"	function function1(arg){"
		"		print(\"calling Test.Function:\"+arg);"
		"	}"
		"function delete_test(){"
		"	delete test;"
		"	print(\"test variable was deleted\");"
		"var test=new Test();"
    // instance function delete_test function.
	std::function<void()>  * delete_test=bind_function<void ()>("delete_test"); 

    // instance member function test.function1.
	std::function<void(int)> * test_function1=bind_function<void (int)>("test.function1"); 
    // it calls "test.function" member function with 10 as parameter.

    // it calls "delete_test" function with no parameters

	// delete functions when they are used anymore
	delete 	test_function1;
	delete 	delete_test;

API Overview

Bind C++ Variables

Zetscript can bind basic C types as int, float, bool and string types to operate in the script side.

#include "CZetScript.h"

using namespace zetscript;

int main(){

    int i=10;
	string	string_var = "in c++";
    bool b=false;
    float f=5.0;

	CZetScript *zs = CZetScript::getInstance(); // instance zetscript

    register_C_Variable("i",i); // it registers int variable called i
    register_C_Variable("b",b); // it registers bool var ble called b
    register_C_Variable("f",f); // it registers float variable called f
	register_C_Variable("string_var",string_var); // it registers string variable called string_var

        "i+=10;" // i+=10 => i=20
        "b=!b;" //  b=!b  => b=true
        "f+=10.5;" // f+=10.5 => f = 15.5
		"string_var+=\" and in script\";" // concatenates " and in script
		"print(\"string_var:\"+string_var);" // prints "string_var:in c++ and in script
	return 0;

Bind C++ Classes and its Members

Binding C++ class in Zetscript is done easily with register_C_Class method. To bind variables and functions members, it can be done through register_C_VariableMember and register_C_FunctionMember respectively. In script, you can instance the C++ class in script side through operator new. When the instanced C Class variable is not used anymore, the user has to delete it with operator delete.

#include "CZetScript.h"

using namespace zetscript;

class MyClass{
	int data1;

	void function1(int arg){
		this->data1 = arg;
		printf("Int argument is %i\n",this->data1);

class MyClassExtend:public MyClass{
	float data2;

	void function2(float * arg){
		this->data2 = *arg;
		printf("Float argument is %.02f\n",this->data2);

int main(){

	CZetScript *zs = CZetScript::getInstance(); // instance zetscript
    // register MyClass with name MyClass in script side.

    // register MyClassExtend with name MyClassExtend in script side.
    // tell that MyClassExtend is base of MyClass

    // register data1 named data1 in script side as variable member.

    // register function1 named function1 in script side as function member.

    // register data2 named data1 in script side as variable member.

    // register function2 named function2 in script side as function member.

		"var myclass = new MyClassExtend();" // instances MyClassExtend
		"myclass.function1(12);" // it prints "Int argument is 12"
		"myclass.function2(0.5);" // it prints "Float argument is 0.5"
		"print(\"data1:\"+myclass.data1);" // it prints "data1:12"
		"print(\"data2:\"+myclass.data2);" // it prints "data2:0.5"
		"delete myclass;" // delete script var with c pointers attached inside.

	return 0;
List 1.2

Inheritance C++ Class on Script Class

An important feature of ZetScript is that it has supports C++ class inheritance for script class. this and super() keywords work as a normal behavior.

From list 1.2, we present an example script that ScriptMyClassExtends class is inherited by MyClassExtends class (from C++):

class ScriptMyClassExtended: MyClassExtend{ // <-- inheritances MyClassExtend (c++)
  function function1(arg1){
    print("script argument is "+arg1)
    super(this.data1+arg1); // <-- calls MyClassExtend::function1 (c++) from list 1.2

var myclass=new ScriptMyClassExtend();
List 1.3

The code shown at list 1.3 will print:

script argument is 5
c++ argument is 15 


ZetScript implements metamethods to map operators or other operations through objects. Currently, it supports the following metamethods:

  • _equ (aka ==)
  • _not_equ (aka !=)
  • _lt (aka <)
  • _lte (aka <=)
  • _gt (aka >)
  • _gte (aka >=)
  • _not (aka !)
  • _neg (aka -)
  • _add (aka +)
  • _div (aka /)
  • _mul (aka *)
  • _mod (aka %)
  • _and (aka &)
  • _or (aka |)
  • _xor (aka ^)
  • _shl (aka <<)
  • _shr (aka >>)
  • _set (aka =)

