Strange behavior caused by debug.getinfo(1, "n").name - lua

I learned how to get the function name inside a function by using debug.getinfo(1, "n").name.
Using this feature, I found out the strange behavior in Lua.
Here's my code:
function myFunc()
local name = debug.getinfo(1, "n").name
return name
end
function foo()
return myFunc()
end
function boo()
local name = myFunc()
return name
end
print(foo())
print(boo())
Result:
nil
myFunc
As you can see, the function foo() and boo() calls the same function myFunc() but they return different results.
If I replace debug.getinfo(1, "n").name with other string, they return the same results as expected but I don't understand the unexpected behavior caused by using the debug.getinfo().
Is it possible to correct myFunc() function so calling both foo() and boo() functions return the same result?
Expected result:
myFunc
myFunc

In Lua, any return statement of the form return <expression_yielding_a_function>(...) is a "tail call". Tail calls essentially don't exist in the call stack, so they take up no additional space or resources. The function you call effectively gets erased from the debug information.
Is it possible to correct myFunc() function so calling both foo() and boo() functions return the same result?
Um... yes, but before I tell you how, allow me to try to convince you not to do this.
As previously mentioned, tail calls are part of the Lua language. The removal of tail calls from the stack is not an "optimization" any more than it is an "optimization" for a for loop to exit when you use break. It is a part of Lua's grammar, and Lua programmers have just as much a right to expect a tail call to be a tail call as they have the right to expect break to exit loops.
Lua, as a language, specifically states that this:
local function recursive(...)
--some terminating condition
return recursive(modified_args)
end
will never, ever, run out of stack space. It will be just as stack space efficient as performing a loop. This is a part of the Lua language, just as much a part of it as the behavior of for and while.
If a user wants to call your function via a tail call, that is their right as the user of a language that makes tail calls a thing. Denying users of a language the right to use the features of that language is rude.
So don't do it.
Furthermore, your code suggests that you are attempting to rely on functions having names. That you're doing something significant and meaningful with those names.
Well, Lua is not Python; Lua functions do not have to have names, period. As such, you should not write code that meaningfully relies upon the name of a function. For debugging or logging purposes, fine. But you should not break user expectations just for debugging and logging. So if the user made a tail call, just accept that's what the user wanted and that your debugging/logging will suffer slightly.
OK, so, do we agree that you shouldn't do this? That Lua users have the right to tail calls, and you don't have the right to deny them? That Lua functions are not named and you shouldn't write code that requires them to maintain a name? OK?
What follows is terrible code that you should never use! (in Lua 5.3):
function bypass_tail_call(Func)
local function tail_call_bypass(...)
local rets = table.pack(Func(...))
return table.unpack(rets, rets.n)
end
return tail_call_bypass
end
Then, simply replace your real function with the return of the bypass:
function myFunc()
local name = debug.getinfo(1, "n").name
return name
end
myFunc = bypass_tail_call(myFunc)
Note that the bypass function has to build an array to hold the return values, then unpack them into the final return statement. This obviously requires additional memory allocations that don't have to happen in regular code.
So there's another reason not to do this.

