| Paradigm(s) | Multi-paradigm: scripting, imperative (procedural, prototype-based object-oriented), functional |
|---|---|
| Appeared in | 1993 |
| Designed by | Roberto Ierusalimschy Waldemar Celes Luiz Henrique de Figueiredo |
| Stable release | 5.2.2 (March 27, 2013) |
| Typing discipline | dynamic, strong, duck |
| Major implementations | Lua, LuaJIT, LLVM-Lua, Lua Alchemy |
| Dialects | Metalua, Idle, GSL Shell |
| Influenced by | C++, CLU, Modula, Scheme, SNOBOL |
| Influenced | Io, GameMonkey, Squirrel, Falcon, MiniD |
| OS | Cross-platform |
| License | MIT License |
Lua (pron.: /ˈluːə/ LOO-ə, from Portuguese: lua [ˈlu.(w)ɐ] meaning "moon"; explicitly not "LUA") is a lightweight multi-paradigm programming language designed as a scripting language with "extensible semantics" as a primary goal. Lua is cross-platform since it is written in ISO C. Lua has a relatively simple C API, thus "Lua is especially useful for providing end users with an easy way to program the behavior of a software product without getting too far into its innards."
Lua was created in 1993 by Roberto Ierusalimschy, Luiz Henrique de Figueiredo, and Waldemar Celes, members of the Computer Graphics Technology Group (Tecgraf) at the Pontifical Catholic University of Rio de Janeiro, in Brazil.
From 1977 until 1992, Brazil had a policy of strong trade barriers (called a market reserve) for computer hardware and software. In that atmosphere, Tecgraf's clients could not afford, either politically or financially, to buy customized software from abroad. Those reasons led Tecgraf to implement the basic tools it needed from scratch.
Lua's historical "father and mother" were data-description/configuration languages SOL (Simple Object Language) and DEL (data-entry language). They had been independently developed at Tecgraf in 1992–1993 to add some flexibility into two different projects (both were interactive graphical programs for engineering applications at Petrobras company). There was a lack of any flow control structures in SOL and DEL, and Petrobras felt a growing need to add full programming power to them.
In 1993, the only real contender was Tcl, which had been explicitly designed to be embedded into applications. However, Tcl had unfamiliar syntax, did not offer good support for data description, and ran only on Unix platforms. We did not consider LISP or Scheme because of their unfriendly syntax. Python was still in its infancy. In the free, do-it-yourself atmosphere that then reigned in Tecgraf, it was quite natural that we should try to develop our own scripting language ... Because many potential users of the language were not professional programmers, the language should avoid cryptic syntax and semantics. The implementation of the new language should be highly portable, because Tecgraf's clients had a very diverse collection of computer platforms. Finally, since we expected that other Tecgraf products would also need to embed a scripting language, the new language should follow the example of SOL and be provided as a library with a C API.
Lua 1.0 was designed in such a way that its object constructors, being then slightly different from the current light and flexible style, incorporated the data-description syntax of SOL (hence the name Lua – sol is Portuguese for sun; lua is moon). Lua syntax for control structures was mostly borrowed from Modula (if, while, repeat/until), but also had taken influence from CLU (multiple assignments and multiple returns from function calls, as a simpler alternative to reference parameters or explicit pointers), C++ ("neat idea of allowing a local variable to be declared only where we need it"), SNOBOL and AWK (associative arrays). In an article published in Dr. Dobb's Journal, Lua's creators also state that LISP and Scheme with their single, ubiquitous data structure mechanism (the list) were a major influence on their decision to develop the table as the primary data structure of Lua.
Current Lua semantics were borrowed mainly from Scheme:
Semantically, Lua has many similarities with Scheme, even though these similarities are not immediately clear because the two languages are syntactically very different. The influence of Scheme on Lua has gradually increased during Lua's evolution: initially, Scheme was just a language in the background, but later it became increasingly important as a source of inspiration, especially with the introduction of anonymous functions and full lexical scoping.
Versions of Lua prior to version 5.0 were released under a license similar to the BSD license. From version 5.0 onwards, Lua has been licensed under the MIT License.
