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| <h1> |
| <a href="http://www.lua.org/"><img src="logo.gif" alt="" border="0"></a> |
| Lua 5.2 Reference Manual |
| </h1> |
| |
| by Roberto Ierusalimschy, Luiz Henrique de Figueiredo, Waldemar Celes |
| <p> |
| <small> |
| Copyright © 2011–2013 Lua.org, PUC-Rio. |
| Freely available under the terms of the |
| <a href="http://www.lua.org/license.html">Lua license</a>. |
| </small> |
| <hr> |
| <p> |
| |
| <a href="contents.html#contents">contents</A> |
| · |
| <a href="contents.html#index">index</A> |
| |
| <!-- ====================================================================== --> |
| <p> |
| |
| <!-- $Id: manual.of,v 1.103 2013/03/14 18:51:56 roberto Exp $ --> |
| |
| |
| |
| |
| <h1>1 – <a name="1">Introduction</a></h1> |
| |
| <p> |
| Lua is an extension programming language designed to support |
| general procedural programming with data description |
| facilities. |
| It also offers good support for object-oriented programming, |
| functional programming, and data-driven programming. |
| Lua is intended to be used as a powerful, lightweight, |
| embeddable scripting language for any program that needs one. |
| Lua is implemented as a library, written in <em>clean C</em>, |
| the common subset of Standard C and C++. |
| |
| |
| <p> |
| Being an extension language, Lua has no notion of a "main" program: |
| it only works <em>embedded</em> in a host client, |
| called the <em>embedding program</em> or simply the <em>host</em>. |
| The host program can invoke functions to execute a piece of Lua code, |
| can write and read Lua variables, |
| and can register C functions to be called by Lua code. |
| Through the use of C functions, Lua can be augmented to cope with |
| a wide range of different domains, |
| thus creating customized programming languages sharing a syntactical framework. |
| The Lua distribution includes a sample host program called <code>lua</code>, |
| which uses the Lua library to offer a complete, standalone Lua interpreter, |
| for interactive or batch use. |
| |
| |
| <p> |
| Lua is free software, |
| and is provided as usual with no guarantees, |
| as stated in its license. |
| The implementation described in this manual is available |
| at Lua's official web site, <code>www.lua.org</code>. |
| |
| |
| <p> |
| Like any other reference manual, |
| this document is dry in places. |
| For a discussion of the decisions behind the design of Lua, |
| see the technical papers available at Lua's web site. |
| For a detailed introduction to programming in Lua, |
| see Roberto's book, <em>Programming in Lua</em>. |
| |
| |
| |
| <h1>2 – <a name="2">Basic Concepts</a></h1> |
| |
| <p> |
| This section describes the basic concepts of the language. |
| |
| |
| |
| <h2>2.1 – <a name="2.1">Values and Types</a></h2> |
| |
| <p> |
| Lua is a <em>dynamically typed language</em>. |
| This means that |
| variables do not have types; only values do. |
| There are no type definitions in the language. |
| All values carry their own type. |
| |
| |
| <p> |
| All values in Lua are <em>first-class values</em>. |
| This means that all values can be stored in variables, |
| passed as arguments to other functions, and returned as results. |
| |
| |
| <p> |
| There are eight basic types in Lua: |
| <em>nil</em>, <em>boolean</em>, <em>number</em>, |
| <em>string</em>, <em>function</em>, <em>userdata</em>, |
| <em>thread</em>, and <em>table</em>. |
| <em>Nil</em> is the type of the value <b>nil</b>, |
| whose main property is to be different from any other value; |
| it usually represents the absence of a useful value. |
| <em>Boolean</em> is the type of the values <b>false</b> and <b>true</b>. |
| Both <b>nil</b> and <b>false</b> make a condition false; |
| any other value makes it true. |
| <em>Number</em> represents real (double-precision floating-point) numbers. |
| Operations on numbers follow the same rules of |
| the underlying C implementation, |
| which, in turn, usually follows the IEEE 754 standard. |
| (It is easy to build Lua interpreters that use other |
| internal representations for numbers, |
| such as single-precision floats or long integers; |
| see file <code>luaconf.h</code>.) |
| <em>String</em> represents immutable sequences of bytes. |
| |
| Lua is 8-bit clean: |
| strings can contain any 8-bit value, |
| including embedded zeros ('<code>\0</code>'). |
| |
| |
| <p> |
| Lua can call (and manipulate) functions written in Lua and |
| functions written in C |
| (see <a href="#3.4.9">§3.4.9</a>). |
| |
| |
| <p> |
| The type <em>userdata</em> is provided to allow arbitrary C data to |
| be stored in Lua variables. |
| A userdata value is a pointer to a block of raw memory. |
| There are two kinds of userdata: |
| full userdata, where the block of memory is managed by Lua, |
| and light userdata, where the block of memory is managed by the host. |
| Userdata has no predefined operations in Lua, |
| except assignment and identity test. |
| By using <em>metatables</em>, |
| the programmer can define operations for full userdata values |
| (see <a href="#2.4">§2.4</a>). |
| Userdata values cannot be created or modified in Lua, |
| only through the C API. |
| This guarantees the integrity of data owned by the host program. |
| |
| |
| <p> |
| The type <em>thread</em> represents independent threads of execution |
| and it is used to implement coroutines (see <a href="#2.6">§2.6</a>). |
| Do not confuse Lua threads with operating-system threads. |
| Lua supports coroutines on all systems, |
| even those that do not support threads. |
| |
| |
| <p> |
| The type <em>table</em> implements associative arrays, |
| that is, arrays that can be indexed not only with numbers, |
| but with any Lua value except <b>nil</b> and NaN |
| (<em>Not a Number</em>, a special numeric value used to represent |
| undefined or unrepresentable results, such as <code>0/0</code>). |
| Tables can be <em>heterogeneous</em>; |
| that is, they can contain values of all types (except <b>nil</b>). |
| Any key with value <b>nil</b> is not considered part of the table. |
| Conversely, any key that is not part of a table has |
| an associated value <b>nil</b>. |
| |
| |
| <p> |
| Tables are the sole data structuring mechanism in Lua; |
| they can be used to represent ordinary arrays, sequences, |
| symbol tables, sets, records, graphs, trees, etc. |
| To represent records, Lua uses the field name as an index. |
| The language supports this representation by |
| providing <code>a.name</code> as syntactic sugar for <code>a["name"]</code>. |
| There are several convenient ways to create tables in Lua |
| (see <a href="#3.4.8">§3.4.8</a>). |
| |
| |
| <p> |
| We use the term <em>sequence</em> to denote a table where |
| the set of all positive numeric keys is equal to <em>{1..n}</em> |
| for some integer <em>n</em>, |
| which is called the length of the sequence (see <a href="#3.4.6">§3.4.6</a>). |
| |
| |
| <p> |
| Like indices, |
| the values of table fields can be of any type. |
| In particular, |
| because functions are first-class values, |
| table fields can contain functions. |
| Thus tables can also carry <em>methods</em> (see <a href="#3.4.10">§3.4.10</a>). |
| |
| |
| <p> |
| The indexing of tables follows |
| the definition of raw equality in the language. |
| The expressions <code>a[i]</code> and <code>a[j]</code> |
| denote the same table element |
| if and only if <code>i</code> and <code>j</code> are raw equal |
| (that is, equal without metamethods). |
| |
| |
| <p> |
| Tables, functions, threads, and (full) userdata values are <em>objects</em>: |
| variables do not actually <em>contain</em> these values, |
| only <em>references</em> to them. |
| Assignment, parameter passing, and function returns |
| always manipulate references to such values; |
| these operations do not imply any kind of copy. |
| |
| |
| <p> |
| The library function <a href="#pdf-type"><code>type</code></a> returns a string describing the type |
| of a given value (see <a href="#6.1">§6.1</a>). |
| |
| |
| |
| |
| |
| <h2>2.2 – <a name="2.2">Environments and the Global Environment</a></h2> |
| |
| <p> |
| As will be discussed in <a href="#3.2">§3.2</a> and <a href="#3.3.3">§3.3.3</a>, |
| any reference to a global name <code>var</code> is syntactically translated |
| to <code>_ENV.var</code>. |
| Moreover, every chunk is compiled in the scope of |
| an external local variable called <code>_ENV</code> (see <a href="#3.3.2">§3.3.2</a>), |
| so <code>_ENV</code> itself is never a global name in a chunk. |
| |
| |
| <p> |
| Despite the existence of this external <code>_ENV</code> variable and |
| the translation of global names, |
| <code>_ENV</code> is a completely regular name. |
| In particular, |
| you can define new variables and parameters with that name. |
| Each reference to a global name uses the <code>_ENV</code> that is |
| visible at that point in the program, |
| following the usual visibility rules of Lua (see <a href="#3.5">§3.5</a>). |
| |
| |
| <p> |
| Any table used as the value of <code>_ENV</code> is called an <em>environment</em>. |
| |
| |
| <p> |
| Lua keeps a distinguished environment called the <em>global environment</em>. |
| This value is kept at a special index in the C registry (see <a href="#4.5">§4.5</a>). |
| In Lua, the variable <a href="#pdf-_G"><code>_G</code></a> is initialized with this same value. |
| |
| |
| <p> |
| When Lua compiles a chunk, |
| it initializes the value of its <code>_ENV</code> upvalue |
| with the global environment (see <a href="#pdf-load"><code>load</code></a>). |
| Therefore, by default, |
| global variables in Lua code refer to entries in the global environment. |
| Moreover, all standard libraries are loaded in the global environment |
| and several functions there operate on that environment. |
| You can use <a href="#pdf-load"><code>load</code></a> (or <a href="#pdf-loadfile"><code>loadfile</code></a>) |
| to load a chunk with a different environment. |
| (In C, you have to load the chunk and then change the value |
| of its first upvalue.) |
| |
| |
| <p> |
| If you change the global environment in the registry |
| (through C code or the debug library), |
| all chunks loaded after the change will get the new environment. |
| Previously loaded chunks are not affected, however, |
| as each has its own reference to the environment in its <code>_ENV</code> variable. |
| Moreover, the variable <a href="#pdf-_G"><code>_G</code></a> |
| (which is stored in the original global environment) |
| is never updated by Lua. |
| |
| |
| |
| |
| |
| <h2>2.3 – <a name="2.3">Error Handling</a></h2> |
| |
| <p> |
| Because Lua is an embedded extension language, |
| all Lua actions start from C code in the host program |
| calling a function from the Lua library (see <a href="#lua_pcall"><code>lua_pcall</code></a>). |
| Whenever an error occurs during |
| the compilation or execution of a Lua chunk, |
| control returns to the host, |
| which can take appropriate measures |
| (such as printing an error message). |
| |
| |
| <p> |
| Lua code can explicitly generate an error by calling the |
| <a href="#pdf-error"><code>error</code></a> function. |
| If you need to catch errors in Lua, |
| you can use <a href="#pdf-pcall"><code>pcall</code></a> or <a href="#pdf-xpcall"><code>xpcall</code></a> |
| to call a given function in <em>protected mode</em>. |
| |
| |
| <p> |
| Whenever there is an error, |
| an <em>error object</em> (also called an <em>error message</em>) |
| is propagated with information about the error. |
| Lua itself only generates errors where the error object is a string, |
| but programs may generate errors with |
| any value for the error object. |
| |
| |
| <p> |
| When you use <a href="#pdf-xpcall"><code>xpcall</code></a> or <a href="#lua_pcall"><code>lua_pcall</code></a>, |
| you may give a <em>message handler</em> |
| to be called in case of errors. |
| This function is called with the original error message |
| and returns a new error message. |
| It is called before the error unwinds the stack, |
| so that it can gather more information about the error, |
| for instance by inspecting the stack and creating a stack traceback. |
| This message handler is still protected by the protected call; |
| so, an error inside the message handler |
| will call the message handler again. |
| If this loop goes on, Lua breaks it and returns an appropriate message. |
| |
| |
| |
| |
| |
| <h2>2.4 – <a name="2.4">Metatables and Metamethods</a></h2> |
| |
| <p> |
| Every value in Lua can have a <em>metatable</em>. |
| This <em>metatable</em> is an ordinary Lua table |
| that defines the behavior of the original value |
| under certain special operations. |
| You can change several aspects of the behavior |
| of operations over a value by setting specific fields in its metatable. |
| For instance, when a non-numeric value is the operand of an addition, |
| Lua checks for a function in the field "<code>__add</code>" of the value's metatable. |
| If it finds one, |
| Lua calls this function to perform the addition. |
| |
| |
| <p> |
| The keys in a metatable are derived from the <em>event</em> names; |
| the corresponding values are called <em>metamethods</em>. |
| In the previous example, the event is <code>"add"</code> |
| and the metamethod is the function that performs the addition. |
| |
| |
| <p> |
| You can query the metatable of any value |
| using the <a href="#pdf-getmetatable"><code>getmetatable</code></a> function. |
| |
| |
| <p> |
| You can replace the metatable of tables |
| using the <a href="#pdf-setmetatable"><code>setmetatable</code></a> function. |
| You cannot change the metatable of other types from Lua |
| (except by using the debug library); |
| you must use the C API for that. |
| |
| |
| <p> |
| Tables and full userdata have individual metatables |
| (although multiple tables and userdata can share their metatables). |
| Values of all other types share one single metatable per type; |
| that is, there is one single metatable for all numbers, |
| one for all strings, etc. |
| By default, a value has no metatable, |
| but the string library sets a metatable for the string type (see <a href="#6.4">§6.4</a>). |
| |
| |
| <p> |
| A metatable controls how an object behaves in arithmetic operations, |
| order comparisons, concatenation, length operation, and indexing. |
| A metatable also can define a function to be called |
| when a userdata or a table is garbage collected. |
| When Lua performs one of these operations over a value, |
| it checks whether this value has a metatable with the corresponding event. |
| If so, the value associated with that key (the metamethod) |
| controls how Lua will perform the operation. |
| |
| |
| <p> |
| Metatables control the operations listed next. |
| Each operation is identified by its corresponding name. |
| The key for each operation is a string with its name prefixed by |
| two underscores, '<code>__</code>'; |
| for instance, the key for operation "add" is the |
| string "<code>__add</code>". |
| |
| |
| <p> |
| The semantics of these operations is better explained by a Lua function |
| describing how the interpreter executes the operation. |
| The code shown here in Lua is only illustrative; |
