Function/variable scope (pass by value or reference?) - variables

I'm completely confused by Lua's variable scoping and function argument passing (value or reference).
See the code below:
local a = 9 -- since it's define local, should not have func scope
local t = {4,6} -- since it's define local, should not have func scope
function moda(a)
a = 10 -- creates a global var?
end
function modt(t)
t[1] = 7 -- create a global var?
t[2] = 8
end
moda(a)
modt(t)
print(a) -- print 9 (function does not modify the parent variable)
print(t[1]..t[2]) -- print 78 (some how modt is modifying the parent t var)
As such, this behavior completely confuses me.
Does this mean that table variables
are passed to the function by
reference and not value?
How is the global variable creation
conflicting with the already define
local variable?
Why is modt able to
modify the table yet moda is not able
to modify the a variable?

You guessed right, table variables are passed by reference. Citing Lua 5.1 Reference Manual:
There are eight basic types in Lua: nil, boolean, number, string, function, userdata, thread, and table.
....
Tables, functions, threads, and (full) userdata values are objects: variables do not actually contain these values, only references to them. Assignment, parameter passing, and function returns always manipulate references to such values; these operations do not imply any kind of copy.
So nil, booleans, numbers and strings are passed by value. This exactly explains the behavior you observe.

Lua's function, table, userdata and thread (coroutine) types are passed by reference. The other types are passed by value. Or as some people like to put it; all types are passed by value, but function, table, userdata and thread are reference types.
string is also a kind of reference type, but is immutable, interned and copy-on-write - it behaves like a value type, but with better performance.
Here's what's happening:
local a = 9
local t = {4,6}
function moda(a)
a = 10 -- sets 'a', which is a local introduced in the parameter list
end
function modt(t)
t[1] = 7 -- modifies the table referred to by the local 't' introduced in the parameter list
t[2] = 8
end
Perhaps this will put things into perspective as to why things are the way they are:
local a = 9
local t = {4,6}
function moda()
a = 10 -- modifies the upvalue 'a'
end
function modt()
t[1] = 7 -- modifies the table referred to by the upvalue 't'
t[2] = 8
end
-- 'moda' and 'modt' are closures already containing 'a' and 't',
-- so we don't have to pass any parameters to modify those variables
moda()
modt()
print(a) -- now print 10
print(t[1]..t[2]) -- still print 78

jA_cOp is correct when he says "all types are passed by value, but function, table, userdata and thread are reference types."
The difference between this and "tables are passed by reference" is important.
In this case it makes no difference,
function modt_1(x)
x.foo = "bar"
end
Result: both "pass table by reference" and "pass table by value, but table is a reference type" will do the same: x now has its foo field set to "bar".
But for this function it makes a world of difference
function modt_2(x)
x = {}
end
In this case pass by reference will result in the argument getting changed to the empty table. However in the "pass by value, but its a reference type", a new table will locally be bound to x, and the argument will remain unchanged. If you try this in lua you will find that it is the second (values are references) that occurs.

I won't repeat what has already been said on Bas Bossink and jA_cOp's answers about reference types, but:
-- since it's define local, should not have func scope
This is incorrect. Variables in Lua are lexically scoped, meaning they are defined in a block of code and all its nested blocks.
What local does is create a new variable that is limited to the block where the statement is, a block being either the body of a function, a "level of indentation" or a file.
This means whenever you make a reference to a variable, Lua will "scan upwards" until it finds a block of code in which that variable is declared local, defaulting to global scope if there is no such declaration.
In this case, a and t are being declared local but the declaration is in global scope, so a and t are global; or at most, they are local to the current file.
They are then not being redeclared local inside the functions, but they are declared as parameters, which has the same effect. Had they not been function parameters, any reference inside the function bodies would still refer to the variables outside.
There's a Scope Tutorial on lua-users.org with some examples that may help you more than my attempt at an explanation. Programming in Lua's section on the subject is also a good read.

Does this mean that table variables are passed to the function by reference and not value?
Yes.
How is the global variable creation conflicting with the already define local variable?
It isn't. It might appear that way because you have a global variable called t and pass it to a function with an argument called t, but the two ts are different. If you rename the argument to something else, e,g, q the output will be exactly the same. modt(t) is able to modify the global variable t only because you are passing it by reference. If you call modt({}), for example, the global t will be unaffected.
Why is modt able to modify the table yet moda is not able to modify the a variable?
Because arguments are local. Naming your argument a is similar to declaring a local variable with local a except obviously the argument receives the passed-in value and a regular local variable does not. If your argument was called z (or was not present at all) then moda would indeed modify the global a.

