Detect Whether Script Was Imported or Executed in Lua - lua

In python, there is a common construction of the form if __name__ == "__main__": to detect whether the file was imported or executed directly. Usually, the only action taken in this conditional is to execute some "sensible, top level" function. This allows the same file to be used as a basic script and as a library module (and also as something an interactive user can import and use).
I was wondering if there is a clean and reliable way to do this in lua. I thought I could use the _REQUIREDNAME global variable, but it turns out that this was changed in Lua 5.1. Currently, the lua require passes arguments (in the variadic ...), so in principle, these can be examined. However, this is either not reliable, not clean, or probably both, because obviously when a script is executed arguments can be passed. So to do this safely, you would have to examine the arguments.
FWIW, require passes the module name as argument 1 (the string you called require on), and the path to the file it eventually found as argument 2. So there is a obviously some examination that can be done to try to detect this, which if not nearly as nice as if __name__ == "__main__": and can always be bypassed by a user by passing two suitably constructed arguments to the script. Not exactly a security threat, but I would hope there is a better solution.
I also experimented with another method, which I found very ugly but promising. This was to use debug.traceack(). If the script is executed directly, the traceback is very predictable, in fact, it only has 3 lines. I thought this might be it, although, like I said, an ugly hack for sure.
Do any more frequent lua users have advice? In effect, if I am writing module X, I want to either return X.main_func() in script mode or return X in import mode.
EDIT:
I took out an item which was actually incorrect (and makes my traceback solution workable). Additionally, the link provided in the comment by Egor Skriptunoff did provide another trick from the debug library which is even cleaner than using the traceback. Other than that, it seems that everyone ran into the same issues as me and the lua team has been disinterested in providing an official means to support this.

Based on the links provided by Egor, the current cleanest and safest way to do this seems to be as outlined here:
How to determine whether my code is running in a lua module?
which I repeat for ease of reference:
if pcall(debug.getlocal, 4, 1) then
print("in package")
else
print("in main script")
end
There is a whole thread about it here:
http://lua.2524044.n2.nabble.com/Modules-with-standalone-main-program-td7681497.html
Like I said, it seems this is a popular feature which is going to remain unsupported for the time being, but the debug.getlocal method seems to be what common lua developers have settled on for now.

A require() returning in package.loaded.
So simply check package.loaded for what you want.
Also as a good start for more experience in that methodic i suggest to write package.preload functions for require() stuff without manipulating the path.
A simple example for showing this...
# /usr/local/bin/lua -i
Lua 5.4.3 Copyright (C) 1994-2021 Lua.org, PUC-Rio
> package.preload.mymod=function() return {dump=function(...)
>> local args={...}
>> local test,dump=pcall(assert,args[1])
>> if test then
>> for key,value in pairs(dump) do
>> io.write(string.format("%s=%s\n",key,value)):flush()
>> end
>> return true
>> else
>> return test,dump
>> end
>> end} end
> mymod=require('mymod')
> mymod.dump(package.loaded)
string=table: 0x56693590
mymod=table: 0x566aa890
utf8=table: 0x56694d80
package=table: 0x56691ed0
math=table: 0x56693cb0
table=table: 0x566920d0
_G=table: 0x56690730
debug=table: 0x566950e0
coroutine=table: 0x56692310
os=table: 0x56692e60
io=table: 0x566921b0
true

Related

How to call a function from a lua file of a c++/lua project on interactive terminal?

I'm reading some source codes of a project, which is a combination of c++ and lua, they are interwined through luabind.
There is a la.lua file, in which there is a function exec(arg). The lua file also uses functions/variables from other lua file, so it has statements as below in the beginning
module(..., package.seeall);
print("Loading "..debug.getinfo(1).source.."...")
require "client_config"
now I want to run la.exec() from interactive terminal(on linux), but I get errors like
attempt to index global 'lg' (a nil value)
if I want to import la.lua, I get
require "la"
Loading #./la.lua...
./la.lua:68: attempt to index global 'ld' (a nil value)
stack traceback:
./lg.lua:68: in main chunk
[C]: in function 'require'
stdin:1: in main chunk
[C]: ?
what can I do?
Well, what could be going wrong?
(Really general guesswork following, there's not much information in what you provided…)
One option is that you're missing dependencies because the files don't properly require all the things they depend on. (If A depends on & requires B and then C, and C depends on B but doesn't require it because it's implicitly loaded by A, directly loading C will fail.) So if you throw some hours at tracking down & fixing dependencies, things might suddenly work.
(However, depending on how the modules are written this may be impossible without a lot of restructuring. As an example, unless you set package.loaded["foo"] to foo's module table in foo before loading submdules, those submodules cannot require"foo". (Luckily, module does that, in newer code without module that's often forgotten – and then you'll get an endless loop (until the stack overflows) of foo loading other modules which load foo which loads other modules which …) Further, while "fixing" things so they load in the interpreter you might accidentally break the load order used by the program/library under normal operation which you won't notice until you try to run that one normally again. So it may simply cost too much time to fix dependencies. You might still be able to track down enough to construct a long lua -lfoo-lbar… one-off dependency list which might get things to run, but don't depend on it.)
Another option is that there are missing parts provided by C(++) modules. If these are written in the style of a Lua library (i.e. they have luaopen_FOO), they might load in the interpreter. (IIRC that's unlikely for C++ because it expects the main program to be C++-aware but lua is (usually? always?) plain C.) It's also possible that these modules don't work that way and need to be loaded in some other way. Yet another possibility might be that the main program pre-defines things in the Lua state(s) that it creates, which means that there is no module that you could load to get those things.
While there are some more variations on the above, these should be all of the general categories. If you suspect that your problem is the first one (merely missing dependency information), maybe throw some more time at this as you have a pretty good chance of getting it to work. If you suspect it's one of the latter two, there's a very high chance that you won't get it to work (at least not directly).
You might be able to side-step that problem by patching the program to open up a REPL and then do whatever it is you want to do from there. (The simplest way to do that is to call debug.debug(). It's really limited (no multiline, no implicit return, crappy error information), but if you need/want something better, something that behaves very much like the normal Lua REPL can be written in ~30 lines or so of Lua.)

