Custom constructor in Luabind - lua

I'm using Luabind to bind a C++ API to Lua. I have some objects that cannot be created directly, but rather must be created on another thread. I'm currently handling this by defining a "static" member called create that yields until the object is created:
luabind::class_<Foo>("Foo")
.scope
[
luabind::def("create", &someCreateMethod, luabind::yield)
]
This works, but has the disadvantage of complicating the client API. For these classes, you cannot create them normally (e.g. local f = Foo()), but instead need to do local f = Foo.create().
Is it possible to define a Luabind constructor that doesn't actually call the C++ constructor, but instead another function that returns the constructed object (and can yield in the meantime)? I've tried defining bindings for __init and __call (the latter under a scope, to define it on the class, not its instances), but I didn't have success with either approach.

Constructors in Luabind must be actual C++ class constructors. So you'll just have to deal with the slight API weirdness.
If all you're interested in is the ability to use Foo as a constructor method, then you can do this. Register your C++ class Foo as FooLua to Lua. Then, register this someCreateMethod, not as a member of FooLua, but as just a Lua free function called Foo. Thus, as far as the user is concerned, Foo is a constructor for the Lua class Foo.
Now, this will inhibit your ability to give Foo other static properties, like members and so forth. But you could accomplish that by using some direct Lua API coding. You can create an empty table Foo and create a metatable for it that forwards __index and __newindex calls to FooLua. Similarly, you can override this metatable's __call to forward the construction to Foo.create.

While luabind doesn't provide a straight-forward way of defining custom constructors, it is in fact possible with a bit of a hack:
template<typename T,auto TCnstrct,typename ...TArgs>
static void custom_constructor(luabind::argument const &self_, TArgs... args)
{
using holder_type = luabind::detail::value_holder<T>;
luabind::detail::object_rep* self = luabind::touserdata<luabind::detail::object_rep>(self_);
void* storage = self->allocate(sizeof(holder_type));
self->set_instance(new (storage) holder_type(nullptr,TCnstrct(std::forward<TArgs>(args)...)));
}
template<typename T,auto TCnstrct,typename ...TArgs>
static void define_custom_constructor(lua_State *l)
{
auto *registry = luabind::detail::class_registry::get_registry(l);
auto *crep = registry->find_class(typeid(T));
assert(crep);
auto fn = luabind::make_function(l,&custom_constructor<T,TCnstrct,TArgs...>);
crep->get_table(l);
auto o = luabind::object{luabind::from_stack(l,-1)};
luabind::detail::add_overload(o,"__init",fn);
lua_pop(l,1);
}
This will allow you to use any free function as a constructor after the class definition:
static void define_vector_class(lua_State *l)
{
auto modMath = luabind::module_(l,"math");
struct Vector
{
Vector()=default;
float x,y,z;
};
auto defVec = luabind::class_<Vector>("Vector");
modMath[defVec];
// Define custom constructor taking three float arguments
define_custom_constructor<Vector,[](float x,float y,float z) -> Vector {
Vector v;
v.x = x;
v.y = y;
v.z = z;
return v;
},float,float,float>(l); // Constructor parameter types have to be specified in template parameter list as well
}
Tested with the deboostified version of luabind (https://github.com/decimad/luabind-deboostified), but it should work with the regular version as well.

Related

How to access this in constructor? [duplicate]

