Get global environment in lua package - lua

At the begining of some lua package files, sometimes there will be the line local base = _G or local base = ....
What's the benefits for doing this?
What's the differences between these two lines?

For the first question, you can refer: Why make global Lua functions local?
For your second one,
What's the differences between these two lines?
When you do local base = _G, you are assigning base to be a synonym for the global environment table. On the other hand, in the statement local base = ...; the ... refer to vararg feature of lua.
It can be shown in better detail with the following example:
local a = {...}
for k, v in pairs(a) do print(k, v) end
and then, executing it as follows:
─$ lua temp.lua some thing is passed "here within quotes"
1 some
2 thing
3 is
4 passed
5 here within quotes
As you see, ... is just a list of arguments passed to the program. Now, when you have
local base = ...
lua assigns the first argument to the variable base. All other parameters will be ignored in the above statement.

Related

What does local _, x = ... do in lua?

I'm looking at some lua code on github which consists of many folders and files. Next to external libraries, each file starts with:
local _,x = ...
Now my question is, what is the purpose of this, namely the 3 dots? is it a way to 'import' the global values of x? In what way is it best used?
... is the variable arguments to the current function.
E.g.:
function test(x, y, ...)
print("x is",x)
print("y is",y)
print("... is", ...)
local a,b,c,d = ...
print("b is",b)
print("c is",c)
end
test(1,2,"oat","meal")
prints:
x is 1
y is 2
... is oat meal
b is meal
c is nil
Files are also treated as functions. In Lua, when you, or someone else, loads a file (with load or loadfile or whatever), it returns a function, and then to run the code, you call the function. And when you call the function, you can pass arguments. And none of the arguments have names, but the file can read them with ...
They are arguments from the command line.
Read lua's reference manual, in the chapter Lua Standalone, it says:
...If there is a script, the script is called with arguments arg[1], ···, arg[#arg]. Like all chunks in Lua, the script is compiled as a vararg function.
For example if your lua script is run with the command line:
lua my_script.lua 10 20
In my_script.lua you have:
local _, x = ...
Then _ = "10" and x = "20"
Update when a library script is required by another script, the meaning of the 3 dots changes, they are arguments passed from the require function to the searcher:
Once a loader is found, require calls the loader with two arguments: modname and an extra value, a loader data, also returned by the searcher.
And under package.searchers:
All searchers except the first one (preload) return as the extra value the file name where the module was found
For example if you have a lua file that requires my_script.lua.
require('my_script')
At this time _ = "my_script" and x = "/full/path/to/my_script.lua"
Note that in lua 5.1, require passes only 1 argument to the loader, so x is nil.

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.

Lua is it possible to load all local variables into a table, and/or dynamically create a local variable?

I have actually been wondering about this question for a long time, and I can recall reading something somewhere on the internet about loading all local variables into a table, but I could never find it again.
What I am wondering is if there is basically any way to dynamically create a local variable, similar to how you can dynamically create a global variable.
In Lua you can create dynamic global variables simply by saying:
local my_env = getfenv(1);
for i = 1, 10 do
my_env["OMG_DYNAMIC_GLOBAL_VARIABLE_"..i] = i * i;
end
But I have always wondered if there is a way to essentially do the same or a similar thing for local variables. Something like
for i = 1, 10 do
local["OMG_DYNAMIC_LOCAL_VARIABLE_"..i] = i * i;
end
would kind of be pseudo code for what I am trying to do.
As a second part to my question, I am wondering if there is any way to possibly iterate through every local variable in the current scope? I guess pseudo code for what I am trying to do would look something like:
local a = 123;
local b = 321;
LocalVars = {(local)}; --the table with the local variables in it.
for i,v in pairs(LocalVars) do print(i, v); end
I would appreciate any help regarding either part of my question.
Thanks
the table with the local variables in it
There is no table with local variables. Local variables do not exist in compiled Lua. There are simply locations on the Lua stack and/or upvalues. Even the names of local variables are lost during the compilation process.
Local variables are always static constructs of the Lua source code. They never exist within a table. If you need a non-static construct, use a table. That's what tables are for. That's (part of) why Lua globals are in a table.
I don't see the advantage of what you proposed over a regular local table except for syntactic sugar.
local locals = {}
locals.a = 123
locals.b = 321
for i,v in pairs(locals) do
print(i, v)
end
The syntax you proposed does not make the program clearer or easier to read in any way. In fact it even creates new problems. Does the following print c as well or does it not because it is in a nested local scope?
for i,v in pairs(LocalVars) do
local c = 1729
print(i, v)
end

local variable cannot be seen in a closure across the file?