| the real behavior is hard coded in the interpreter |
| and it is much more efficient than this simulation. |
| All functions used in these descriptions |
| (<a href="#pdf-rawget"><code>rawget</code></a>, <a href="#pdf-tonumber"><code>tonumber</code></a>, etc.) |
| are described in <a href="#6.1">§6.1</a>. |
| In particular, to retrieve the metamethod of a given object, |
| we use the expression |
| |
| <pre> |
| metatable(obj)[event] |
| </pre><p> |
| This should be read as |
| |
| <pre> |
| rawget(getmetatable(obj) or {}, event) |
| </pre><p> |
| This means that the access to a metamethod does not invoke other metamethods, |
| and access to objects with no metatables does not fail |
| (it simply results in <b>nil</b>). |
| |
| |
| <p> |
| For the unary <code>-</code> and <code>#</code> operators, |
| the metamethod is called with a dummy second argument. |
| This extra argument is only to simplify Lua's internals; |
| it may be removed in future versions and therefore it is not present |
| in the following code. |
| (For most uses this extra argument is irrelevant.) |
| |
| |
| |
| <ul> |
| |
| <li><b>"add": </b> |
| the <code>+</code> operation. |
| |
| |
| |
| <p> |
| The function <code>getbinhandler</code> below defines how Lua chooses a handler |
| for a binary operation. |
| First, Lua tries the first operand. |
| If its type does not define a handler for the operation, |
| then Lua tries the second operand. |
| |
| <pre> |
| function getbinhandler (op1, op2, event) |
| return metatable(op1)[event] or metatable(op2)[event] |
| end |
| </pre><p> |
| By using this function, |
| the behavior of the <code>op1 + op2</code> is |
| |
| <pre> |
| function add_event (op1, op2) |
| local o1, o2 = tonumber(op1), tonumber(op2) |
| if o1 and o2 then -- both operands are numeric? |
| return o1 + o2 -- '+' here is the primitive 'add' |
| else -- at least one of the operands is not numeric |
| local h = getbinhandler(op1, op2, "__add") |
| if h then |
| -- call the handler with both operands |
| return (h(op1, op2)) |
| else -- no handler available: default behavior |
| error(···) |
| end |
| end |
| end |
| </pre><p> |
| </li> |
| |
| <li><b>"sub": </b> |
| the <code>-</code> operation. |
| |
| Behavior similar to the "add" operation. |
| </li> |
| |
| <li><b>"mul": </b> |
| the <code>*</code> operation. |
| |
| Behavior similar to the "add" operation. |
| </li> |
| |
| <li><b>"div": </b> |
| the <code>/</code> operation. |
| |
| Behavior similar to the "add" operation. |
| </li> |
| |
| <li><b>"mod": </b> |
| the <code>%</code> operation. |
| |
| Behavior similar to the "add" operation, |
| with the operation |
| <code>o1 - floor(o1/o2)*o2</code> as the primitive operation. |
| </li> |
| |
| <li><b>"pow": </b> |
| the <code>^</code> (exponentiation) operation. |
| |
| Behavior similar to the "add" operation, |
| with the function <code>pow</code> (from the C math library) |
| as the primitive operation. |
| </li> |
| |
| <li><b>"unm": </b> |
| the unary <code>-</code> operation. |
| |
| |
| <pre> |
| function unm_event (op) |
| local o = tonumber(op) |
| if o then -- operand is numeric? |
| return -o -- '-' here is the primitive 'unm' |
| else -- the operand is not numeric. |
| -- Try to get a handler from the operand |
| local h = metatable(op).__unm |
| if h then |
| -- call the handler with the operand |
| return (h(op)) |
| else -- no handler available: default behavior |
| error(···) |
| end |
| end |
| end |
| </pre><p> |
| </li> |
| |
| <li><b>"concat": </b> |
| the <code>..</code> (concatenation) operation. |
| |
| |
| <pre> |
| function concat_event (op1, op2) |
| if (type(op1) == "string" or type(op1) == "number") and |
| (type(op2) == "string" or type(op2) == "number") then |
| return op1 .. op2 -- primitive string concatenation |
| else |
| local h = getbinhandler(op1, op2, "__concat") |
| if h then |
| return (h(op1, op2)) |
| else |
| error(···) |
| end |
| end |
| end |
| </pre><p> |
| </li> |
| |
| <li><b>"len": </b> |
| the <code>#</code> operation. |
| |
| |
| <pre> |
| function len_event (op) |
| if type(op) == "string" then |
| return strlen(op) -- primitive string length |
| else |
| local h = metatable(op).__len |
| if h then |
| return (h(op)) -- call handler with the operand |
| elseif type(op) == "table" then |
| return #op -- primitive table length |
| else -- no handler available: error |
| error(···) |
| end |
| end |
| end |
| </pre><p> |
| See <a href="#3.4.6">§3.4.6</a> for a description of the length of a table. |
| </li> |
| |
| <li><b>"eq": </b> |
| the <code>==</code> operation. |
| |
| The function <code>getequalhandler</code> defines how Lua chooses a metamethod |
| for equality. |
| A metamethod is selected only when both values |
| being compared have the same type |
| and the same metamethod for the selected operation, |
| and the values are either tables or full userdata. |
| |
| <pre> |
| function getequalhandler (op1, op2) |
| if type(op1) ~= type(op2) or |
| (type(op1) ~= "table" and type(op1) ~= "userdata") then |
| return nil -- different values |
| end |
| local mm1 = metatable(op1).__eq |
| local mm2 = metatable(op2).__eq |
| if mm1 == mm2 then return mm1 else return nil end |
| end |
| </pre><p> |
| The "eq" event is defined as follows: |
| |
| <pre> |
| function eq_event (op1, op2) |
| if op1 == op2 then -- primitive equal? |
| return true -- values are equal |
| end |
| -- try metamethod |
| local h = getequalhandler(op1, op2) |
| if h then |
| return not not h(op1, op2) |
| else |
| return false |
| end |
| end |
| </pre><p> |
| Note that the result is always a boolean. |
| </li> |
| |
| <li><b>"lt": </b> |
| the <code><</code> operation. |
| |
| |
| <pre> |
| function lt_event (op1, op2) |
| if type(op1) == "number" and type(op2) == "number" then |
| return op1 < op2 -- numeric comparison |
| elseif type(op1) == "string" and type(op2) == "string" then |
| return op1 < op2 -- lexicographic comparison |
| else |
| local h = getbinhandler(op1, op2, "__lt") |
| if h then |
| return not not h(op1, op2) |
| else |
| error(···) |
| end |
| end |
| end |
| </pre><p> |
| Note that the result is always a boolean. |
| </li> |
| |
| <li><b>"le": </b> |
| the <code><=</code> operation. |
| |
| |
| <pre> |
| function le_event (op1, op2) |
| if type(op1) == "number" and type(op2) == "number" then |
| return op1 <= op2 -- numeric comparison |
| elseif type(op1) == "string" and type(op2) == "string" then |
| return op1 <= op2 -- lexicographic comparison |
| else |
| local h = getbinhandler(op1, op2, "__le") |
| if h then |
| return not not h(op1, op2) |
| else |
| h = getbinhandler(op1, op2, "__lt") |
| if h then |
| return not h(op2, op1) |
| else |
| error(···) |
| end |
| end |
| end |
| end |
| </pre><p> |
| Note that, in the absence of a "le" metamethod, |
| Lua tries the "lt", assuming that <code>a <= b</code> is |
| equivalent to <code>not (b < a)</code>. |
| |
| |
| <p> |
| As with the other comparison operators, |
| the result is always a boolean. |
| </li> |
| |
| <li><b>"index": </b> |
| The indexing access <code>table[key]</code>. |
| Note that the metamethod is tried only |
| when <code>key</code> is not present in <code>table</code>. |
| (When <code>table</code> is not a table, |
| no key is ever present, |
| so the metamethod is always tried.) |
| |
| |
| <pre> |
| function gettable_event (table, key) |
| local h |
| if type(table) == "table" then |
| local v = rawget(table, key) |
| -- if key is present, return raw value |
| if v ~= nil then return v end |
| h = metatable(table).__index |
| if h == nil then return nil end |
| else |
| h = metatable(table).__index |
| if h == nil then |
| error(···) |
| end |
| end |
| if type(h) == "function" then |
| return (h(table, key)) -- call the handler |
| else return h[key] -- or repeat operation on it |
| end |
| end |
| </pre><p> |
| </li> |
| |
| <li><b>"newindex": </b> |
| The indexing assignment <code>table[key] = value</code>. |
| Note that the metamethod is tried only |
| when <code>key</code> is not present in <code>table</code>. |
| |
| |
| <pre> |
| function settable_event (table, key, value) |
| local h |
| if type(table) == "table" then |
| local v = rawget(table, key) |
| -- if key is present, do raw assignment |
| if v ~= nil then rawset(table, key, value); return end |
| h = metatable(table).__newindex |
| if h == nil then rawset(table, key, value); return end |
| else |
| h = metatable(table).__newindex |
| if h == nil then |
| error(···) |
| end |
| end |
| if type(h) == "function" then |
| h(table, key,value) -- call the handler |
| else h[key] = value -- or repeat operation on it |
| end |
| end |
| </pre><p> |
| </li> |
| |
| <li><b>"call": </b> |
| called when Lua calls a value. |
| |
| |
| <pre> |
| function function_event (func, ...) |
| if type(func) == "function" then |
| return func(...) -- primitive call |
| else |
| local h = metatable(func).__call |
| if h then |
| return h(func, ...) |
| else |
| error(···) |
| end |
| end |
| end |
| </pre><p> |
| </li> |
| |
| </ul> |
| |
| |
| |
| |
| <h2>2.5 – <a name="2.5">Garbage Collection</a></h2> |
| |
| <p> |
| Lua performs automatic memory management. |
| This means that |
| you have to worry neither about allocating memory for new objects |
| nor about freeing it when the objects are no longer needed. |
| Lua manages memory automatically by running |
| a <em>garbage collector</em> to collect all <em>dead objects</em> |
| (that is, objects that are no longer accessible from Lua). |
| All memory used by Lua is subject to automatic management: |
| strings, tables, userdata, functions, threads, internal structures, etc. |
| |
| |
| <p> |
| Lua implements an incremental mark-and-sweep collector. |
| It uses two numbers to control its garbage-collection cycles: |
| the <em>garbage-collector pause</em> and |
| the <em>garbage-collector step multiplier</em>. |
| Both use percentage points as units |
| (e.g., a value of 100 means an internal value of 1). |
| |
| |
| <p> |
| The garbage-collector pause |
| controls how long the collector waits before starting a new cycle. |
| Larger values make the collector less aggressive. |
| Values smaller than 100 mean the collector will not wait to |
| start a new cycle. |
| A value of 200 means that the collector waits for the total memory in use |
| to double before starting a new cycle. |
| |
| |
| <p> |
| The garbage-collector step multiplier |
| controls the relative speed of the collector relative to |
| memory allocation. |
| Larger values make the collector more aggressive but also increase |
| the size of each incremental step. |
| Values smaller than 100 make the collector too slow and |
| can result in the collector never finishing a cycle. |
| The default is 200, |
| which means that the collector runs at "twice" |
| the speed of memory allocation. |
| |
| |
| <p> |
| If you set the step multiplier to a very large number |
| (larger than 10% of the maximum number of |
| bytes that the program may use), |
| the collector behaves like a stop-the-world collector. |
| If you then set the pause to 200, |
| the collector behaves as in old Lua versions, |
| doing a complete collection every time Lua doubles its |
| memory usage. |
| |
| |
| <p> |
| You can change these numbers by calling <a href="#lua_gc"><code>lua_gc</code></a> in C |
| or <a href="#pdf-collectgarbage"><code>collectgarbage</code></a> in Lua. |
| You can also use these functions to control |
| the collector directly (e.g., stop and restart it). |
| |
| |
| <p> |
| As an experimental feature in Lua 5.2, |
| you can change the collector's operation mode |
| from incremental to <em>generational</em>. |
| A <em>generational collector</em> assumes that most objects die young, |
| and therefore it traverses only young (recently created) objects. |
| This behavior can reduce the time used by the collector, |
| but also increases memory usage (as old dead objects may accumulate). |
| To mitigate this second problem, |
| from time to time the generational collector performs a full collection. |
| Remember that this is an experimental feature; |
| you are welcome to try it, |
| but check your gains. |
| |
| |
| |
| <h3>2.5.1 – <a name="2.5.1">Garbage-Collection Metamethods</a></h3> |
| |
| <p> |
| You can set garbage-collector metamethods for tables |
| and, using the C API, |
| for full userdata (see <a href="#2.4">§2.4</a>). |
| These metamethods are also called <em>finalizers</em>. |
| Finalizers allow you to coordinate Lua's garbage collection |
| with external resource management |
| (such as closing files, network or database connections, |
| or freeing your own memory). |
| |
| |
| <p> |
| For an object (table or userdata) to be finalized when collected, |
| you must <em>mark</em> it for finalization. |
| |
| You mark an object for finalization when you set its metatable |
| and the metatable has a field indexed by the string "<code>__gc</code>". |
| Note that if you set a metatable without a <code>__gc</code> field |
| and later create that field in the metatable, |
| the object will not be marked for finalization. |
| However, after an object is marked, |
| you can freely change the <code>__gc</code> field of its metatable. |
| |
| |
| <p> |
| When a marked object becomes garbage, |
| it is not collected immediately by the garbage collector. |
| Instead, Lua puts it in a list. |
| After the collection, |
| Lua does the equivalent of the following function |
| for each object in that list: |
| |
| <pre> |
| function gc_event (obj) |
| local h = metatable(obj).__gc |
| if type(h) == "function" then |
| h(obj) |
| end |
| end |
| </pre> |
| |
| <p> |
| At the end of each garbage-collection cycle, |
| the finalizers for objects are called in |
| the reverse order that they were marked for collection, |
| among those collected in that cycle; |
| that is, the first finalizer to be called is the one associated |
| with the object marked last in the program. |
| The execution of each finalizer may occur at any point during |
| the execution of the regular code. |
| |
| |
| <p> |
| Because the object being collected must still be used by the finalizer, |
| it (and other objects accessible only through it) |
| must be <em>resurrected</em> by Lua. |
| Usually, this resurrection is transient, |
| and the object memory is freed in the next garbage-collection cycle. |
| However, if the finalizer stores the object in some global place |
| (e.g., a global variable), |
| then there is a permanent resurrection. |
| In any case, |
| the object memory is freed only when it becomes completely inaccessible; |
| its finalizer will never be called twice. |
| |
| |
| <p> |
| When you close a state (see <a href="#lua_close"><code>lua_close</code></a>), |
| Lua calls the finalizers of all objects marked for finalization, |
| following the reverse order that they were marked. |
| If any finalizer marks new objects for collection during that phase, |
| these new objects will not be finalized. |
| |
| |
| |
| |
| |
| <h3>2.5.2 – <a name="2.5.2">Weak Tables</a></h3> |
| |
| <p> |
| A <em>weak table</em> is a table whose elements are |
| <em>weak references</em>. |
| A weak reference is ignored by the garbage collector. |
| In other words, |
| if the only references to an object are weak references, |
