Deleting a table passed into a function, within the function - variables

How can I set a table that I pass into a function to nil? When I try
local t = {}
function deleteTable(table)
table = nil
end
deleteTable(t)
Nothing happens, t still points to a table value. Is there any way to set the table passed into a function to nil from within the function?
Edit: Not trying to delete the contents of the table, what I wanted was to remove a reference to a table from within a function so that the table would be garbage collected. I misspoke out of ignorance of what I was actually trying to do.

Simply said, you cannot set a table to nil:
A table is a table is a table.
What you can do is setting the variable or slot of a table pointing to said table to something else like nil.
There is no way (outside the debug-api) to refer to local variables, and you would need table and key to refer to a slot in a table.
But even then the table is only garbage-collected if all such references are gone, and not immediately.
Lua does not do manual memory-management, but lazy garbage-collection.

I believe I found a solution. Would this work for what I'm trying to do?
local t = {};
function removeReference(tab)
--do stuff with tab
return nil;
end
t = removeReference(t);
In the above example I could just do t = nil and not use a function, but in my program the function does other things with the table first; I just want it to end in removing the reference. So is this the best solution, or is there a more ideal way?

Related

how to make then __index and __newindex detect table.index

I'm still a little newbie with metatables, and there is something that makes me confused
when I use metamethods like __index and __newindex in my metatable, they are only called when I invoke an element of the table as follows:
print(table[index]) -- this call the __index
table[index] = value -- this call the __newindex
but these two metamethods are not called when I invoke an element of the table as follows:
print(table.index) -- this does NOT call __index
table.index = value -- this does NOT call __newindex
my question is, is there any way to make table.index also call these two metamethods? or does only table[index] work?
Yes, __index will work with both brackets: mytable["index"] as well as the dot operator: mytable.index
mytable = setmetatable({}, { __index = function(t, k)
if k == "index" then
return "works fine"
end
return rawget(t, k)
end })
print(mytable["index"])
print(mytable.index)
You can circumvent the preset metatable methods using rawget and rawset
Having said that, if you are new to Lua I recommend looking for simple solutions that work WITHOUT metatables.
the __idnex and __newindex metamethods only get used when the table doesn't have an element at the index in question. If there's already an element, indexing will just return that element and setting it will just overwrite the existing element.
If you want complete control over all indices in a table, you have to keep it 100% empty and save all its values in another table and access those using the metamethods.

Why Are My Tables Returning NIL and Not Populating?