You can run your code through luac -l -p
...
function <stdin:6,8> (4 instructions at 0x555f561592a0)
0 params, 2 slots, 1 upvalue, 0 locals, 1 constant, 0 functions
1 [7] GETTABUP 0 0 -1 ; _ENV "myFunc"
2 [7] TAILCALL 0 1 0
3 [7] RETURN 0 0
4 [8] RETURN 0 1
function <stdin:10,13> (4 instructions at 0x555f561593b0)
0 params, 2 slots, 1 upvalue, 1 local, 1 constant, 0 functions
1 [11] GETTABUP 0 0 -1 ; _ENV "myFunc"
2 [11] CALL 0 1 2
3 [12] RETURN 0 2
4 [13] RETURN 0 1
Those are the two function that are of interest to us: foo and boo
As you can see, when boo calls myFunc, it's just a normal CALL, so nothing interesting there.
foo, however, does something called a tail call. That is, the return value of foo is the return value of myFunc.
What makes this kind of call special is that there is no need for the program to jump back into foo; once foo calls myFunc it can just hand over the keys and say "You know what to do"; myFunc then returns its results directly to where foo was called. This has two advantages:
The stack frame of foo can be cleaned up before myFunc is called
once myFunc returns, it doesn't need two jumps to return to the main thread; only one
Both of those are insignificant in examples like yours, but once you have a chain of lots and lots of tail calls, it becomes significant.
The downside of this is that, once the stack of foo gets cleaned up, Lua also forgets all the debugging information associated with it; it only remembers that myFunc was called as a tail call, but not from where.
An interesting side note, is that boo is almost also a tail call. If Lua didn't have multiple return values, it'd be exactly identical to foo, and a smarter compiler like LuaJIT might compile it to a tail call. PUC Lua won't though, since it needs a literal return some_function() to recognize the tail call.
The difference is that boo only returns the first value returned by myFunc, and while in your example, there will only ever be one, the interpreter can't make that assumption (LuaJIT might make that assumption during JIT compilation, but that's beyond my understanding)
Also note that, technically, the word tail call just describes a function A directly returning the return value of another function B.
It often gets used interchangeably with tail call optimization, which is what the compiler does when it re-uses the stack frame and turns the function call into a jump.
Strictly speaking, C (for example) has tail calls, but it has no tail call optimization, meaning something like
int recursive(n) { return recursive(n+1); }
is valid C code, but will eventually cause a stack overflow, while in Lua
local function recursive(n) return recursive(n+1) end
will just run forever. Both are tail calls, but only the second gets optimized.
EDIT: As always with C, some compilers may, on their own, implement tail call optimization, so don't go around telling everyone that "C never ever does it"; it's just not a requried part of the language, while in Lua it's actually defined in the language specification, so it's not Lua until it has TCO.

This is a result of tail call optimisation, which Lua does.
In this case, Lua translates the function call into a "goto" statement, and does not use any extra stack frame to perform the tail call.
You can add traceback statement to check it:
function myFunc()
local name = debug.getinfo(1, "n").name
print(debug.traceback("Stack trace"))
return name
end
Tail call optimisation happens in Lua when you return with a function call:
-- Optimized
function good1()
return test()
end
-- Optimized
function good2()
return test(foo(), bar(5 + baz()))
end
-- Not optimised
function bad1()
return test() + 1
end
-- Not optimised
function bad2()
return test()[2] + foo()
end
You can refer to the following links for more information:
- Programming in Lua - 6.3: Proper Tail Calls
- What is tail call optimisation? - Stack Overflow

Related

Distinguish function vs closure

Lua will write the code of a function out as bytes using string.dump, but warns that this does not work if there are any upvalues. Various snippets online describe hacking around this with debug. It looks like 'closed over variables' are called 'upvalues', which seems clear enough. Code is not data etc.
I'd like to serialise functions and don't need them to have any upvalues. The serialised function can take a table as an argument that gets serialised separately.
How do I detect attempts to pass closures to string.dump, before calling the broken result later?
Current thought is debug.getupvalue at index 1 and treat nil as meaning function, as opposed to closure, but I'd rather not call into the debug interface if there's an alternative.
Thanks!
Even with debug library it's very difficult to say whether a function has a non-trivial upvalue.
"Non-trivial" means "upvalue except _ENV".
When debug info is stripped from your program, all upvalues look almost the same :-)
local function test()
local function f1()
-- usual function without upvalues (except _ENV for accessing globals)
print("Hello")
end
local upv = {}
local function f2()
-- this function does have an upvalue
upv[#upv+1] = ""
end
-- display first upvalues
print(debug.getupvalue (f1, 1))
print(debug.getupvalue (f2, 1))
end
test()
local test_stripped = load(string.dump(test, true))
test_stripped()
Output:
_ENV table: 00000242bf521a80 -- test f1
upv table: 00000242bf529490 -- test f2
(no name) table: 00000242bf521a80 -- test_stripped f1
(no name) table: 00000242bf528e90 -- test_stripped f2
The first two lines of the output are printed by test(), the last two lines by test_stripped().
As you see, inside test_stripped functions f1 and f2 are almost undistinguishable.

What exactly does `return` do in AutoHotKey?