Related

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

Lua: check local or global variable

Is there a way to check if variable is global or local? I mean to do it using programming facilities, not by reading a code?
For example
print(type(a))=>"number",
print(checklocal(a))=>true
Variables are local in certain scope. Yes, you can access the local variables of any active function by calling debug.getlocal(StackLevel, Index), it returns two values:
Name of the variable
Value of the variable
-- Example
local isGlobal = 99
function testFunc(var)
local v1, v2, v3 = 1, 2, 3
local a = 1
while true do
local name, value = debug.getlocal(1, a)
if not name then break end
print(name, value)
a = a + 1
end
end
testFunc('xyz')
-- Result
-- var xyz
-- v1 1
-- v2 2
-- v3 3
-- a 5
local isGlobal = 99 is outside of the scope of our testFunc() hence getlocal will not print it, whereas all other variables within scope of our testFunc are printed with their values.
The locality of any given variable can be always determined from the source, so if you program in pure Lua, I can't see any purpose of this. I suppose it might be useful in cases where you do some preprocessing perhaps, so here is one way of doing it, without having to depend on the name:
local variable
print(debug.getupvalue(function()variable()end, 1) ~= "_ENV")
function()variable()end will, for a local variable, capture it as an upvalue (debug.getupvalue will return "variable"). If variable gets resolved to a global variable instead, the function has to store the global environment, _ENV, as an upvalue instead (which gets indexed with the name of the variable). There is no need to call variable in the function, this is just the shortest way to "use" it. If variable is _ENV, it always prints false (even though _ENV is always local).
Another option, which works correctly for _ENV:
local variable
print(debug.getupvalue(function()_ENV(variable)end, 2) ~= nil)
function()_ENV(variable)end always captures _ENV, and variable as well, if it is local, so checking the second index determines whether the variable was local or not.
This works from Lua 5.2 onwards.
For a solution without using the debug library, you can temporarily set the __newindex metamethod on _ENV, assign some values around, and check if the metamethod gets called.

When isn't inlining safe?

I keep reading (for example in the Closure Compiler and other compilers) that inlining of functions isn't always safe. Could you please provide an example when inlining of functions shouldn't be done?
In many languages, inlining a function will have no observable semantic effects, although it is likely to affect the compiled size and execution time of the program. However, that is not true in languages in which the call stack and/or local variable bindings are visible.
As a simple example, in Javscript the local variable arguments always refers to an array-like object containing the arguments to the current function call. Clearly, if the function in which it occurred were inlined, its semantics would change. An inliner would have to either refuse to inline a function whose body references arguments or it would have to modify the code in a way which preserved the semantics, possibly by creating another local variable with a different name and substituting the reference.
Another example would be the (non-recommended) use of eval. Name lookup in the string passed to eval is done within the scope of the function which calls eval. For example:
inner = function(s) { var x = 4; return eval(s); }
outer = function(s) { var x = 3; return inner(s); }
outer("x+1")
Here the value returned by outer is 5. If inner were inlined, which would require renaming its local variable x to avoid name conflict, the value returned would be 4. (If both inner and outer were inlined, the value would probably be something else again.)
In general, it's going to be very difficult to inline a function which calls eval because there is no easy way to know the contents of the argument to eval.