| then the garbage collector will collect that object. |
| |
| |
| <p> |
| A weak table can have weak keys, weak values, or both. |
| A table with weak keys allows the collection of its keys, |
| but prevents the collection of its values. |
| A table with both weak keys and weak values allows the collection of |
| both keys and values. |
| In any case, if either the key or the value is collected, |
| the whole pair is removed from the table. |
| The weakness of a table is controlled by the |
| <code>__mode</code> field of its metatable. |
| If the <code>__mode</code> field is a string containing the character '<code>k</code>', |
| the keys in the table are weak. |
| If <code>__mode</code> contains '<code>v</code>', |
| the values in the table are weak. |
| |
| |
| <p> |
| A table with weak keys and strong values |
| is also called an <em>ephemeron table</em>. |
| In an ephemeron table, |
| a value is considered reachable only if its key is reachable. |
| In particular, |
| if the only reference to a key comes through its value, |
| the pair is removed. |
| |
| |
| <p> |
| Any change in the weakness of a table may take effect only |
| at the next collect cycle. |
| In particular, if you change the weakness to a stronger mode, |
| Lua may still collect some items from that table |
| before the change takes effect. |
| |
| |
| <p> |
| Only objects that have an explicit construction |
| are removed from weak tables. |
| Values, such as numbers and light C functions, |
| are not subject to garbage collection, |
| and therefore are not removed from weak tables |
| (unless its associated value is collected). |
| Although strings are subject to garbage collection, |
| they do not have an explicit construction, |
| and therefore are not removed from weak tables. |
| |
| |
| <p> |
| Resurrected objects |
| (that is, objects being finalized |
| and objects accessible only through objects being finalized) |
| have a special behavior in weak tables. |
| They are removed from weak values before running their finalizers, |
| but are removed from weak keys only in the next collection |
| after running their finalizers, when such objects are actually freed. |
| This behavior allows the finalizer to access properties |
| associated with the object through weak tables. |
| |
| |
| <p> |
| If a weak table is among the resurrected objects in a collection cycle, |
| it may not be properly cleared until the next cycle. |
| |
| |
| |
| |
| |
| |
| |
| <h2>2.6 – <a name="2.6">Coroutines</a></h2> |
| |
| <p> |
| Lua supports coroutines, |
| also called <em>collaborative multithreading</em>. |
| A coroutine in Lua represents an independent thread of execution. |
| Unlike threads in multithread systems, however, |
| a coroutine only suspends its execution by explicitly calling |
| a yield function. |
| |
| |
| <p> |
| You create a coroutine by calling <a href="#pdf-coroutine.create"><code>coroutine.create</code></a>. |
| Its sole argument is a function |
| that is the main function of the coroutine. |
| The <code>create</code> function only creates a new coroutine and |
| returns a handle to it (an object of type <em>thread</em>); |
| it does not start the coroutine. |
| |
| |
| <p> |
| You execute a coroutine by calling <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a>. |
| When you first call <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a>, |
| passing as its first argument |
| a thread returned by <a href="#pdf-coroutine.create"><code>coroutine.create</code></a>, |
| the coroutine starts its execution, |
| at the first line of its main function. |
| Extra arguments passed to <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a> are passed on |
| to the coroutine main function. |
| After the coroutine starts running, |
| it runs until it terminates or <em>yields</em>. |
| |
| |
| <p> |
| A coroutine can terminate its execution in two ways: |
| normally, when its main function returns |
| (explicitly or implicitly, after the last instruction); |
| and abnormally, if there is an unprotected error. |
| In the first case, <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a> returns <b>true</b>, |
| plus any values returned by the coroutine main function. |
| In case of errors, <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a> returns <b>false</b> |
| plus an error message. |
| |
| |
| <p> |
| A coroutine yields by calling <a href="#pdf-coroutine.yield"><code>coroutine.yield</code></a>. |
| When a coroutine yields, |
| the corresponding <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a> returns immediately, |
| even if the yield happens inside nested function calls |
| (that is, not in the main function, |
| but in a function directly or indirectly called by the main function). |
| In the case of a yield, <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a> also returns <b>true</b>, |
| plus any values passed to <a href="#pdf-coroutine.yield"><code>coroutine.yield</code></a>. |
| The next time you resume the same coroutine, |
| it continues its execution from the point where it yielded, |
| with the call to <a href="#pdf-coroutine.yield"><code>coroutine.yield</code></a> returning any extra |
| arguments passed to <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a>. |
| |
| |
| <p> |
| Like <a href="#pdf-coroutine.create"><code>coroutine.create</code></a>, |
| the <a href="#pdf-coroutine.wrap"><code>coroutine.wrap</code></a> function also creates a coroutine, |
| but instead of returning the coroutine itself, |
| it returns a function that, when called, resumes the coroutine. |
| Any arguments passed to this function |
| go as extra arguments to <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a>. |
| <a href="#pdf-coroutine.wrap"><code>coroutine.wrap</code></a> returns all the values returned by <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a>, |
| except the first one (the boolean error code). |
| Unlike <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a>, |
| <a href="#pdf-coroutine.wrap"><code>coroutine.wrap</code></a> does not catch errors; |
| any error is propagated to the caller. |
| |
| |
| <p> |
| As an example of how coroutines work, |
| consider the following code: |
| |
| <pre> |
| function foo (a) |
| print("foo", a) |
| return coroutine.yield(2*a) |
| end |
| |
| co = coroutine.create(function (a,b) |
| print("co-body", a, b) |
| local r = foo(a+1) |
| print("co-body", r) |
| local r, s = coroutine.yield(a+b, a-b) |
| print("co-body", r, s) |
| return b, "end" |
| end) |
| |
| print("main", coroutine.resume(co, 1, 10)) |
| print("main", coroutine.resume(co, "r")) |
| print("main", coroutine.resume(co, "x", "y")) |
| print("main", coroutine.resume(co, "x", "y")) |
| </pre><p> |
| When you run it, it produces the following output: |
| |
| <pre> |
| co-body 1 10 |
| foo 2 |
| main true 4 |
| co-body r |
| main true 11 -9 |
| co-body x y |
| main true 10 end |
| main false cannot resume dead coroutine |
| </pre> |
| |
| <p> |
| You can also create and manipulate coroutines through the C API: |
| see functions <a href="#lua_newthread"><code>lua_newthread</code></a>, <a href="#lua_resume"><code>lua_resume</code></a>, |
| and <a href="#lua_yield"><code>lua_yield</code></a>. |
| |
| |
| |
| |
| |
| <h1>3 – <a name="3">The Language</a></h1> |
| |
| <p> |
| This section describes the lexis, the syntax, and the semantics of Lua. |
| In other words, |
| this section describes |
| which tokens are valid, |
| how they can be combined, |
| and what their combinations mean. |
| |
| |
| <p> |
| Language constructs will be explained using the usual extended BNF notation, |
| in which |
| {<em>a</em>} means 0 or more <em>a</em>'s, and |
| [<em>a</em>] means an optional <em>a</em>. |
| Non-terminals are shown like non-terminal, |
| keywords are shown like <b>kword</b>, |
| and other terminal symbols are shown like ‘<b>=</b>’. |
| The complete syntax of Lua can be found in <a href="#9">§9</a> |
| at the end of this manual. |
| |
| |
| |
| <h2>3.1 – <a name="3.1">Lexical Conventions</a></h2> |
| |
| <p> |
| Lua is a free-form language. |
| It ignores spaces (including new lines) and comments |
| between lexical elements (tokens), |
| except as delimiters between names and keywords. |
| |
| |
| <p> |
| <em>Names</em> |
| (also called <em>identifiers</em>) |
| in Lua can be any string of letters, |
| digits, and underscores, |
| not beginning with a digit. |
| Identifiers are used to name variables, table fields, and labels. |
| |
| |
| <p> |
| The following <em>keywords</em> are reserved |
| and cannot be used as names: |
| |
| |
| <pre> |
| and break do else elseif end |
| false for function goto if in |
| local nil not or repeat return |
| then true until while |
| </pre> |
| |
| <p> |
| Lua is a case-sensitive language: |
| <code>and</code> is a reserved word, but <code>And</code> and <code>AND</code> |
| are two different, valid names. |
| As a convention, names starting with an underscore followed by |
| uppercase letters (such as <a href="#pdf-_VERSION"><code>_VERSION</code></a>) |
| are reserved for variables used by Lua. |
| |
| |
| <p> |
| The following strings denote other tokens: |
| |
| <pre> |
| + - * / % ^ # |
| == ~= <= >= < > = |
| ( ) { } [ ] :: |
| ; : , . .. ... |
| </pre> |
| |
| <p> |
| <em>Literal strings</em> |
| can be delimited by matching single or double quotes, |
| and can contain the following C-like escape sequences: |
| '<code>\a</code>' (bell), |
| '<code>\b</code>' (backspace), |
| '<code>\f</code>' (form feed), |
| '<code>\n</code>' (newline), |
| '<code>\r</code>' (carriage return), |
| '<code>\t</code>' (horizontal tab), |
| '<code>\v</code>' (vertical tab), |
| '<code>\\</code>' (backslash), |
| '<code>\"</code>' (quotation mark [double quote]), |
| and '<code>\'</code>' (apostrophe [single quote]). |
| A backslash followed by a real newline |
| results in a newline in the string. |
| The escape sequence '<code>\z</code>' skips the following span |
| of white-space characters, |
| including line breaks; |
| it is particularly useful to break and indent a long literal string |
| into multiple lines without adding the newlines and spaces |
| into the string contents. |
| |
| |
| <p> |
| A byte in a literal string can also be specified by its numerical value. |
| This can be done with the escape sequence <code>\x<em>XX</em></code>, |
| where <em>XX</em> is a sequence of exactly two hexadecimal digits, |
| or with the escape sequence <code>\<em>ddd</em></code>, |
| where <em>ddd</em> is a sequence of up to three decimal digits. |
| (Note that if a decimal escape is to be followed by a digit, |
| it must be expressed using exactly three digits.) |
| Strings in Lua can contain any 8-bit value, including embedded zeros, |
| which can be specified as '<code>\0</code>'. |
| |
| |
| <p> |
| Literal strings can also be defined using a long format |
| enclosed by <em>long brackets</em>. |
| We define an <em>opening long bracket of level <em>n</em></em> as an opening |
| square bracket followed by <em>n</em> equal signs followed by another |
| opening square bracket. |
| So, an opening long bracket of level 0 is written as <code>[[</code>, |
| an opening long bracket of level 1 is written as <code>[=[</code>, |
| and so on. |
| A <em>closing long bracket</em> is defined similarly; |
| for instance, a closing long bracket of level 4 is written as <code>]====]</code>. |
| A <em>long literal</em> starts with an opening long bracket of any level and |
| ends at the first closing long bracket of the same level. |
| It can contain any text except a closing bracket of the proper level. |
| Literals in this bracketed form can run for several lines, |
| do not interpret any escape sequences, |
| and ignore long brackets of any other level. |
| Any kind of end-of-line sequence |
| (carriage return, newline, carriage return followed by newline, |
| or newline followed by carriage return) |
| is converted to a simple newline. |
| |
| |
| <p> |
| Any byte in a literal string not |
| explicitly affected by the previous rules represents itself. |
| However, Lua opens files for parsing in text mode, |
| and the system file functions may have problems with |
| some control characters. |
| So, it is safer to represent |
| non-text data as a quoted literal with |
| explicit escape sequences for non-text characters. |
| |
| |
| <p> |
| For convenience, |
| when the opening long bracket is immediately followed by a newline, |
| the newline is not included in the string. |
| As an example, in a system using ASCII |
| (in which '<code>a</code>' is coded as 97, |
| newline is coded as 10, and '<code>1</code>' is coded as 49), |
| the five literal strings below denote the same string: |
| |
| <pre> |
| a = 'alo\n123"' |
| a = "alo\n123\"" |
| a = '\97lo\10\04923"' |
| a = [[alo |
| 123"]] |
| a = [==[ |
| alo |
| 123"]==] |
| </pre> |
| |
| <p> |
| A <em>numerical constant</em> can be written with an optional fractional part |
| and an optional decimal exponent, |
| marked by a letter '<code>e</code>' or '<code>E</code>'. |
| Lua also accepts hexadecimal constants, |
| which start with <code>0x</code> or <code>0X</code>. |
| Hexadecimal constants also accept an optional fractional part |
| plus an optional binary exponent, |
| marked by a letter '<code>p</code>' or '<code>P</code>'. |
| Examples of valid numerical constants are |
| |
| <pre> |
| 3 3.0 3.1416 314.16e-2 0.31416E1 |
| 0xff 0x0.1E 0xA23p-4 0X1.921FB54442D18P+1 |
| </pre> |
| |
| <p> |
| A <em>comment</em> starts with a double hyphen (<code>--</code>) |
| anywhere outside a string. |
| If the text immediately after <code>--</code> is not an opening long bracket, |
| the comment is a <em>short comment</em>, |
| which runs until the end of the line. |
| Otherwise, it is a <em>long comment</em>, |
| which runs until the corresponding closing long bracket. |
| Long comments are frequently used to disable code temporarily. |
| |
| |
| |
| |
| |
| <h2>3.2 – <a name="3.2">Variables</a></h2> |
| |
| <p> |
| Variables are places that store values. |
| There are three kinds of variables in Lua: |
| global variables, local variables, and table fields. |
| |
| |
| <p> |
| A single name can denote a global variable or a local variable |
| (or a function's formal parameter, |
| which is a particular kind of local variable): |
| |
| <pre> |
| var ::= Name |
| </pre><p> |
| Name denotes identifiers, as defined in <a href="#3.1">§3.1</a>. |
| |
| |
| <p> |
| Any variable name is assumed to be global unless explicitly declared |
| as a local (see <a href="#3.3.7">§3.3.7</a>). |
| Local variables are <em>lexically scoped</em>: |
| local variables can be freely accessed by functions |
| defined inside their scope (see <a href="#3.5">§3.5</a>). |
| |
| |
| <p> |
| Before the first assignment to a variable, its value is <b>nil</b>. |
| |
| |
| <p> |
| Square brackets are used to index a table: |
| |
| <pre> |
| var ::= prefixexp ‘<b>[</b>’ exp ‘<b>]</b>’ |
| </pre><p> |
| The meaning of accesses to table fields can be changed via metatables. |
| An access to an indexed variable <code>t[i]</code> is equivalent to |
| a call <code>gettable_event(t,i)</code>. |
| (See <a href="#2.4">§2.4</a> for a complete description of the |
| <code>gettable_event</code> function. |