how to avoid dependency name-conflicts with global translation function _( ) in python?

I'm trying to internationalize / translate a python app that is implemented as a wx.App(). I have things working for the most part -- I see translations in the right places. But there's a show-stopper bug: crashing at hard-to-predict times with errors like:
Traceback: ...
self.SetStatusText(_('text to be translated here'))
TypeError: 'numpy.ndarray' object is not callable
I suspect that one or more of the app's dependencies (there are quite a few) is clobbering the global translation function, _( ). One likely way would be doing so by using _ as the name of a dummy var when unpacking a tuple (which is fairly widespread practice). I made sure its not my app that is doing this, so I suspect its a dependency that is. Is there some way to "defend" against this, or otherwise deal with the issue?
I suspect this is a common situation, and so people have worked out how to handle it properly. Otherwise, I'll go with something like using a nonstandard name, such as _translate, instead of _. I think this would work, but be more verbose and a little harder to read., e.e.,
From the above I can not see what is going wrong.
Don't have issues with I18N in my wxPython application I do use matplotlib and numpy in it (not extensive).
Can you give the full traceback and/or a small runnable sample which shows the problem.
BTW, have you seen this page in the wxPython Phoenix doc which gives some other references at the end.
wxpython.org/Phoenix/docs/html/internationalization.html
Aha, if Translate works then you run into the issue of Python stealing "", you can workaround that by doing this:
Install a custom displayhook to keep Python from setting the global _ (underscore) to the value of the last evaluated expression. If we don't do this, our mapping of _ to gettext can get overwritten. This is useful/needed in interactive debugging with PyShell.
you do this by defining in your App module:
def _displayHook(obj):
"""Custom display hook to prevent Python stealing '_'."""
if obj is not None:
print repr(obj)
and then in your wx.App.OnInit method do:
# work around for Python stealing "_"
sys.displayhook = _displayHook

Load a file into F#'s FSI - without using #load

I want to load a file from a .fsx script into into the F# Interactive Session but I can't use #load since I only want to load it if a certain condition is true.
Is there a function like FSI.LoadFile or something instead of the compiler directive?
Looking at the source code (fsi.fs, line 1710 here
| IHash (ParsedHashDirective("load",sourceFiles,m),_) ->
fsiDynamicCompiler.EvalSourceFiles (istate, m, sourceFiles, lexResourceManager),Completed
Now, some of these parameters are probably easy to fake - in particular sourceFiles and m. I suspect that the other parameters are harder to fake.
I suspect that you are not trying to solve the problem in a good way. An alternative solution may be to do something like
let conditionally_load fname cond =
if cond then System.IO.File.Copy(fname,"dummy.fs")
else System.IO.File.Create("dummy.fs")
conditionally_load "something.fs" true
#load "dummy.fs"
Although you might need a ;; before the #load to ensure that the function runs before the #load
What you are looking to do is tricky, since you want the decision on whether to load additional code to be taken at evaluation time. A solution to this would be to modify the shell so that script loading can be scheduled at the next iteration of the REPL. In essence, your FSI.LoadFile function would simply add the path to a global queue, in the form of a ParsedHashDirective("load",["foo.fsx"], ...) expression.
The queue could then be prepended to the actions list next time the ExecInteractions method is called in line 1840. This should work fine, but clearly you won't be getting any intellisense support.