In Dart, is there a difference in assigning values right away vs in constructor like in Java?
class Example {
int x = 3;
}
vs
class Example {
int x;
Example() {
x = 3;
}
}
I ask because when I was using Flutter and tried to assign a Function that uses setState to a variable, it was not possible with the former method but possible with the latter.
In your trivial case, it doesn't matter.
In general, you can initialize instance variables in a few ways:
Inline (field initializers)
class Example1 {
T x = value;
}
Advantages:
Direct, concise.
Member will be initialized in all constructors.
Can be used to initialize final or non-nullable members.
Member is initialized before invoking base class constructors, which is important when the base class constructor calls member functions that are overridden by the derived class.
Disadvantages:
Cannot depend on construction arguments.
Usually cannot depend on this since the initialization occurs before this becomes valid (i.e., cannot depend on other instance members). (An exception is if the member is initialized lazily by declaring it late. This requires the null-safety feature to be enabled.)
Initializer list
class Example2 {
T x;
Example2() : x = value;
}
Advantages:
Can be used to initialize final or non-nullable members.
Member is initialized before invoking base class constructors, which is important when the base class constructor calls member functions that are overridden by the derived class.
Can utilize construction arguments.
The initialized variable always refers to a member variable, never to a constructor parameter.
Disadvantages:
If the class has multiple constructors, initialization would need to be duplicated, or constructors should redirect to a common constructor.
Cannot depend on this since the initialization occurs before this becomes valid (i.e., cannot depend on other instance members).
Can initialize only members of the enclosing class. Because initializer lists are executed before invoking base class constructors, they cannot set base class members.
Constructor body
class Example3 {
T x;
Example3() {
x = value;
}
}
Advantages:
Can utilize construction arguments.
Can be used to perform more complicated initialization, such as cases where the member cannot be initialized via a single expression.
Can use this (i.e., can use other instance members).
Can be used to set base class members.
Disadvantages:
Cannot be used to initialize non-late final nor non-nullable members.
If the class has multiple constructors, initialization would need to be duplicated or initialization code would need to be refactored out (such as, but not limited to, redirecting to a common constructor).
Member is initialized after invoking base class constructors.
If the constructor has a parameter that shadows a member variable, it's easy to accidentally refer to the parameter instead of the member. (See https://github.com/dart-lang/linter/issues/2552 for details.)
There probably are some points I'm forgetting, but I think that should cover the main ones.
Direct, inline initialization occurs first, then initialization lists, then constructor bodies. Also see Difference between assigning the values in parameter list and initialiser list, which explains why this becomes valid only for the later stages of object initialization.
As an example where it matters where members are initialized:
class Base {
Base() {
doSomething();
}
void doSomething() {}
}
class DerivedEarly extends Base {
int? x;
DerivedEarly() : x = 42;
#override
void doSomething() => print(x);
}
class DerivedLate extends Base {
int? x;
DerivedLate() {
x = 42;
}
#override
void doSomething() => print(x);
}
void main() {
DerivedEarly(); // Prints: 42
DerivedLate(); // Prints: null
}

How does GObject style construction work?

I'm new to Vala and trying to understand how the language works. I usually use script languages like Python or JavaScript.
So, my question is why are there three ways of class constructor definition and how does the GObject style constructor work?
For the best understanding lets make an analogy with python:
Python class definition
class Car(object):
speed: int
def __init__(self, speed): # default constructor
self.speed = speed # property
And Vala
class Car : GLib.Object {
public int speed { get; construct; }
// default
internal Car(int speed) {
Object(speed: speed)
}
construct {} // another way
}
I was reading the Vala tutorial section about GObject style construction, but still do not understand how Object(speed: speed) works and for what construct is needed?
Vala was developed as a replacement for the manual effort needed to write GLib based C code.
Since C has no classes in GLib based C code object construction is done in a different way than in say C# or Java.
Here is a fragment of the output of valac -C car.vala for your example code:
Car*
car_construct (GType object_type,
gint speed)
{
Car * self = NULL;
self = (Car*) g_object_new (object_type, "speed", speed, NULL);
return self;
}
So Vala emits a car_construct function that calls the g_object_new () method. This is the GLib method used to create any GLib based class, by passing its type and construct parameters by name and value arguments one after another, terminated by NULL.
When you don't use construct properties it won't be possible to pass parameters via g_object_new () and you'd have to call the setter, for example:
Car*
car_construct (GType object_type,
gint speed)
{
Car * self = NULL;
self = (Car*) g_object_new (object_type, NULL);
car_set_speed (self, speed);
return self;
}
Here car_set_speed () is called instead of passing the value via g_object_new ().
Which one you prefer depends on a few factors. If you do interop with C code often and the C code uses construct parameters, you want to use GObject style construction. Otherwise you are probably fine with the C#/Java style constructors.
PS: The setter is also auto generated by valac and will not only set the property value, but notify any listeners through the g_object_notify () system.

Can normal and const constructors be defined within the same class?