| This function is not defined or callable in Lua. |
| We use it here only for explanatory purposes.) |
| |
| |
| <p> |
| The syntax <code>var.Name</code> is just syntactic sugar for |
| <code>var["Name"]</code>: |
| |
| <pre> |
| var ::= prefixexp ‘<b>.</b>’ Name |
| </pre> |
| |
| <p> |
| An access to a global variable <code>x</code> |
| is equivalent to <code>_ENV.x</code>. |
| Due to the way that chunks are compiled, |
| <code>_ENV</code> is never a global name (see <a href="#2.2">§2.2</a>). |
| |
| |
| |
| |
| |
| <h2>3.3 – <a name="3.3">Statements</a></h2> |
| |
| <p> |
| Lua supports an almost conventional set of statements, |
| similar to those in Pascal or C. |
| This set includes |
| assignments, control structures, function calls, |
| and variable declarations. |
| |
| |
| |
| <h3>3.3.1 – <a name="3.3.1">Blocks</a></h3> |
| |
| <p> |
| A block is a list of statements, |
| which are executed sequentially: |
| |
| <pre> |
| block ::= {stat} |
| </pre><p> |
| Lua has <em>empty statements</em> |
| that allow you to separate statements with semicolons, |
| start a block with a semicolon |
| or write two semicolons in sequence: |
| |
| <pre> |
| stat ::= ‘<b>;</b>’ |
| </pre> |
| |
| <p> |
| Function calls and assignments |
| can start with an open parenthesis. |
| This possibility leads to an ambiguity in Lua's grammar. |
| Consider the following fragment: |
| |
| <pre> |
| a = b + c |
| (print or io.write)('done') |
| </pre><p> |
| The grammar could see it in two ways: |
| |
| <pre> |
| a = b + c(print or io.write)('done') |
| |
| a = b + c; (print or io.write)('done') |
| </pre><p> |
| The current parser always sees such constructions |
| in the first way, |
| interpreting the open parenthesis |
| as the start of the arguments to a call. |
| To avoid this ambiguity, |
| it is a good practice to always precede with a semicolon |
| statements that start with a parenthesis: |
| |
| <pre> |
| ;(print or io.write)('done') |
| </pre> |
| |
| <p> |
| A block can be explicitly delimited to produce a single statement: |
| |
| <pre> |
| stat ::= <b>do</b> block <b>end</b> |
| </pre><p> |
| Explicit blocks are useful |
| to control the scope of variable declarations. |
| Explicit blocks are also sometimes used to |
| add a <b>return</b> statement in the middle |
| of another block (see <a href="#3.3.4">§3.3.4</a>). |
| |
| |
| |
| |
| |
| <h3>3.3.2 – <a name="3.3.2">Chunks</a></h3> |
| |
| <p> |
| The unit of compilation of Lua is called a <em>chunk</em>. |
| Syntactically, |
| a chunk is simply a block: |
| |
| <pre> |
| chunk ::= block |
| </pre> |
| |
| <p> |
| Lua handles a chunk as the body of an anonymous function |
| with a variable number of arguments |
| (see <a href="#3.4.10">§3.4.10</a>). |
| As such, chunks can define local variables, |
| receive arguments, and return values. |
| Moreover, such anonymous function is compiled as in the |
| scope of an external local variable called <code>_ENV</code> (see <a href="#2.2">§2.2</a>). |
| The resulting function always has <code>_ENV</code> as its only upvalue, |
| even if it does not use that variable. |
| |
| |
| <p> |
| A chunk can be stored in a file or in a string inside the host program. |
| To execute a chunk, |
| Lua first precompiles the chunk into instructions for a virtual machine, |
| and then it executes the compiled code |
| with an interpreter for the virtual machine. |
| |
| |
| <p> |
| Chunks can also be precompiled into binary form; |
| see program <code>luac</code> for details. |
| Programs in source and compiled forms are interchangeable; |
| Lua automatically detects the file type and acts accordingly. |
| |
| |
| |
| |
| |
| |
| <h3>3.3.3 – <a name="3.3.3">Assignment</a></h3> |
| |
| <p> |
| Lua allows multiple assignments. |
| Therefore, the syntax for assignment |
| defines a list of variables on the left side |
| and a list of expressions on the right side. |
| The elements in both lists are separated by commas: |
| |
| <pre> |
| stat ::= varlist ‘<b>=</b>’ explist |
| varlist ::= var {‘<b>,</b>’ var} |
| explist ::= exp {‘<b>,</b>’ exp} |
| </pre><p> |
| Expressions are discussed in <a href="#3.4">§3.4</a>. |
| |
| |
| <p> |
| Before the assignment, |
| the list of values is <em>adjusted</em> to the length of |
| the list of variables. |
| If there are more values than needed, |
| the excess values are thrown away. |
| If there are fewer values than needed, |
| the list is extended with as many <b>nil</b>'s as needed. |
| If the list of expressions ends with a function call, |
| then all values returned by that call enter the list of values, |
| before the adjustment |
| (except when the call is enclosed in parentheses; see <a href="#3.4">§3.4</a>). |
| |
| |
| <p> |
| The assignment statement first evaluates all its expressions |
| and only then are the assignments performed. |
| Thus the code |
| |
| <pre> |
| i = 3 |
| i, a[i] = i+1, 20 |
| </pre><p> |
| sets <code>a[3]</code> to 20, without affecting <code>a[4]</code> |
| because the <code>i</code> in <code>a[i]</code> is evaluated (to 3) |
| before it is assigned 4. |
| Similarly, the line |
| |
| <pre> |
| x, y = y, x |
| </pre><p> |
| exchanges the values of <code>x</code> and <code>y</code>, |
| and |
| |
| <pre> |
| x, y, z = y, z, x |
| </pre><p> |
| cyclically permutes the values of <code>x</code>, <code>y</code>, and <code>z</code>. |
| |
| |
| <p> |
| The meaning of assignments to global variables |
| and table fields can be changed via metatables. |
| An assignment to an indexed variable <code>t[i] = val</code> is equivalent to |
| <code>settable_event(t,i,val)</code>. |
| (See <a href="#2.4">§2.4</a> for a complete description of the |
| <code>settable_event</code> function. |
| This function is not defined or callable in Lua. |
| We use it here only for explanatory purposes.) |
| |
| |
| <p> |
| An assignment to a global variable <code>x = val</code> |
| is equivalent to the assignment |
| <code>_ENV.x = val</code> (see <a href="#2.2">§2.2</a>). |
| |
| |
| |
| |
| |
| <h3>3.3.4 – <a name="3.3.4">Control Structures</a></h3><p> |
| The control structures |
| <b>if</b>, <b>while</b>, and <b>repeat</b> have the usual meaning and |
| familiar syntax: |
| |
| |
| |
| |
| <pre> |
| stat ::= <b>while</b> exp <b>do</b> block <b>end</b> |
| stat ::= <b>repeat</b> block <b>until</b> exp |
| stat ::= <b>if</b> exp <b>then</b> block {<b>elseif</b> exp <b>then</b> block} [<b>else</b> block] <b>end</b> |
| </pre><p> |
| Lua also has a <b>for</b> statement, in two flavors (see <a href="#3.3.5">§3.3.5</a>). |
| |
| |
| <p> |
| The condition expression of a |
| control structure can return any value. |
| Both <b>false</b> and <b>nil</b> are considered false. |
| All values different from <b>nil</b> and <b>false</b> are considered true |
| (in particular, the number 0 and the empty string are also true). |
| |
| |
| <p> |
| In the <b>repeat</b>–<b>until</b> loop, |
| the inner block does not end at the <b>until</b> keyword, |
| but only after the condition. |
| So, the condition can refer to local variables |
| declared inside the loop block. |
| |
| |
| <p> |
| The <b>goto</b> statement transfers the program control to a label. |
| For syntactical reasons, |
| labels in Lua are considered statements too: |
| |
| |
| |
| <pre> |
| stat ::= <b>goto</b> Name |
| stat ::= label |
| label ::= ‘<b>::</b>’ Name ‘<b>::</b>’ |
| </pre> |
| |
| <p> |
| A label is visible in the entire block where it is defined, |
| except |
| inside nested blocks where a label with the same name is defined and |
| inside nested functions. |
| A goto may jump to any visible label as long as it does not |
| enter into the scope of a local variable. |
| |
| |
| <p> |
| Labels and empty statements are called <em>void statements</em>, |
| as they perform no actions. |
| |
| |
| <p> |
| The <b>break</b> statement terminates the execution of a |
| <b>while</b>, <b>repeat</b>, or <b>for</b> loop, |
| skipping to the next statement after the loop: |
| |
| |
| <pre> |
| stat ::= <b>break</b> |
| </pre><p> |
| A <b>break</b> ends the innermost enclosing loop. |
| |
| |
| <p> |
| The <b>return</b> statement is used to return values |
| from a function or a chunk (which is a function in disguise). |
| |
| Functions can return more than one value, |
| so the syntax for the <b>return</b> statement is |
| |
| <pre> |
| stat ::= <b>return</b> [explist] [‘<b>;</b>’] |
| </pre> |
| |
| <p> |
| The <b>return</b> statement can only be written |
| as the last statement of a block. |
| If it is really necessary to <b>return</b> in the middle of a block, |
| then an explicit inner block can be used, |
| as in the idiom <code>do return end</code>, |
| because now <b>return</b> is the last statement in its (inner) block. |
| |
| |
| |
| |
| |
| <h3>3.3.5 – <a name="3.3.5">For Statement</a></h3> |
| |
| <p> |
| |
| The <b>for</b> statement has two forms: |
| one numeric and one generic. |
| |
| |
| <p> |
| The numeric <b>for</b> loop repeats a block of code while a |
| control variable runs through an arithmetic progression. |
| It has the following syntax: |
| |
| <pre> |
| stat ::= <b>for</b> Name ‘<b>=</b>’ exp ‘<b>,</b>’ exp [‘<b>,</b>’ exp] <b>do</b> block <b>end</b> |
| </pre><p> |
| The <em>block</em> is repeated for <em>name</em> starting at the value of |
| the first <em>exp</em>, until it passes the second <em>exp</em> by steps of the |
| third <em>exp</em>. |
| More precisely, a <b>for</b> statement like |
| |
| <pre> |
| for v = <em>e1</em>, <em>e2</em>, <em>e3</em> do <em>block</em> end |
| </pre><p> |
| is equivalent to the code: |
| |
| <pre> |
| do |
| local <em>var</em>, <em>limit</em>, <em>step</em> = tonumber(<em>e1</em>), tonumber(<em>e2</em>), tonumber(<em>e3</em>) |
| if not (<em>var</em> and <em>limit</em> and <em>step</em>) then error() end |
| while (<em>step</em> > 0 and <em>var</em> <= <em>limit</em>) or (<em>step</em> <= 0 and <em>var</em> >= <em>limit</em>) do |
| local v = <em>var</em> |
| <em>block</em> |
| <em>var</em> = <em>var</em> + <em>step</em> |
| end |
| end |
| </pre><p> |
| Note the following: |
| |
| <ul> |
| |
| <li> |
| All three control expressions are evaluated only once, |
| before the loop starts. |
| They must all result in numbers. |
| </li> |
| |
| <li> |
| <code><em>var</em></code>, <code><em>limit</em></code>, and <code><em>step</em></code> are invisible variables. |
| The names shown here are for explanatory purposes only. |
| </li> |
| |
| <li> |
| If the third expression (the step) is absent, |
| then a step of 1 is used. |
| </li> |
| |
| <li> |
| You can use <b>break</b> to exit a <b>for</b> loop. |
| </li> |
| |
| <li> |
| The loop variable <code>v</code> is local to the loop; |
| you cannot use its value after the <b>for</b> ends or is broken. |
| If you need this value, |
| assign it to another variable before breaking or exiting the loop. |
| </li> |
| |
| </ul> |
| |
| <p> |
| The generic <b>for</b> statement works over functions, |
| called <em>iterators</em>. |
| On each iteration, the iterator function is called to produce a new value, |
| stopping when this new value is <b>nil</b>. |
| The generic <b>for</b> loop has the following syntax: |
| |
| <pre> |
| stat ::= <b>for</b> namelist <b>in</b> explist <b>do</b> block <b>end</b> |
| namelist ::= Name {‘<b>,</b>’ Name} |
| </pre><p> |
| A <b>for</b> statement like |
| |
| <pre> |
| for <em>var_1</em>, ···, <em>var_n</em> in <em>explist</em> do <em>block</em> end |
| </pre><p> |
| is equivalent to the code: |
| |
| <pre> |
| do |
| local <em>f</em>, <em>s</em>, <em>var</em> = <em>explist</em> |
| while true do |
| local <em>var_1</em>, ···, <em>var_n</em> = <em>f</em>(<em>s</em>, <em>var</em>) |
| if <em>var_1</em> == nil then break end |
| <em>var</em> = <em>var_1</em> |
| <em>block</em> |
| end |
| end |
| </pre><p> |
| Note the following: |
| |
| <ul> |
| |
| <li> |
| <code><em>explist</em></code> is evaluated only once. |
| Its results are an <em>iterator</em> function, |
| a <em>state</em>, |
| and an initial value for the first <em>iterator variable</em>. |
| </li> |
| |
| <li> |
| <code><em>f</em></code>, <code><em>s</em></code>, and <code><em>var</em></code> are invisible variables. |
| The names are here for explanatory purposes only. |
| </li> |
| |
| <li> |
| You can use <b>break</b> to exit a <b>for</b> loop. |
| </li> |
| |
| <li> |
| The loop variables <code><em>var_i</em></code> are local to the loop; |
| you cannot use their values after the <b>for</b> ends. |
| If you need these values, |
| then assign them to other variables before breaking or exiting the loop. |
| </li> |
| |
| </ul> |
| |
| |
| |
| |
| <h3>3.3.6 – <a name="3.3.6">Function Calls as Statements</a></h3><p> |
| To allow possible side-effects, |
| function calls can be executed as statements: |
| |
| <pre> |
| stat ::= functioncall |
| </pre><p> |
| In this case, all returned values are thrown away. |
| Function calls are explained in <a href="#3.4.9">§3.4.9</a>. |
| |
| |
| |
| |
| |
| <h3>3.3.7 – <a name="3.3.7">Local Declarations</a></h3><p> |
| Local variables can be declared anywhere inside a block. |
| The declaration can include an initial assignment: |
| |
| <pre> |
| stat ::= <b>local</b> namelist [‘<b>=</b>’ explist] |
| </pre><p> |
| If present, an initial assignment has the same semantics |
| of a multiple assignment (see <a href="#3.3.3">§3.3.3</a>). |
| Otherwise, all variables are initialized with <b>nil</b>. |
| |
| |
| <p> |
| A chunk is also a block (see <a href="#3.3.2">§3.3.2</a>), |
| and so local variables can be declared in a chunk outside any explicit block. |
| |
| |
| <p> |
| The visibility rules for local variables are explained in <a href="#3.5">§3.5</a>. |
| |
| |
| |
| |
| |
| |
| |
| <h2>3.4 – <a name="3.4">Expressions</a></h2> |
| |
| <p> |
| The basic expressions in Lua are the following: |
| |
| <pre> |
| exp ::= prefixexp |
| exp ::= <b>nil</b> | <b>false</b> | <b>true</b> |
| exp ::= Number |
| exp ::= String |
| exp ::= functiondef |
| exp ::= tableconstructor |
| exp ::= ‘<b>...</b>’ |
| exp ::= exp binop exp |
| exp ::= unop exp |
| prefixexp ::= var | functioncall | ‘<b>(</b>’ exp ‘<b>)</b>’ |
| </pre> |
| |
| <p> |
| Numbers and literal strings are explained in <a href="#3.1">§3.1</a>; |
| variables are explained in <a href="#3.2">§3.2</a>; |
| function definitions are explained in <a href="#3.4.10">§3.4.10</a>; |
| function calls are explained in <a href="#3.4.9">§3.4.9</a>; |
| table constructors are explained in <a href="#3.4.8">§3.4.8</a>. |
| Vararg expressions, |
| denoted by three dots ('<code>...</code>'), can only be used when |
| directly inside a vararg function; |
| they are explained in <a href="#3.4.10">§3.4.10</a>. |
| |
| |
| <p> |
| Binary operators comprise arithmetic operators (see <a href="#3.4.1">§3.4.1</a>), |
| relational operators (see <a href="#3.4.3">§3.4.3</a>), logical operators (see <a href="#3.4.4">§3.4.4</a>), |
| and the concatenation operator (see <a href="#3.4.5">§3.4.5</a>). |
| Unary operators comprise the unary minus (see <a href="#3.4.1">§3.4.1</a>), |
| the unary <b>not</b> (see <a href="#3.4.4">§3.4.4</a>), |
| and the unary <em>length operator</em> (see <a href="#3.4.6">§3.4.6</a>). |
| |
| |
| <p> |
| Both function calls and vararg expressions can result in multiple values. |
