Object-Oriented Programming, often called ''OOP'', is a type of programming that focuses primarily on '''objects''', or [[Data_Types|data types]] that have fields and methods. Fields are like [[variables]], and [[methods]] are like functions; however, there is one fundamental difference: [[fields]] and [[methods]] are stored inside of an object, to be called through that object. This definition corresponds perfectly to [[tables]] in Lua. A class refers to the type of object. Let's say that we want to create an object class named {{`|account}}, with the field {{`|balance}}, and the methods {{`|input}} and {{`|withdraw}}. The first thing to do is to make a prototype with these fields and methods:
{{Code and output|fit=output|code=
account = {
balance = 0, -- Declare field 'balance'
input = function(self, amount) -- We want this to be a method, so we set it up like one
-- Test the validity of value passed to parameter 'amount'
amount = (type(amount) == "number" and amount) or (type(amount) == "string" and tostring(amount)) or error("Invalid amount", 2)
self.balance = self.balance + amount
end,
withdraw = function(self, amount) -- Method, set it up like one
-- Test the validity of value passed to parameter 'amount'
amount = (type(amount) == "number" and amount) or (type(amount) == "string" and tostring(amount)) or error("Invalid amount", 2)
-- Is it possible to get this much money from your account?
if self.balance >= amount then
self.balance = self.balance - amount
return self.balance
else
error("Attempt to overdraw account!", 2)
end
end
}
The basic library provides some core functions to Lua. If you do not include this library in your application, you should check carefully whether you need to provide implementations for some of its facilities.
Issues an error when the value of its argument v is false (i.e., nil or false); otherwise, returns all its arguments. message is an error message; when absent, it defaults to "assertion failed!"
{{Example|{{Code and output|code=
assert (false, "This is an error message")
assert (false)
assert (true)
|output=
|output=
Tue Oct 07 10:15:37 2008 - Cmd:1: This is an error message
0
Tue Oct 07 10:15:37 2008 - Cmd, line 1
300
Tue Oct 07 10:15:37 2008 - stack end
125
}}
Tue Oct 07 10:14:18 2008 - Cmd:1: assertion failed!
This function is a generic interface to the garbage collector. It performs different functions according to its first argument, opt:
* ''stop'': stops the garbage collector.
* ''restart'': restarts the garbage collector.
* ''collect'': performs a full garbage-collection cycle.
* ''count'': returns the total memory in use by Lua (in Kbytes).
* ''step'': performs a garbage-collection step. The step "size" is controlled by arg (larger values mean more steps) in a non-specified way. If you want to control the step size you must experimentally tune the value of arg. Returns true if the step finished a collection cycle.
* ''setpause'': sets arg/100 as the new value for the pause of the collector (see §2.10).
* ''setstepmul'': sets arg/100 as the new value for the step multiplier of the collector (see §2.10).
{{Example|{{Code and output|fit=output|code=
t = {}
for i = 0,20000 do
table.insert(t,i,i)
end
print(collectgarbage("count"))
That worked! We input 300 and then withdrew 175. But there's a problem. What if we want to add a second account? We might do something like this:
t = nil
{{Code and output|fit=output|code=
print(collectgarbage("count"))
account:input(150)
print(account.balance)
|output=
|output=
~535.7998046875
275}}
~23.7197265625
What happened there? {{`|account}} '''still refers to the other account'''. So, how do we solve this problem? Using '''constructors'''
}}}}
===dofile (<var>filename</var>)===
==Constructors==
Constructors are functions that are called when you ''create'' a new object. Using the previous example, a constructor might look like this:
<code lua>
accou
----
This definition creates a new function and stores it in field withdraw of the Account object. Then, we can call it as <br>
Opens the named file and executes its contents as a Lua chunk. When called without arguments, dofile executes the contents of the standard input (stdin). Returns all values returned by the chunk. In case of errors, dofile propagates the error to its caller (that is, dofile does not run in protected mode).
<code lua>
Account.withdraw(100.00)
print(Account.balance)
</code>
{{Example|{{Code and output|fit=output|code=
This kind of function is almost what we call a method. However, the use of the global name Account inside the function is a bad programming practice. First, this function will work only for this particular object. Second, even for this particular object the function will work only as long as the object is stored in that particular global variable; if we change the name of this object, withdraw does not work any more:
--File name: Hello.lua
--File contents: print("Hello World!")
dofile("C:/Hello.lua")
<code lua>
|output=
a = Account; Account = nil
Hello World!
a.withdraw(100.00) -- ERROR!