Lua is commonly described as a “multi-paradigm” language, providing a small set of general features that can be extended to fit different problem types, rather than providing a more complex and rigid specification to match a single paradigm. Lua, for instance, does not contain explicit support for inheritance, but allows it to be implemented relatively easily with metatables. Similarly, Lua allows programmers to implement namespaces, classes, and other related features using its single table implementation; first-class functions allow the employment of many powerful techniques from functional programming; and full lexical scoping allows fine-grained information hiding to enforce the principle of least privilege.
In general, Lua strives to provide flexible meta-features that can be extended as needed, rather than supply a feature-set specific to one programming paradigm. As a result, the base language is light – the full reference interpreter is only about 180 kB compiled – and easily adaptable to a broad range of applications.
Lua is a dynamically typed language intended for use as an extension or scripting language, and is compact enough to fit on a variety of host platforms. It supports only a small number of atomic data structures such as boolean values, numbers (double-precision floating point by default), and strings. Typical data structures such as arrays, sets, lists, and records can be represented using Lua’s single native data structure, the table, which is essentially a heterogeneous associative array.
Lua implements a small set of advanced features such as first-class functions, garbage collection, closures, proper tail calls, coercion (automatic conversion between string and number values at run time), coroutines (cooperative multitasking) and dynamic module loading.
By including only a minimum set of data types, Lua attempts to strike a balance between power and size.
The classic hello world program can be written as follows:
print 'Hello World!'
Comments use the following syntax, similar to that of Ada, Eiffel, Haskell, SQL and VHDL:
-- A comment in Lua starts with a double-hyphen and runs to the end of the line. --[[ Multi-line strings & comments are adorned with double square brackets. ]] --[=[ Comments like this can have other --[[comments]] nested. ]=]
The factorial function is implemented as a recursive function in this example:
function factorial(n) if n == 0 then return 1 else return n * factorial(n - 1) end end
Lua has four types of loops: the while loop, the repeat loop (similar to a do while loop), the for loop, and the generic for loop. (The local variables defined are to simply make the program complete. User variables are expected to be the normal input parameters for these functions.)
The while loop has the syntax:
while condition do --Statements end
The repeat loop:
local cond = false repeat --Statements until cond
executes the loop body at least once, and would keep looping until cond becomes true.
The for loop:
for index = 1,5 do print(index) end
would repeat the loop body 5 times, outputting the numbers 1 through 5 inclusive.
Another form of the for loop is:
local start,finish,delta = 10,1,-1 --delta may be negative, allowing the for loop to count down or up. for index = start,finish,delta do print(index) end
The generic for loop:
for key,value in pairs(_G) do print(key,value) end
would iterate over the table _G using the standard iterator function pairs, until it returns nil.
Lua’s treatment of functions as first-class values is shown in the following example, where the print function’s behavior is modified:
do local oldprint = print -- Store current print function as oldprint function print(s) -- Redefine print function, the usual print function can still be used if s == "foo" then oldprint("bar") else oldprint(s) end end end
Any future calls to print will now be routed through the new function, and because of Lua’s lexical scoping, the old print function will only be accessible by the new, modified print.
Lua also supports closures, as demonstrated below:
function addto(x) -- Return a new function that adds x to the argument return function(y) --[[ When we refer to the variable x, which is outside of the current scope and whose lifetime would be shorter than that of this anonymous function, Lua creates a closure.]] return x + y end end fourplus = addto(4) print(fourplus(3)) -- Prints 7
A new closure for the variable x is created every time addto is called, so that each new anonymous function returned will always access its own x parameter. The closure is managed by Lua’s garbage collector, just like any other object.
Tables are the most important data structure (and, by design, the only built-in composite data type) in Lua, and are the foundation of all user-created types. They are conceptually similar to associative arrays in PHP and dictionaries in Python.
A table is a collection of key and data pairs, where the data is referenced by key; in other words, it's a hashed heterogeneous associative array. A key (index) can be of any data type except nil. An integer key of 1 is considered distinct from a string key of "1".
Tables are created using the {} constructor syntax:
a_table = {} -- Creates a new, empty table
Tables are always passed by reference:
a_table = {x = 10} -- Creates a new table, with one entry mapping "x" to the number 10. print(a_table["x"]) -- Prints the value associated with the string key, in this case 10. b_table = a_table b_table["x"] = 20 -- The value in the table has been changed to 20. print(b_table["x"]) -- Prints 20. print(a_table["x"]) -- Also prints 20, because a_table and b_table both refer to the same table.