lua variables scope

I am aware there are other similar topics but could not find an straight answer for my question.
Suppose you have a function such as:
function aFunction()
local aLuaTable = {}
if (something) then
aLuaTable = {}
end
end
For the aLuaTable variable inside the if statement, it is still local right?. Basically what I am asking is if I define a variable as local for the first time and then I use it again and again any number of times will it remain local for the rest of the program's life, how does this work exactly?.
Additionally I read this definition for Lua global variables:
Any variable not in a defined block is said to be in the global scope.
Anything in the global scope is accessible by all inner scopes.
What is it meant by not in a defined block?, my understanding is that if I "declare" a variable anywhere it will always be global is that not correct?.
Sorry if the questions are too simple, but coming from Java and objective-c, lua is very odd to me.
"Any variable not in a defined block is said to be in the global scope."
This is simply wrong, so your confusion is understandable. Looks like you got that from the user wiki. I just updated the page with the correction information:
Any variable that's not defined as local is global.
my understanding is that if I "declare" a variable anywhere it will always be global
If you don't define it as local, it will be global. However, if you then create a local with the same name, it will take precedence over the global (i.e. Lua "sees" locals first when trying to resolve a variable name). See the example at the bottom of this post.
If I define a variable as local for the first time and then I use it again and again any number of times will it remain local for the rest of the program's life, how does this work exactly?
When your code is compiled, Lua tracks any local variables you define and knows which are available in a given scope. Whenever you read/write a variable, if there is a local in scope with that name, it's used. If there isn't, the read/write is translated (at compile time) into a table read/write (via the table _ENV).
local x = 10 -- stored in a VM register (a C array)
y = 20 -- translated to _ENV["y"] = 20
x = 20 -- writes to the VM register associated with x
y = 30 -- translated to _ENV["y"] = 30
print(x) -- reads from the VM register
print(y) -- translated to print(_ENV["y"])
Locals are lexically scoped. Everything else goes in _ENV.
x = 999
do -- create a new scope
local x = 2
print(x) -- uses the local x, so we print 2
x = 3 -- writing to the same local
print(_ENV.x) -- explicitly reference the global x our local x is hiding
end
print(x) -- 999
For the aLuaTable variable inside the if statement, it is still local right?
I don't understand how you're confused here; the rule is the exact same as it is for Java. The variable is still within scope, so therefore it continues to exist.
A local variable is the equivalent of defining a "stack" variable in Java. The variable exists within the block scope that defined it, and ceases to exist when that block ends.
Consider this Java code:
public static void main()
{
if(...)
{
int aVar = 5; //aVar exists.
if(...)
{
aVar = 10; //aVar continues to exist.
}
}
aVar = 20; //compile error: aVar stopped existing at the }
}
A "global" is simply any variable name that is not local. Consider the equivalent Lua code to the above:
function MyFuncName()
if(...) then
local aVar = 5 --aVar exists and is a local variable.
if(...) then
aVar = 10 --Since the most recent declaration of the symbol `aVar` in scope
--is a `local`, this use of `aVar` refers to the `local` defined above.
end
end
aVar = 20 --The previous `local aVar` is *not in scope*. That scope ended with
--the above `end`. Therefore, this `aVar` refers to the *global* aVar.
end
What in Java would be a compile error is perfectly valid Lua code, though it's probably not what you intended.

Read dynamic variable names in Lua

i'd like to know if there is any possibility to read out dynamic variable names?
Since the programm that passes the variables to my script calls them just "in1, in2, in3" etc.
Hopefully there is any way to make a loop, because it is pretty annoying to handle every input separately...
Here is what i've tried so far, but it just gives me an error.
for i=1,19,2 do
myvar[i] = ["in"..i]
end
I'm quite new to Lua, but i hope the solution is not that difficult :D
Edit:
Oh I'll try to give you some more information. The "Main" Program is no not written in Lua and just set theese "in1 ... " variables. It is a kind of robotic programmic software and has a lot of funktions build in. Thats the whole thing so i can not simply use other variable names or an array. So it is not a function or anything else related to Lua...
Here is a little Screenshot http://www.bilderload.com/daten/unbenanntFAQET.jpg
At the moment the Lua script just passes the the first input.
It depends on what you mean by "dynamic variable names."
The names of local variables do not exist. Local variables are any variable declared as a function parameter or with the local keyword. Local variables are compiled into offsets into the Lua stack, so their names don't exist. You can't index something by name to get them.
Global variables are members of the global table. Therefore, these ways to set a global variable are equivalent:
globalVar = 4
_G.globalVar = 4
_G["globalVar"] = 4
Since the programm that passes the variables to my script calls them just "in1, in2, in3" etc.
The program that passes variables to your script doesn't get to name them. A variable is just a placeholder for a value. It has no ownership of that value. When your function gets arguments, your function gets to name them.
You haven't said much about the structure of your program, so I can't really give good advice. But if you just want to take some number of values as parameters and access them as inputs, you can do that in two ways. You can take a table containing values as a parameter, or you can take a varargs:
function MyFunc1(theArgs)
for i, arg in ipairs(theArgs) do
--Do something with arg.
end
end
function MyFunc2(...)
for i, arg in ipairs({...}) do
--Do something with arg.
end
end
MyFunc1 {2, 44, 22} --Can be called with no () because it takes a single value as an expression. The table.
MyFunc2(2, 44, 22)
Whoever wrote the code that spits out these "dynamic variables" didn't do a good job. Having them is a bad habit, and might result in data loss, cluttering of the global name space, ...
If you can change it, it'd be much better to just output a table containing the results.
That said, you're not to far off with your solution, but ["in"..i] is no valid Lua syntax. You're indexing into nothing. If those variables are globals, your code should read:
for i=1,19,2 do
myvar[i] = _G["in"..i]
end
This reads the values contained by your variables out of the global table.
Try this
myvar={ in1, in2, in3, in4, in5, in6, in7, in8, in9, in10, in11,
in12, in13, in14, in15, in16, in17, in18, in19 }
if the variables are passed as global variables, or this
myvar = {...}
if the variables are passed as arguments to the script.