LuaJava Error in Error Handling - lua

I am trying to call a simple Lua function from Java using LuaJava.
calc.lua:
function foo(n) return n*2 end
Thats all there is in calc.lua and subsequent calls from command line work.
Here is the call that always has error :
L.getGlobal("foo");
L.pushNumber(8.0);
int retCode=L.pcall(1, 1,-2); // retCode value is always 5 pcall(numArgs,numRet,errHandler)
String s = L.toString(-1); // s= "Error in Error Handling Code"
I have also tried
L.remove(-2);
L.insert(-2);
Not sure why its giving any error at all or what the error is. Maybe I'm not setting up error handler correctly? So it does not make the call? After load I tried from console and can run print(foo(5)) getting back 10 as expected.
UPDATE: It looks like I need to provide an error handler on the stack. What is the signature for such an error handler and how would I place it at a point on the stack. Thanks

This is taken from the Lua reference manual -- under the C API section it says this about pcall:
When you call a function with lua_call, any error inside the called function is propagated upwards (with a longjmp). If you need to handle errors, then you should use lua_pcall:
int lua_pcall (lua_State *L, int nargs, int nresults, int errfunc);
...
If errfunc is 0, then the error message returned is exactly the
original error message. Otherwise, errfunc gives the stack index for
an error handler function. (In the current implementation, that index
cannot be a pseudo-index.) In case of runtime errors, that function
will be called with the error message and its return value will be the
message returned by lua_pcall
So assuming LuaJava's API just mirrors the C API, then just pass 0 to indicate no special errfunc. Something like this should work:
int retCode = L.pcall(1, 1, 0);
String errstr = retCode ? L.toString(-1) : "";

Why on earth have you provided -2? That should not be there. You have told Lua that on the Lua stack there exists an error function that will deal with the error at the index -2, while your code does not indicate anything of the sort. pcall should only take two arguments in most cases.

Related

How to access shadowed DXL variables/functions?

I encountered an error in a script I was debugging because somebody had created a variable with a name matching a built-in function, rendering the function inaccessible. I got strange errors when I tried to use the function, like:
incorrect arguments for (-)
incorrect arguments for (by)
incorrect arguments for ([)
incorrect arguments for (=)
Example code:
int length
// ...
// ...
string substr
string str = "big long string with lots of text"
substr = str[0:length(str)-2]
Is there a way to access the original length() function in this situation? I was actually just trying to add debug output to the existing script, not trying to modify the script, when I encountered this error.
For now I have just renamed the variable.
Well, in the case that you had no chance to modify the code, e.g. because it is encrypted you could do sth like
int length_original (string s) { return length s }
<<here is the code of your function>>
int length (string s) {return length_original s }

How to show correct function names in error messages?

Let's say that I call some functions indirectly, via a variable. For example:
obj = {
on_init = function()
print "hello."
end,
on_destroy = function()
print "bye."
end,
on_do_something = function()
print "doing something."
error("Hi de hi, hi de ho!")
end,
}
local event = "do_something"
local func = obj["on_" .. event]
func()
All works fine.
However, the problem is that when the called function raises an exception (as in the code above) the error message isn't quite clear. It is thus:
lua: test.lua:13: Hi de hi, hi de ho!
stack traceback:
[C]: in function 'error'
test.lua:13: in function 'func'
test.lua:20: in main chunk
It says "in function 'func'". I'd prefer it to say "in function 'on_do_something'" instead.
I'd imagine this scenario to be very common. Is there a solution for this?
I tried calling the function thus:
obj["on_" .. event]()
But then the error message says "in function '?'", which isn't helpful either.
(I tried this code on Lua 5.1, 5.2 and LuaJIT without notable differences.)
This is a limitation of the heuristics used by Lua to provide names for functions.
In Lua, all functions are anonymous. A given function can be the value of several variables: global, local, and table fields. The Lua debug system, which is used in error handling, tries to find a reasonable name for a value based on where it came from by looking into the bytecode being executed.
See
Why is 'name' nil for debug.getinfo(1).
You have a few options. The debug module will try to produce something useful. For instance, you might be able to get the file name and line number where it was defined, if this is your own code. See
http://www.lua.org/pil/23.1.html for the list of what is available via debug module. Or, you might be able to define the functions in the module, then add them to the table:
-- module something
function a()
...
end
tt = {
fn1 = a,
...
}
Depending on where you trap the error (error handler installed via debug hook?), you could check if filename is the module where your table of functions is defined, and if it is, then use the debug module to print appropriate info based on your table structure etc; if it is not, just print the default traceback etc.