In a comment chain, I ask:
Hmm, so the return doesn't play like a closing bracket like in other languages?
To which a user answers:
It's maybe easy to think of return as just something that stops the code execution from going further. #IfDirectives don't care about returns, or anything else related to code execution, because they have nothing to do with code execution. They are kind of just markers that enclose different parts of code within them
I have two questions from this:
If return is just something that stops code execution from going further, then how is it different to exit? They are both flow controls playing a role to determine The Top of the Script (the Auto-execute Section). I see that many people having this problem.
If return doesn't play like a closing bracket, then why does it appear in many places one expects a closing bracket? Especially when there is no subroutine involving in, like what is described in the formal definition. Take this example in Hotkeys:
#n::
Run Notepad
return
In AHK return is what you'd learn return to be from other programming languages. It's just that control flow, and in general the legacy syntax, in AHK is different from what you might be used to from other languages.
How is return different from exit?
If we're not trying to return a value from a function, and are just interested in the control flow, there is not much difference. But the difference is there.
You could indeed end an hotkey label with exit, and it would be the same as ending it with return.
From the documentation:
"If there is no caller to which to return, Return will do an Exit instead.".
I guess it's just convention to end hotkey labels with return.
So basically said, there is difference between the two, if return isn't about to do an exit.
Well when would this be?
For example:
MsgBox, 1
function()
MsgBox, 3
return ;this does an exit
function()
{
MsgBox, 2
return ;this does a return
}
The first return has no caller to which to return to, so it will do an exit.
The second return however does have a caller to return to do, so it will return there, and then execute the 3rd message box.
If we replaced the second return with an exit, the current thread would just be exited and the 3rd message box would never have been shown.
Here's the same exact example with legacy labels:
MsgBox, 1
gosub, label
MsgBox, 3
return ;this does an exit
label:
MsgBox, 2
return ;this does a return
I'm showing this, because they're very close to hotkey labels, and hotkey labels were something you were wondering a lot about.
In this specific example, if the line MsgBox, 3 didn't exist, replacing the second return with an exit would produce the same end result. But only because code execution is about to end anyway on the first return.
If return doesn't play like a closing bracket, then why does it appear in many places one expects a closing bracket?
In AHK v1, hotkeys and hotstrings work like labels, and labels are legacy. Labels don't care about { }s like modern functions do.
So we need something to stop the code execution. Return does that.
Consider the following example:
c::
MsgBox, % "Hotkey triggered!"
gosub, run_chrome
;code execution not ended
n::
MsgBox, % "Hotkey triggered!`nRunning notepad"
Run, notepad
;code execution not ended
run_chrome:
MsgBox, % "Running chrome"
run, chrome
WinWait, ahk_exe chrome.exe
WinMove, ahk_exe chrome.exe, , 500, 500
;code execution not ended
show_system_uptime:
MsgBox, % "System uptime: " A_TickCount " ms"
;code execution not ended
We're not ending code execution at any of the labels. Because of this, code execution will bleed into other parts of the code, in this case, into the other labels.
Try running the hotkeys and see how code execution bleeds into the other labels.
Because of this, the code execution needs to be ended somehow.
If using { } was supported by labels, it would indeed be the solution to keep the code execution where it needs to be.
And in fact AHK v2 hotkeys and hotstrings are no longer labels (they're only lookalikes). In v2 using { } is actually the correct way (the script wont even run if you don't use them).
See hotkeys from the AHK v2 documentation.
Another answer above already gave a good explanation.
So, to me:_
(return vs Exit is like gosub vs goto -- return (literal meaning) vs terminate. )
return completes (ends) the current subroutine, and returns from the current subroutine back to the calling subroutine;
Exit completes (ends) the current subroutine, and terminates (/exits /ends) the current thread (which discards all the previous calling subroutine);
where subroutines are inside a thread.
(subroutines are just like function calls or label calls (or hotkey label calls);
you can visualize this as if method calls (stack frame) in Java (, you can see this when you debug in an IDE))
Quotes:
[]
Return
Returns from a subroutine to which execution had previously jumped via function-call, Gosub, Hotkey activation, GroupActivate, or other means.
https://www.autohotkey.com/docs/commands/Return.htm
[]
Exit
Exits the current thread or (if the script is not persistent) the entire script.
https://www.autohotkey.com/docs/commands/Exit.htm
[]
Gosub
Jumps to the specified label and continues execution until Return is encountered.
https://www.autohotkey.com/docs/commands/Gosub.htm
[]
Goto
Jumps to the specified label and continues execution.
https://www.autohotkey.com/docs/commands/Goto.htm
[]
main difference is gosub comes back, and goto does not.
https://www.autohotkey.com/board/topic/46160-goto-vs-gosub/
[]
A subroutine and a function are essentially the same thing
Difference between subroutine , co-routine , function and thread?
[]
A subroutine is a portion of code which can be called to perform a specific task.
Execution of a subroutine begins at the target of a label and continues until a Return or Exit is encountered.
Since the end of a subroutine depends on flow of control,
any label can act as both a Goto target and the beginning of a subroutine.
https://www.autohotkey.com/docs/misc/Labels.htm#subroutines
[]
The current thread is defined as the flow of execution invoked by the most recent event;
examples include hotkeys, SetTimer subroutines, custom menu items, and GUI events.
The current thread can be executing commands within its own subroutine or within other subroutines called by that subroutine.
https://www.autohotkey.com/docs/misc/Threads.htm
(you may try out the following code to see the difference)
^r::
MsgBox, aaa
gosub, TestLabel
MsgBox, bbb
goto, TestLabel
MsgBox, ccc
return
TestLabel:
MsgBox, inside
return
; Exit
Return returns from a function (called with funcname(...) syntax) or subroutine (called with Gosub label). Subroutines/functions can call other subroutines/functions and so it's convenient to end them with Return rather than Exit. Exit ends the current thread of execution and won't transfer flow of control back to the caller.
For functions, Return also can return a value.
Return is not analogous to a closing bracket. Closing brackets can occur only at the end of a function and imply a Return but you can also Return anywhere in a function. It is common to return in an If statement to "bail out" of a function early, perhaps if some parameter had an invalid value.

