List of functions - lua

Following definitions print already the result of the functions in the table:
function plus1(zahl) print(zahl+1) end
function plus2(zahl) print(zahl+2) end
function plus3(zahl) print(zahl+3) end
-- already prints out 6,5,10
local tfunc={plus1(5),plus2(3),plus3(7)}
how can I avoid this?
how can I iterate through the functions with given parameters in the table? I would like to call the functions like:
tfunc[1]
to print out 6. But it does not work.
#pschulz, thanks to show me the way :
local tfunc = {{plus1,5},{plus2,3},{plus3,7}}
tfunc[i][1](tfunc[i][2])
allows to iterate with index i through the different functions with different args. The trick is tables with function name and args inside the table.

In you table, you are currently storing nothing (or three nil). The table takes the return value of the function and since you are returning nothing, it gets nil.
What you have to do is store functions:
local tfunc = {
plus1,
plus2,
plus3
}
No you can call your functions like this:
tfunc[1](5)
On iterating: If i understand correctly, you want to do the following:
local tfunc = {
plus1,
plus2,
plus3
}
local tvalues = { 5, 3, 7 }
for i, func in ipairs(tfunc) do
func(tvalues[i])
end
So you have to save your values in another table. There are more elegant ways to do this, i suggest you have a reading on closures.

local tfunc={plus1(5),plus2(3),plus3(7)}
Here you call the functions inside the table constructor.
So once you create your table you will print those values. As your function does not return anything tfunc remains empty.
You can either store the function call as a string and let Lua execute that string or you can save the function in the table without calling it. Then you need some way to get the function parameter zahl into your function call.
To me what you want to do makes no sense.
If you want to call it like tfunc[1] it will always print 6. So why not just call print(6)?
If you want to add 3 to a number you want to print, just call print(number + 3) e.g.
Your code will remain more readable and easier to understand if you don't move simple arrithmetics into an extra function.

Related

Lua is it possible to "halt" any code execution from within a table?

Something that intrigues me about Lua is the fact that you can run any function from within a table, regardless of whether it returns anything or not, an example of what I am talking about is:
local my_table = {
print("output from a table!");
warn("more output from a table!");
};
The funny thing is that as soon as this table is created both functions inside of it are ran, and both my_table[1] and [2] are equal to nil (because print and warn do not return a value). However is there any way to per-say "halt" both functions from executing whenever the table is created, and possibly even "start" running them later, if a certain condition is met or not?
I would appreciate any help; Thanks
You're not storing functions in a table that way, you're storing results of calls.
If you need functions, create anonymous functions explicitly.
local mytable = {
function() print("output from a table!") end,
function() warn("more output from a table!") end
}
If you don't like this way, there's another. Capture function and arguments in a lexical closure, and apply stored arguments when that closure will be called.
local function delay(func, ...)
local args = {...}
return function()
func(table.unpack(args))
end
end
local mytable = {
delay(print, "output from a table!"),
delay(warn, "more output from a table!")
}
mytable[1]()
mytable[2]()

Does Corona SDK or Lua have an 'eval' function available?

I would like to have a dynamic variable name and want to be able to eval and get the value of it and was wondering if this was available. Example on how I want to use it.
audio.play(eval("readAloudPage"..page_num)))
If the value of a global variable is sought, then try _G["readAloudPage"..page_num].
Or define
function eval(name)
return _G[name]
end
Dynamic variable names must be table fields: the globals table which is named _G, or your own table if you don't want to use globals (usually the case). Example:
local yourDynVars = {}
yourDynVars["readAloudPage"..page_num] = ...
audio.play(yourDynVars["readAloudPage"..page_num])
print( yourDynVars.readAloudPage2 ) -- not dynamic; prints nil unless page_num was 2, above
If you replace yourDynVars table by _G the only difference is that in the last line you can access the var directly:
_G["readAloudPage"..page_num] = ...
audio.play(_G["readAloudPage"..page_num])
print( readAloudPage2 ) -- not dynamic; prints nil unless page_num was 2, above
Lua's closest equivalent to eval(code) would be loadstring(code)().
Notice loadstring(code) does not execute the code, it dynamically creates a function with it. Use loadstring(code)() to create and run it.
The closest you can get is lhf's solution to use _G["readAloudPage"..page_num].
Lua provides loadstring function to convert strings to executable functions, but this function is disabled in Corona SDK (and can only be used/accessed in debug environment).

