How can I list all the functions included in a Lua source file?
For example, I have fn.lua which contains
function test1()
print("Test 1")
end
function test2()
print("Test 2")
end
And I wish to be able to display those function names (test1, test2) from another Lua script.
The only way I can figure at the moment is to include the file using require, then list the functions in _G - but that will include all the standard Lua functions as well.
Of course I could just parse the file manually using the string search functions, but that doesn't seem very Lua to me!
This will eventually form part of a process that allows the developer to write functions in Lua, and the operator to select which of those functions are called from a list in Excel (yuk!).
If you put them all in a "module" (which you should probably do, anyway):
mymodule = { }
function mymodule.test1()
print("Test 1")
end
function module.test2()
print("Test 2")
end
return mymodule
It becomes trivial:
mymodule = require"mymodule"
for fname,obj in pairs(mymodule) do
if type(obj) == "function" then
print(fname)
end
end
If you absolutely have to keep them in raw form, you'd have to load them in a different way to separate your global environment, and then iterate over it in a similar way (over the inner env's cleaned _G, perhaps).
I see three ways:
Save the names in _G before loading your script and compare to the names left in _G after loading it. I've seen some code for this, either in the Lua mailing list or in the wiki, but I can't find a link right now.
Report the globals used in a function by parsing luac listings, as in http://lua-users.org/lists/lua-l/2012-12/msg00397.html.
Use my bytecode inspector lbci from within Lua, which contains an example that reports globals.
If you want to do this, it's better to define the function is a package, as described in Programming in Lua book:
functions = {}
function functions.test1() print('foo') end
function functions.test2() print('bar') end
return functions
Then you can simply iterate your table functions.
Related
I have been playing with Lua for the past week and I ended up writing this peace of code. I find it really useful that you can dynamically create new functions that "inherit" other functions, so programmers must have a name for it. My questions are:
What is this called?
Is there a better way to do this? (cycle over a data structure and create add-on functions that "improve" existing functions)
D = {
name = {
value = nil,
offset = 0,
update = function (self)
self.value = "Berlin"
end,
},
}
--Dynamic function definition
for i in pairs(D) do
D[i].upAndWrite = function(self)
self:update()
print("upAndWrite was here")
end
end
print(D.name.value)
D.name:upAndWrite()
print(D.name.value)
Result:
nil
upAndWrite was here
Berlin
I don't think that what you're doing have special name for it, it's just on-the-fly function creation.
There are few notes regarding your code:
Proper for loop
for i in pairs(D) do
…
end
In programming, variable i is generally used for counter loops, like in
for i=1,100 do
…
end
Here, pairs returns an iterator function and the idiomatic way to use it is
for k,v in pairs(D) do
…
end
Here k is a key (like i in your code) and v is a value (use it instead of indexing table like D[k] or D[i] in your code when you need to access the corresponding value).
There's no need to create functions on the fly!
Another important thing is that you create new function on each loop iteration. While this feature is very powerful, you're not using it at all as you don't store anything using upvalues and only access data through arguments.
A better way to do it would be creating function once and assigning it to every field:
-- Define D here
do
local function upAndWrite(self)
self:update()
print("upAndWrite was here")
end
for k,v in pairs(D) do
v.upAndWrite = upAndWrite -- Use our function
end
end
-- Perform tests here
What does on-the-fly function creation allow?
As mentioned above, you can utilize this very powerful mechanism of closures in certain situations. Here's a simple example:
local t = {}
for i = 1, 100 do
-- Create function to print our value
t[i] = function() print(i) end
-- Create function to increment value by one
t[-i] = function() i=i+1 end
end
t[1]() -- Prints 1
t[20]() -- Prints 20
t[-20]() -- Increment upvalue by one
t[20]() -- Now it is 21!
This example demonstrates one possible usage of upvalues and the fact that many functions can share them. This can be useful in a variety of situations together with the fact that upvalues can't be changed by side code (without use of debug library) and can be trusted in general.
I hope my answer covers what you wanted to know.
Note: Also, this language is called Lua, not LUA.
As a whole it doesn't have a name, no. There's lots of concepts that play into this:
First Class Functions aka. functions that can be assigned to variables and passed around just like numbers or strings.