What is "object = {...}" in lua good for?

I recently read about lua and addons for the game "World of Warcraft". Since the interface language for addons is lua and I want to learn a new language, I thought this was a good idea.
But there is this one thing I can't get to know. In almost every addon there is this line on the top which looks for me like a constructor that creates a object on which member I can have access to. This line goes something like this:
object = {...}
I know that if a function returns several values (which is IMHO one huge plus for lua) and I don't want to store them seperatly in several values, I can just write
myArray = {SomeFunction()}
where myArray is now a table that contains the values and I can access the values by indexing it (myArray[4]). Since the elements are not explicitly typed because only the values themselfe hold their type, this is fine for lua. I also know that "..." can be used for a parameter array in a function for the case that the function does not know how many parameter it gets when called (like String[] args in java). But what in gods name is this "curly bracket - dot, dot, dot - curly bracket" used for???
You've already said all there is to it in your question:
{...} is really just a combination of the two behaviors you described: It creates a table containing all the arguments, so
function foo(a, b, ...)
return {...}
end
foo(1, 2, 3, 4, 5) --> {3, 4, 5}
Basically, ... is just a normal expression, just like a function call that returns multiple values. The following two expressions work in the exact same way:
local a, b, c = ...
local d, e, f = some_function()
Keep in mind though that this has some performance implications, so maybe don't use it in a function that gets called like 1000 times a second ;)
EDIT:
Note that this really doesn't apply just to "functions". Functions are actually more of a syntax feature than anything else. Under the hood, Lua only knows of chunks, which are what both functions and .lua files get turned into. So, if you run a Lua script, the entire script gets turned into a chunk and is therefore no different than a function.
In terms of code, the difference is that with a function you can specify names for its arguments outside of its code, whereas with a file you're already at the outermost level of code; there's no "outside" a file.
Luckily, all Lua files, when they're loaded as a chunk, are automatically variadic, meaning they get the ... to access their argument list.
When you call a file like lua script.lua foo bar, inside script.lua, ... will actually contain the two arguments "foo" and "bar", so that's also a convenient way to access arguments when using Lua for standalone scripts.
In your example, it's actually quite similar. Most likely, somewhere else your script gets loaded with load(), which returns a function that you can call—and, you guessed it, pass arguments to.
Imagine the following situation:
function foo(a, b)
print(b)
print(a)
end
foo('hello', 'world')
This is almost equivalent to
function foo(...)
local a, b = ...
print(b)
print(a)
end
foo('hello', 'world')
Which is 100% (Except maybe in performance) equivalent to
-- Note that [[ string ]] is just a convenient syntax for multiline "strings"
foo = load([[
local a, b = ...
print(b)
print(a)
]])
foo('hello', 'world')
From the Lua 5.1 Reference manual then {...} means the arguments passed to the program. In your case those are probably the arguments passed from the game to the addon.
You can see references to this in this question and this thread.
Put the following text at the start of the file:
local args = {...}
for __, arg in ipairs(args) do
print(arg)
end
And it reveals that:
args[1] is the name of the addon
args[2] is a (empty) table passed by reference to all files in the same addon
Information inserted to args[2] is therefore available to different files.