</code>
}}}}
Such behavior violates the previous principle that objects have independent life cycles.
A more flexible approach is to operate on the receiver of the operation. For that, we would have to define our method with an extra parameter, which tells the method on which object it has to operate. This parameter usually has the name self or this:
Terminates the last protected function called and returns message as the error message. Function error never returns.
Usually, error adds some information about the error position at the beginning of the message. The level argument specifies how to get the error position. With level 1 (the default), the error position is where the error function was called. Level 2 points the error to where the function that called error was called; and so on. Passing a level 0 avoids the addition of error position information to the message.
{{Example|{{Code and output|fit=output|code=
error ("this is an error message")
|output=
Tue Oct 07 08:18:36 2008 - Cmd:1: this is an error message
Tue Oct 07 08:18:36 2008 - Cmd, line 1
Tue Oct 07 08:18:36 2008 - stack end
}}}}
===_G===
A [[Tables|table]] that is shared between all scripts in one instance of Roblox. Scripts can use this to share data, including functions, between them.
Notes:
*In [[Online mode]], scripts running in a [[LocalScript]] run on the player's computer, so they are in a separate instance of Roblox and can't share data with non-local scripts except by using objects such as [[IntValue]].
*Until recently, this was the table that all the built-in functions were stored in, and it was possible to read values from it without writing "_G" in front. This is no longer the case.
{{Example|{{Code and output|fit=output|code=
--Script one:
_G.variable = "This a variable in _G."
--Script two:
while _G.variable == nil do wait() end --make sure that script one sets the variable before this one tries to read it
print(_G.variable)
|output=
"This a variable in _G."
}}}}
See also [[Global Functions]].
===<s>gcinfo ()</s>===
Returns amount of dynamic memory in use. This is deprecated. Use collectgarbage ("count") instead.
{{Example|{{Code and output|fit=output|code=
print (gcinfo ())
a=collectgarbage ("count")
print(a)
|output=
28
29.6875
}}}}
===getfenv ([<var>f</var>])===
Returns the current environment in use by the function. f can be a Lua function or a number that specifies the function at that stack level: Level 1 is the function calling getfenv. If the given function is not a Lua function, or if f is 0, getfenv returns the global environment. The default for f is 1.
{{Example|{{Code and output|fit=output|code=
var1 = 7
var2 = 9
for i, v in pairs(getfenv()) do
print(i, " = ", v)
end
end
|output=
</code>
script = Script
var1 = 7
var2 = 9
}}}}
Now, when we call the method we have to specify on which object it has to operate:
===getmetatable (<var>object</var>)===
<code lua>
a1 = Account; Account = nil
...
a1.withdraw(a1, 100.00) -- OK
</code>
With the use of a self parameter, we can use the same method for many objects:
If object does not have a metatable, returns nil. Otherwise, if the object's metatable has a "__metatable" field, returns the associated value. Otherwise, returns the metatable of the given object.
<code lua>
a2 = {balance=0, withdraw = Account.withdraw}
...
a2.withdraw(a2, 260.00)
</code>
{{Example|{{Code and output|fit=output|code=
This use of a self parameter is a central point in any object-oriented language. Most OO languages have this mechanism partly hidden from the programmer, so that she does not have to declare this parameter (although she still can use the name self or this inside a method). Lua can also hide this parameter, using the colon operator. We can rewrite the previous method definition as
t = {}
print(getmetatable(t))
setmetatable(t,{})
print(getmetatable(t))
|output=
nil
table: [hexadecimal memory address]
}}}}
===ipairs (<var>t</var>)===
Returns three values: an iterator function, the table t, and 0, so that the construction
<code lua>
<code lua>
for i,v in ipairs(t) do
function Account:withdraw (v)
--body
self.balance = self.balance - v
end
end
</code>
</code>
will iterate over the pairs (1,t[1]), (2,t[2]), ···, up to the first integer key absent from the table.
Loads a chunk using function func to get its pieces. Each call to func must return a string that concatenates with previous results. A return of nil (or no value) signals the end of the chunk.
If there are no errors, returns the compiled chunk as a function; otherwise, returns nil plus the error message. The environment of the returned function is the global environment.
chunkname is used as the chunk name for error messages and debug information.
===loadfile ([<var>filename</var>])===
Similar to load, but gets the chunk from file filename or from the standard input, if no file name is given.