| If a function call is used as a statement (see <a href="#3.3.6">§3.3.6</a>), |
| then its return list is adjusted to zero elements, |
| thus discarding all returned values. |
| If an expression is used as the last (or the only) element |
| of a list of expressions, |
| then no adjustment is made |
| (unless the expression is enclosed in parentheses). |
| In all other contexts, |
| Lua adjusts the result list to one element, |
| either discarding all values except the first one |
| or adding a single <b>nil</b> if there are no values. |
| |
| |
| <p> |
| Here are some examples: |
| |
| <pre> |
| f() -- adjusted to 0 results |
| g(f(), x) -- f() is adjusted to 1 result |
| g(x, f()) -- g gets x plus all results from f() |
| a,b,c = f(), x -- f() is adjusted to 1 result (c gets nil) |
| a,b = ... -- a gets the first vararg parameter, b gets |
| -- the second (both a and b can get nil if there |
| -- is no corresponding vararg parameter) |
| |
| a,b,c = x, f() -- f() is adjusted to 2 results |
| a,b,c = f() -- f() is adjusted to 3 results |
| return f() -- returns all results from f() |
| return ... -- returns all received vararg parameters |
| return x,y,f() -- returns x, y, and all results from f() |
| {f()} -- creates a list with all results from f() |
| {...} -- creates a list with all vararg parameters |
| {f(), nil} -- f() is adjusted to 1 result |
| </pre> |
| |
| <p> |
| Any expression enclosed in parentheses always results in only one value. |
| Thus, |
| <code>(f(x,y,z))</code> is always a single value, |
| even if <code>f</code> returns several values. |
| (The value of <code>(f(x,y,z))</code> is the first value returned by <code>f</code> |
| or <b>nil</b> if <code>f</code> does not return any values.) |
| |
| |
| |
| <h3>3.4.1 – <a name="3.4.1">Arithmetic Operators</a></h3><p> |
| Lua supports the usual arithmetic operators: |
| the binary <code>+</code> (addition), |
| <code>-</code> (subtraction), <code>*</code> (multiplication), |
| <code>/</code> (division), <code>%</code> (modulo), and <code>^</code> (exponentiation); |
| and unary <code>-</code> (mathematical negation). |
| If the operands are numbers, or strings that can be converted to |
| numbers (see <a href="#3.4.2">§3.4.2</a>), |
| then all operations have the usual meaning. |
| Exponentiation works for any exponent. |
| For instance, <code>x^(-0.5)</code> computes the inverse of the square root of <code>x</code>. |
| Modulo is defined as |
| |
| <pre> |
| a % b == a - math.floor(a/b)*b |
| </pre><p> |
| That is, it is the remainder of a division that rounds |
| the quotient towards minus infinity. |
| |
| |
| |
| |
| |
| <h3>3.4.2 – <a name="3.4.2">Coercion</a></h3> |
| |
| <p> |
| Lua provides automatic conversion between |
| string and number values at run time. |
| Any arithmetic operation applied to a string tries to convert |
| this string to a number, following the rules of the Lua lexer. |
| (The string may have leading and trailing spaces and a sign.) |
| Conversely, whenever a number is used where a string is expected, |
| the number is converted to a string, in a reasonable format. |
| For complete control over how numbers are converted to strings, |
| use the <code>format</code> function from the string library |
| (see <a href="#pdf-string.format"><code>string.format</code></a>). |
| |
| |
| |
| |
| |
| <h3>3.4.3 – <a name="3.4.3">Relational Operators</a></h3><p> |
| The relational operators in Lua are |
| |
| <pre> |
| == ~= < > <= >= |
| </pre><p> |
| These operators always result in <b>false</b> or <b>true</b>. |
| |
| |
| <p> |
| Equality (<code>==</code>) first compares the type of its operands. |
| If the types are different, then the result is <b>false</b>. |
| Otherwise, the values of the operands are compared. |
| Numbers and strings are compared in the usual way. |
| Tables, userdata, and threads |
| are compared by reference: |
| two objects are considered equal only if they are the same object. |
| Every time you create a new object |
| (a table, userdata, or thread), |
| this new object is different from any previously existing object. |
| Closures with the same reference are always equal. |
| Closures with any detectable difference |
| (different behavior, different definition) are always different. |
| |
| |
| <p> |
| You can change the way that Lua compares tables and userdata |
| by using the "eq" metamethod (see <a href="#2.4">§2.4</a>). |
| |
| |
| <p> |
| The conversion rules of <a href="#3.4.2">§3.4.2</a> |
| do not apply to equality comparisons. |
| Thus, <code>"0"==0</code> evaluates to <b>false</b>, |
| and <code>t[0]</code> and <code>t["0"]</code> denote different |
| entries in a table. |
| |
| |
| <p> |
| The operator <code>~=</code> is exactly the negation of equality (<code>==</code>). |
| |
| |
| <p> |
| The order operators work as follows. |
| If both arguments are numbers, then they are compared as such. |
| Otherwise, if both arguments are strings, |
| then their values are compared according to the current locale. |
| Otherwise, Lua tries to call the "lt" or the "le" |
| metamethod (see <a href="#2.4">§2.4</a>). |
| A comparison <code>a > b</code> is translated to <code>b < a</code> |
| and <code>a >= b</code> is translated to <code>b <= a</code>. |
| |
| |
| |
| |
| |
| <h3>3.4.4 – <a name="3.4.4">Logical Operators</a></h3><p> |
| The logical operators in Lua are |
| <b>and</b>, <b>or</b>, and <b>not</b>. |
| Like the control structures (see <a href="#3.3.4">§3.3.4</a>), |
| all logical operators consider both <b>false</b> and <b>nil</b> as false |
| and anything else as true. |
| |
| |
| <p> |
| The negation operator <b>not</b> always returns <b>false</b> or <b>true</b>. |
| The conjunction operator <b>and</b> returns its first argument |
| if this value is <b>false</b> or <b>nil</b>; |
| otherwise, <b>and</b> returns its second argument. |
| The disjunction operator <b>or</b> returns its first argument |
| if this value is different from <b>nil</b> and <b>false</b>; |
| otherwise, <b>or</b> returns its second argument. |
| Both <b>and</b> and <b>or</b> use short-cut evaluation; |
| that is, |
| the second operand is evaluated only if necessary. |
| Here are some examples: |
| |
| <pre> |
| 10 or 20 --> 10 |
| 10 or error() --> 10 |
| nil or "a" --> "a" |
| nil and 10 --> nil |
| false and error() --> false |
| false and nil --> false |
| false or nil --> nil |
| 10 and 20 --> 20 |
| </pre><p> |
| (In this manual, |
| <code>--></code> indicates the result of the preceding expression.) |
| |
| |
| |
| |
| |
| <h3>3.4.5 – <a name="3.4.5">Concatenation</a></h3><p> |
| The string concatenation operator in Lua is |
| denoted by two dots ('<code>..</code>'). |
| If both operands are strings or numbers, then they are converted to |
| strings according to the rules mentioned in <a href="#3.4.2">§3.4.2</a>. |
| Otherwise, the <code>__concat</code> metamethod is called (see <a href="#2.4">§2.4</a>). |
| |
| |
| |
| |
| |
| <h3>3.4.6 – <a name="3.4.6">The Length Operator</a></h3> |
| |
| <p> |
| The length operator is denoted by the unary prefix operator <code>#</code>. |
| The length of a string is its number of bytes |
| (that is, the usual meaning of string length when each |
| character is one byte). |
| |
| |
| <p> |
| A program can modify the behavior of the length operator for |
| any value but strings through the <code>__len</code> metamethod (see <a href="#2.4">§2.4</a>). |
| |
| |
| <p> |
| Unless a <code>__len</code> metamethod is given, |
| the length of a table <code>t</code> is only defined if the |
| table is a <em>sequence</em>, |
| that is, |
| the set of its positive numeric keys is equal to <em>{1..n}</em> |
| for some integer <em>n</em>. |
| In that case, <em>n</em> is its length. |
| Note that a table like |
| |
| <pre> |
| {10, 20, nil, 40} |
| </pre><p> |
| is not a sequence, because it has the key <code>4</code> |
| but does not have the key <code>3</code>. |
| (So, there is no <em>n</em> such that the set <em>{1..n}</em> is equal |
| to the set of positive numeric keys of that table.) |
| Note, however, that non-numeric keys do not interfere |
| with whether a table is a sequence. |
| |
| |
| |
| |
| |
| <h3>3.4.7 – <a name="3.4.7">Precedence</a></h3><p> |
| Operator precedence in Lua follows the table below, |
| from lower to higher priority: |
| |
| <pre> |
| or |
| and |
| < > <= >= ~= == |
| .. |
| + - |
| * / % |
| not # - (unary) |
| ^ |
| </pre><p> |
| As usual, |
| you can use parentheses to change the precedences of an expression. |
| The concatenation ('<code>..</code>') and exponentiation ('<code>^</code>') |
| operators are right associative. |
| All other binary operators are left associative. |
| |
| |
| |
| |
| |
| <h3>3.4.8 – <a name="3.4.8">Table Constructors</a></h3><p> |
| Table constructors are expressions that create tables. |
| Every time a constructor is evaluated, a new table is created. |
| A constructor can be used to create an empty table |
| or to create a table and initialize some of its fields. |
| The general syntax for constructors is |
| |
| <pre> |
| tableconstructor ::= ‘<b>{</b>’ [fieldlist] ‘<b>}</b>’ |
| fieldlist ::= field {fieldsep field} [fieldsep] |
| field ::= ‘<b>[</b>’ exp ‘<b>]</b>’ ‘<b>=</b>’ exp | Name ‘<b>=</b>’ exp | exp |
| fieldsep ::= ‘<b>,</b>’ | ‘<b>;</b>’ |
| </pre> |
| |
| <p> |
| Each field of the form <code>[exp1] = exp2</code> adds to the new table an entry |
| with key <code>exp1</code> and value <code>exp2</code>. |
| A field of the form <code>name = exp</code> is equivalent to |
| <code>["name"] = exp</code>. |
| Finally, fields of the form <code>exp</code> are equivalent to |
| <code>[i] = exp</code>, where <code>i</code> are consecutive numerical integers, |
| starting with 1. |
| Fields in the other formats do not affect this counting. |
| For example, |
| |
| <pre> |
| a = { [f(1)] = g; "x", "y"; x = 1, f(x), [30] = 23; 45 } |
| </pre><p> |
| is equivalent to |
| |
| <pre> |
| do |
| local t = {} |
| t[f(1)] = g |
| t[1] = "x" -- 1st exp |
| t[2] = "y" -- 2nd exp |
| t.x = 1 -- t["x"] = 1 |
| t[3] = f(x) -- 3rd exp |
| t[30] = 23 |
| t[4] = 45 -- 4th exp |
| a = t |
| end |
| </pre> |
| |
| <p> |
| If the last field in the list has the form <code>exp</code> |
| and the expression is a function call or a vararg expression, |
| then all values returned by this expression enter the list consecutively |
| (see <a href="#3.4.9">§3.4.9</a>). |
| |
| |
| <p> |
| The field list can have an optional trailing separator, |
| as a convenience for machine-generated code. |
| |
| |
| |
| |
| |
| <h3>3.4.9 – <a name="3.4.9">Function Calls</a></h3><p> |
| A function call in Lua has the following syntax: |
| |
| <pre> |
| functioncall ::= prefixexp args |
| </pre><p> |
| In a function call, |
| first prefixexp and args are evaluated. |
| If the value of prefixexp has type <em>function</em>, |
| then this function is called |
| with the given arguments. |
| Otherwise, the prefixexp "call" metamethod is called, |
| having as first parameter the value of prefixexp, |
| followed by the original call arguments |
| (see <a href="#2.4">§2.4</a>). |
| |
| |
| <p> |
| The form |
| |
| <pre> |
| functioncall ::= prefixexp ‘<b>:</b>’ Name args |
| </pre><p> |
| can be used to call "methods". |
| A call <code>v:name(<em>args</em>)</code> |
| is syntactic sugar for <code>v.name(v,<em>args</em>)</code>, |
| except that <code>v</code> is evaluated only once. |
| |
| |
| <p> |
| Arguments have the following syntax: |
| |
| <pre> |
| args ::= ‘<b>(</b>’ [explist] ‘<b>)</b>’ |
| args ::= tableconstructor |
| args ::= String |
| </pre><p> |
| All argument expressions are evaluated before the call. |
| A call of the form <code>f{<em>fields</em>}</code> is |
| syntactic sugar for <code>f({<em>fields</em>})</code>; |
| that is, the argument list is a single new table. |
| A call of the form <code>f'<em>string</em>'</code> |
| (or <code>f"<em>string</em>"</code> or <code>f[[<em>string</em>]]</code>) |
| is syntactic sugar for <code>f('<em>string</em>')</code>; |
| that is, the argument list is a single literal string. |
| |
| |
| <p> |
| A call of the form <code>return <em>functioncall</em></code> is called |
| a <em>tail call</em>. |
| Lua implements <em>proper tail calls</em> |
| (or <em>proper tail recursion</em>): |
| in a tail call, |
| the called function reuses the stack entry of the calling function. |
| Therefore, there is no limit on the number of nested tail calls that |
| a program can execute. |
| However, a tail call erases any debug information about the |
| calling function. |
| Note that a tail call only happens with a particular syntax, |
| where the <b>return</b> has one single function call as argument; |
| this syntax makes the calling function return exactly |
| the returns of the called function. |
| So, none of the following examples are tail calls: |
| |
| <pre> |
| return (f(x)) -- results adjusted to 1 |
| return 2 * f(x) |
| return x, f(x) -- additional results |
| f(x); return -- results discarded |
| return x or f(x) -- results adjusted to 1 |
| </pre> |
| |
| |
| |
| |
| <h3>3.4.10 – <a name="3.4.10">Function Definitions</a></h3> |
| |
| <p> |
| The syntax for function definition is |
| |
| <pre> |
| functiondef ::= <b>function</b> funcbody |
| funcbody ::= ‘<b>(</b>’ [parlist] ‘<b>)</b>’ block <b>end</b> |
| </pre> |
| |
| <p> |
| The following syntactic sugar simplifies function definitions: |
| |
| <pre> |
| stat ::= <b>function</b> funcname funcbody |
| stat ::= <b>local</b> <b>function</b> Name funcbody |
| funcname ::= Name {‘<b>.</b>’ Name} [‘<b>:</b>’ Name] |
| </pre><p> |
| The statement |
| |
| <pre> |
| function f () <em>body</em> end |
| </pre><p> |
| translates to |
| |
| <pre> |
| f = function () <em>body</em> end |
| </pre><p> |
| The statement |
| |
| <pre> |
| function t.a.b.c.f () <em>body</em> end |
| </pre><p> |
| translates to |
| |
| <pre> |
| t.a.b.c.f = function () <em>body</em> end |
| </pre><p> |
| The statement |
| |
| <pre> |
| local function f () <em>body</em> end |
| </pre><p> |
| translates to |
| |
| <pre> |
| local f; f = function () <em>body</em> end |
| </pre><p> |
| not to |
| |
| <pre> |
| local f = function () <em>body</em> end |
| </pre><p> |
| (This only makes a difference when the body of the function |
| contains references to <code>f</code>.) |
| |
| |
| <p> |
| A function definition is an executable expression, |
| whose value has type <em>function</em>. |
| When Lua precompiles a chunk, |
| all its function bodies are precompiled too. |
| Then, whenever Lua executes the function definition, |
| the function is <em>instantiated</em> (or <em>closed</em>). |
| This function instance (or <em>closure</em>) |
| is the final value of the expression. |
| |
| |
| <p> |
| Parameters act as local variables that are |
| initialized with the argument values: |
| |
| <pre> |
| parlist ::= namelist [‘<b>,</b>’ ‘<b>...</b>’] | ‘<b>...</b>’ |
| </pre><p> |
| When a function is called, |
| the list of arguments is adjusted to |
| the length of the list of parameters, |
| unless the function is a <em>vararg function</em>, |
| which is indicated by three dots ('<code>...</code>') |
| at the end of its parameter list. |
| A vararg function does not adjust its argument list; |
| instead, it collects all extra arguments and supplies them |