Anonymous Functions aka. functions that are created without giving it a name explicitly. All functions in Lua are technically anonymous, but often they are assigned into a variable right after creation.
Metaprogramming aka. writing programs that write programs. A loop that creates functions (or methods) on an arbitrary number of objects is very simple, but I'd count it as metaprogramming.
Lua Tables; this may seem obvious, but consider that not all languages have a feature like this. Javascript has objects which are similar, but Ruby for example has no comparable feature.
If you're gonna use pairs, you might as well make use of both variables.
for key, object in pairs(D) do
function object:upAndWrite(self)
self:update()
print("upAndWrite was here")
end
end
Though that would create many closures, which means more work for the garbage collector, more memory usage and slower execution speed.
for key, object in pairs(D) do
print(object.upAndWrite) -- All the functions are different
end
It's a good first stage, but after refactoring it a bit you could get this:
do
local method = function(self) -- Create only one closure
self:update()
print("upAndWrite was here")
end
for key, object in pairs(D) do
object.upAndWrite = method -- Use single closure many times
end
end
Now there's only one closure that's shared among all the tables.
for key, object in pairs(D) do
print(object.upAndWrite) -- All the functions are the same
end
I'm trying to figure out a way to get all functions in a Lua script. This script has been compiled into a function through loadfile. For example, I'd want to get every function defined in the script below.
function example1()
end
local function example2()
end
local library = {}
function library:example3()
end
(function()
-- Functions like this too.
end)
The names aren't important, I'm just looking for a way to get the actual functions so I can use them in debug.getinfo and get information like the lines they were defined in. I have LuaJIT, if that makes this any easier. Is something like this even possible? Thanks in advance.
I guess the file declares its functions as global, or it would be really easy to track what is returned.
If that's the case, you can cycle through all the global items with a generic for loop, and only take the functions from them:
allFuncs = {}
for key, item in pairs(_G) do
if type(item) == "function" then
allFuncs[#allFuncs + 1] = item
end
end
(_G is the table holding all the global variables)
Then you will have a list (allFuncs) holding all the functions declared, but be aware that it will also contain default functions like setmetatable or xpcall.
It's easy to modify the code to not make this happen, but only use this for testing / learning:
function allFuncs()
local funcsTab = {}
for key, item in pairs(_G) do
if type(item) == "function" then
funcsTab[#funcsTab + 1] = item
end
end
return funcsTab
end
defaultFuncs = allFuncs()
--then you load your file: other functions get declared
--we create another table containg the default + the new functions
myFuncs = allFuncs()
--then you subtract the first table from the second
for i = 1, #myFuncs do
for o = 1, #defaultFuncs do
if myFuncs[i] == defaultFuncs[o] then
table.remove(myFuncs, i)
end
end
end
This is if your file doesn't return anything and declares its functions as globals.
If the file declares them as local and then returns a table containing them, just use the first piece of code replacing _G with that returned table.
This is not likely to be possible without syntax or bytecode analysis as each function definition is an assignment (just has different forms in your examples). See the bytecode inspector and a related discussion here. For the syntax analysis you can use metalua or something like lua-loose-parser. Keep in mind that even those tools won't give you the entire list of functions as some functions may be defined dynamically using loadstring (or similar methods).
If you only have access to the result of loadfile, then you best bet is to use the bytecode analyzer.
This is possible using jit.attach in LuaJIT.
You can attach callbacks to a number of compiler events with
jit.attach. The callback can be called:
when a function has been compiled to bytecode ("bc");
when trace recording starts or stops ("trace");
as a trace is being recorded ("record");
or when a trace exits through a side exit ("texit").
http://wiki.luajit.org/JIT-Compiler-API#jit-attach
jit.attach(function(f)
local funcInfo = jit.util.funcinfo(f)
end, "bc")
Is there a way to have a function in Lua that can be accessed from any module in a project without having to first require it?
something like:
module(..., package.seeall);
function globFoo()
print('global foo called');
end
and have it called from somwhere else, like main
--main
globFoo();
without requiring it?
A module is just a Lua script. You can do whatever you want there; you don't even have to call module in your module script. Indeed, module is generally considered harmful these days, which is why it was deprecated in Lua 5.2.