{{Example|{{Code and output|fit=output|code=
--File name: file.lua
-- File contents: print("This is the contents of a file.")
Similar to load, but gets the chunk from the given string.
Loadstring returns a [[function]].
To load and run a given string, use the idiom
<code lua>
<code lua>
assert(loadstring(s))()
Account:withdraw(100.00)
</code>
</code>
{{Example|{{Code and output|fit=output|code=
The effect of the colon is to add an extra hidden parameter in a method definition and to add an extra argument in a method call. The colon is only a syntactic facility, although a convenient one; there is nothing really new here. We can define a function with the dot syntax and call it with the colon syntax, or vice-versa, as long as we handle the extra parameter correctly:
a = 2
loadstring("b = 3")() -- This loads the string to a function, and then calls that function.
print(a+b)
a = 5
b = 1
change = loadstring("b = 2")
print(a+b)
change()
print(a+b)
|output=
5
6
7
}}}}
===<var>newproxy</var> (boolean ''or'' proxy)===
<code lua>
''Undocumented feature of Lua.''
Account = {
balance=0;
withdraw = function (self, v)
self.balance = self.balance - v
end
}
Arguments:
function Account:deposit (v)
boolean - returned proxy has metatable
self.balance = self.balance + v
''or''
end
userdata - different proxy created with newproxy
Creates a blank userdata with an empty metatable, or with the metatable of another proxy.
Account.deposit(Account, 200.00)
Account:withdraw(100.00)
{{Example|{{Code and output|fit=output|code=
print(Account.balance)
local a = newproxy(true)
</code>
local mt = getmetatable(a)
print( mt ~= nil )
local b = newproxy(a)
Now our objects have an identity, a state, and operations over this state.
print( mt == getmetatable(b) )
local c = newproxy(false)
== Constructors ==
print( getmetatable(c) ~= nil )
So far, we've shown how to create a single once-use object. However, we might want to manage multiple accounts. Here's how we do it:
Allows a program to traverse all fields of a table. Its first argument is a table and its second argument is an index in this table. next returns the next index of the table and its associated value. When called with nil as its second argument, next returns an initial index and its associated value. When called with the last index, or with nil in an empty table, next returns nil. If the second argument is absent, then it is interpreted as nil. In particular, you can use next(t) to check whether a table is empty.
The order in which the indices are enumerated is not specified, even for numeric indices. (To traverse a table in numeric order, use a numerical for or the ipairs function.)
The behavior of next is undefined if, during the traversal, you assign any value to a non-existent field in the table. You may however modify existing fields. In particular, you may clear existing fields.
{{Example|{{Code and output|code=
days = {"Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"}
print(next(days))
print(next(days,4))
|output=
1 Sunday
5 Thursday -- cf. print(days[4]), which gives you Wednesday
}}}}
===pairs (<var>t</var>)===
Returns three values: the next function, the table t, and nil, so that the construction
This creates the constructor {{`|Account.new(balance)}}, which returns a new account object. The {{`|setmetatable}} makes it so the new account will look in the {{`|Account}} table for its metamethods, and the metamethod {{`|Account.__index = Account}} makes it look in the {{`|Account}} table for its methods. Let's add some methods then!
<code lua>
See function next for the caveats of modifying the table during its traversal.
Calls function f with the given arguments in protected mode. This means that any error inside f is not propagated; instead, pcall catches the error and returns a status code. Its first result is the status code (a boolean), which is true if the call succeeds without errors. In such case, pcall also returns all results from the call, after this first result. In case of any error, pcall returns false plus the error message.
{{Example|{{Code and output|fit=output|code=
if pcall (function() print("Hi Mom!") end) then
else print("There were errors")
end
end
function Account:__tostring()
if pcall (function() ppppprint("Hi Mom!") end) then
return "Account(" .. self.balance .. ")"
else print("There were errors")
end
end
|output=
Hi Mom!
There were errors
}}}}
'''NOTE:''' You cannot use a function that yields the running coroutine in use by pcall. That includes the wait function. You will get an error about not being able to resume a dead coroutine and not being able to yield across the C boundary.
===print (<var>···</var>)===
Receives any number of arguments, and prints their values to the output, using the tostring function to convert them to strings. print is not intended for formatted output, but only as a quick way to show a value, typically for debugging. For formatted output, use string.format.
{{Example|{{Code and output|fit=output|code=
print ("Hello!")
|output=
Hello!