We can insert/remove values/indexes from tables, as well.
local myTable={"a","b"} table.insert(myTable,"c") --print(unpack(myTable)) --> a b c table.remove(myTable,2) --print(unpack(myTable)) --> a c
A table is often used as structure (or record) by using strings as keys. Because such use is very common, Lua features a special syntax for accessing such fields. Example:
point = { x = 10, y = 20 } -- Create new table print(point["x"]) -- Prints 10 print(point.x) -- Has exactly the same meaning as line above
By using a table to store related functions, it can act as a namespace.
Point = {} Point.new = function(x, y) return {x = x, y = y} end Point.set_x = function(point, x) point.x = x end
By using a numerical key, the table resembles an array data type. Lua arrays are 1-based: the first index is 1 rather than 0 as it is for many other programming languages (though an explicit index of 0 is allowed).
A simple array of strings:
array = { "a", "b", "c", "d" } -- Indices are assigned automatically. print(array[2]) -- Prints "b". Automatic indexing in Lua starts at 1. print(#array) -- Prints 4. # is the length operator for tables and strings. array[0] = "z" -- Zero is a legal index. print(#array) -- Still prints 4, as Lua arrays are 1-based.
The length of a table t is defined to be any integer index n such that t[n] is not nil and t[n+1] is nil; moreover, if t[1] is nil, n can be zero. For a regular array, with non-nil values from 1 to a given n, its length is exactly that n, the index of its last value. If the array has "holes" (that is, nil values between other non-nil values), then #t can be any of the indices that directly precedes a nil value (that is, it may consider any such nil value as the end of the array).
An array of objects:
function Point(x, y) -- "Point" object constructor return { x = x, y = y } -- Creates and returns a new object (table) end array = { Point(10, 20), Point(30, 40), Point(50, 60) } -- Creates array of points print(array[2].y) -- Prints 40
Using a hash map to emulate an array normally is slower than using an actual array; however, Lua tables are optimized for use as arrays to help avoid this issue.
Extensible semantics is a key feature of Lua, and the metatable concept allows Lua’s tables to be customized in powerful ways. The following example demonstrates an "infinite" table. For any
, fibs[n] will give the
Fibonacci number using dynamic programming and memoization.
fibs = { 1, 1 } -- Initial values for fibs[1] and fibs[2]. setmetatable(fibs, { __index = function(name, n) -- Call this function if fibs[n] does not exist. name[n] = name[n - 1] + name[n - 2] -- Calculate and memoize fibs[n]. return name[n] end })
Another example, with the __call metamethod to create an Object Oriented Programming feel:
newPerson = {} -- Creates a new table called 'newPerson'. setmetatable(newPerson, { __call = function(table,name,age) -- Turns the newPerson table into a functable. local person = {Name = name, Age = age} -- Creates a local variable which has all the properties of the person you create later on. return person -- Returns the table person so when you create it, it will set the variables in the table person. end }) Bill = newPerson("Bill Raizer", 21) -- Creates a new person. print(Bill.Name, Bill.Age) -- Prints the name and age.
Although Lua does not have a built-in concept of classes, they can be implemented using two language features: first-class functions and tables. By placing functions and related data into a table, an object is formed. Inheritance (both single and multiple) can be implemented via the metatable mechanism, telling the object to look up nonexistent methods and fields in parent object(s).
There is no such concept as "class" with these techniques; rather, prototypes are used, as in the programming languages Self or JavaScript. New objects are created either with a factory method (that constructs new objects from scratch), or by cloning an existing object.
Lua provides some syntactic sugar to facilitate object orientation. To declare member functions inside a prototype table, one can use function table:func(args), which is equivalent to function table.func(self, args). Calling class methods also makes use of the colon: object:func(args) is equivalent to object.func(object, args).
Creating a basic vector object:
Vector = {} -- Create a table to hold the class methods function Vector:new(x, y, z) -- The constructor local object = { x = x, y = y, z = z } setmetatable(object, { __index = Vector }) -- Inheritance return object end function Vector:magnitude() -- Another member function -- Reference the implicit object using self return math.sqrt(self.x^2 + self.y^2 + self.z^2) end vec = Vector:new(0, 1, 0) -- Create a vector print(vec:magnitude()) -- Call a member function using ":" (output: 1) print(vec.x) -- Access a member variable using "." (output: 0)
Lua programs are not interpreted directly from the textual Lua file, but are compiled into bytecode which is then run on the Lua virtual machine. The compilation process is typically transparent to the user and is performed during run-time, but it can be done offline in order to increase loading performance or reduce the memory footprint of the host environment by leaving out the compiler.