| to the function through a <em>vararg expression</em>, |
| which is also written as three dots. |
| The value of this expression is a list of all actual extra arguments, |
| similar to a function with multiple results. |
| If a vararg expression is used inside another expression |
| or in the middle of a list of expressions, |
| then its return list is adjusted to one element. |
| If the expression is used as the last element of a list of expressions, |
| then no adjustment is made |
| (unless that last expression is enclosed in parentheses). |
| |
| |
| <p> |
| As an example, consider the following definitions: |
| |
| <pre> |
| function f(a, b) end |
| function g(a, b, ...) end |
| function r() return 1,2,3 end |
| </pre><p> |
| Then, we have the following mapping from arguments to parameters and |
| to the vararg expression: |
| |
| <pre> |
| CALL PARAMETERS |
| |
| f(3) a=3, b=nil |
| f(3, 4) a=3, b=4 |
| f(3, 4, 5) a=3, b=4 |
| f(r(), 10) a=1, b=10 |
| f(r()) a=1, b=2 |
| |
| g(3) a=3, b=nil, ... --> (nothing) |
| g(3, 4) a=3, b=4, ... --> (nothing) |
| g(3, 4, 5, 8) a=3, b=4, ... --> 5 8 |
| g(5, r()) a=5, b=1, ... --> 2 3 |
| </pre> |
| |
| <p> |
| Results are returned using the <b>return</b> statement (see <a href="#3.3.4">§3.3.4</a>). |
| If control reaches the end of a function |
| without encountering a <b>return</b> statement, |
| then the function returns with no results. |
| |
| |
| <p> |
| |
| There is a system-dependent limit on the number of values |
| that a function may return. |
| This limit is guaranteed to be larger than 1000. |
| |
| |
| <p> |
| The <em>colon</em> syntax |
| is used for defining <em>methods</em>, |
| that is, functions that have an implicit extra parameter <code>self</code>. |
| Thus, the statement |
| |
| <pre> |
| function t.a.b.c:f (<em>params</em>) <em>body</em> end |
| </pre><p> |
| is syntactic sugar for |
| |
| <pre> |
| t.a.b.c.f = function (self, <em>params</em>) <em>body</em> end |
| </pre> |
| |
| |
| |
| |
| |
| |
| <h2>3.5 – <a name="3.5">Visibility Rules</a></h2> |
| |
| <p> |
| |
| Lua is a lexically scoped language. |
| The scope of a local variable begins at the first statement after |
| its declaration and lasts until the last non-void statement |
| of the innermost block that includes the declaration. |
| Consider the following example: |
| |
| <pre> |
| x = 10 -- global variable |
| do -- new block |
| local x = x -- new 'x', with value 10 |
| print(x) --> 10 |
| x = x+1 |
| do -- another block |
| local x = x+1 -- another 'x' |
| print(x) --> 12 |
| end |
| print(x) --> 11 |
| end |
| print(x) --> 10 (the global one) |
| </pre> |
| |
| <p> |
| Notice that, in a declaration like <code>local x = x</code>, |
| the new <code>x</code> being declared is not in scope yet, |
| and so the second <code>x</code> refers to the outside variable. |
| |
| |
| <p> |
| Because of the lexical scoping rules, |
| local variables can be freely accessed by functions |
| defined inside their scope. |
| A local variable used by an inner function is called |
| an <em>upvalue</em>, or <em>external local variable</em>, |
| inside the inner function. |
| |
| |
| <p> |
| Notice that each execution of a <b>local</b> statement |
| defines new local variables. |
| Consider the following example: |
| |
| <pre> |
| a = {} |
| local x = 20 |
| for i=1,10 do |
| local y = 0 |
| a[i] = function () y=y+1; return x+y end |
| end |
| </pre><p> |
| The loop creates ten closures |
| (that is, ten instances of the anonymous function). |
| Each of these closures uses a different <code>y</code> variable, |
| while all of them share the same <code>x</code>. |
| |
| |
| |
| |
| |
| <h1>4 – <a name="4">The Application Program Interface</a></h1> |
| |
| <p> |
| |
| This section describes the C API for Lua, that is, |
| the set of C functions available to the host program to communicate |
| with Lua. |
| All API functions and related types and constants |
| are declared in the header file <a name="pdf-lua.h"><code>lua.h</code></a>. |
| |
| |
| <p> |
| Even when we use the term "function", |
| any facility in the API may be provided as a macro instead. |
| Except where stated otherwise, |
| all such macros use each of their arguments exactly once |
| (except for the first argument, which is always a Lua state), |
| and so do not generate any hidden side-effects. |
| |
| |
| <p> |
| As in most C libraries, |
| the Lua API functions do not check their arguments for validity or consistency. |
| However, you can change this behavior by compiling Lua |
| with the macro <a name="pdf-LUA_USE_APICHECK"><code>LUA_USE_APICHECK</code></a> defined. |
| |
| |
| |
| <h2>4.1 – <a name="4.1">The Stack</a></h2> |
| |
| <p> |
| Lua uses a <em>virtual stack</em> to pass values to and from C. |
| Each element in this stack represents a Lua value |
| (<b>nil</b>, number, string, etc.). |
| |
| |
| <p> |
| Whenever Lua calls C, the called function gets a new stack, |
| which is independent of previous stacks and of stacks of |
| C functions that are still active. |
| This stack initially contains any arguments to the C function |
| and it is where the C function pushes its results |
| to be returned to the caller (see <a href="#lua_CFunction"><code>lua_CFunction</code></a>). |
| |
| |
| <p> |
| For convenience, |
| most query operations in the API do not follow a strict stack discipline. |
| Instead, they can refer to any element in the stack |
| by using an <em>index</em>: |
| A positive index represents an absolute stack position |
| (starting at 1); |
| a negative index represents an offset relative to the top of the stack. |
| More specifically, if the stack has <em>n</em> elements, |
| then index 1 represents the first element |
| (that is, the element that was pushed onto the stack first) |
| and |
| index <em>n</em> represents the last element; |
| index -1 also represents the last element |
| (that is, the element at the top) |
| and index <em>-n</em> represents the first element. |
| |
| |
| |
| |
| |
| <h2>4.2 – <a name="4.2">Stack Size</a></h2> |
| |
| <p> |
| When you interact with the Lua API, |
| you are responsible for ensuring consistency. |
| In particular, |
| <em>you are responsible for controlling stack overflow</em>. |
| You can use the function <a href="#lua_checkstack"><code>lua_checkstack</code></a> |
| to ensure that the stack has extra slots when pushing new elements. |
| |
| |
| <p> |
| Whenever Lua calls C, |
| it ensures that the stack has at least <a name="pdf-LUA_MINSTACK"><code>LUA_MINSTACK</code></a> extra slots. |
| <code>LUA_MINSTACK</code> is defined as 20, |
| so that usually you do not have to worry about stack space |
| unless your code has loops pushing elements onto the stack. |
| |
| |
| <p> |
| When you call a Lua function |
| without a fixed number of results (see <a href="#lua_call"><code>lua_call</code></a>), |
| Lua ensures that the stack has enough size for all results, |
| but it does not ensure any extra space. |
| So, before pushing anything in the stack after such a call |
| you should use <a href="#lua_checkstack"><code>lua_checkstack</code></a>. |
| |
| |
| |
| |
| |
| <h2>4.3 – <a name="4.3">Valid and Acceptable Indices</a></h2> |
| |
| <p> |
| Any function in the API that receives stack indices |
| works only with <em>valid indices</em> or <em>acceptable indices</em>. |
| |
| |
| <p> |
| A <em>valid index</em> is an index that refers to a |
| real position within the stack, that is, |
| its position lies between 1 and the stack top |
| (<code>1 ≤ abs(index) ≤ top</code>). |
| |
| Usually, functions that can modify the value at an index |
| require valid indices. |
| |
| |
| <p> |
| Unless otherwise noted, |
| any function that accepts valid indices also accepts <em>pseudo-indices</em>, |
| which represent some Lua values that are accessible to C code |
| but which are not in the stack. |
| Pseudo-indices are used to access the registry |
| and the upvalues of a C function (see <a href="#4.4">§4.4</a>). |
| |
| |
| <p> |
| Functions that do not need a specific stack position, |
| but only a value in the stack (e.g., query functions), |
| can be called with acceptable indices. |
| An <em>acceptable index</em> can be any valid index, |
| including the pseudo-indices, |
| but it also can be any positive index after the stack top |
| within the space allocated for the stack, |
| that is, indices up to the stack size. |
| (Note that 0 is never an acceptable index.) |
| Except when noted otherwise, |
| functions in the API work with acceptable indices. |
| |
| |
| <p> |
| Acceptable indices serve to avoid extra tests |
| against the stack top when querying the stack. |
| For instance, a C function can query its third argument |
| without the need to first check whether there is a third argument, |
| that is, without the need to check whether 3 is a valid index. |
| |
| |
| <p> |
| For functions that can be called with acceptable indices, |
| any non-valid index is treated as if it |
| contains a value of a virtual type <a name="pdf-LUA_TNONE"><code>LUA_TNONE</code></a>, |
| which behaves like a nil value. |
| |
| |
| |
| |
| |
| <h2>4.4 – <a name="4.4">C Closures</a></h2> |
| |
| <p> |
| When a C function is created, |
| it is possible to associate some values with it, |
| thus creating a <em>C closure</em> |
| (see <a href="#lua_pushcclosure"><code>lua_pushcclosure</code></a>); |
| these values are called <em>upvalues</em> and are |
| accessible to the function whenever it is called. |
| |
| |
| <p> |
| Whenever a C function is called, |
| its upvalues are located at specific pseudo-indices. |
| These pseudo-indices are produced by the macro |
| <a href="#lua_upvalueindex"><code>lua_upvalueindex</code></a>. |
| The first value associated with a function is at position |
| <code>lua_upvalueindex(1)</code>, and so on. |
| Any access to <code>lua_upvalueindex(<em>n</em>)</code>, |
| where <em>n</em> is greater than the number of upvalues of the |
| current function (but not greater than 256), |
| produces an acceptable but invalid index. |
| |
| |
| |
| |
| |
| <h2>4.5 – <a name="4.5">Registry</a></h2> |
| |
| <p> |
| Lua provides a <em>registry</em>, |
| a predefined table that can be used by any C code to |
| store whatever Lua values it needs to store. |
| The registry table is always located at pseudo-index |
| <a name="pdf-LUA_REGISTRYINDEX"><code>LUA_REGISTRYINDEX</code></a>, |
| which is a valid index. |
| Any C library can store data into this table, |
| but it should take care to choose keys |
| that are different from those used |
| by other libraries, to avoid collisions. |
| Typically, you should use as key a string containing your library name, |
| or a light userdata with the address of a C object in your code, |
| or any Lua object created by your code. |
| As with global names, |
| string keys starting with an underscore followed by |
| uppercase letters are reserved for Lua. |
| |
| |
| <p> |
| The integer keys in the registry are used by the reference mechanism, |
| implemented by the auxiliary library, |
| and by some predefined values. |
| Therefore, integer keys should not be used for other purposes. |
| |
| |
| <p> |
| When you create a new Lua state, |
| its registry comes with some predefined values. |
| These predefined values are indexed with integer keys |
| defined as constants in <code>lua.h</code>. |
| The following constants are defined: |
| |
| <ul> |
| <li><b><a name="pdf-LUA_RIDX_MAINTHREAD"><code>LUA_RIDX_MAINTHREAD</code></a>: </b> At this index the registry has |
| the main thread of the state. |
| (The main thread is the one created together with the state.) |
| </li> |
| |
| <li><b><a name="pdf-LUA_RIDX_GLOBALS"><code>LUA_RIDX_GLOBALS</code></a>: </b> At this index the registry has |
| the global environment. |
| </li> |
| </ul> |
| |
| |
| |
| |
| <h2>4.6 – <a name="4.6">Error Handling in C</a></h2> |
| |
| <p> |
| Internally, Lua uses the C <code>longjmp</code> facility to handle errors. |
| (You can also choose to use exceptions if you compile Lua as C++; |
| search for <code>LUAI_THROW</code> in the source code.) |
| When Lua faces any error |
| (such as a memory allocation error, type errors, syntax errors, |
| and runtime errors) |
| it <em>raises</em> an error; |
| that is, it does a long jump. |
| A <em>protected environment</em> uses <code>setjmp</code> |
| to set a recovery point; |
| any error jumps to the most recent active recovery point. |
| |
| |
| <p> |
| If an error happens outside any protected environment, |
| Lua calls a <em>panic function</em> (see <a href="#lua_atpanic"><code>lua_atpanic</code></a>) |
| and then calls <code>abort</code>, |
| thus exiting the host application. |
| Your panic function can avoid this exit by |
| never returning |
| (e.g., doing a long jump to your own recovery point outside Lua). |
| |
| |
| <p> |
| The panic function runs as if it were a message handler (see <a href="#2.3">§2.3</a>); |
| in particular, the error message is at the top of the stack. |
| However, there is no guarantees about stack space. |
| To push anything on the stack, |
| the panic function should first check the available space (see <a href="#4.2">§4.2</a>). |
| |
| |
| <p> |
| Most functions in the API can throw an error, |
| for instance due to a memory allocation error. |
| The documentation for each function indicates whether |
| it can throw errors. |
| |
| |
| <p> |
| Inside a C function you can throw an error by calling <a href="#lua_error"><code>lua_error</code></a>. |
| |
| |
| |
| |
| |
| <h2>4.7 – <a name="4.7">Handling Yields in C</a></h2> |
| |
| <p> |
| Internally, Lua uses the C <code>longjmp</code> facility to yield a coroutine. |
| Therefore, if a function <code>foo</code> calls an API function |
| and this API function yields |
| (directly or indirectly by calling another function that yields), |
| Lua cannot return to <code>foo</code> any more, |
| because the <code>longjmp</code> removes its frame from the C stack. |
| |
| |
| <p> |
| To avoid this kind of problem, |
| Lua raises an error whenever it tries to yield across an API call, |
| except for three functions: |
| <a href="#lua_yieldk"><code>lua_yieldk</code></a>, <a href="#lua_callk"><code>lua_callk</code></a>, and <a href="#lua_pcallk"><code>lua_pcallk</code></a>. |
| All those functions receive a <em>continuation function</em> |
| (as a parameter called <code>k</code>) to continue execution after a yield. |
| |
| |
| <p> |
| We need to set some terminology to explain continuations. |
| We have a C function called from Lua which we will call |
| the <em>original function</em>. |
| This original function then calls one of those three functions in the C API, |
| which we will call the <em>callee function</em>, |
| that then yields the current thread. |
| (This can happen when the callee function is <a href="#lua_yieldk"><code>lua_yieldk</code></a>, |
| or when the callee function is either <a href="#lua_callk"><code>lua_callk</code></a> or <a href="#lua_pcallk"><code>lua_pcallk</code></a> |
| and the function called by them yields.) |
| |
| |
| <p> |
| Suppose the running thread yields while executing the callee function. |
| After the thread resumes, |
| it eventually will finish running the callee function. |
| However, |