Why does return/redo evaluate result functions in the calling context, but block results are not evaluated?

Last night I learned about the /redo option for when you return from a function. It lets you return another function, which is then invoked at the calling site and reinvokes the evaluator from the same position
>> foo: func [a] [(print a) (return/redo (func [b] [print b + 10]))]
>> foo "Hello" 10
Hello
20
Even though foo is a function that only takes one argument, it now acts like a function that took two arguments. Something like that would otherwise require the caller to know you were returning a function, and that caller would have to manually use the do evaluator on it.
Thus without return/redo, you'd get:
>> foo: func [a] [(print a) (return (func [b] [print b + 10]))]
>> foo "Hello" 10
Hello
== 10
foo consumed its one parameter and returned a function by value (which was not invoked, thus the interpreter moved on). Then the expression evaluated to 10. If return/redo did not exist you'd have had to write:
>> do foo "Hello" 10
Hello
20
This keeps the caller from having to know (or care) if you've chosen to return a function to execute. And is cool because you can do things like tail call optimization, or writing a wrapper for the return functionality itself. Here's a variant of return that prints a message but still exits the function and provides the result:
>> myreturn: func [] [(print "Leaving...") (return/redo :return)]
>> foo: func [num] [myreturn num + 10]
>> foo 10
Leaving...
== 20
But functions aren't the only thing that have behavior in do. So if this is a general pattern for "removing the need for a DO at the callsite", then why doesn't this print anything?
>> test: func [] [return/redo [print "test"]]
>> test
== [print "test"]
It just returned the block by value, like a normal return would have. Shouldn't it have printed out "test"? That's what do would...uh, do with it:
>> do [print "test"]
test
The short answer is because it is generally unnecessary to evaluate a block at the call point, because blocks in Rebol don't take parameters so it mostly doesn't matter where they are evaluated. However, that "mostly" may need some explanation...
It comes down to two interesting features of Rebol: static binding, and how do of a function works.
Static Binding and Scopes
Rebol doesn't have scoped word bindings, it has static direct word bindings. Sometimes it seems like we have lexical scope, but we really fake that by updating the static bindings each time we're building a new "scoped" code block. We can also rebind words manually whenever we want.
What that means for us in this case though, is that once a block exists, its bindings and values are static - they're not affected by where the block is physically located, or where it is being evaluated.
However, and this is where it gets tricky, function contexts are weird. While the bindings of words bound to a function context are static, the set of values assigned to those words are dynamically scoped. It's a side effect of how code is evaluated in Rebol: What are language statements in other languages are functions in Rebol, so a call to if, for instance, actually passes a block of data to the if function which if then passes to do. That means that while a function is running, do has to look up the values of its words from the call frame of the most recent call to the function that hasn't returned yet.
This does mean that if you call a function and return a block of code with words bound to its context, evaluating that block will fail after the function returns. However, if your function calls itself and that call returns a block of code with its words bound to it, evaluating that block before your function returns will make it look up those words in the call frame of the current call of your function.
This is the same for whether you do or return/redo, and affects inner functions as well. Let me demonstrate:
Function returning code that is evaluated after the function returns, referencing a function word:
>> a: 10 do do has [a] [a: 20 [a]]
** Script error: a word is not bound to a context
** Where: do
** Near: do do has [a] [a: 20 [a]]
Same, but with return/redo and the code in a function:
>> a: 10 do has [a] [a: 20 return/redo does [a]]
** Script error: a word is not bound to a context
** Where: function!
** Near: [a: 20 return/redo does [a]]
Code do version, but inside an outer call to the same function:
>> do f: function [x] [a: 10 either zero? x [do f 1] [a: 20 [a]]] 0
== 10
Same, but with return/redo and the code in a function:
>> do f: function [x] [a: 10 either zero? x [f 1] [a: 20 return/redo does [a]]] 0
== 10
So in short, with blocks there is usually no advantage to doing the block elsewhere than where it is defined, and if you want to it is easier to use another call to do instead. Self-calling recursive functions that need to return code to be executed in outer calls of the same function are an exceedingly rare code pattern that I have never seen used in Rebol code at all.
It could be possible to change return/redo so it would handle blocks as well, but it probably isn't worth the increased overhead to return/redo to add a feature that is only useful in rare circumstances and already has a better way to do it.
However, that brings up an interesting point: If you don't need return/redo for blocks because do does the same job, doesn't the same apply to functions? Why do we need return/redo at all?
How DO of a Function Works
Basically, we have return/redo because it uses exactly the same code that we use to implement do of a function. You might not realize it, but do of a function is really unusual.
