Using addition in Lua without using the result - lua

I'm trying to run the following in Lua 5.3
function new_t()
local self = {}
setmetatable(self, {
__add = function(lhs,rhs)
print('ok so',lhs,'+',rhs)
end
})
return self
end
local t1 = new_t()
local t2 = new_t()
t1 + t2
I get an error saying syntax error near '+'. However if I change the last line to x = t1 + t2, it runs and prints without error.
Is it possible to use a binary operator without using the resulting value? Why doesn't Lua let me do t1 + t2 or even 1 + 2 by itself?

Lua doesn't allow this, because all the operators (except function calls) are intended to always calculate a result. There's no good reason to throw away the result of an expression, and it usually indicates a coding mistake.
If you just want to test your code, I suggest using assert:
assert(not (t1 + t2))
I use not here, because your __add function doesn't return anything.
EDIT: Normally, when we add two numbers, we expect to get a new number, without changing the original numbers. Lua's metamethods are designed to work the same way. To do side-effects like printing or modifying an operand, it's easier and clearer to use a regular named method.

Related

LUA: How to Create 2-dimensional array/table from string

I see several posts about making a string in to a lua table, but my problem is a little different [I think] because there is an additional dimension to the table.
I have a table of tables saved as a file [i have no issue reading the file to a string].
let's say we start from this point:
local tot = "{{1,2,3}, {4,5,6}}"
When I try the answers from other users I end up with:
local OneDtable = {"{1,2,3}, {4,5,6}"}
This is not what i want.
how can i properly create a table, that contains those tables as entries?
Desired result:
TwoDtable = {{1,2,3}, {4,5,6}}
Thanks in advance
You can use the load function to read the content of your string as Lua code.
local myArray = "{{1,2,3}, {4,5,6}}"
local convert = "myTable = " .. myArray
local convertFunction = load(convert)
convertFunction()
print(myTable[1][1])
Now, myTable has the values in a 2-dimensional array.
For a quick solution I suggest going with the load hack, but be aware that this only works if your code happens to be formatted as a Lua table already. Otherwise, you'd have to parse the string yourself.
For example, you could try using lpeg to build a recursive parser. I built something very similar a while ago:
local lpeg = require 'lpeg'
local name = lpeg.R('az')^1 / '\0'
local space = lpeg.S('\t ')^1
local function compile_tuple(...)
return string.char(select('#', ...)) .. table.concat{...}
end
local expression = lpeg.P {
'e';
e = name + lpeg.V 't';
t = '(' * ((lpeg.V 'e' * ',' * space)^0 * lpeg.V 'e') / compile_tuple * ')';
}
local compiled = expression:match '(foo, (a, b), bar)'
print(compiled:byte(1, -1))
Its purpose is to parse things in quotes like the example string (foo, (a, b), bar) and turn it into a binary string describing the structure; most of that happens in the compile_tuple function though, so it should be easy to modify it to do what you want.
What you'd have to adapt:
change name for number (and change the pattern accordingly to lpeg.R('09')^1, without the / '\0')
change the compile_tuple function to a build_table function (local function build_tanle(...) return {...} end should do the trick)
Try it out and see if something else needs to be changed; I might have missed something.
You can read the lpeg manual here if you're curious about how this stuff works.

Lua - get table hex identifier

I want to know how to get the table hex id. I know that doing:
local some_var = {}
print (some_var)
the result is (for instance):
table: 0x21581c0
I want the hex without the table: string. I know that maybe some of you suggest me to make a regular expression (or something similar) to remove those chars, but I want to avoid that, and just get the 0x21581c0
Thanks
This is simpler and works for all types that are associated with pointers:
local function getId(t)
return string.format("%p", t)
end
print("string:", getId("hi"))
print("table:", getId({}))
print("userdata:", getId(io.stdin))
print("function:", getId(print))
print("number:", getId(1))
print("boolean:", getId(false))
print("nil:", getId(nil))
Result:
string: 0x0109f04638
table: 0x0109f0a270
userdata: 0x01098076c8
function: 0x0109806018
number: NULL
boolean: NULL
nil: NULL
In the standard implementation, there is the global 'print' variable that refers to a standard function that calls, through the global variable 'tostring', a standard function described here. The stanard 'tostring' function is the only way to retrieve the hexadecimal number it shows for a table.
Unfortunately, there is no configuration for either of the functions to do anything differently for all tables.
Nonetheless, there are several points for modification. You can create you own function and call that every time instead, or point either of the the global variables print or tostring to you own functions. Or, set a __tostring metamethod on each table you need tostring to return a different answer for. The advantage to this is it gets you the format you want with only one setup step. The disadvantage is that you have to set up each table.
local function simplifyTableToString(t)
local answer = tostring(t):gsub("table: ", "", 1)
local mt = getmetatable(t)
if not mt then
mt = {}
setmetatable(t, mt)
end
mt.__tostring = function() return answer end
end
local a = {}
local b = {}
print(a, b)
simplifyTableToString(a)
print(a, b)
Without complex patterns, you can just search for the first space, and grab the substring of what follows.
function get_mem_addr (object)
local str = tostring(object)
return str:sub(str:find(' ') + 1)
end
print(get_mem_addr({})) -- 0x109638
print(get_mem_addr(function () end)) -- 0x108cf8
This function will work with tables and functions, but expect errors if you pass it anything else.
Or you can use a little type checking:
function get_mem_addr (o)
return tostring(o):sub(type(o):len() + 3)
end
The table id stated by the OP is invalid in the version of Lua I am using (5.1 in Roblox). A valid ID is length 8, not 9 as in your example. Either way, just use string.sub to get the sub-string you are after.
string.sub(tostring({}), 8)
The reason is, 'table: ' is 7 characters long, so we take from index 8 through the end of the string which returns the hex value.