Like most CPUs, and unlike most virtual machines (which are stack-based), the Lua VM is register-based, and therefore more closely resembles an actual hardware design. The register architecture both avoids excessive copying of values and reduces the total number of instructions per function. The virtual machine of Lua 5 is one of the first register-based pure VMs to have a wide use. Perl's Parrot and Android's Dalvik are two other well-known register-based VMs.
This example is the bytecode listing of the factorial function defined above (as shown by the luac 5.1 compiler):
function <factorial.lua:1,6> (10 instructions, 40 bytes at 003D5818)
1 param, 3 slots, 0 upvalues, 1 local, 3 constants, 0 functions
1 [2] EQ 0 0 -1 ; - 0
2 [2] JMP 2 ; to 5
3 [3] LOADK 1 -2 ; 1
4 [3] RETURN 1 2
5 [5] GETGLOBAL 1 -3 ; factorial
6 [5] SUB 2 0 -2 ; - 1
7 [5] CALL 1 2 2
8 [5] MUL 1 0 1
9 [5] RETURN 1 2
10 [6] RETURN 0 1
Lua is intended to be embedded into other applications, and accordingly it provides a robust, easy-to-use C API. The API is divided into two parts: the Lua core and the Lua auxiliary library.
The Lua API is fairly straightforward because its design eliminates the need for manual reference management in C code, unlike Python’s API. The API, like the language, is minimalistic. Advanced functionality is provided by the auxiliary library, which consists largely of preprocessor macros which make complex table operations more palatable.
The Lua C API is stack based. Lua provides functions to push and pop most simple C data types (integers, floats, etc.) to and from the stack, as well as functions for manipulating tables through the stack. The Lua stack is somewhat different from a traditional stack; the stack can be indexed directly, for example. Negative indices indicate offsets from the top of the stack (for example, −1 is the last element), while positive indices indicate offsets from the bottom.
Marshalling data between C and Lua functions is also done using the stack. To call a Lua function, arguments are pushed onto the stack, and then the lua_call is used to call the actual function. When writing a C function to be directly called from Lua, the arguments are popped from the stack.
Here is an example of calling a Lua function from C:
#include <stdio.h> #include <stdlib.h> #include <lua.h> #include <lauxlib.h> int main() { lua_State *L = luaL_newstate(); if (luaL_dostring(L, "function foo (x,y) return x+y end")) exit(1); lua_getglobal(L, "foo"); lua_pushinteger(L, 5); lua_pushinteger(L, 3); lua_call(L, 2, 1); printf("Result: %d\n", lua_tointeger(L, -1)); lua_close(L); return 0; }
Running this example gives:
$ gcc -o example example.c -llua $ ./example Result: 8
The C API also provides several special tables, located at various “pseudo-indices” in the Lua stack. At LUA_GLOBALSINDEX is the globals table, _G from within Lua, which is the main namespace. There is also a registry located at LUA_REGISTRYINDEX where C programs can store Lua values for later retrieval.
It is possible to write extension modules using the Lua API. Extension modules are shared objects which can be used to extend the functionality of the interpreter by providing native facilities to Lua scripts. From the Lua side, such a module appears as a namespace table holding its functions and variables. Lua scripts may load extension modules using require, just like modules written in Lua itself.
A growing collection of modules known as rocks are available through a package management system called LuaRocks, in the spirit of CPAN, RubyGems and Python Eggs. Other sources include LuaForge and the Lua Addons directory of lua-users.org wiki.
There are several packages for creating graphical user interfaces, Perl/POSIX regular expressions, encryption, file compression, and many others. Prewritten Lua bindings exist for most popular programming languages, including other scripting languages. For C++, there are a number of template-based approaches and some automatic binding generators.
In video game development, Lua is widely used as a scripting language by game programmers, perhaps owing to how easy it is to embed, its fast execution, and its short learning curve.
In 2003, a poll conducted by GameDev.net showed Lua as a most popular scripting language for game programming. On January, 2012, Lua was announced as a winner of the Front Line Award 2011 from the magazine Game Developer in the category Programming Tools.
Other applications using Lua include:
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