Connecting a lua state to another one - lua

I am using Lua to extend my C++ application. My application have some parts(ex: timer event, ui events) that can be extended by Lua, so for each part, I make a new state and load files and functions related to that part in it, so making a change to a part and reloading it wont affect the other parts.
Now I am in a situation that I need some general files to be shared among all other parts.
like for example : I am making a function for the timer events part, and there is a object defined in those general files i want to change its info in this function.
Now i am in the ui event part and I need when i access that object in the general file I want it to contain the changes that was made from the ui part.
So I thought about creating another state for those and like make an __index for the global table in the other state to search this state if they don't find some stuff in it:)) apparently I don't know how to make that.
I hope someone get what I mean and tell me how to make that?!

Lua states created with lua_newstate or lua_newstate are completely separated and cannot directly talk to each other: you need to copy data manually from one state to the other.
You can set an __index metamethod for the global table in one state to look for the data in the other one, but you'll have to do it in C or export a function to Lua that does that.

Related

D/Dlang: Lua interface, any way to force users to have no access to intermediate objects?

Status: Sort of solved. Switching Lua.Ref (close equivalent to LuaD LuaObject) to struct as suggested in answer has solved most issues related to freeing references, and I changed back to similar mechanism LuaD uses. More about this in the end.
In one of my project, I am working with Lua interface. I have mainly borrowed the ideas from LuaD. The mechanism in LuaD uses lua_ref & lua_unref to be able to move lua table/function references in D space, but this causes heavy problems because the calls to destructors and their order is not guaranteed. LuaD usually segfaults at least at the program exit.
Because it seems that LuaD is not maintained anymore, I decided to write my own interface for my purposes. My Lua interface class is here: https://github.com/mkoskim/games/blob/master/engine/util/lua.d
Usage examples can be found here:
https://github.com/mkoskim/games/blob/master/demo/luasketch/luademo.d
And in case you need, the Lua script used by the example is here:
https://github.com/mkoskim/games/blob/master/demo/luasketch/data/test.lua
The interface works like this:
Lua.opIndex pushes global table and index key to stack, and return Top object. For example, lua["math"] pushes _G and "math" to stack.
Further accesses go through Top object. Top.opIndex goes deeper in the table hierarchy. Other methods (call, get, set) are "final" methods, which perform an operation with the table and key at the top of the stack, and clean the stack afterwards.
Close everything works fine, except this mechanism has nasty quirk/bug that I have no idea how to solve it. If you don't call any of those "final" methods, Top will leave table and key to the stack:
lua["math"]["abs"].call(-1); // Works. Final method (call) called.
lua["math"]["abs"]; // table ref & key left to stack :(
What I know for sure, is that playing with Top() destructor does not work, as it is not called immediately when object is not referenced anymore.
NOTE: If there is some sort of operator to be called when object is accessed as rvalue, I could replace call(), set() and get() methods with operator overloads.
Questions:
Is there any way to prevent users to write such expressions (getting Top object without calling any of "final" methods)? I really don't want users to write e.g. luafunc = lua["math"]["abs"] and then later try to call it, because it won't work at all. Not without starting to play with lua_ref & lua_unref and start fighting with same issues that LuaD has.
Is there any kind of opAccess operator overloading, that is, overloading what happens when object is used as rvalue? That is, expression "a = b" -> "a.opAssign(b.opAccess)"? opCast does not work, it is called only with explicit casts.
Any other suggestions? I internally feel that I am looking solution from wrong direction. I feel that the problem reside in the realm of metaprogramming: I am trying to "scope" things at expression level, which I feel is not that suitable for classes and objects.
So far, I have tried to preserve the LuaD look'n'feel at interface user's side, but I think that if I could change the interface to something like following, I could get it working:
lua.call(["math", "abs"], 1); // call lua.math.abs(2)
lua.get(["table", "x", "y", "z"], 2); // lua table.x.y.z = 2
...
Syntactically that would ensure that reference to lua object fetched by indexing is finally used for something in the expression, and the stack would be cleaned.
UPDATE: Like said, changing Lua.Ref to struct solved problems related to dereferencing, and I am again using reference mechanism similar to LuaD. I personally feel that this mechanism suits the LuaD-style syntax I am using, too, and it can be quite a challenge to make the syntax working correctly with other mechanisms. I am still open to hear if someone has ideas to make it work.
The system I sketched to replace references (to tackle the problem with objects holding references living longer than lua sandbox) would probably need different kind of interface, something similar I sketched above.
You also have an issue when people do
auto math_abs = lua["math"]["abs"];
math_abs.call(1);
math_abs.call(3);
This will double pop.
Make Top a struct that holds the stack index of what they are referencing. That way you can use its known scoping and destruction behavior to your advantage. Make sure you handle this(this) correctly as well.
Only pop in the destructor when the value is the actual top value. You can use a bitset in LuaInterface to track which stack positions are in use and put the values in it using lua_replace if you are worried about excessive stack use.

