\section{Getting started} \subsection{The first code} A quick introduction to get you started. We assume that the packages \tkzNamePack{tkz-euclide} and \tkzNamePack{tkz-elements} are installed. Compile the following code using the \tkzEngine{lualatex} engine; you should obtain a straight line passing through points $A$ and $B$. \medskip \noindent \textbf{Note.} The package \tkzNamePack{tkz-elements} performs all geometric definitions and computations in Lua, while \tkzNamePack{tkz-euclide} is mainly used for drawing. For this reason, the \texttt{mini} option of \tkzNamePack{tkz-euclide} is recommended. If a compilation problem occurs, simply load \tkzNamePack{tkz-euclide} without this option. \begin{mybox}{} \begin{minipage}{.6\textwidth} \begin{tkzexample}[code only] % !TEX TS-program = lualatex \documentclass{article} \usepackage[mini]{tkz-euclide} \usepackage{tkz-elements} \begin{document} \directlua{ init_elements() z.A = point(0, 1) % or z.A = point:new(0, 1) z.B = point(2, 0) } \begin{tikzpicture} \tkzGetNodes \tkzDrawLine(A,B) \tkzDrawPoints(A,B) \tkzLabelPoints(A,B) \end{tikzpicture} \end{document} \end{tkzexample} \end{minipage} \begin{minipage}{.4\textwidth} \directlua{ z.A = point(0, 1) z.B = point(2, 0) } \begin{tikzpicture} \tkzGetNodes \tkzDrawLine(A,B) \tkzDrawPoints(A,B) \tkzLabelPoints(A,B) \end{tikzpicture} \end{minipage} \end{mybox} \subsection{Key points} The following points are essential for most of the codes in this documentation. \begin{itemize} \item \verb|% !TEX TS-program = lualatex|. Compilation must be done with \code{lualatex}. This line is optional if your editor is already configured accordingly. \item \verb|\usepackage[mini]{tkz-euclide}|. The use of \tkzNamePack{tkz-euclide} is optional; however, if it is loaded, the \code{mini} option is recommended. It loads only the drawing macros, while all computations are handled by \code{lua}. \textbf{Important:} at the current stage, some drawing macros are not yet fully independent of computation macros. If a compilation problem occurs, simply load \tkzNamePack{tkz-euclide} without the \code{mini} option. \item \verb|\usepackage{tkz-elements}|. This package is required. It provides the Lua-based geometry engine and support macros used together with \tkzNamePack{tkz-euclide}. \item \verb|\directlua{...}|. All geometric definitions and computations are placed inside this macro (or within a \texttt{tkzelements} environment). \item \verb|init_elements()|. This function should be called at the beginning of each Lua section. It resets internal tables and clears global variables used by \tkzNamePack{tkz-elements}. \item \verb|\tkzGetNodes|. This macro must be placed at the beginning of the \code{tikzpicture} environment. It transfers the points defined in Lua to TikZ as usable nodes. \end{itemize} \subsection{Testing} To test your installation and follow the examples in this documentation, you need to load two packages: \tkzNamePack{tkz-euclide} and \tkzNamePack{tkz-elements}. The first package automatically loads \tkzNamePack{\TIKZ}, which is necessary for all graphical rendering. The \tkzname{Lua} code is provided as an argument to the \tkzMacro{lualatex}{directlua} macro. I will often see this code block as the \tkzname{Lua part}\footnote{This code can also be placed in an external file, e.g., \texttt{file.lua}.}. This part depends entirely on the \tkzNamePack{tkz-elements} package. A crucial component in the \tkzEnv{tikz}{tikzpicture} environment is the macro \tkzMacro{tkz-elements}{tkzGetNodes}. This macro transfers the points defined in \tkzname{Lua} to \tkzNamePack{\TIKZ} by creating the corresponding nodes. All such points are stored in a table named \tkzname{z} and are accessed using the syntax \tkzname{z.label}. These labels are then reused within \tkzNamePack{tkz-euclide}. When you define a point by assigning it a label and coordinates, it is internally represented as a complex number — the affix of the point. This representation allows the point to be located within an orthonormal Cartesian coordinate system. If you want to use a different method for rendering your objects, this is the macro to modify. For example, Section~\ref{sec:metapost} presents \tkzMacro{tkz-elements}{tkzGetNodesMP}, a variant that enables communication with \code{MetaPost}. Another essential element is the use of the function \tkzFct{tkz-elements}{init\_elements()}, which clears internal tables\footnote{All geometric objects are stored in Lua tables. These tables must be cleaned regularly, especially when creating multiple figures in sequence.} when working with multiple figures. If everything worked correctly with the previous code, you're ready to begin creating geometric objects. Section~\ref{sec:class_and_object} introduces the available options and object structures. Finally, it is important to be familiar with basic drawing commands in \tkzNamePack{tkz-euclide}, as they will be used to render the objects defined in \tkzname{Lua}. \endinput