Lua Error Attempt to perform arithmetic on local variable

Here is the function
calc.lua:
function foo(n)
return n*2
end
Here is my LuaJavaCall
L.getGlobal("foo");
L.pushJavaObject(8);
int retCode=L.pcall(1,1,0); // nResults)//L.pcall(1, 1,-2);
String errstr = L.toString(-1); // Attempt to perform arithmetic on local variable 'n'
Update: as indicated below I needed to use L.pushNumber(8.0) instead of L.pushJavaObject()
Try using L.pushNumber instead of L.pushJavaObject like this:
L.getGlobal("foo");
L.pushNumber(8.0);
int retCode = L.pcall(1,1,0);
String errstr = L.toString(-1);
Lua probably sees JavaObject as a type of 'userdata' in which case there are no predefined operations for it; Lua won't know what to do with a JavaObject * 2 since you didn't define how to handle it.
OTOH, Lua does know how to handle a number since that's a builtin primitive type. For the code snippet you presented, pushing a number would be the least painful way to get it working instead of writing extra code that tells Lua how to work with numbers wrapped inside a JavaObject.

Calling Lua from C

I'm trying to call a user-defined Lua function from C. I've seen some discussion on this, and the solution seems clear. I need to grab the index of the function with luaL_ref(), and save the returned index for use later.
In my case, I've saved the value with luaL_ref, and I'm at a point where my C code needs to invoke the Lua function saved with luaL_ref. For that, I'm using lua_rawgeti as follows:
lua_rawgeti(l, LUA_REGISTRYINDEX, fIndex);
This causes a crash in lua_rawgeti.
The fIndex I'm using is the value I received from luaL_ref, so I'm not sure what's going on here.
EDIT:
I'm running a Lua script as follows:
function errorFunc()
print("Error")
end
function savedFunc()
print("Saved")
end
mylib.save(savedFunc, errorFunc)
I've defined my own Lua library 'mylib', with a C function:
static int save(lua_State *L)
{
int cIdx = myCIndex = luaL_ref(L, LUA_REGISTRYINDEX);
int eIdx = luaL_ref(L, LUA_REGISTRYINDEX);
I save cIdx and eIdx away until a later point in time when I receive some external event at which point I would like to invoke one of the functions set as parameters in my Lua script. Here, (on the same thread, using the same lua_State*), I call:
lua_rawgeti(L, LUA_REGISTRYINDEX, myCIndex);
Which is causing the crash.
My first suggestion is to get it working without storing the function in C at all. Just assign your function to a global in Lua, then in C use the Lua state (L) to get the global, push the args, call the function, and use the results. Once that's working, you've got the basics and know your function is working, you can change the way you get at the function to use the registry. Good luck!
As #Schollii mentioned, I was making this call after doing a lua_close(L).

Metatrader MQL4: Can't define function default values in .mqh file

I can't understand how to define default values for functions in my library. Default values tend to be ignored and I get "wrong parameters count" error message.
Here is my example. I created simple test library experts\libraries\test.mq4:
void test(int i = 0) // Note the default value for "i"
{
}
Then I created .mqh file as experts\include\test.mqh:
#import "test.ex4"
void test(int i = 0); // Note the default value for "i"
#import
Now I create simple expert "experts\simpletest.mq4":
#include <test.mqh>
int start()
{
// Should be able to call test() function without providing any arguments,
// because it has default value.
// If I change this line to test(0), everything compiles correctly
test(); // Causes "wrong parameters count" compilation error
return(0);
}
And I get the following error for test() function call:
')' - wrong parameters count
If I change this function call to test(0), everything compiles, but I should be able to call test() function without providing any parameters, because I have default value for first parameter in .mqh file, like this: void test(int i = 0);
Why it doesn't use the default value?
I search google for any clue, but can't find any references about this problem. Anybody knows?
This is not possible as stated in the MQL Documentation:
MQL4-library functions imported within other modules cannot have parameters initialized by default values.

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