Using Dart as a DSL

I am trying to use Dart to tersely define entities in an application, following the idiom of code = configuration. Since I will be defining many entities, I'd like to keep the code as trim and concise and readable as possible.
In an effort to keep boilerplate as close to 0 lines as possible, I recently wrote some code like this:
// man.dart
part of entity_component_framework;
var _man = entity('man', (entityBuilder) {
entityBuilder.add([TopHat, CrookedTeeth]);
})
// test.dart
part of entity_component_framework;
var man = EntityBuilder.entities['man']; // null, since _man wasn't ever accessed.
The entity method associates the entityBuilder passed into the function with a name ('man' in this case). var _man exists because only variable assignments can be top-level in Dart. This seems to be the most concise way possible to use Dart as a DSL.
One thing I wasn't counting on, though, is lazy initialization. If I never access _man -- and I had no intention to, since the entity function neatly stored all the relevant information I required in another data structure -- then the entity function is never run. This is a feature, not a bug.
So, what's the cleanest way of using Dart as a DSL given the lazy initialization restriction?
So, as you point out, it's a feature that Dart doesn't run any code until it's told to. So if you want something to happen, you need to do it in code that runs. Some possibilities
Put your calls to entity() inside the main() function. I assume you don't want to do that, and probably that you want people to be able to add more of these in additional files without modifying the originals.
If you're willing to incur the overhead of mirrors, which is probably not that much if they're confined to this library, use them to find all the top-level variables in that library and access them. Or define them as functions or getters. But I assume that you like the property that variables are automatically one-shot. You'd want to use a MirrorsUsed annotation.
A variation on that would be to use annotations to mark the things you want to be initialized. Though this is similar in that you'd have to iterate over the annotated things, which I think would also require mirrors.

Setting entry point in DWScript

Is there a way to set an entry point in DWScript?
For example, if I start a script execution, I'd like it to execute a procedure Main, rather than the code in the regular entry point (begin ... end.).
I know it's possible to execute functions from Delphi, but I'm not sure this would be quite the same.
Aside from writing your procedure Main(); and then having your regular script entry point consist of nothing but calling Main, which is probably not what you're thinking of, no, there's no way to do that in DWS.
For all its innovations in syntax, DWS is still Pascal, and it still works the way Pascal works. Asking for some sort of named Main routine would be a radical departure from Pascal style.
EDIT: To answer the clarification posted in comments:
If you want your script to spawn a new script thread, you'll have to handle it in external Delphi code. As of this writing, the DWS system doesn't have any concept of multithreading built in. If you wanted to do it, you'd do something like this:
Create an external routine called something like SpawnThread(EntryPoint: string). Its eval method (out in Native-Delphi-land) would spawn a new thread that loads the current script, then finds the routine with the specified name and executes it.
That's about the only way you could get it to work without language-level support. If you'd like a way to spawn threads from within DWS, try adding it as a feature request to the issue tracker.
Calling functions directly is explicited in
https://code.google.com/p/dwscript/wiki/FirstSteps#Functions
If you want to execute a function in a different thread, you'll need some Delphi-side code to create a new thread, a new execution, and then call your functions. The main and threaded-execution will then be sandboxed from each other (so can't share share global vars etc.).
If you need to share data between the threads, you could do that by exposing functions or external variables, which would call into Delphi code with the proper synchronizations and locks in place (what is "proper" will depend on what your code wants to do, like always in multithreading...).
Note that it is possible to pass objects, interfaces and dynamic arrays between script executions (provided they're executions of the same program), but just like with regular code, you'll have to use locks, critical sections or mutexes explicitly.