Create Lua function from string

I am creating functions (of x) from a string in Lua. The code I am using is
function fcreate(fs)
return assert(loadstring("return function (x) return " .. fs.." end"))()
end
This works for globals, e.g.
u=fcreate("math.sin(x)")
does the right thing.
However, it does not seem to like local variables. So
local c=1
u=fcreate("math.sin(x)+c")
will not work because c is local.
Is this fixable?
"loadstring does not compile with lexical scoping", so no, it can't see locals outside the loadstring call.
Is this fixable?
That depends. Why are you using loadstring in the first place? Lua supports closures as first class values, so I can't see from your example why you'd need loadstring.
Your example:
u = fcreate("math.sin(x)+c")
Can be rewritten without the need for loadstring or your fcreate function:
u = function(x) return math.sin(x)+c end
Which of course is the same as:
function u(x) return math.sin(x) + c end
I can see a case for loadstring if you have user-configurable expressions that you wanted to compile into some other function, but your case with the local c suggests that's not the case. Are you trying to make some kinda of home-rolled lamda syntax?
Can't be done in any reasonable way. For an example of why, look at this:
function makefunction(name)
local a = 1
local b = 2
local c = 3
-- ...
return assert(loadstring("return " .. name))
end
local a = 4
local func = makefunction("a")
print(func())
If this worked, what is printed? 1 or 4? Does it capture the variable from the place where the function was loaded, even though that function doesn't exist anymore? Or does it look it up from the place where it was called?
The first would mean that the function is lexically scoped wherever it's created. Being able to access the variable after the function has exited means that the variable would need to be promoted into an upvalue dynamically, which is not something that Lua can do at the moment. As it is now, Lua can see every access to a local variable during compilation, so it knows which variables to turn into upvalues (at a performance hit) and which to keep as locals.
The second would mean that variable accesses inside a loadstring'd function would work completely different than every other access in Lua: Lua uses lexical scoping, not dynamic scoping. It'd be a huge implementation change in Lua, and an extremely inconsistent one.
So, neither is supported. You can control the environment of a dynamically loaded function, using setfenv in Lua 5.1 or the env parameter of load(...) in Lua 5.2, but neither of those let you access local variables automatically.
Something you could do if you don't need to mutate the local variables is to pass those values as arguments to the generated function. You would still need to manually specify the variables to close over but its better then nothing.
For example, you can build up your closure to look like
return (function(a,b,c)
return function(x) return print(a, x) end
end)(...)
We might do that by changing your function to look like
function fcreate(variables, fs)
local varnames = {}
local varvalues = {}
local nvars = 0
for n,v in pairs(variables) do
nvars = nvars + 1
table.insert(varnames, n)
table.insert(varvalues, v)
end
local chunk_str = (
'return (function(' .. table.concat(varnames, ',') .. ') ' ..
'return function(x) return ' .. fs .. ' end ' ..
'end)(...)'
)
return assert( loadstring(chunk_str) )( unpack(varvalues, 1, nvars) )
end
local a = 1;
local f = fcreate({a=a}, 'x+a')
print(f(1), f(2))

How can Scala understand function calls in different formats?

I realize the following function calls are all same, but I do not understand why.
val list = List(List(1), List(2, 3), List(4, 5, 6))
list.map(_.length) // res0 = List(1,2,3) result of 1st call
list map(_.length) // res1 = List(1,2,3) result of 2nd call
list map (_.length) // res2 = List(1,2,3) result of 3rd call
I can understand 1st call, which is just a regular function call because map is a member function of class List
But I can not understand 2nd and 3rd call. For example, in the 3rd call, how can Scala compiler know "(_.length)" is parameter of "map"? How can compiler know "map" is a member function of "list"?
The only difference between variant 2 and 3 is the blank in front of the parenthesis? This can only be a delimiter - list a and lista is of course different, but a opening parens is a new token, and you can put a blank or two or three in front - or none. I don't see how you can expect a difference here.
In Java, there is no difference between
System.out.println ("foo");
// and
System.out.println("foo");
too.
This is the operator notation. The reason it works is the same reason why 2 + 2 works.
The space is used to distinguish between words -- listmap(_.length) would make the compiler look for listmap. But if you write list++list, it will work too, as will list ++ list.
So, one you are using operator notation, the space is necessary to separate words, but otherwise may be present or not.