In Dart, I see that it is possible to create const constructors within a class. Is it possible to mix a normal and const constructor within a class using the same fields? Or is it intended to always separate classes used for purposes of creating mutable and immutable instances?
I have tried creating a normal and const constructor in the same class. The issue is const constructors require final fields, and so if a normal constructor were to use these fields, then its instance fields would be immutable.
void main() {
Jank fj = Jank.normal(5, 'LOL');
const cj = const Jank.fixed(6, 'HA');
fj.a = 123; //cannot do this, but want to
cj.a = 456; //cannot do this, is expected
}
class Jank {
final int a;
final String b;
Jank.normal(this.a, this.b);
const Jank.fixed(this.a, this.b);
}
I want to be able to use immutable fields when using the const constructor, and use mutable fields when using the normal one. It seems to be one or the other.
You can have non-const constructors on a class with const constructors, but all fields still need to be final.
You can also use new (implicit) with a const constructor (but not the other way around).
So the difference with a non-const constructors is that the constructor can have a body but it can not do much because it can't update the classes state. It can only invoke changes to states outside of the const instance.
A way around that would be using an Expando
The constructor initializer list allows more expressions because they are not limited to the few only allowed in const context.
So in overall mixing const and non-const is rather limited and only used for edge cases.
What you could do is create a different class that implements the class with the const constructor and instantiate it transparently using a factory constructor.
class Foo {
final int value;
const Foo(this.value);
factory Foo.nonConst(int val) => _Bar(val);
}
class _Bar implements Foo {
int _value
int get value() => _value;
Bar(int val) {
_value = val * 5;
}
}

How to create private variables in Dart?

I want to create a private variable but I cannot.
Here is my code:
void main() {
var b = new B();
b.testB();
}
class A {
int _private = 0;
testA() {
print('int value: $_private');
_private = 5;
}
}
class B extends A {
String _private;
testB() {
_private = 'Hello';
print('String value: $_private');
testA();
print('String value: $_private');
}
}
When I run this code, I get the following result:
String value: Hello
int value: Hello
Breaking on exception: type 'int' is not a subtype of type 'String' of 'value'.
Also I not get any error or warnings when editing this source code.
How can I create a private variable in Dart?
From Dart documentation:
Unlike Java, Dart doesn’t have the keywords public, protected, and private. If an identifier starts with an underscore _, it’s private to its library.
Libraries not only provide APIs, but are a unit of privacy: identifiers that start with an underscore _ are visible only inside the library.
A few words about libraries:
Every Dart app is a library, even if it doesn’t use a library directive. The import and library directives can help you create a modular and shareable code base.
You may have heard of the part directive, which allows you to split a library into multiple Dart files.
Dart documentation "libraries-and-visibility"
Privacy in Dart exists at the library, rather than the class level.
If you were to put class A into a separate library file (eg, other.dart), such as:
library other;
class A {
int _private = 0;
testA() {
print('int value: $_private'); // 0
_private = 5;
print('int value: $_private'); // 5
}
}
and then import it into your main app, such as:
import 'other.dart';
void main() {
var b = new B();
b.testB();
}
class B extends A {
String _private;
testB() {
_private = 'Hello';
print('String value: $_private'); // Hello
testA();
print('String value: $_private'); // Hello
}
}
You get the expected output:
String value: Hello
int value: 0
int value: 5
String value: Hello
In dart '_' is used before the variable name to declare it as private. Unlike other programming languages, here private doesn't mean it is available only to the class it is in, private means it is accessible in the library it is in and not accessible to other libraries. A library can consists of multiple dart files as well using part and part of. For more information on Dart libraries, check this.
The top answer as of now is definitely correct.
I'll try to go into more detail in this answer.
I'll answer the question, but lead with this: That's just not how Dart is intended to be written, partly because library-private members make it easier to define operators like ==. (Private variables of a second object couldn't be seen for the comparison.)
Now that we've got that out of the way, I'll start out by showing you how it's meant to be done (library-private instead of class-private), and then show you how to make a variable class-private if you still really want that. Here we go.
If one class has no business seeing variables on another class, you might ask yourself whether they really belong in the same library:
//This should be in a separate library from main() for the reason stated in the main method below.
class MyClass {
//Library private variable
int _val = 0;
int get val => _val;
set val(int v) => _val = (v < 0) ? _val : v;
MyClass.fromVal(int val) : _val = val;
}
void main() {
MyClass mc = MyClass.fromVal(1);
mc.val = -1;
print(mc.val); //1
//main() MUST BE IN A SEPARATE LIBRARY TO
//PREVENT MODIFYING THE BACKING FIELDS LIKE:
mc._val = 6;
print(mc.val); //6
}
That should be good. However if you really want private class data:
Though you technically aren't allowed to create private variables, you could emulate it using the following closure technique. (HOWEVER, you should CAREFULLY consider whether you really need it and whether there is a better, more Dart-like way to do what you're trying to accomplish!)
//A "workaround" that you should THINK TWICE before using because:
//1. The syntax is verbose.
//2. Both closure variables and any methods needing to access
// the closure variables must be defined inside a base constructor.
//3. Those methods require typedefs to ensure correct signatures.
typedef int IntGetter();
typedef void IntSetter(int value);
class MyClass {
IntGetter getVal;
IntSetter setVal;
MyClass.base() {
//Closure variable
int _val = 0;
//Methods defined within constructor closure
getVal = ()=>_val;
setVal = (int v) => _val = (v < 0) ? _val : v;
}
factory MyClass.fromVal(int val) {
MyClass result = MyClass.base();
result.setVal(val);
return result;
}
}
void main() {
MyClass mc = MyClass.fromVal(1);
mc.setVal(-1); //Fails
print(mc.getVal());
//On the upside, you can't access _val
//mc._val = 6; //Doesn't compile.
}
So yeah. Just be careful and try to follow the language's best-practices and you should be fine.
EDIT
Apparently there's a new typedef syntax that's preferred for Dart 2. If you're using Dart 2 you should use that. Or, even better, use inline function types.
If you use the second, it will be less verbose, but the other problems remain.