How to use NIF to interact with C code that keeps state across calls (i.e., linked lists as NIF)

I wanted to create a linked-list data structure that was implemented in C. The idea was that one would create a linked list
ll:new() -> listId.
ListId, above, represents a "pointer" of some type that would get passed back to the C code which would function as some type of handle on the list. I was hoping not to have to pass the list itself back and forth since I imagined lists could get very, very large. Once the linked list was created, users would then interact with it in obvious ways:
ll:add(ListId, Elt)
ll:add_after(ListId, Pos, Elt)
I imagined I would do this via Erlang's NIF capabilities. Now, for this to work the C side has to maintain the list across multiple calls to add, add_after, etc.
In straight C, I would have a main function that a user interacts with that would keep the program alive thereby keeping the linked list persisted for the life of the user's interaction with the program. As I understand it, NIFs utilizes C code with no main function. That is, that each call to a NIF is a one-and-done type of proposition.
Can someone give me some pointers on how (assuming it is appropriate) one can utilize NIFs to interact with C code that needs keeps state across multiple calls? I hope that was clear!
Check the documentation for resource objects. The NIF API even allows you to use the erlang GC to GC the lists you create should the process which has created it crash!
the 'static' variable in C can keep value between calls, but I would strongly dont recommend this way. If you need some state, it would be better to look at 'ports' in erlang.