Implementing post / pre increment / decrement when translating to Lua

I'm writing a LSL to Lua translator, and I'm having all sorts of trouble implementing incrementing and decrementing operators. LSL has such things using the usual C like syntax (x++, x--, ++x, --x), but Lua does not. Just to avoid massive amounts of typing, I refer to these sorts of operators as "crements". In the below code, I'll use "..." to represent other parts of the expression.
... x += 1 ...
Wont work, coz Lua only has simple assignment.
... x = x + 1 ...
Wont work coz that's a statement, and Lua can't use statements in expressions. LSL can use crements in expressions.
function preIncrement(x) x = x + 1; return x; end
... preIncrement(x) ...
While it does provide the correct value in the expression, Lua is pass by value for numbers, so the original variable is not changed. If I could get this to actually change the variable, then all is good. Messing with the environment might not be such a good idea, dunno what scope x is. I think I'll investigate that next. The translator could output scope details.
Assuming the above function exists -
... x = preIncrement(x) ...
Wont work for the "it's a statement" reason.
Other solutions start to get really messy.
x = preIncrement(x)
... x ...
Works fine, except when the original LSL code is something like this -
while (doOneThing(x++))
{
doOtherThing(x);
}
Which becomes a whole can of worms. Using tables in the function -
function preIncrement(x) x[1] = x[1] + 1; return x[1]; end
temp = {x}
... preincrement(temp) ...
x = temp[1]
Is even messier, and has the same problems.
Starting to look like I might have to actually analyse the surrounding code instead of just doing simple translations to sort out what the correct way to implement any given crement will be. Anybody got any simple ideas?
I think to really do this properly you're going to have to do some more detailed analysis, and splitting of some expressions into multiple statements, although many can probably be translated pretty straight-forwardly.
Note that at least in C, you can delay post-increments/decrements to the next "sequence point", and put pre-increments/decrements before the previous sequence point; sequence points are only located in a few places: between statements, at "short-circuit operators" (&& and ||), etc. (more info here)
So it's fine to replace x = *y++ + z * f (); with { x = *y + z * f(); y = y + 1; }—the user isn't allowed to assume that y will be incremented before anything else in the statement, only that the value used in *y will be y before it's incremented. Similarly, x = *--y + z * f(); can be replaced with { y = y - 1; x = *y + z * f (); }
Lua is designed to be pretty much impervious to implementations of this sort of thing. It may be done as kind of a compiler/interpreter issue, since the interpreter can know that variables only change when a statement is executed.
There's no way to implement this kind of thing in Lua. Not in the general case. You could do it for global variables by passing a string to the increment function. But obviously it wouldn't work for locals, or for variables that are in a table that is itself global.
Lua doesn't want you to do it; it's best to find a way to work within the restriction. And that means code analysis.
Your proposed solution only will work when your Lua variables are all global. Unless this is something LSL also does, you will get trouble translating LSL programs that use variables called the same way in different places.
Lua is only able of modifying one lvalue per statement - tables being passed to functions are the only exception to this rule. You could use a local table to store all locals, and that would help you out with the pre-...-crements; they can be evaluated before the expression they are contained in is evauated. But the post-...-crements have to be evaluated later on, which is simply not possible in lua - at least not without some ugly code involving anonymous functions.
So you have one options: you must accept that some LSL statements will get translated to several Lua statements.
Say you have a LSL statement with increments like this:
f(integer x) {
integer y = x + x++;
return (y + ++y)
}
You can translate this to a Lua statement like this:
function f(x) {
local post_incremented_x = x + 1 -- extra statement 1 for post increment
local y = x + post_incremented_x
x = post_incremented_x -- extra statement 2 for post increment
local pre_incremented_y = y + 1
return y + pre_incremented_y
y = pre_incremented_y -- this line will never be executed
}
So you basically will have to add two statements per ..-crement used in your statements. For complex structures, that will mean calculating the order in which the expressions are evaluated.
For what is worth, I like with having post decrements and predecrements as individual statements in languages. But I consider it a flaw of the language when they can also be used as expressions. The syntactic sugar quickly becomes semantic diabetes.
After some research and thinking I've come up with an idea that might work.
For globals -
function preIncrement(x)
_G[x] = _G[x] + 1
return _G[x]
end
... preIncrement("x") ...
For locals and function parameters (which are locals to) I know at the time I'm parsing the crement that it is local, I can store four flags to tell me which of the four crements is being used in the variables AST structure. Then when it comes time to output the variables definition, I can output something like this -
local x;
function preIncrement_x() x = x + 1; return x; end
function postDecrement_x() local y = x; x = x - 1; return y; end
... preIncrement_x() ...
In most of your assessment of configurability to the code. You are trying to hard pass data types from one into another. And call it a 'translator'. And in all of this you miss regex and other pattern match capacities. Which are far more present in LUA than LSL. And since the LSL code is being passed into LUA. Try using them, along with other functions. Which would define the work more as a translator, than a hard pass.
Yes I know this was asked a while ago. Though, for other viewers of this topic. Never forget the environments you are working in. EVER. Use what they give you to the best ability you can.

Resources