Really, it's a matter of simply moving your code around:
function globFoo()
print('global foo called');
end
module(..., package.seeall); --Module created after global function
So yes, you can have a module modify the global table. I would very much suggest that you don't (because it creates implicit ordering between Lua scripts, which makes it hard to know which script uses which stuff). But you can do it.
A sample of how this is done :
in global.lua (where the global function is located) :
globalFunction1 = function(params)
print("I am globalFunction1")
end
In the calling file, caller.lua :
globalFunction1(params) -- This will call the global function above
Ok, I am new in Matlab and I am currently working on some econometric script. Before I move to real econometrics I have to create a function that selects the data that I'm interested in. Although I managed to get that script to work by writing at a very structural level, I would like this script to be as universal as possible and therefore would like to divide it into specific functions. However, when I converted all this to one function, I keep getting the error "Function definitions are not permitted in this context".
Thanks in advance for your help.
function [probingArray] = extractData (data, startValue, numberOfPeriods)
arrayHeight=size(data,1);
for i=1:arrayHeight
if Date(i)==startValue
datePosition=i;
end
end
n=1;
for i=(datePosition-numberOfPeriods):datePosition
probingArray(n,1)=n;
probingArray(n,2)=UK(i);
n=n+1;
end
clear n i;
make sure you respect matlab conventions
function [out1, out2, ...] = myfun(in1, in2, ...) declares the function myfun, and its inputs and outputs. The function declaration must be the first executable line of any MATLAB function.
from http://www.mathworks.com/help/techdoc/ref/function.html
I'm going back to the basics here but in Lua, you can define a table like so:
myTable = {}
myTable [1] = 12
Printing the table reference itself brings back a pointer to it. To access its elements you need to specify an index (i.e. exactly like you would an array)
print(myTable ) --prints pointer
print(myTable[1]) --prints 12
Now functions are a different story. You can define and print a function like so:
myFunc = function() local x = 14 end --Defined function
print(myFunc) --Printed pointer to function
Is there a way to access the body of a defined function. I am trying to put together a small code visualizer and would like to 'seed' a given function with special functions/variables to allow a visualizer to 'hook' itself into the code, I would need to be able to redefine the function either from a variable or a string.
There is no way to get access to body source code of given function in plain Lua. Source code is thrown away after compilation to byte-code.
Note BTW that function may be defined in run-time with loadstring-like facility.
Partial solutions are possible — depending on what you actually want to achieve.
You may get source code position from the debug library — if debug library is enabled and debug symbols are not stripped from the bytecode. After that you may load actual source file and extract code from there.
You may decorate functions you're interested in manually with required metadata. Note that functions in Lua are valid table keys, so you may create a function-to-metadata table. You would want to make this table weak-keyed, so it would not prevent functions from being collected by GC.
If you would need a solution for analyzing Lua code, take a look at Metalua.
Check out Lua Introspective Facilities in the debugging library.
The main introspective function in the
debug library is the debug.getinfo
function. Its first parameter may be a
function or a stack level. When you
call debug.getinfo(foo) for some
function foo, you get a table with
some data about that function. The
table may have the following fields:
The field you would want is func I think.
Using the debug library is your only bet. Using that, you can get either the string (if the function is defined in a chunk that was loaded with 'loadstring') or the name of the file in which the function was defined; together with the line-numbers at which the function definition starts and ends. See the documentation.
Here at my current job we have patched Lua so that it even gives you the column numbers for the start and end of the function, so you can get the function source using that. The patch is not very difficult to reproduce, but I don't think I'll be allowed to post it here :-(
You could accomplish this by creating an environment for each function (see setfenv) and using global (versus local) variables. Variables created in the function would then appear in the environment table after the function is executed.
env = {}
myFunc = function() x = 14 end
setfenv(myFunc, env)
myFunc()
print(myFunc) -- prints pointer
print(env.x) -- prints 14
Alternatively, you could make use of the Debug Library:
> myFunc = function() local x = 14 ; debug.debug() end
> myFunc()
> lua_debug> _, x = debug.getlocal(3, 1)
> lua_debug> print(x) -- prints 14
It would probably be more useful to you to retrieve the local variables with a hook function instead of explicitly entering debug mode (i.e. adding the debug.debug() call)
There is also a Debug Interface in the Lua C API.