| the callee function cannot return to the original function, |
| because its frame in the C stack was destroyed by the yield. |
| Instead, Lua calls a <em>continuation function</em>, |
| which was given as an argument to the callee function. |
| As the name implies, |
| the continuation function should continue the task |
| of the original function. |
| |
| |
| <p> |
| Lua treats the continuation function as if it were the original function. |
| The continuation function receives the same Lua stack |
| from the original function, |
| in the same state it would be if the callee function had returned. |
| (For instance, |
| after a <a href="#lua_callk"><code>lua_callk</code></a> the function and its arguments are |
| removed from the stack and replaced by the results from the call.) |
| It also has the same upvalues. |
| Whatever it returns is handled by Lua as if it were the return |
| of the original function. |
| |
| |
| <p> |
| The only difference in the Lua state between the original function |
| and its continuation is the result of a call to <a href="#lua_getctx"><code>lua_getctx</code></a>. |
| |
| |
| |
| |
| |
| <h2>4.8 – <a name="4.8">Functions and Types</a></h2> |
| |
| <p> |
| Here we list all functions and types from the C API in |
| alphabetical order. |
| Each function has an indicator like this: |
| <span class="apii">[-o, +p, <em>x</em>]</span> |
| |
| |
| <p> |
| The first field, <code>o</code>, |
| is how many elements the function pops from the stack. |
| The second field, <code>p</code>, |
| is how many elements the function pushes onto the stack. |
| (Any function always pushes its results after popping its arguments.) |
| A field in the form <code>x|y</code> means the function can push (or pop) |
| <code>x</code> or <code>y</code> elements, |
| depending on the situation; |
| an interrogation mark '<code>?</code>' means that |
| we cannot know how many elements the function pops/pushes |
| by looking only at its arguments |
| (e.g., they may depend on what is on the stack). |
| The third field, <code>x</code>, |
| tells whether the function may throw errors: |
| '<code>-</code>' means the function never throws any error; |
| '<code>e</code>' means the function may throw errors; |
| '<code>v</code>' means the function may throw an error on purpose. |
| |
| |
| |
| <hr><h3><a name="lua_absindex"><code>lua_absindex</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_absindex (lua_State *L, int idx);</pre> |
| |
| <p> |
| Converts the acceptable index <code>idx</code> into an absolute index |
| (that is, one that does not depend on the stack top). |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_Alloc"><code>lua_Alloc</code></a></h3> |
| <pre>typedef void * (*lua_Alloc) (void *ud, |
| void *ptr, |
| size_t osize, |
| size_t nsize);</pre> |
| |
| <p> |
| The type of the memory-allocation function used by Lua states. |
| The allocator function must provide a |
| functionality similar to <code>realloc</code>, |
| but not exactly the same. |
| Its arguments are |
| <code>ud</code>, an opaque pointer passed to <a href="#lua_newstate"><code>lua_newstate</code></a>; |
| <code>ptr</code>, a pointer to the block being allocated/reallocated/freed; |
| <code>osize</code>, the original size of the block or some code about what |
| is being allocated; |
| <code>nsize</code>, the new size of the block. |
| |
| |
| <p> |
| When <code>ptr</code> is not <code>NULL</code>, |
| <code>osize</code> is the size of the block pointed by <code>ptr</code>, |
| that is, the size given when it was allocated or reallocated. |
| |
| |
| <p> |
| When <code>ptr</code> is <code>NULL</code>, |
| <code>osize</code> encodes the kind of object that Lua is allocating. |
| <code>osize</code> is any of |
| <a href="#pdf-LUA_TSTRING"><code>LUA_TSTRING</code></a>, <a href="#pdf-LUA_TTABLE"><code>LUA_TTABLE</code></a>, <a href="#pdf-LUA_TFUNCTION"><code>LUA_TFUNCTION</code></a>, |
| <a href="#pdf-LUA_TUSERDATA"><code>LUA_TUSERDATA</code></a>, or <a href="#pdf-LUA_TTHREAD"><code>LUA_TTHREAD</code></a> when (and only when) |
| Lua is creating a new object of that type. |
| When <code>osize</code> is some other value, |
| Lua is allocating memory for something else. |
| |
| |
| <p> |
| Lua assumes the following behavior from the allocator function: |
| |
| |
| <p> |
| When <code>nsize</code> is zero, |
| the allocator should behave like <code>free</code> |
| and return <code>NULL</code>. |
| |
| |
| <p> |
| When <code>nsize</code> is not zero, |
| the allocator should behave like <code>realloc</code>. |
| The allocator returns <code>NULL</code> |
| if and only if it cannot fulfill the request. |
| Lua assumes that the allocator never fails when |
| <code>osize >= nsize</code>. |
| |
| |
| <p> |
| Here is a simple implementation for the allocator function. |
| It is used in the auxiliary library by <a href="#luaL_newstate"><code>luaL_newstate</code></a>. |
| |
| <pre> |
| static void *l_alloc (void *ud, void *ptr, size_t osize, |
| size_t nsize) { |
| (void)ud; (void)osize; /* not used */ |
| if (nsize == 0) { |
| free(ptr); |
| return NULL; |
| } |
| else |
| return realloc(ptr, nsize); |
| } |
| </pre><p> |
| Note that Standard C ensures |
| that <code>free(NULL)</code> has no effect and that |
| <code>realloc(NULL, size)</code> is equivalent to <code>malloc(size)</code>. |
| This code assumes that <code>realloc</code> does not fail when shrinking a block. |
| (Although Standard C does not ensure this behavior, |
| it seems to be a safe assumption.) |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_arith"><code>lua_arith</code></a></h3><p> |
| <span class="apii">[-(2|1), +1, <em>e</em>]</span> |
| <pre>void lua_arith (lua_State *L, int op);</pre> |
| |
| <p> |
| Performs an arithmetic operation over the two values |
| (or one, in the case of negation) |
| at the top of the stack, |
| with the value at the top being the second operand, |
| pops these values, and pushes the result of the operation. |
| The function follows the semantics of the corresponding Lua operator |
| (that is, it may call metamethods). |
| |
| |
| <p> |
| The value of <code>op</code> must be one of the following constants: |
| |
| <ul> |
| |
| <li><b><a name="pdf-LUA_OPADD"><code>LUA_OPADD</code></a>: </b> performs addition (<code>+</code>)</li> |
| <li><b><a name="pdf-LUA_OPSUB"><code>LUA_OPSUB</code></a>: </b> performs subtraction (<code>-</code>)</li> |
| <li><b><a name="pdf-LUA_OPMUL"><code>LUA_OPMUL</code></a>: </b> performs multiplication (<code>*</code>)</li> |
| <li><b><a name="pdf-LUA_OPDIV"><code>LUA_OPDIV</code></a>: </b> performs division (<code>/</code>)</li> |
| <li><b><a name="pdf-LUA_OPMOD"><code>LUA_OPMOD</code></a>: </b> performs modulo (<code>%</code>)</li> |
| <li><b><a name="pdf-LUA_OPPOW"><code>LUA_OPPOW</code></a>: </b> performs exponentiation (<code>^</code>)</li> |
| <li><b><a name="pdf-LUA_OPUNM"><code>LUA_OPUNM</code></a>: </b> performs mathematical negation (unary <code>-</code>)</li> |
| |
| </ul> |
| |
| |
| |
| |
| <hr><h3><a name="lua_atpanic"><code>lua_atpanic</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>lua_CFunction lua_atpanic (lua_State *L, lua_CFunction panicf);</pre> |
| |
| <p> |
| Sets a new panic function and returns the old one (see <a href="#4.6">§4.6</a>). |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_call"><code>lua_call</code></a></h3><p> |
| <span class="apii">[-(nargs+1), +nresults, <em>e</em>]</span> |
| <pre>void lua_call (lua_State *L, int nargs, int nresults);</pre> |
| |
| <p> |
| Calls a function. |
| |
| |
| <p> |
| To call a function you must use the following protocol: |
| first, the function to be called is pushed onto the stack; |
| then, the arguments to the function are pushed |
| in direct order; |
| that is, the first argument is pushed first. |
| Finally you call <a href="#lua_call"><code>lua_call</code></a>; |
| <code>nargs</code> is the number of arguments that you pushed onto the stack. |
| All arguments and the function value are popped from the stack |
| when the function is called. |
| The function results are pushed onto the stack when the function returns. |
| The number of results is adjusted to <code>nresults</code>, |
| unless <code>nresults</code> is <a name="pdf-LUA_MULTRET"><code>LUA_MULTRET</code></a>. |
| In this case, all results from the function are pushed. |
| Lua takes care that the returned values fit into the stack space. |
| The function results are pushed onto the stack in direct order |
| (the first result is pushed first), |
| so that after the call the last result is on the top of the stack. |
| |
| |
| <p> |
| Any error inside the called function is propagated upwards |
| (with a <code>longjmp</code>). |
| |
| |
| <p> |
| The following example shows how the host program can do the |
| equivalent to this Lua code: |
| |
| <pre> |
| a = f("how", t.x, 14) |
| </pre><p> |
| Here it is in C: |
| |
| <pre> |
| lua_getglobal(L, "f"); /* function to be called */ |
| lua_pushstring(L, "how"); /* 1st argument */ |
| lua_getglobal(L, "t"); /* table to be indexed */ |
| lua_getfield(L, -1, "x"); /* push result of t.x (2nd arg) */ |
| lua_remove(L, -2); /* remove 't' from the stack */ |
| lua_pushinteger(L, 14); /* 3rd argument */ |
| lua_call(L, 3, 1); /* call 'f' with 3 arguments and 1 result */ |
| lua_setglobal(L, "a"); /* set global 'a' */ |
| </pre><p> |
| Note that the code above is "balanced": |
| at its end, the stack is back to its original configuration. |
| This is considered good programming practice. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_callk"><code>lua_callk</code></a></h3><p> |
| <span class="apii">[-(nargs + 1), +nresults, <em>e</em>]</span> |
| <pre>void lua_callk (lua_State *L, int nargs, int nresults, int ctx, |
| lua_CFunction k);</pre> |
| |
| <p> |
| This function behaves exactly like <a href="#lua_call"><code>lua_call</code></a>, |
| but allows the called function to yield (see <a href="#4.7">§4.7</a>). |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_CFunction"><code>lua_CFunction</code></a></h3> |
| <pre>typedef int (*lua_CFunction) (lua_State *L);</pre> |
| |
| <p> |
| Type for C functions. |
| |
| |
| <p> |
| In order to communicate properly with Lua, |
| a C function must use the following protocol, |
| which defines the way parameters and results are passed: |
| a C function receives its arguments from Lua in its stack |
| in direct order (the first argument is pushed first). |
| So, when the function starts, |
| <code>lua_gettop(L)</code> returns the number of arguments received by the function. |
| The first argument (if any) is at index 1 |
| and its last argument is at index <code>lua_gettop(L)</code>. |
| To return values to Lua, a C function just pushes them onto the stack, |
| in direct order (the first result is pushed first), |
| and returns the number of results. |
| Any other value in the stack below the results will be properly |
| discarded by Lua. |
| Like a Lua function, a C function called by Lua can also return |
| many results. |
| |
| |
| <p> |
| As an example, the following function receives a variable number |
| of numerical arguments and returns their average and sum: |
| |
| <pre> |
| static int foo (lua_State *L) { |
| int n = lua_gettop(L); /* number of arguments */ |
| lua_Number sum = 0; |
| int i; |
| for (i = 1; i <= n; i++) { |
| if (!lua_isnumber(L, i)) { |
| lua_pushstring(L, "incorrect argument"); |
| lua_error(L); |
| } |
| sum += lua_tonumber(L, i); |
| } |
| lua_pushnumber(L, sum/n); /* first result */ |
| lua_pushnumber(L, sum); /* second result */ |
| return 2; /* number of results */ |
| } |
| </pre> |
| |
| |
| |
| |
| <hr><h3><a name="lua_checkstack"><code>lua_checkstack</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_checkstack (lua_State *L, int extra);</pre> |
| |
| <p> |
| Ensures that there are at least <code>extra</code> free stack slots in the stack. |
| It returns false if it cannot fulfill the request, |
| because it would cause the stack to be larger than a fixed maximum size |
| (typically at least a few thousand elements) or |
| because it cannot allocate memory for the new stack size. |
| This function never shrinks the stack; |
| if the stack is already larger than the new size, |
| it is left unchanged. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_close"><code>lua_close</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>void lua_close (lua_State *L);</pre> |
| |
| <p> |
| Destroys all objects in the given Lua state |
| (calling the corresponding garbage-collection metamethods, if any) |
| and frees all dynamic memory used by this state. |
| On several platforms, you may not need to call this function, |
| because all resources are naturally released when the host program ends. |
| On the other hand, long-running programs that create multiple states, |
| such as daemons or web servers, |
| might need to close states as soon as they are not needed. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_compare"><code>lua_compare</code></a></h3><p> |
| <span class="apii">[-0, +0, <em>e</em>]</span> |
| <pre>int lua_compare (lua_State *L, int index1, int index2, int op);</pre> |
| |
| <p> |
| Compares two Lua values. |
| Returns 1 if the value at index <code>index1</code> satisfies <code>op</code> |
| when compared with the value at index <code>index2</code>, |
| following the semantics of the corresponding Lua operator |
| (that is, it may call metamethods). |
| Otherwise returns 0. |
| Also returns 0 if any of the indices is non valid. |
| |
| |
| <p> |
| The value of <code>op</code> must be one of the following constants: |
| |
| <ul> |
| |
| <li><b><a name="pdf-LUA_OPEQ"><code>LUA_OPEQ</code></a>: </b> compares for equality (<code>==</code>)</li> |
| <li><b><a name="pdf-LUA_OPLT"><code>LUA_OPLT</code></a>: </b> compares for less than (<code><</code>)</li> |
| <li><b><a name="pdf-LUA_OPLE"><code>LUA_OPLE</code></a>: </b> compares for less or equal (<code><=</code>)</li> |
| |
| </ul> |
| |
| |
| |
| |
| <hr><h3><a name="lua_concat"><code>lua_concat</code></a></h3><p> |
| <span class="apii">[-n, +1, <em>e</em>]</span> |
| <pre>void lua_concat (lua_State *L, int n);</pre> |
| |
| <p> |
| Concatenates the <code>n</code> values at the top of the stack, |
| pops them, and leaves the result at the top. |
| If <code>n</code> is 1, the result is the single value on the stack |
| (that is, the function does nothing); |
| if <code>n</code> is 0, the result is the empty string. |
| Concatenation is performed following the usual semantics of Lua |
| (see <a href="#3.4.5">§3.4.5</a>). |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_copy"><code>lua_copy</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>void lua_copy (lua_State *L, int fromidx, int toidx);</pre> |
| |
| <p> |
| Moves the element at index <code>fromidx</code> |
| into the valid index <code>toidx</code> |
| without shifting any element |
| (therefore replacing the value at that position). |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_createtable"><code>lua_createtable</code></a></h3><p> |
| <span class="apii">[-0, +1, <em>e</em>]</span> |
| <pre>void lua_createtable (lua_State *L, int narr, int nrec);</pre> |
| |
| <p> |
| Creates a new empty table and pushes it onto the stack. |