Lua sending a called function's name

Basically I want to know when function;
button[n]:onclick() --where n can be any string value
gets called, and send its name (specifically I want to send "n") to another function;
function allbuttons(n) --where n is the n from button[n]:onclick()
which then processes all possible requests.
I want to do this because button[n] is specified, and therefore the button[n]:onclick() gets triggered every time the button is clicked, but it doesn't seem right to write these function every time I want another buttonclick to be processed in the big allbuttons function;
function button['options']:onclick()
allbuttons('options')
end
function button['quit']:onclick()
allbuttons('quit')
end
(...)
function button[n]:onclick()
allbuttons(n)
end
I've tried something like;
debug.sethook(allbuttons, 'c')
function allbuttons()
n = debug.getinfo(2).name
end
but I guess I don't fully understand how to use debug.sethook ..
Set button[n]:onclick to be the function you want (allbuttons), except that here there is one tricky bit, the value n. You likely know already that you could do
button[n].onclick = allbuttons
But if the event dispatcher calls onclick as button[n]:onclick() then allbuttons will always get button as first argument. If what you really want in allbuttons is to know the button[n] instance that was clicked, all you need to do is change the definition of allbuttons(n) to allbuttons(button) and change its code accordingly.
If you need n and it's not available any other way, you can create an anonymous closure with access to n as an upvalue (see http://www.lua.org/pil/6.1.html for details):
function sendClickToCommon(button, n)
button[n].onclick = function (self)
allbuttons(n)
end
end
sendClickToCommon(button, 1)
sendClickToCommon(button, 2)
sendClickToCommon(button, 3)
Or you could do it this way too:
function getAllbuttonsN(n)
return function (self)
allbuttons(n)
end
end
button[1].onclick = getAllbuttonsN(1)
The code is simpler but the index appears twice in the expression, a potential source of error.

I need clarification on Metatable.__index

I asked earlier why my methods for a metatable weren't being located by Lua, and was told that by setting __index to my metatable, that it would resolve the issue, so I assumed that a method when called was searching by index in the metatable, but I've ran into an issue now that I need to use indexing brackets [ and ] on my metatable, so __indexis assigned to return an index from a table inside of it, how do I resolve the functionality needs of both using methods, and use of indexing brackets
I wrote a minimal example indicating the problem:
TestMetatable = {DataTable = {}}
TestMetatable.__index = TestMetatable
function TestMetatable.new()
local Tmp = {}
setmetatable(Tmp,TestMetatable)
Tmp.DataTable = {1}
return Tmp
end
function TestMetatable:TestMethod()
print("Ran Successfully")
end
function TestMetatable.__index(self,index)
return self.DataTable[index]
end
local Test = TestMetatable.new()
-- both functionalities are needed
print(Test[1])
Test:TestMethod()
You need to understand the difference between __index and __newindex, and their relationship with the current contents of the main table.
__newindex is only called/accessed when all the following are true:
When you are setting a value into the main table, via tbl[index] = expr (or equivalent syntax, like tbl.name = expr).
When the key you are trying to set into the main table does not already exist in the main table.
The second one trips people up often. And that's your problem here, because __index is only accessed when:
When the key being read from the main table does not already exist in the main table.
So if you want to filter every read from and write to a table, then that table must always be empty. Therefore, those reads and writes need to go into some other table you create for each new object. So your new function needs to create two tables: one that remains empty and one that has all the data in it.
Honestly, I wish Lua had a way to create just an empty piece of userdata that you could bind a user-defined metatable to, just to avoid these issues.
the way I resolved this problem, according to Nicol Bolas's solution, if it might give clarity to anyone else's confusion :-)
TestMetatable = {DataTable = {}, FunctionTable = {}}
function TestMetatable.new()
local Tmp = {}
setmetatable(Tmp,TestMetatable)
Tmp.DataTable = {1}
Tmp.FunctionTable = TestMetatable
return Tmp
end
function TestMetatable:TestMethod()
print("Ran Successfully")
end
function TestMetatable.__index(self,index)
if type(index) == "string" then
return self.FunctionTable[index]
else
return self.DataTable[index]
end
end
local Test = TestMetatable.new()
-- both functionalities are needed
print(Test[1])
Test:TestMethod()

