updated require docs
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@ -272,35 +272,37 @@ See [issue #69][issue69] for more information.
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[issue69]: https://github.com/walterhiggins/ScriptCraft/issues/69
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# Require - Node.js-style module loading in ScriptCraft
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## Require - Node.js-style module loading in ScriptCraft
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### (Experimental as of 2013-12-21)
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#### (Experimental as of 2013-12-21)
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Node.js is a server-side javascript environment with an excellent
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module loading system based on CommonJS. Modules in Node.js are really
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simple. Each module is in its own javascript file and all variables
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and functions within the file are private to that file/module only. There is a very concise explanation of CommonJS modules at
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http://wiki.commonjs.org/wiki/Modules/1.1.1.
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and functions within the file are private to that file/module only.
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There is a very concise explanation of CommonJS modules at...
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[http://wiki.commonjs.org/wiki/Modules/1.1.1.][cjsmodules]
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If you want to export a variable or function you use the module.export
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property.
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For example imagine you have 3 files program.js, inc.js and math.js ...
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## math.js
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### math.js
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exports.add = function(a,b){
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return a + b;
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}
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## inc.js
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### inc.js
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var math = require('./math');
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exports.increment = function(n){
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return math.add(n, 1);
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}
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## program.js
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### program.js
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var inc = require('./inc').increment;
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var a = 7;
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@ -319,6 +321,12 @@ support node modules. Node.js and Rhino are two very different
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Javascript environments. ScriptCraft uses Rhino Javascript, not
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Node.js.
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Right now, the base directory is for relative modules is 'js-plugins'.
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Modules can be loaded using relative or absolute paths. Per the CommonJS
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module specification, the '.js' suffix is optional.
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[cjsmodules]: http://wiki.commonjs.org/wiki/Modules/1.1.1.
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Drone Module
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============
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The Drone is a convenience class for building. It can be used for...
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