| Parameter <code>narr</code> is a hint for how many elements the table |
| will have as a sequence; |
| parameter <code>nrec</code> is a hint for how many other elements |
| the table will have. |
| Lua may use these hints to preallocate memory for the new table. |
| This pre-allocation is useful for performance when you know in advance |
| how many elements the table will have. |
| Otherwise you can use the function <a href="#lua_newtable"><code>lua_newtable</code></a>. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_dump"><code>lua_dump</code></a></h3><p> |
| <span class="apii">[-0, +0, <em>e</em>]</span> |
| <pre>int lua_dump (lua_State *L, lua_Writer writer, void *data);</pre> |
| |
| <p> |
| Dumps a function as a binary chunk. |
| Receives a Lua function on the top of the stack |
| and produces a binary chunk that, |
| if loaded again, |
| results in a function equivalent to the one dumped. |
| As it produces parts of the chunk, |
| <a href="#lua_dump"><code>lua_dump</code></a> calls function <code>writer</code> (see <a href="#lua_Writer"><code>lua_Writer</code></a>) |
| with the given <code>data</code> |
| to write them. |
| |
| |
| <p> |
| The value returned is the error code returned by the last |
| call to the writer; |
| 0 means no errors. |
| |
| |
| <p> |
| This function does not pop the Lua function from the stack. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_error"><code>lua_error</code></a></h3><p> |
| <span class="apii">[-1, +0, <em>v</em>]</span> |
| <pre>int lua_error (lua_State *L);</pre> |
| |
| <p> |
| Generates a Lua error. |
| The error message (which can actually be a Lua value of any type) |
| must be on the stack top. |
| This function does a long jump, |
| and therefore never returns |
| (see <a href="#luaL_error"><code>luaL_error</code></a>). |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_gc"><code>lua_gc</code></a></h3><p> |
| <span class="apii">[-0, +0, <em>e</em>]</span> |
| <pre>int lua_gc (lua_State *L, int what, int data);</pre> |
| |
| <p> |
| Controls the garbage collector. |
| |
| |
| <p> |
| This function performs several tasks, |
| according to the value of the parameter <code>what</code>: |
| |
| <ul> |
| |
| <li><b><code>LUA_GCSTOP</code>: </b> |
| stops the garbage collector. |
| </li> |
| |
| <li><b><code>LUA_GCRESTART</code>: </b> |
| restarts the garbage collector. |
| </li> |
| |
| <li><b><code>LUA_GCCOLLECT</code>: </b> |
| performs a full garbage-collection cycle. |
| </li> |
| |
| <li><b><code>LUA_GCCOUNT</code>: </b> |
| returns the current amount of memory (in Kbytes) in use by Lua. |
| </li> |
| |
| <li><b><code>LUA_GCCOUNTB</code>: </b> |
| returns the remainder of dividing the current amount of bytes of |
| memory in use by Lua by 1024. |
| </li> |
| |
| <li><b><code>LUA_GCSTEP</code>: </b> |
| performs an incremental step of garbage collection. |
| The step "size" is controlled by <code>data</code> |
| (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 <code>data</code>. |
| The function returns 1 if the step finished a |
| garbage-collection cycle. |
| </li> |
| |
| <li><b><code>LUA_GCSETPAUSE</code>: </b> |
| sets <code>data</code> as the new value |
| for the <em>pause</em> of the collector (see <a href="#2.5">§2.5</a>). |
| The function returns the previous value of the pause. |
| </li> |
| |
| <li><b><code>LUA_GCSETSTEPMUL</code>: </b> |
| sets <code>data</code> as the new value for the <em>step multiplier</em> of |
| the collector (see <a href="#2.5">§2.5</a>). |
| The function returns the previous value of the step multiplier. |
| </li> |
| |
| <li><b><code>LUA_GCISRUNNING</code>: </b> |
| returns a boolean that tells whether the collector is running |
| (i.e., not stopped). |
| </li> |
| |
| <li><b><code>LUA_GCGEN</code>: </b> |
| changes the collector to generational mode |
| (see <a href="#2.5">§2.5</a>). |
| </li> |
| |
| <li><b><code>LUA_GCINC</code>: </b> |
| changes the collector to incremental mode. |
| This is the default mode. |
| </li> |
| |
| </ul> |
| |
| <p> |
| For more details about these options, |
| see <a href="#pdf-collectgarbage"><code>collectgarbage</code></a>. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_getallocf"><code>lua_getallocf</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>lua_Alloc lua_getallocf (lua_State *L, void **ud);</pre> |
| |
| <p> |
| Returns the memory-allocation function of a given state. |
| If <code>ud</code> is not <code>NULL</code>, Lua stores in <code>*ud</code> the |
| opaque pointer passed to <a href="#lua_newstate"><code>lua_newstate</code></a>. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_getctx"><code>lua_getctx</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_getctx (lua_State *L, int *ctx);</pre> |
| |
| <p> |
| This function is called by a continuation function (see <a href="#4.7">§4.7</a>) |
| to retrieve the status of the thread and a context information. |
| |
| |
| <p> |
| When called in the original function, |
| <a href="#lua_getctx"><code>lua_getctx</code></a> always returns <a href="#pdf-LUA_OK"><code>LUA_OK</code></a> |
| and does not change the value of its argument <code>ctx</code>. |
| When called inside a continuation function, |
| <a href="#lua_getctx"><code>lua_getctx</code></a> returns <a href="#pdf-LUA_YIELD"><code>LUA_YIELD</code></a> and sets |
| the value of <code>ctx</code> to be the context information |
| (the value passed as the <code>ctx</code> argument |
| to the callee together with the continuation function). |
| |
| |
| <p> |
| When the callee is <a href="#lua_pcallk"><code>lua_pcallk</code></a>, |
| Lua may also call its continuation function |
| to handle errors during the call. |
| That is, upon an error in the function called by <a href="#lua_pcallk"><code>lua_pcallk</code></a>, |
| Lua may not return to the original function |
| but instead may call the continuation function. |
| In that case, a call to <a href="#lua_getctx"><code>lua_getctx</code></a> will return the error code |
| (the value that would be returned by <a href="#lua_pcallk"><code>lua_pcallk</code></a>); |
| the value of <code>ctx</code> will be set to the context information, |
| as in the case of a yield. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_getfield"><code>lua_getfield</code></a></h3><p> |
| <span class="apii">[-0, +1, <em>e</em>]</span> |
| <pre>void lua_getfield (lua_State *L, int index, const char *k);</pre> |
| |
| <p> |
| Pushes onto the stack the value <code>t[k]</code>, |
| where <code>t</code> is the value at the given index. |
| As in Lua, this function may trigger a metamethod |
| for the "index" event (see <a href="#2.4">§2.4</a>). |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_getglobal"><code>lua_getglobal</code></a></h3><p> |
| <span class="apii">[-0, +1, <em>e</em>]</span> |
| <pre>void lua_getglobal (lua_State *L, const char *name);</pre> |
| |
| <p> |
| Pushes onto the stack the value of the global <code>name</code>. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_getmetatable"><code>lua_getmetatable</code></a></h3><p> |
| <span class="apii">[-0, +(0|1), –]</span> |
| <pre>int lua_getmetatable (lua_State *L, int index);</pre> |
| |
| <p> |
| Pushes onto the stack the metatable of the value at the given index. |
| If the value does not have a metatable, |
| the function returns 0 and pushes nothing on the stack. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_gettable"><code>lua_gettable</code></a></h3><p> |
| <span class="apii">[-1, +1, <em>e</em>]</span> |
| <pre>void lua_gettable (lua_State *L, int index);</pre> |
| |
| <p> |
| Pushes onto the stack the value <code>t[k]</code>, |
| where <code>t</code> is the value at the given index |
| and <code>k</code> is the value at the top of the stack. |
| |
| |
| <p> |
| This function pops the key from the stack |
| (putting the resulting value in its place). |
| As in Lua, this function may trigger a metamethod |
| for the "index" event (see <a href="#2.4">§2.4</a>). |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_gettop"><code>lua_gettop</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_gettop (lua_State *L);</pre> |
| |
| <p> |
| Returns the index of the top element in the stack. |
| Because indices start at 1, |
| this result is equal to the number of elements in the stack |
| (and so 0 means an empty stack). |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_getuservalue"><code>lua_getuservalue</code></a></h3><p> |
| <span class="apii">[-0, +1, –]</span> |
| <pre>void lua_getuservalue (lua_State *L, int index);</pre> |
| |
| <p> |
| Pushes onto the stack the Lua value associated with the userdata |
| at the given index. |
| This Lua value must be a table or <b>nil</b>. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_insert"><code>lua_insert</code></a></h3><p> |
| <span class="apii">[-1, +1, –]</span> |
| <pre>void lua_insert (lua_State *L, int index);</pre> |
| |
| <p> |
| Moves the top element into the given valid index, |
| shifting up the elements above this index to open space. |
| This function cannot be called with a pseudo-index, |
| because a pseudo-index is not an actual stack position. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_Integer"><code>lua_Integer</code></a></h3> |
| <pre>typedef ptrdiff_t lua_Integer;</pre> |
| |
| <p> |
| The type used by the Lua API to represent signed integral values. |
| |
| |
| <p> |
| By default it is a <code>ptrdiff_t</code>, |
| which is usually the largest signed integral type the machine handles |
| "comfortably". |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_isboolean"><code>lua_isboolean</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_isboolean (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns 1 if the value at the given index is a boolean, |
| and 0 otherwise. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_iscfunction"><code>lua_iscfunction</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_iscfunction (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns 1 if the value at the given index is a C function, |
| and 0 otherwise. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_isfunction"><code>lua_isfunction</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_isfunction (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns 1 if the value at the given index is a function |
| (either C or Lua), and 0 otherwise. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_islightuserdata"><code>lua_islightuserdata</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_islightuserdata (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns 1 if the value at the given index is a light userdata, |
| and 0 otherwise. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_isnil"><code>lua_isnil</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_isnil (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns 1 if the value at the given index is <b>nil</b>, |
| and 0 otherwise. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_isnone"><code>lua_isnone</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_isnone (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns 1 if the given index is not valid, |
| and 0 otherwise. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_isnoneornil"><code>lua_isnoneornil</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_isnoneornil (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns 1 if the given index is not valid |
| or if the value at this index is <b>nil</b>, |
| and 0 otherwise. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_isnumber"><code>lua_isnumber</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_isnumber (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns 1 if the value at the given index is a number |
| or a string convertible to a number, |
| and 0 otherwise. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_isstring"><code>lua_isstring</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_isstring (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns 1 if the value at the given index is a string |
| or a number (which is always convertible to a string), |
| and 0 otherwise. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_istable"><code>lua_istable</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_istable (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns 1 if the value at the given index is a table, |
| and 0 otherwise. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_isthread"><code>lua_isthread</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_isthread (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns 1 if the value at the given index is a thread, |
| and 0 otherwise. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_isuserdata"><code>lua_isuserdata</code></a></h3><p> |
| <span class="apii">[-0, +0, –]</span> |
| <pre>int lua_isuserdata (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns 1 if the value at the given index is a userdata |
| (either full or light), and 0 otherwise. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_len"><code>lua_len</code></a></h3><p> |
| <span class="apii">[-0, +1, <em>e</em>]</span> |
| <pre>void lua_len (lua_State *L, int index);</pre> |
| |
| <p> |
| Returns the "length" of the value at the given index; |
| it is equivalent to the '<code>#</code>' operator in Lua (see <a href="#3.4.6">§3.4.6</a>). |
| The result is pushed on the stack. |
| |
| |
| |
| |
| |
| <hr><h3><a name="lua_load"><code>lua_load</code></a></h3><p> |
| <span class="apii">[-0, +1, –]</span> |
| <pre>int lua_load (lua_State *L, |
| lua_Reader reader, |
| void *data, |
| const char *source, |
| const char *mode);</pre> |
| |
| <p> |
| Loads a Lua chunk (without running it). |
| If there are no errors, |
| <code>lua_load</code> pushes the compiled chunk as a Lua |
| function on top of the stack. |
| Otherwise, it pushes an error message. |
| |
| |
| <p> |
| The return values of <code>lua_load</code> are: |
| |
| <ul> |
| |
| <li><b><a href="#pdf-LUA_OK"><code>LUA_OK</code></a>: </b> no errors;</li> |
| |
| <li><b><a name="pdf-LUA_ERRSYNTAX"><code>LUA_ERRSYNTAX</code></a>: </b> |
| syntax error during precompilation;</li> |
| |
| <li><b><a href="#pdf-LUA_ERRMEM"><code>LUA_ERRMEM</code></a>: </b> |
| memory allocation error;</li> |
| |
| <li><b><a href="#pdf-LUA_ERRGCMM"><code>LUA_ERRGCMM</code></a>: </b> |
| error while running a <code>__gc</code> metamethod. |
| (This error has no relation with the chunk being loaded. |
| It is generated by the garbage collector.) |
| </li> |
| |
| </ul> |
| |
| <p> |
| The <code>lua_load</code> function uses a user-supplied <code>reader</code> function |
| to read the chunk (see <a href="#lua_Reader"><code>lua_Reader</code></a>). |
| The <code>data</code> argument is an opaque value passed to the reader function. |
| |
| |
| <p> |
| The <code>source</code> argument gives a name to the chunk, |
| which is used for error messages and in debug information (see <a href="#4.9">§4.9</a>). |
| |
| |
| <p> |
| <code>lua_load</code> automatically detects whether the chunk is text or binary |
| and loads it accordingly (see program <code>luac</code>). |
| The string <code>mode</code> works as in function <a href="#pdf-load"><code>load</code></a>, |
| with the addition that |
|