How to set name for function which is in the table

For example, I have a table
table.insert( t, 1, function()
print ("rock");
end );
Is there any way to get function name from this table. I know that I can store name like a key, but what if I want to keep numeric index and also I want to know function name?
Is there any way to do it?
Thanks, on advance.
Say you have this code:
t = {}
x = 5
table.insert(t, 1, x)
t would then be {[1] = 5}. "5" is just a number - it has no name, and isn't associated with the variable "x"; it's a value.
In Lua, functions are treated exactly the same way, as values:
t = {}
x = function() print("test! :D") end
table.insert(t, 1, x)
The value of x is not associated with x in any way, shape, or form. If you want to manually name a function, you can do it by wrapping the function in a table, for example:
t = {}
x = function() print("test! :D") end
table.insert(t, 1, {
name = "MyFunctionName",
func = x
})
That is how you would do it!
...unless..
..you break the rules!
When Lua was developed, the developers realised that the anonymous nature of functions would make productive error messages difficult to produce, if not impossible.
The best thing you'd see would be:
stdin: some error!
stdin: in function 'unknown'
stdin: in function 'unknown'
So, they made it so that when Lua code was parsed, it would record some debug information, to make life easier. To access this information from Lua itself, the debug library is provided.
Be very careful with functions in this library.
You should exert care when using this library. The functions provided here should be used exclusively for debugging and similar tasks, such as profiling. Please resist the temptation to use them as a usual programming tool: they can be very slow. Moreover, several of these functions violate some assumptions about Lua code (e.g., that variables local to a function cannot be accessed from outside or that userdata metatables cannot be changed by Lua code) and therefore can compromise otherwise secure code.
To achieve your desired effect, you must use the debug.getinfo function; an example:
x = function()
print("test!")
print(debug.getinfo(1, "n").name)
end
x() -- prints "test!" followed by "x"
Unfortunately, the form of debug.getinfo that operates directly on a function doesn't fill the name argument (debug.getinfo(x, "n").name == nil) and the version above requires you to run the function.
It seems hopeless!
...unless..
..you really break the rules.
The debug.sethook function allows you to interrupt running Lua code at certain events, and even change things while it's all happening. This, combined with coroutines, allows you to do some interestingly hacky stuff.
Here is an implementation of debug.getfuncname:
function debug.getfuncname(f)
--[[If name found, returns
name source line
If name not found, returns
nil source line
If error, returns
nil nil error
]]
if type(f) == "function" then
local info = debug.getinfo(f, "S")
if not info or not info.what then
return nil, nil, "Invalid function"
elseif info.what == "C" then
-- cannot be called on C functions, as they would execute!
return nil, nil, "C function"
end
--[[Deep magic, look away!]]
local co = coroutine.create(f)
local name, source, linedefined
debug.sethook(co, function(event, line)
local info = debug.getinfo(2, "Sn")
name = info.namewhat ~= "" and info.name or nil
source, linedefined = info.short_src, info.linedefined
coroutine.yield() -- prevent function from executing code
end, "c")
coroutine.resume(co)
return name, source, linedefined
end
return nil, nil, "Not a function"
end
Example usage:
function test()
print("If this prints, stuff went really wrong!")
end
print("Name = ", debug.getfuncname(test))
This function isn't very reliable - it works sometimes, and doesn't others. The debug library is very touchy, so it's to be expected.
Note that you should never use this for actual release code! Only for debugging!
The most extreme case that is still acceptable is logging errors on piece of released software, to help the developer fix issues. No vital code should depend on functions from the debug library.
Good luck!
The function hasn't got any name. If you want you can assign it to a named variable:
theFunction = t[1]
-- Call it:
theFunction()
If what you want is storing a named function to the table, define it beforehand and use its name to store it:
theFunction = function()
print ("rock");
end
table.insert(t, 1, theFunction)
If this is not what you meant, give more details; for example how you would like to access the function. You're question is a bit misty.
The thing is table.insert considers the table as a sequence, only with numeric keys.
If you want to be able to call the function as t.fun() you'll have to use the table as an associative array and hence use a string as key. (BTW any type except nil or NaN are allowed as key)
t={}
t['MyFun']=function print'foo' end
t.myFun() -- uses syntactic sugar for string keys that are valid identifiers.
You might also notice that functions are passed by reference. So all functions are actually anonymous, and are just stored as a value to a certain key or variable.
You can store the names in a separate table.
functions = {}
functionNames = {}
function addFunction(f, name)
table.insert(functions, f)
functionNames[name] = f
end
To get the function, you can use the index. Once you have the function, you can get its name from function_names:
f = functions[3]
name = functionNames[f]
Good luck!

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