}}}}
===rawequal (<var>v1</var>, <var>v2</var>)===
Checks whether v1 is equal to v2, without invoking any metamethod. Returns a boolean.
{{Example|{{Code and output|fit=output|code=
print(rawequal (5, 3))
print(rawequal (5, 5))
|output=
false
true
}}}}
===rawget (<var>table</var>, <var>index</var>)===
Gets the real value of table[index], without invoking any [[Metatables#Metamethods|metamethod]]. table must be a table; index may be any value.
{{Example|{{Code and output|fit=output|code=
days = {"Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"}
Sets the real value of table[index] to value, without invoking any metamethod. table must be a table, index any value different from nil, and value any Lua value.
This function returns table.
{{Example|{{Code and output|fit=output|code=
rawset (_G, "test", 42)
print (test)
|output=
42
}}}}
===select (<var>index</var>, <var>···</var>)===
If index is a number, returns all arguments after argument number index. Otherwise, index must be the string "#", and select returns the total number of extra arguments it received.
Sets the environment to be used by the given function. f can be a Lua function or a number that specifies the function at that stack level: Level 1 is the function calling setfenv. setfenv returns the given function.
As a special case, when f is 0 setfenv changes the environment of the running thread. In this case, setfenv returns no values.
{{Example|{{Code and output|fit=output|code=
_G.a = 1 -- create a global variable
setfenv(1, {_G = _G}) -- change current environment
Sets the metatable for the given table. (You cannot change the metatable of other types from Lua, only from C.) If metatable is nil, removes the metatable of the given table. If the original metatable has a "__metatable" field, raises an error.
This function returns table.
{{Example|{{Code and output|fit=output|code=
t = {"a","b","c"}
mt = {"Orange","Apple","Microsoft"}
setmetatable(t,mt)
for i,v in pairs(getmetatable(t)) do
print(i,v)
end
|output=
1 Orange
2 Apple
3 Microsoft
}}}}
===tonumber (<var>e</var> [, <var>base</var>])===
Tries to convert its argument to a number. If the argument is already a number or a string convertible to a number, then tonumber returns this number; otherwise, it returns nil.
An optional argument specifies the base to interpret the numeral. The base may be any integer between 2 and 36, inclusive. In bases above 10, the letter 'A' (in either upper or lower case) represents 10, 'B' represents 11, and so forth, with 'Z' representing 35. In base 10 (the default), the number may have a decimal part, as well as an optional exponent part (see §2.1). In other bases, only unsigned integers are accepted.
{{Example|{{Code and output|fit=output|code=
print(tonumber(255))
print(tonumber (11111111, 2))
print(tonumber ("FF", 16))
|output=
255
255
255
}}}}
===tostring (<var>e</var>)===
Receives an argument of any type and converts it to a string in a reasonable format. For complete control of how numbers are converted, use string.format.
If the [[metatables|metatable]] of e has a "__tostring" field, then tostring calls the corresponding value with e as argument, and uses the result of the call as its result.
{{Example|{{Code and output|fit=output|code=
a=tostring("The answer to 2+2 is " .. 2+2)
print(a)
|output=
The answer to 2+2 is 4
}}}}
===type (<var>v</var>)===
Returns the type of its only argument, coded as a string. The possible results of this function are "nil" (a string, not the value nil), "number", "string", "boolean", "table", "function", "thread", and "userdata".
Returns the elements from the given table. This function is equivalent to
<code lua>
return list[i], list[i+1], ···, list[j]
</code>
</code>
except that the above code can be written only for a fixed number of elements. By default, i is 1 and j is the length of the list, as defined by the length operator (see §2.5.5).
To use it:
{{Example|{{Code and output|fit=output|code=
{{code and output|code=
t = { "the", "quick", "brown" }
local a = Account.new(100)
print (unpack (t))
local b = Account.new(200)
|output=
print(a, b)
the quick brown
}}}}
===_VERSION===
a:withdraw(20)
b:deposit(40)
print(a, b)
A global variable (not a function) that holds a string containing the current interpreter version. The current contents of this variable is "Lua 5.1".