I'm new to Lua and trying to understand the concept of OOP in Lua. To do so, I've tried creating an object and creating methods and "private variables". My issue is when I try to use "setters" or "getters", it's indicating that my tables are returning NIL which means I'm either having a scoping issue or something else I can't figure out.
The kicker is I'm using an example from an online Lua coding tutorial, and when I run the tutorial it works flawlessly. However, when I run mine, I get NIL or nothing outputs whenever I try to "get" or return a value from one of the member functions.
I'm using a couple of different environments:
ZeroBrain
Sublime Text
Lua for Windows
Do you know why my code is not returning populated tables?
newPlayer = function(n, h, a, r)
player = {}
n = n or ""
h = h or 100
a = a or 100
r = r or 0
function player:getPlayerName()
return n
end
function player:getPlayerHealth()
return h
end
function player:getPlayerArmor()
return a
end
function player:getPlayerRank()
return r
end
function player:setPlayerName(arg)
n = arg
end
function player:setPlayerHealth(arg)
h = arg
end
function player:setPlayerArmor(arg)
a = arg
end
function player:setPlayerRank(arg)
r = arg
end
function player:connect(arg)
print(string.format(" %s joined" , arg))
end
return player
end
player1 = newPlayer("John", 100, 100, 1000)
player1.getPlayerName()
Your code does not contain "populated tables" to return.
Your newPlayer function does create a table, and it does return it. It creates a number of functions within that table. But that's all newPlayer does: creates a table and puts some functions in it.
The data accessed by those functions is not part of the table. n, h, a, and r (BTW, please use better variable names) are all local variables. Your inner functions will access the specific stack containing those variables, but the variables themselves will not be magically associated with the table.
Your principle problem is almost certainly with the setters. And it comes from a combination of this:
function player:setPlayerName(arg)
with this:
player1.getPlayerName()
When you create a function using a : character between a table name and the function's name, you are using syntactic sugar for a function which implicitly takes as its first argument a value called self. As the name suggests, this is supposed to represent the object which this function is being called upon. So your function creation code is equivalent to:
function player.setPlayerName(self, arg)
Since you create all of your functions with :, all of your functions take at least one parameter.
The : syntax can also be used when calling such functions. If you did player1:getPlayerName(), this would cause the table you accessed to find the getPlayerName function to be used as the first argument in the function call. So that line would be equivalent to player1.getPlayerName(player1).
Obviously, these two syntaxes are mirrors of one another: functions created with : take a parameter that is expected to refer to the table it is being called on, and functions called with : will be given the table which was accessed to get that function.
But... your code didn't stick to the symmetry. You created the functions with :, but you call them with .
Now, you get functions are able to get away with this because... well, none of your values are actually part of the table. So your get functions just return the local value that they adopted from their creating context.
The set functions pose a problem. See, they take a parameter. But because the function was declared with :, they really take two parameters, the first being the implicit self.
Now, : syntax is just syntactic sugar; it's just a convenient way to do what you could have done yourself. So it is in theory OK to call a function with . even if you created it with :. But if you do so, you must pass the table as the first parameter. Though your code doesn't show it, I strongly suspect you didn't do that.
If you called player1.setPlayerName("foo"), what will happen is that the implicit self parameter will get the value "foo", and the arg parameter will be nil. And you will assign that nil value to the n local variable. So subsequent calls to player1.getPlayerName() will return nil.
Basically, what's going on here is that you're combining two different ways of creating objects in Lua. You stored your private data in a way that external code cannot access (ie: local upvalues), but that data is now no longer part of the table itself. Which means that, although you dutifully create those functions with : syntax to indicate that they take a self table, they never actually use that table. And because they never use the table, it's a lot harder to figure out what's going wrong.
Basically, the key here is to be symmetrical. If you create a function with :, then you should either call it with : or make sure to pass it the object table as the first parameter.
Broadly speaking, the standard way to create private members is by convention, not by forbidding it. That is, you agree not to mess with any members of a table other than those with certain names. Python convention is to pretend that names starting with _ don't exist, and Lua programs sometimes use that.
Upvalues are an interesting solution for private variables, but they do come with problems. If you want to invent a member variable, you have to do it in a centralized place rather than wherever you might need one. Even if the variable is optional, you have to create a named local at the top of the function.
TLDR of Nicol's answer, see my answer to another question:
function player:setPlayerArmor(arg)
a = arg
end
The : syntax is syntactic sugar. It creates an implicit 'self' argument when declared, and when used. If you declare it one way and use it another, the arguments won't be what you're expecting. Say your player has 100 health. Look at this result:
player1.setPlayerHealth(55, 66)
print(player1.getPlayerHealth())
-- will display '66', not '55' because `:` declares implicit 'self' argument
This displays 66 because the setPlayerHealth function has an implicit 'self' parameter because it was declared with :. If you instead called it
with the ::
player1:setPlayerHealth(55, 66)
print(player1:getPlayerHealth())
-- will display '55' because `:` passes player1 as self
function player:setHealth1(arg)
-- implicit 'self' argument refers to player1 when called on player1
end
-- is the same as
function player.setHealth2(self, arg)
-- with `.` notation, you need to add the 'self' argument explicitly
end
player1.setHealth1(31) -- self argument will be 31 and arg will be nil
player1.setHealth2(32) -- self argument will be 32 and arg will be nil
player1:setHealth1(33) -- self argument will be player1 and arg will be 33
player1:setHealth2(34) -- self argument will be player1 and arg will be 34