How to check if a script is included via dofile() or run directly in Lua? [duplicate]

This question already has answers here:
Closed 11 years ago.
Possible Duplicate:
“main” function in Lua?
In Python, you can check if a script is being called direcly (and call some functions if it is, usually for testing) pretty easily:
if __name__ == "__main__":
main()
Is there a way to do the same in Lua, to detect if it is run directly (lua foo.lua) or included in another script (dofile('foo.lua')).
There is always the trivial (and ugly) way of defining some dummy global variable in the main script file before dofile('foo.lua'), and checking in foo.lua if it is defined or not, but it would be great if there was a better way to do this.
At the top level you can check if debug.getinfo(2) is nil
From http://www.lua.org/manual/5.1/manual.html#pdf-debug.getinfo
you can give a number as the value of function, which means the function running at level function of the call stack of the given thread: level 0 is the current function (getinfo itself); level 1 is the function that called getinfo; and so on. If function is a number larger than the number of active functions, then getinfo returns nil.
No. Lua has no way to tell if a script is being invoked "directly".
Remember: Lua and Python exist for different purposes. Python is designed for command-line scripting. You write a script, which calls modules that may be written in Python, C++, or whatever. The Python script is ultimately what is in charge of which code gets called when.
Lua is an embedded scripting language, first and foremost. While you can certainly use the standalone lua.exe interpreter to create command-line scripts, that is something of a kludge. The language's primary purpose is to be embedded in some application written in C, C++, or whatever.
Because of this, there is no concept of a "main" script. How would you define what is "main" and what is not? If C code can load any script at any time, for any purpose, which one of them is "main"?
If you want to define this concept, it's fairly simple. Just stick this at the top of your "main" script:
do
local old_dofile = dofile
function new_dofile(...)
if(__is_main) then
__is_main = __is_main + 1
else
__is_main = 1
end
old_dofile(...)
__is_main = __is_main - 1
if(__is_main == 0) then __is_main = nil end
end
dofile = new_dofile
end
Granted, this won't work for anything loaded with require; you'd need to write a version of this for require as well. And it certainly won't work if external code uses the C-API loading functions (which is why require probably won't work).

lua script error checking

Is it possible to check if a lua script contains errors without executing it? I have fallowing code:
if(luaL_loadbuffer(L, data, size, name))
{
fprintf (stderr, "%s", lua_tostring (L, -1));
lua_pop (L, 1);
}
if(lua_pcall(L, 0, 0, 0))
{
fprintf (stderr, "%s", lua_tostring (L, -1));
lua_pop (L, 1);
}
But if the script contains errors it passes first if and it is executed. I want to know if it contains errors when I load it, not when I execute it. Is this possible?
You can use the LUA Compiler. It will only compile your file to bytecode without executing it.
Your program will also have the advantage the run faster if it is compiled.
You can even use the -p option to only perform a syntax checking, according to the linked man page :
-p load files but do not generate any output file. Used mainly for syntax checking or testing precompiled chunks: corrupted files will probably generate errors when loaded. For a thourough integrity test, use -t.
(This was originally meant as a reply to the first comment to Krtek's question, but I ran out of space there and to be honest it works as an answer just fine.)
Functions are essentially values, and thus a named function is actually a variable of that name. Variables, by their very definition, can change as a script is executed. Hell, someone might accidentally redefine one of those functions. Is that bad? To sum my thoughts up: depending on the script, parameters passed and/or actual implementations of those pre-defined functions you speak of (one might unset itself or others, for example), it is not possible to guarantee things work unless you are willing to narrow down some of your demands. Lua is too dynamic for what you are looking for. :)
If you want a flawless test: create a dummy environment with all bells and whistles in place, and see if it crashes anywhere along the way (loading, executing, etc). This is basically a sort of unit test, and as such would be pretty heavy.
If you want a basic check to see if a script has a valid syntax: Krtek gave an answer for that already. I am quite sure (but not 100%) that the lua equivalent is to loadfile or loadstring, and the respective C equivalent is to try and lua_load() the code, each of which convert readable script to bytecode which you would already need to do before you could actually execute the code in your normal all-is-well usecase. (And if that contained function definitions, those would need to be executed later on for the code inside those to execute.)
However, these are the extent of your options with regards to pre-empting errors before they actually happen. Lua is a very dynamic language, and what is a great strength also makes for a weakness when you want to prove correctness. There are simply too many variables involved for a perfect solution.
In general it is not possible, as Lua is a dynamic language, and most of errors happen in runtime.
If you want to check for syntax errors, use luac -p option. I use it as a part of my pre-commit hook, for example.
Other common errors are triggering by misusing the global variables. You may analyze output of luac -l to catch these cases. See here: http://lua-users.org/wiki/DetectingUndefinedVariables.
If you want something more advanced, there are several more-or-less functional static analysis tools for Lua code. Start with LuaInspect.
In any case, you are advised to write unit tests instead of just relying on static code checks. Less pain, more gain.

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