{{Example|{{Code and output|fit=output|code=
print(_VERSION)
|output=
|output=
Lua 5.1
Account(100) Account(200)
}}}}
Account(80) Account(240)
}}
===xpcall (<var>f</var>, <var>err</var>)===
This function is similar to pcall, except that you can set a new error handler.
xpcall calls function f in protected mode, using err as the error handler. Any error inside f is not propagated; instead, xpcall catches the error, calls the err function with the original error object, and returns a status code. Its first result is the status code (a boolean), which is true if the call succeeds without errors. In this case, xpcall also returns all results from the call, after this first result. In case of any error, xpcall returns false plus the result from err.
{{Example|{{Code and output|code=
== See also ==
function handle(err)
return "ERROR: " .. err:gsub("(.-:)","")
end
function f()
*[http://www.lua.org/pil/16.html Programming in Lua: Object-Oriented Programming]
false ERROR: attempt to perform arithmetic on local 'a' (a nil value)
}}}}
Revision as of 03:30, 8 February 2012
Do not edit! The creator of this subpage does not want it to be edited without permission. Please discuss any changes that you think are relevant on the talk page.
Object-Oriented Programming, often called OOP, is a type of programming that focuses primarily on objects, or data types that have fields and methods. Fields are like variables, and methods are like functions; however, there is one fundamental difference: fields and methods are stored inside of an object, to be called through that object. This definition corresponds perfectly to tables in Lua. A class refers to the type of object. Let's say that we want to create an object class named account, with the field balance, and the methods input and withdraw. The first thing to do is to make a prototype with these fields and methods:
0
300
125
account={balance=0,-- Declare field 'balance'input=function(self,amount)-- We want this to be a method, so we set it up like one-- Test the validity of value passed to parameter 'amount'amount=(type(amount)=="number"andamount)or(type(amount)=="string"andtostring(amount))orerror("Invalid amount",2)self.balance=self.balance+amountend,withdraw=function(self,amount)-- Method, set it up like one-- Test the validity of value passed to parameter 'amount'amount=(type(amount)=="number"andamount)or(type(amount)=="string"andtostring(amount))orerror("Invalid amount",2)-- Is it possible to get this much money from your account?ifself.balance>=amountthenself.balance=self.balance-amountreturnself.balanceelseerror("Attempt to overdraw account!",2)endend}print(account.balance)-- Fields use periodsaccount:input(300)-- Methods use colonsprint(account.balance)account:withdraw(175)print(account.balance)
That worked! We input 300 and then withdrew 175. But there's a problem. What if we want to add a second account? We might do something like this:
275
account:input(150)print(account.balance)
What happened there? accountstill refers to the other account. So, how do we solve this problem? Using constructors
Constructors
Constructors are functions that are called when you create a new object. Using the previous example, a constructor might look like this:
accou
This definition creates a new function and stores it in field withdraw of the Account object. Then, we can call it as
Account.withdraw(100.00)
print(Account.balance)
This kind of function is almost what we call a method. However, the use of the global name Account inside the function is a bad programming practice. First, this function will work only for this particular object. Second, even for this particular object the function will work only as long as the object is stored in that particular global variable; if we change the name of this object, withdraw does not work any more:
a = Account; Account = nil
a.withdraw(100.00) -- ERROR!
Such behavior violates the previous principle that objects have independent life cycles.
A more flexible approach is to operate on the receiver of the operation. For that, we would have to define our method with an extra parameter, which tells the method on which object it has to operate. This parameter usually has the name self or this:
function Account.withdraw(self, v)
self.balance = self.balance - v
end
Now, when we call the method we have to specify on which object it has to operate:
This use of a self parameter is a central point in any object-oriented language. Most OO languages have this mechanism partly hidden from the programmer, so that she does not have to declare this parameter (although she still can use the name self or this inside a method). Lua can also hide this parameter, using the colon operator. We can rewrite the previous method definition as
function Account:withdraw (v)
self.balance = self.balance - v
end
and the method call as
Account:withdraw(100.00)
The effect of the colon is to add an extra hidden parameter in a method definition and to add an extra argument in a method call. The colon is only a syntactic facility, although a convenient one; there is nothing really new here. We can define a function with the dot syntax and call it with the colon syntax, or vice-versa, as long as we handle the extra parameter correctly:
Account = {
balance=0;
withdraw = function (self, v)
self.balance = self.balance - v
end
}
function Account:deposit (v)
self.balance = self.balance + v
end
This creates the constructor Account.new(balance), which returns a new account object. The setmetatable makes it so the new account will look in the Account table for its metamethods, and the metamethod {{{1}}} makes it look in the Account table for its methods. Let's add some methods then!
function Account:withdraw(v)