For example, if in script side we want to do the operation + for an object, we have to declare the function _add with two parameters, as we can see in the following code:

class MyNumber{
  var num;
  function MyNumber(_n){
  function _add(op1,op2){
    return new MyNumber(op1.num+op2.num);

var n1 = new MyNumber (20);
var n2 = new MyNumber (10);
var n3 =n1+n2;

print("n1 ("+n1.num+") n2 ("+n2.num+") = "+n3.num);
List 1.4

The same can be applied for C++ class. We have to register _add function in the C++ object:

#include "CZetScript.h"

using namespace zetscript;

class MyNumber{
    int num;
    MyNumber(int _n){
    void set(int _n){
    static MyNumber * _add(MyNumber *op1, MyNumber *op2){
        return new MyNumber(op1->num + op2->num);
int main(){
    CZetScript *zs = CZetScript::getInstance();

    // register class MyNumber

    // register variable member num

    // register constructor through function MyNumber::set
    register_C_FunctionMember<MyNumber>("MyNumber",&MyNumber:: set);

    // register static function _add as metamethod
        "var n1 = new MyNumber (20);\n"
        "var n2 = new MyNumber (10); \n"
        "var n3 =n1+n2; \n "
        "print(\"n1 (\"+n1.num+\") + n2 (\"+n2.num+\") = \"+n3.num);\n"
    return 0;
List 1.5

Note that the codes shown at list 1.4 and 1.5 the _add function is static due operates from two objects and it doesn't the object member itself.

Save/Restore State

Sometimes, it is useful to reset the script cleaning global variables or restore from one point when, for example, C++ application is restarted.

ZetScript supports a way to save current compiled state. This operation saves AST nodes, registered C functions, variables and classes.

To save current state, we have to invoke CState::saveState. This function returns an index that tells compiled state index saved.

int idx=CState::saveState()

To restore a previous state, we have to invoke CState::restoreState passing compiled state index.



I had checked ZetScript performance 1.3.0 version with other script languages. Because Lua is the fastest and one of the most scripting language used, I chose this to compare Fibonacci calculation time with N=34.

A Fibonacci script implemented in ZetScript is:

function fibR(n)
    if (n < 2) { 
         return n; 

    return fibR(n-2)+fibR(n-1);

print("fib: " + (fibR(34)) );

List 1.6

and the equivalent in Lua is:

function fibR(n)

    if (n < 2) then return n end
    return (fibR(n-2) + fibR(n-1))

print("fib: " .. fibR(34))

List 1.7


And I have compared them through the time command already available in linux and the tests were made on a computer with i5-2450 CPU with 2.50GHz and 8GB of RAM.

The result was the following:

  • Lua: 1355ms
  • ZetScript: 3110ms

So I can say that Lua is 3110/1355=2,29 times faster than ZetScript in this test.


I have presented a new programming language, but it is not quite new because it is close to JavaScript so many people can find confortable using it. Furthermore, Zetscript API exposes C++ code in script side in a straighforward way so is quite productive in general.

The language is new and of course, even though it has had several tests, more bugs can be found. I would be happy if people start to use it and gives it feedback.

Maybe it will have success or not. I did this project for my needs but I made it available for free in case other people can find it useful for their projects.

Changes since 1.3

  • Implements an interactive console
  • Added add/remove attributes on struct variable
  • Optimized eval process
  • Improve virtual machine speed ~x2
  • Minor bug fixes

Changes since 1.2

  • eval process can be split in parse/compile and execute (see seccion 2.4 from ZetScript documentation)
  • As virtual classes change its memory map at run-time, function and variables cannot ensure the same pointer as base class so it has been decided to disable heritate all functions/variables from parent classes (only C). Due that change, now we have to pass class type on both register_C_FunctionMember and register_C_VariableMember.
  • ZetScript 1.1.3 supported automatic register of parent functions/variables but, due to the problem of virtual functions, it cannot do since 1.2. Derived classes have to re-register parent functions/variables in order to use in script side.
  • ZetScript 1.1.3 allowed to pass float type as arguments but this only works 100% for x32 builds. So to avoid confusion, I decided to constraint pass float types as pointer (i.e., float *).