Inherit from table returned from function

There is an API provided function, let's call it createBase which returns a table (object). I want to add methods to this table, but I can't just do x = createBase() and then function x:foo() because I have another function similar to createBase, but it's createExtended. It might be easier to explain with the code I have so far:
import api --I don't know how you'd do this in vanilla Lua, I'd use os.loadAPI("api") but that's computercraft specific, I think
Extended = {}
function Extended:foo()
print("foo from extended")
end
function createExtended(params)
x = api.createBase(params)
Extended.__index = x
return Extended --this is obviously wrong: you can't return a class and expect it to be an object
end
Of course, this doesn't work: but I don't know how I might make it work either. Let's assume the table returned by createBase has a function called bar which just prints bar from base. With this test code, the following outputs are given:
e = createExtended()
e.foo() --prints "foo from extended"
e.bar() --nil, therefor error
How can I make this possible, short of defining function x.bar() inside createExtended?
Thanks in advance.
The very simplest way is to attach the method to it directly, instead of using a metatable.
local function extend(super_instance)
super_instance.newMethod = newMethod
return super_instance
end
local function createExtended(...)
return extend(createSuper(...))
end
This will work, unless your superclass uses __newindex (for example, preventing you from writing to unknown properties/methods), or iterates over the keys using pairs or next, since it will now have an additional key.
If for some reason you cannot modify the object, you will instead have to 'wrap' it up.
You could make a new instance which "proxies" all of its methods, properties, and operators to another instance, except that it adds additional fields and methods.
local function extend(super_instance)
local extended_instance = {newMethod = newMethod}
-- and also `__add`, `__mul`, etc as needed
return setmetatable(extended_instance, {__index = super_instance, __newindex = super_instance})
end
local function createExtended(...)
return extend(createSuper(...))
end
This will work for simple classes, but won't work for all uses:
Table iteration like pairs and next won't find the keys from the original table, since they're not actually there. If the superclass inspects the metatable of the object it is given (or if the superclass is actually a userdata), it will also not work, since you'll find the extension metatable instead.
However, many pure-Lua classes will not do those things, so this is still a fairly simple approach that will probably work for you.
You could also do something similar to Go; instead of having a way to 'extend' a class, you simply embed that class as a field and offer convenience to directly calling methods on the wrapping class that just call the methods on the 'extended' class.
This is slightly complicated by how 'methods' work in Lua. You can't tell if a property is a function-that-is-a-property or if it's actually a method. The code below assumes that all of the properties with type(v) == "function" are actually methods, which will usually be true, but may not actually be for your specific case.
In the worst case, you could just manually maintain the list of methods/properties you want to 'proxy', but depending on how many classes you need to proxy and how many properties they have, that could become unwieldy.
local function extend(super_instance)
return setmetatable({
newMethod = newMethod, -- also could be provided via a more complicated __index
}, {
__index = function(self, k)
-- Proxy everything but `newMethod` to `super_instance`.
local super_field = super_instance[k]
if type(super_field) == "function" then
-- Assume the access is for getting a method, since it's a function.
return function(self2, ...)
assert(self == self2) -- assume it's being called like a method
return super_field(super_instance, ...)
end
end
return super_field
end,
-- similar __newindex and __add, etc. if necessary
})
end
local function createExtended(...)
return extend(createSuper(...))
end

Create a variable in swift with dynamic name

In swift, in a loop managed by an index value that iterates, I want to create a variable which has the variable name that is a concatenation of "person_" and the current loop index.
So my loop ends up creating variables like:
var person_0 = ...
var person_1 = ...
var person_2 = ...
etc...
I had no luck searching online so am posting here.
Thanks!
One solution is to store all your variables in an array. The indexes for the variables you store in that array will correspond to the index values you're trying to include in the variable name.
Create an instance variable at the top of your view controller:
var people = [WhateverTypePersonIs]()
Then create a loop that will store however many people you want in that instance variable:
for var i = 0; i < someVariable; i++ {
let person = // someValue of type WhateverTypePersonIs
people.append(person)
}
If you ever need to get what would have been "person_2" with the way you were trying to solve your problem, for example, you could access that person using people[2].
In Swift it is not possible to create dynamic variable names. What you are trying to achieve is the typical use case for an Array.
Create an Array and fill it with your person data. Later, you can access the persons via its index:
var persons: [String] = []
// fill the array
for i in 0..<10 {
persons.append("Person \(i)")
}
// access person with index 3 (indexes start with 0 so this is the 4th person)
println(persons[3]) // prints "Person 3"
let name = "person_\(index)"
then add name to a mutable array declared before the loop.
Something like that?
What you are trying to do is not possible in swift. Variable name is just for human being (Especially in a compiled language), which means they are stripped in compilation phase.
BUT if you really really want to do this, code generation tool is the way to go. Find a proper code generation tool, run it in build phase.

loading serialized data into a table

For an answer to another question, I wanted to load some serialized lua code into a table. The string to be loaded is of this form:
SavedVars = { }
SavedStats = { }
(where each of the {...} might be any Lua expression, including a table constructor with nested data. I'm assuming it is not calling any (global) functions or using global variables.
What I finally want to have is a table of this form:
{ ["SavedVar"] = { }, ["SavedStats"] = { } }
I do not want to have global variables SavedVars afterwards.
How to do this most elegantly?
(I already found a solution, but maybe someone has a better one.)
Here is my solution:
-- loads a string to a table.
-- this executes the string with the environment of a new table, and then
-- returns the table.
--
-- The code in the string should not need any variables it does not declare itself,
-- as these are not available on runtime. It runs in a really empty environment.
function loadTable(data)
local table = {}
local f = assert(loadstring(data))
setfenv(f, table)
f()
return table
end
It loads the data string with loadstring and then uses setfenv to modify the global environment of the function to a new table. Then calling the loaded function once fills this table (instead of the global environment), which we then can return.
Setting the environment to a new table has the effect that the code can't use any global data at all. I think this is a good way to sandbox the code, but if it is not wanted, you could populate the table before or provide it with some metatable (but unset it before returning the table).
This loading function will also work with serialized data produced like in Saving Tables with Cycles.