How do programmers practice code reuse

I've been a bad programmer because I am doing a copy and paste. An example is that everytime i connect to a database and retrieve a recordset, I will copy the previous code and edit, copy the code that sets the datagridview and edit. I am aware of the phrase code reuse, but I have not actually used it. How can i utilize code reuse so that I don't have to copy and paste the database code and the datagridview code.,
The essence of code reuse is to take a common operation and parameterize it so it can accept a variety of inputs.
Take humble printf, for example. Imagine if you did not have printf, and only had write, or something similar:
//convert theInt to a string and write it out.
char c[24];
itoa(theInt, c, 10);
puts(c);
Now this sucks to have to write every time, and is actually kind of buggy. So some smart programmer decided he was tired of this and wrote a better function, that in one fell swoop print stuff to stdout.
printf("%d", theInt);
You don't need to get as fancy as printf with it's variadic arguments and format string. Even just a simple routine such as:
void print_int(int theInt)
{
char c[24];
itoa(theInt, c, 10);
puts(c);
}
would do the trick nickely. This way, if you want to change print_int to always print to stderr you could update it to be:
void print_int(int theInt)
{
fprintf(stderr, "%d", theInt);
}
and all your integers would now magically be printed to standard error.
You could even then bundle that function and others you write up into a library, which is just a collection of code you can load in to your program.
Following the practice of code reuse is why you even have a database to connect to: someone created some code to store records on disk, reworked it until it was usable by others, and decided to call it a database.
Libraries do not magically appear. They are created by programmers to make their lives easier and to allow them to work faster.
Put the code into a routine and call the routine whenever you want that code to be executed.
Check out Martin Fowler's book on refactoring, or some of the numerous refactoring related internet resources (also on stackoverflow), to find out how you could improve code that has smells of duplication.
At first, create a library with reusable functions. They can be linked with different applications. It saves a lot of time and encourages reuse.
Also be sure the library is unit tested and documented. So it is very easy to find the right class/function/variable/constant.
Good rule of thumb is if you use same piece three times, and it's obviously possible to generalize it, than make it a procedure/function/library.
However, as I am getting older, and also more experienced as a professional developer, I am more inclined to see code reuse as not always the best idea, for two reasons:
It's difficult to anticipate future needs, so it's very hard to define APIs so you would really use them next time. It can cost you twice as much time - once you make it more general just so that second time you are going to rewrite it anyway. It seems to me that especially Java projects of late are prone to this, they seem to be always rewritten in the framework du jour, just to be more "easier to integrate" or whatever in the future.
In a larger organization (I am a member of one), if you have to rely on some external team (either in-house or 3rd party), you can have a problem. Your future then depends on their funding and their resources. So it can be a big burden to use foreign code or library. In a similar fashion, if you share a piece of code to some other team, they can then expect that you will maintain it.
Note however, these are more like business reasons, so in open source, it's almost invariably a good thing to be reusable.
to get code reuse you need to become a master of...
Giving things names that capture their essence. This is really really important
Making sure that it only does one thing. This is really comes back to the first point, if you can't name it by its essence, then often its doing too much.
Locating the thing somewhere logical. Again this comes back to being able to name things well and capturing its essence...
Grouping it with things that build on a central concept. Same as above, but said differntly :-)
The first thing to note is that by using copy-and-paste, you are reusing code - albeit not in the most efficient way.
You have recognised a situation where you have come up with a solution previously.
There are two main scopes that you need to be aware of when thinking about code reuse. Firstly, code reuse within a project and, secondly, code reuse between projects.
The fact that you have a piece of code that you can copy and paste within a project should be a cue that the piece of code that you're looking at is useful elsewhere. That is the time to make it into a function, and make it available within the project.
Ideally you should replace all occurrances of that code with your new function, so that it (a) reduces redundant code and (b) ensures that any bugs in that chunk of code only need to be fixed in one function instead of many.
The second scope, code reuse across projects, requires some more organisation to get the maximum benefit. This issue has been addressed in a couple of other SO questions eg. here and here.
A good start is to organise code that is likely to be reused across projects into source files that are as self-contained as possible. Minimise the amount of supporting, project specific, code that is required as this will make it easier to reuse entire files in a new project. This means minimising the use of project specific data-types, minimising the use project specific global variables, etc.
This may mean creating utility files that contain functions that you know are going to be useful in your environment. eg. Common database functions if you often develop projects that depend on databases.
I think the best way to answer your problem is that create a separate assembly for your important functions.. in this way you can create extension methods or modify the helper assemble itself.. think of this function..
ExportToExcel(List date, string filename)
this method can be use for your future excel export functions so why don't store it in your own helper assembly.. i this way you just add reference to these assemblies.
Depending on the size of the project can change the answer.
For a smaller project I would recommend setting up a DatabaseHelper class that does all your DB access. It would just be a wrapper around opening/closing connections and execution of the DB code. Then at a higher level you can just write the DBCommands that will be executed.
A similar technique could be used for a larger project, but would need some additional work, interfaces need to be added, DI, as well as abstracting out what you need to know about the database.
You might also try looking into ORM, DAAB, or over to the Patterns and Practices Group
As far as how to prevent the ole C&P? - Well as you write your code, you need to periodically review it, if you have similar blocks of code, that only vary by a parameter or two, that is always a good candidate for refactoring into its own method.
Now for my pseudo code example:
Function GetCustomer(ID) as Customer
Dim CMD as New DBCmd("SQL or Stored Proc")
CMD.Paramaters.Add("CustID",DBType,Length).Value = ID
Dim DHelper as New DatabaseHelper
DR = DHelper.GetReader(CMD)
Dim RtnCust as New Customer(Dx)
Return RtnCust
End Function
Class DataHelper
Public Function GetDataTable(cmd) as DataTable
Write the DB access code stuff here.
GetConnectionString
OpenConnection
Do DB Operation
Close Connection
End Function
Public Function GetDataReader(cmd) as DataReader
Public Function GetDataSet(cmd) as DataSet
... And So on ...
End Class
For the example you give, the appropriate solution is to write a function that takes as parameters whatever it is that you edit whenever you paste the block, then call that function with the appropriate data as parameters.
Try and get into the habit of using other people's functions and libraries.
You'll usually find that your particular problem has a well-tested, elegant solution.
Even if the solutions you find aren't a perfect fit, you'll probably gain a lot of insight into the problem by seeing how other people have tackled it.
I'll do this at two levels. First within a class or namespace, put that code piece that is reused in that scope in a separate method and make sure it is being called.
Second is something similar to the case that you are describing. That is a good candidate to be put in a library or a helper/utility class that can be reused more broadly.
It is important to evaluate everything that you are doing with an perspective whether it can be made available to others for reuse. This should be a fundamental approach to programming that most of us dont realize.
Note that anything that is to be reused needs to be documented in more detail. Its naming convention be distinct, all the parameters, return results and any constraints/limitations/pre-requisites that are needed should be clearly documented (in code or help files).
It depends somewhat on what programming language you're using. In most languages you can
Write a function, parameterize it to allow variations
Write a function object, with members to hold the varying data
Develop a hierarchy of (function object?) classes that implement even more complicated variations
In C++ you could also develop templates to generate the various functions or classes at compile time
Easy: whenever you catch yourself copy-pasting code, take it out immediately (i.e., don't do it after you've already CP'd code several times) into a new function.

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