  • 2018-04-20 ZetScript 1.3.0: An interactive console (zs.exe) has been implemented, it has improved virtual machine speed and a minor bug fixes. (see HISTORY for more information). Added performance test comparison with Lua script language in this article.
  • 2018-02-21 ZetScript 1.2.0: It has some features and a major bug fix so, as far I could test, is stable version. Even though I prefer version 1.1.3, I don't recommend using it because it doesn't work on virtual classes (it has segmentation fault as a hell) and also it doesn't work passing float for functions with 2 or more arguments on x64 builds.
  • 2017-12-01 ZetScript 1.1.3: First release


This article, along with any associated source code and files, is licensed under The MIT License


About the Author

Software Developer (Senior)
Spain Spain
I'm a happy person who likes programming. It has been a passion since my nineteen's Smile | :) Smile | :) .

You may also be interested in...

Comments and Discussions

QuestionWhen i have to register everything from.. Pin
Member 139774063-Jan-19 12:43
memberMember 139774063-Jan-19 12:43 
QuestionSo, you never tried python or lua then Pin
Galatei18-May-18 6:52
memberGalatei18-May-18 6:52 
AnswerRe: So, you never tried python or lua then Pin
jespa00718-May-18 10:31
memberjespa00718-May-18 10:31 
SuggestionPossible mistake Pin
Romano Scuri18-May-18 3:16
memberRomano Scuri18-May-18 3:16 
GeneralRe: Possible mistake Pin
jespa00718-May-18 10:15
memberjespa00718-May-18 10:15 
QuestionGreat! It's possible to add an operator for the mathematical power function? Pin
code_zhang28-Feb-18 17:25
membercode_zhang28-Feb-18 17:25 
AnswerRe: Great! It's possible to add an operator for the mathematical power function? Pin
jespa0075-Apr-18 0:36
memberjespa0075-Apr-18 0:36 
GeneralRe: Great! It's possible to add an operator for the mathematical power function? Pin
code_zhang6-Apr-18 0:26
membercode_zhang6-Apr-18 0:26 
QuestionVery good, Pin
Karim Mribti5-Dec-17 23:18
memberKarim Mribti5-Dec-17 23:18 
AnswerRe: Very good, Pin
jespa0075-Dec-17 23:56
memberjespa0075-Dec-17 23:56 
AnswerMessage Closed Pin
20-Feb-18 23:43
membertauseef65520-Feb-18 23:43 
Generalwhat are the use cases for your tool? Pin
Southmountain2-Dec-17 8:04
memberSouthmountain2-Dec-17 8:04 
GeneralRe: what are the use cases for your tool? Pin
jespa0072-Dec-17 8:42
memberjespa0072-Dec-17 8:42 
GeneralRe: what are the use cases for your tool? Pin
Southmountain9-Dec-17 17:22
memberSouthmountain9-Dec-17 17:22 
GeneralRe: what are the use cases for your tool? Pin
jespa00710-Dec-17 1:01
memberjespa00710-Dec-17 1:01 
PraiseAwesome work! does it work in Visual C++ 6 ? Pin
nilaysoft30-Nov-17 22:28
membernilaysoft30-Nov-17 22:28 
GeneralRe: Awesome work! does it work in Visual C++ 6 ? Pin
jespa0071-Dec-17 0:09
memberjespa0071-Dec-17 0:09 
GeneralRe: Awesome work! does it work in Visual C++ 6 ? Pin
nilaysoft9-Dec-17 4:13
membernilaysoft9-Dec-17 4:13 
GeneralRe: Awesome work! does it work in Visual C++ 6 ? Pin
jespa0079-Dec-17 15:57
memberjespa0079-Dec-17 15:57 

General General    News News    Suggestion Suggestion    Question Question    Bug Bug    Answer Answer    Joke Joke    Praise Praise    Rant Rant    Admin Admin   

Use Ctrl+Left/Right to switch messages, Ctrl+Up/Down to switch threads, Ctrl+Shift+Left/Right to switch pages.

Permalink | Advertise | Privacy | Cookies | Terms of Use | Mobile
Web06 | 2.8.190114.1 | Last Updated 19 May 2018
Article Copyright 2017 by jespa007
Everything else Copyright © CodeProject, 1999-2019
Layout: fixed | fluid