Suppose I have the following two Lua files:
In a.lua:
local x = 5
f = dofile'b.lua'
f()
In b.lua:
local fun = function()
print(x)
end
return fun
Then if I run luajit a.lua in shell it prints nil since x cannot be seen in the function defined in b.lua. The expected printing should be 5. However if I put everything in a single file then it's exactly what I want:
In aa.lua:
local x = 5
local f = function()
print(x)
end
f()
Run luajit aa.lua it prints 5.
So why x cannot be seen in the first case?
As their name suggests, local variables are local to the chunk.
dofile() loads the chunk from another file. Since it's another chunk, it makes sense that the local variable x in the first chunk isn't seen by it.
I agree that it is somewhat unintuitive that this doesn't work.
You'd like to say, at any point in the code there is a clear set of variables that are 'visible' -- some may be local, some may be global, but there is some map that the interpreter can use to resolve names of either kind.
When you load a chunk using dofile, then it can see whatever global variables currently exist, but apparently it can't see any local variables. We know that 'dofile' is not like C/C++ inclusion macros, which would give exactly the behavior you describe for local variables, but still you might reasonably expect that this part of it would work the same.
Ultimately there's no answer but "that's just not how they specified the language". The only satisfying answer is probably along the lines 'because otherwise it would cause non-obvious problem X' or 'because then use-case Y would go slower'.
I think the best answer is that, if all names were dynamically rebound according to the scope in which they are loaded when you use loadfile / dofile, that would inhibit a lot of optimization and such when compiling chunks into bytecode. In the lua system, name resolution works like 'either it is local in this scope, and then it binds to that (known) object, or, it is a lookup in the (unique) global table.' This system is pretty simple, there are only a few options and not a lot of room for complexity.
I don't think that running byte code even keeps track of the names of local variables, it discards them after the chunk is compiled. They would have to undo that optimization if they wanted to allow dynamic name resolution at chunk loading time like you suggest.
If your question is not really why but how can I make it work anyways, then one way you can do it is, in the host script, put any local variables that you want to be visible in the environment of the script that is called. When you do this you need to split dofile into a few calls. It's slightly different in lua 5.1 vs lua 5.2.
In lua 5.1:
In a.lua:
local shared = { x = 5 }
temp = loadfile('b.lua')
setfenv(temp, shared)
f = temp()
f()
In lua 5.2:
In a.lua:
local shared = { x = 5 }
temp = loadfile('b.lua', 't', shared)
f = temp()
f()
The x variable defined in module a.lua cannot be seen from b.lua because it was declared as local. The scope of a local variable is its own module.
If you want x to be visible from b.lua, just need to declare it global. A variable is either local or global. To declare a variable as global, just simply do not declare it as local.
a.lua
x = 5
f = dofile'b.lua'
f()
b.lua
local fun = function()
print(x)
end
return fun
This will work.
Global variables live within the global namespace, which can be accessed at any given time via the _G table. When Lua cannot solve a variable, because it's not defined inside the module where is being used, Lua searches that variable in the global namespace. In conclusion, it's also possible to write b.lua as:
local fun = function()
print(_G["x"])
end
return fun

Explanation about “local foo = foo” idiom in Lua

In Programming in Lua (3rd Ed.) by Roberto Ierusalimschy it is stated that
A common idiom in Lua is
local foo = foo
This code creates a local
variable, foo, and initializes it with the value of the global
variable foo. (The local foo becomes visible only after its
declaration.) This idiom is useful when the chunk needs to preserve
the original value of foo even if later some other function changes
the value of the global foo; it also speeds up the access to foo.
Could someone explain this more in detail and provide a simple example?
At the moment, the only use I can think of for this idiom is to manage local variables (in a given block) that have the same names as global variables, so that the global variable is left unchanged after the block.
An example:
foo = 10
do
local foo = foo
foo = math.log10(foo)
print(foo)
end
print(foo)
this gives:
1
10
But the same could be accomplished without using the idiom at all:
bar = 10
do
local bar = math.log10(bar)
print(bar)
end
print(bar)
that gives the same result. So my explanation doesn't seem to hold.
I've seen this used more often as a optimization technique than as a way to preserve original values. With the standard Lua interpreter, every global variable access and module access requires a table lookup. Local variables, on the other hand, have statically-known locations at bytecode-compile time and can be placed in VM registers.
In more depth: Why are local variables accessed faster than global variables in lua?
The explanation is correct; I'm not sure why you are not satisfied with your example. To give you a real example:
local setfenv = setfenv
if not setfenv then -- Lua 5.2+
setfenv = function() ..... end
end
Another reason is to preserve the value as it is at this moment, so that other functions that use that value (in a file or a module) would have the same expectations about that value.
Wrapping a global:
do
local setmetatable = setmetatable
function _ENV.setmetatable(...)
-- Do your thing
return setmetatable(...)
end
end
Reducing overhead by using a local instead of doing a lookup in the globals-table (which is a local btw.):
local type = type
for k, v in next, bigtable do
if type(v) == "string" then
-- Do one thing
else
-- Do other thing
end
end
I think you're splitting hairs, unintentionally.
local bar = math.log10(bar)
is essentially the same as local bar = bar in spirit, but we it would be less useful to claim that the idiom is local bar = a(bar), because we may want to handle the local in some way other than passing it to a function first -- e.g. appending it to something.
This point is that we want to refer to the local bar, just as you say, not exactly how the conversion from global to local is done.

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