Method: Difference between revisions

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Methods are functions which belong to a particular object.  Although standard Lua doesn't have them, they're a major focus of Roblox Lua.
Methods are unique functions which belong to a particular object or can be custom made.  Although standard Lua doesn't have them, they're a major focus of Roblox Lua. Some common examples of methods include 'Destroy()', 'Remove()', and 'FindFirstChild()'.
Methods act like a function stored within an object.  The method itself is accessed in the same way a Function in a Table is accessed.  However, a special property of methods changes how they are called.
 
Methods act like a function stored within an object.  The method itself is accessed in the same way a [[Functions|function]] in a table is accessed.  However, a special property of methods changes how they are called.


These two lines of code are equivalent, calling the function <code>a</code> with the parameter <a>b</b>.
These two lines of code are equivalent, calling the function <code>a</code> with the parameter <a>b</b>.
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The second is briefer and more concise. Methods can increase typing speed, because there is less need to retype variable names.
The second is briefer and more concise. Methods can increase typing speed, because there is less need to retype variable names.
==Examples==
All instances, possibly excluding some core services, have the remove method, along with the clone method. Sounds have the Play method and the Stop method.


==Making your own==
==Making your own==

Revision as of 17:18, 30 December 2011

Methods are unique functions which belong to a particular object or can be custom made. Although standard Lua doesn't have them, they're a major focus of Roblox Lua. Some common examples of methods include 'Destroy()', 'Remove()', and 'FindFirstChild()'.

Methods act like a function stored within an object. The method itself is accessed in the same way a function in a table is accessed. However, a special property of methods changes how they are called.

These two lines of code are equivalent, calling the function a with the parameter <a>b.

b.a(b) 
b:a()

The second is briefer and more concise. Methods can increase typing speed, because there is less need to retype variable names.

Making your own

Making your own methods can

  • Make your code look cool
  • Make your tables more dynamic
This tutorial-like section assumes you have a good knowledge of table terminology and functions.

First, we need a table to apply the method to. I'm going to make a checkbox. It doesn't actually do anything, but it's an application example. Feel free to make this work.

Checkbox = {
    Checked = false,
    CheckedImage = "Image",
    UncheckedImage = "Image",
    ImageButton = ...,
    ChangeState = function(self)
        self.Checked = not self.Checked
    end
}
Checkbox.ImageButton.MouseButton1Down:connect(function()
    Checkbox:ChangeState()
end)

You might think you could type

Checkbox.ImageButton.MouseButton1Down:connect(Checkbox.ChangeState)

However, that would call Checkbox.ChangeState(x, y) when the event fired. We need to call Checkbox.ChangeState(Checkbox).

When you call a function as a method, you automatically pass an argument as the TABLE ITSELF. For example,

function ReturnTable(Num)
    return {
        Num, 
        PrintNum = function(self) 
            print(self.Num) 
        end
    }
end
Tabl = ReturnTable(5)
Tabl:PrintNum()

That will output 5 because we passed in the table, so the function will receive the table it's located in. Because we called it as a method, it passed "Tabl" as an argument. You can do it with a dot, but it looks kind of stupid:

Tabl.PrintNum(Tabl)