Does the Dart programming language have an equivalent to Javascript's "prototype"?

In Dart, is it possible for a function to have a prototype associated with it?
Example Javascript code:
doStuff.prototype.isDefined = true; //is there anything like Javascript's function prototypes in Dart?
function doStuff(){
console.log("The function doStuff was called!");
}
Is it possible to do the equivalent of this in Dart (i.e., create a list of properties for each function?)
Two things to address here:
First, Dart doesn't have prototypes or prototypal inheritance, and instead uses classical inheritance. Rather than a prototype, objects have a class, and instead of a prototype chain, objects have superclasses.
Second, for your specific case, I think we'd have to see more of what you need to do to figure out the idiomatic way to do it in Dart. It should soon be possible to emulate functions with objects so that you can invoke an object and still have state and other methods associated with it.
See this article for more: http://www.dartlang.org/articles/emulating-functions/
When that capability lands you'll be able to do this:
class DoStuff {
bool isDefined = true;
call() => print("The function doStuff was called!");
}
var doStuff = new DoStuff();
main() => doStuff();
Which works if you have a fixed set of metadata about your function that you need to keep track of. It's slightly different from JavaScript because each instance of the function in Dart will have its own state for isDefined. I'm not sure if it's possible or easy to get multiple instances of the function in JavasScript, but you might need to make isDefined static so that the value is shared across all instances.
Dart does not allow you to add or remove member variables from an instance of a class at runtime. Rewriting your example in Dart it might look something like this:
class doStuff {
bool isDefined;
doStuff() {
isDefined = true;
}
void stuff() {
print('The function stuff was called!');
}
}
main() {
new doStuff().stuff();
}
If you wanted to add a property bag to a class in Dart you would write:
class PropertyObject {
Map<String, Dynamic> properties;
PropertyObject() {
properties = new Map<String, Dynamic>();
}
Dynamic operator[](String K) => properties[K];
void operator[]=(String K, Dynamic V) => properties[K] = V;
}
main() {
PropertyObject bag = new PropertyObject();
bag['foo'] = 'world';
print('Hello ${bag['foo']}');
}
Note that you can't access map properties using the '.' operator.

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