In most programming languages that can call a function value, you have to pass the parameters to the function as a complete set, sort of how R3's apply function works. Regular Rebol function calling causes some unknown-ahead-of-time number of additional evaluations to happen for its arguments using unknown-ahead-of-time evaluation rules. The evaluator figures out these evaluation rules at runtime and just passes the results of the evaluation to the function. The function itself doesn't handle the evaluation of its parameters, or even necessarily know how those parameters were evaluated.
However, when you do a function value explicitly, that means passing the function value to a call to another function, a regular function named do, and then that magically causes the evaluation of additional parameters that weren't even passed to the do function at all.
Well it's not magic, it's return/redo. The way do of a function works is that it returns a reference to the function in a regular shortcut-return value, with a flag in the shortcut-return value that tells the interpreter that called do to evaluate the returned function as if it were called right there in the code. This is basically what is called a trampoline.
Here's where we get to another interesting feature of Rebol: The ability to shortcut-return values from a function is built into the evaluator, but it doesn't actually use the return function to do it. All of the functions you see from Rebol code are wrappers around the internal stuff, even return and do. The return function we call just generates one of those shortcut-return values and returns it; the evaluator does the rest.
So in this case, what really happened is that all along we had code that did what return/redo does internally, but Carl decided to add an option to our return function to set that flag, even though the internal code doesn't need return to do so because the internal code calls the internal function. And then he didn't tell anyone that he was making the option externally available, or why, or what it did (I guess you can't mention everything; who has the time?). I have the suspicion, based on conversations with Carl and some bugs we've been fixing, that R2 handled do of a function differently, in a way that would have made return/redo impossible.
That does mean that the handling of return/redo is pretty thoroughly oriented towards function evaluation, since that is its entire reason for existing at all. Adding any overhead to it would add overhead to do of a function, and we use that a lot. Probably not worth extending it to blocks, given how little we'd gain and how rarely we'd get any benefit at all.
For return/redo of a function though, it seems to be getting more and more useful the more we think about it. In the last day we've come up with all sorts of tricks that this enables. Trampolines are useful.
While the question originally asked why return/redo did not evaluate blocks, there were also formulations like: "is cool because you can do things like tail call optimization", "[can write] a wrapper for the return functionality", "it seems to be getting more and more useful the more we think about it".
I do not think these are true. My first example demonstrates a case where return/redo can really be used, an example being in the "area of expertise" of return/redo, so to speak. It is a variadic sum function called sumn:
use [result collect process] [
collect: func [:value [any-type!]] [
unless value? 'value [return process result]
append/only result :value
return/redo :collect
]
process: func [block [block!] /local result] [
result: 0
foreach value reduce block [result: result + value]
result
]
sumn: func [] [
result: copy []
return/redo :collect
]
]
This is the usage example:
>> sumn 1 * 2 2 * 3 4
== 12
Variadic functions taking "unlimited number" of arguments are not as useful in Rebol as it may look at the first sight. For example, if we wanted to use the sumn function in a small script, we would have to wrap it into a paren to indicate where it should stop collecting arguments:
result: (sumn 1 * 2 2 * 3 4)
print result
This is not any better than using a more standard (non-variadic) alternative called e.g. block-sum and taking just one argument, a block. The usage would be like
result: block-sum [1 * 2 2 * 3 4]
print result
Of course, if the function can somehow detect what is its last argument without needing enclosing paren, we really gain something. In this case we could use the #[unset!] value as the sumn stopping argument, but that does not spare typing either:
result: sumn 1 * 2 2 * 3 4 #[unset!]
print result
Seeing the example of a return wrapper I would say that return/redo is not well suited for return wrappers, return wrappers being outside of its area of expertise. To demonstrate that, here is a return wrapper written in Rebol 2 that actually is outside of return/redo's area of expertise:
myreturn: func [
{my RETURN wrapper returning the string "indefinite" instead of #[unset!]}
; the [throw] attribute makes this function a RETURN wrapper in R2:
[throw]
value [any-type!] {the value to return}
] [
either value? 'value [return :value] [return "indefinite"]
]
Testing in R2:
>> do does [return #[unset!]]
>> do does [myreturn #[unset!]]
== "indefinite"
>> do does [return 1]
== 1
>> do does [myreturn 1]
== 1
>> do does [return 2 3]
== 2
>> do does [myreturn 2 3]
== 2
Also, I do not think it is true that return/redo helps with tail call optimizations. There are examples how tail calls can be implemented without using return/redo at the www.rebol.org site. As said, return/redo was tailor-made to support implementation of variadic functions and it is not flexible enough for other purposes as far as argument passing is concerned.

