Simple Lua Classes |
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Out of the box, Lua does not have a class system, but its powerful metaprogramming facilities makes defining classic objects straightforward. In fact, there's a number of ways of doing this; together with the unfamiliar notation, this makes object-orientation in Lua seem a little intimidating at first.
The method described here is the most common and flexible method, using metatables. A table's behavior can be customized by giving it a metatable. For instance, if the metatable has an __index function, then any failed attempt to look up something in the table will be passed to __index. If __index is itself a table, the symbol will be looked up in that table. (Please see the excellent discussion in PiL [1]) Here is the basic idea:
Account = {}
Account.__index = Account
function Account.create(balance)
local acnt = {} -- our new object
setmetatable(acnt,Account) -- make Account handle lookup
acnt.balance = balance -- initialize our object
return acnt
end
function Account:withdraw(amount)
self.balance = self.balance - amount
end
-- create and use an Account
acc = Account.create(1000)
acc:withdraw(100)
Here, Account objects are represented by tables, which contain precisely one field, the balance. Lua tries to look up withdraw in acc, and cannot find it. Because acc has a metatable that defines __index, it will then look up withdraw in that metatable. So acc:withdraw(100) is actually the call Account.withdraw(acc,100). We could have actually put withdraw directly into acc, but this would be wasteful and inflexible - adding a new method would require a change to the create function, etc.
I'll define a function class which does all this (and more) transparently.
Account = class(function(acc,balance) acc.balance = balance end) function Account:withdraw(amount) self.balance = self.balance - amount end -- can create an Account using call notation! acc = Account(1000) acc:withdraw(100)
In this scheme, one supplies an initialization function to the new class, and a 'constructor' is automatically generated.
Simple inheritance is supported. For example, here a base class Animal is defined, and several specific kinds of animals are declared. All classes made using class have a is_a method, which you can use to find out the actual class at runtime:
-- animal.lua require 'class' Animal = class(function(a,name) a.name = name end) function Animal:__tostring() return self.name..': '..self:speak() end Dog = class(Animal) function Dog:speak() return 'bark' end Cat = class(Animal, function(c,name,breed) Animal.init(c,name) -- must init base! c.breed = breed end) function Cat:speak() return 'meow' end Lion = class(Cat) function Lion:speak() return 'roar' end fido = Dog('Fido') felix = Cat('Felix','Tabby') leo = Lion('Leo','African')
D:\Downloads\func>lua -i animal.lua > = fido,felix,leo Fido: bark Felix: meow Leo: roar > = leo:is_a(Animal) true > = leo:is_a(Dog) false > = leo:is_a(Cat) true
All Animal does is define __tostring, which Lua will use whenever a string representation is needed of the object. In turn, this relies on speak, which is not defined. So it's what C++ people would call an abstract base class; the specific derived classes like Dog define speak. Please note that if derived classes have their own initialization functions, they must explicitly call init for their base class.
class() uses two tricks. It allows you to construct a class using the call notation (like Dog('fido') above) by giving the class itself a metatable which defines __call. It handles inheritance by copying the fields of the base class into the derived class. This isn't the only way of doing inheritance; we could make __index a function which explicitly tries to look a function up in the base class(es). But this method will give better performance, at a cost of making the class objects somewhat fatter. Each derived class does keep a field _base that contains the base class, but this is to implement is_a.
Note that modification of a base class at runtime will not affect its subclasses.
-- class.lua -- Compatible with Lua 5.1 (not 5.0). function class(base, init) local c = {} -- a new class instance if not init and type(base) == 'function' then init = base base = nil elseif type(base) == 'table' then -- our new class is a shallow copy of the base class! for i,v in pairs(base) do c[i] = v end c._base = base end -- the class will be the metatable for all its objects, -- and they will look up their methods in it. c.__index = c -- expose a constructor which can be called by <classname>(<args>) local mt = {} mt.__call = function(class_tbl, ...) local obj = {} setmetatable(obj,c) if init then init(obj,...) else -- make sure that any stuff from the base class is initialized! if base and base.init then base.init(obj, ...) end end return obj end c.init = init c.is_a = function(self, klass) local m = getmetatable(self) while m do if m == klass then return true end m = m._base end return false end setmetatable(c, mt) return c end
--- class_orig.lua 2009-07-24 20:53:25.218750000 -0400
+++ class.lua 2009-07-24 20:53:49.734375000 -0400
@@ -21,8 +21,8 @@
mt.__call = function(class_tbl,...)
local obj = {}
setmetatable(obj,c)
- if ctor then
- ctor(obj,...)
+ if class_tbl.init then
+ class_tbl.init(obj,...)
else
-- make sure that any stuff from the base class is initialized!
if base and base.init then
A = class() function A:init(x) self.x = x end function A:test() print(self.x) end B = class(A) function B:init(x,y) A.init(self,x) self.y = y end
function A:__add(b) return A(self.x + b.x) end
c.init = ctor. I changed this argument's name to 'init'. --DeniSpir
the nested constructor function is ugly, but otherwise this is helpful