Methods: Difference between revisions

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>Legend26
>JulienDethurens
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*Make your tables more dynamic
*Make your tables more dynamic


{{EmphasisBox|This tutorial-like section assumes you have a good knowledge of table terminology and understand {{type|functions|3=functions}}.}}
{{EmphasisBox|This tutorial-like section assumes you have a good knowledge of table terminology and understand 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.
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.


<code lua>
{{code|=
Checkbox = {
Checkbox = {
Checked = false;
Checked = false;
Line 35: Line 35:
Checkbox:ChangeState()
Checkbox:ChangeState()
end)
end)
</code>
}}


You might think you could type
You might think you could type


<code lua>Checkbox.ImageButton.MouseButton1Down:connect(Checkbox.ChangeState)</code>
{{code|=Checkbox.ImageButton.MouseButton1Down:connect(Checkbox.ChangeState)}}


However, that would call <code lua>Checkbox.ChangeState(x, y)</code> when the event fired. We need to call <code lua>Checkbox.ChangeState(Checkbox)</code>.
However, that would call <code lua>Checkbox.ChangeState(x, y)</code> when the event fired. We need to call <code lua>Checkbox.ChangeState(Checkbox)</code>.
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When you call a {{type|function}} as a method, you automatically pass an argument as the TABLE ITSELF. For example,
When you call a {{type|function}} as a method, you automatically pass an argument as the TABLE ITSELF. For example,


<code lua>
{{code|=
function ReturnTable(Num)
function ReturnTable(Num)
return {
return {
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Tabl = ReturnTable(5)
Tabl = ReturnTable(5)
Tabl:PrintNum()
Tabl:PrintNum()
</code>
}}


That will output 5 because we passed in the {{type|table}}, so the {{type|function}} will receive the {{type|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:
That will output 5 because we passed in the {{type|table}}, so the {{type|function}} will receive the {{type|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:


<code lua>Tabl.PrintNum(Tabl)</code>
{{code|=Tabl.PrintNum(Tabl)}}

Revision as of 02:43, 2 April 2012

Methods are unique functions which belong to a particular object or can be custom made. They are a major focus of Roblox Lua. Some common examples of methods include 'Destroy()', 'Clone()', and 'FindFirstChild()'. You can find a full list of methods here.

A method acts 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 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 understand 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 = 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)