Lua: lua_resume and lua_yield argument purposes

What is the purpose of passing arguments to lua_resume and lua_yield?
I understand that on the first call to lua_resume the arguments are passed to the lua function that is being resumed. This makes sense. However I'd expect that all subsequent calls to lua_resume would "update" the arguments in the coroutine's function. However that's not the case.
What is the purpose of passing arguments to lua_resume for lua_yield to return? Can the lua function running under the coroutine have access to the arguments passed by lua_resume?
What Nicol said. You can still preserve the values from the first resume call if you want:
do
local firstcall
function willyield(a)
firstcall = a
while a do
print(a, firstcall)
a = coroutine.yield()
end
end
end
local coro = coroutine.create(willyield)
coroutine.resume(coro, 1)
coroutine.resume(coro, 10)
coroutine.resume(coro, 100)
coroutine.resume(coro)
will print
1 1
10 1
100 1
Lua cannot magically give the original arguments new values. They might not even be on the stack anymore, depending on optimizations. Furthermore, there's no indication where the code was when it yielded, so it may not be able to see those arguments anymore. For example, if the coroutine called a function, that new function can't see the arguments passed into the old one.
coroutine.yield() returns the arguments passed to the resume call that continues the coroutine, so that the site of the yield call can handle parameters as it so desires. It allows the code doing the resuming to communicate with the specific code doing the yielding. yield() passes its arguments as return values from resume, and resume passes its arguments as return values to yield. This sets up a pathway of communication.
You can't do that in any other way. Certainly not by modifying arguments that may not be visible from the yield site. It's simple, elegant, and makes sense.
Also, it's considered exceedingly rude to go poking at someone's values. Especially a function already in operation. Remember: arguments are just local variables filled with values. The user shouldn't expect the contents of those variables to change unless it changes them itself. They're local variables, after all. They can only be changed locally; hence the name.
A simple example:
co = coroutine.create (function (a, b)
print("First args: ", a, b)
coroutine.yield(a+10, b+10)
print("Second args: ", a, b)
coroutine.yield(a+10, b+10)
end)
print(coroutine.resume(co, 1, 2))
print(coroutine.resume(co, 3, 4))
Prints:
First args: 1 2
true 11 12
Second args: 1 2
true 11 12
Showing that the orginal values for the args a and b did not change.

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