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Lua Programming

The document is a Lua programming guide that includes various topics such as syntax, expressions, statements, functions, and standard libraries. It also discusses licensing under Creative Commons and provides information on obtaining the Lua programming language. The document contains a comprehensive table of contents outlining the structure and key sections of the guide.

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cewis48329
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
5 views

Lua Programming

The document is a Lua programming guide that includes various topics such as syntax, expressions, statements, functions, and standard libraries. It also discusses licensing under Creative Commons and provides information on obtaining the Lua programming language. The document contains a comprehensive table of contents outlining the structure and key sections of the guide.

Uploaded by

cewis48329
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 76

Lua Programming

en.wikibooks.org
July 31, 2016

On the 28th of April 2012 the contents of the English as well as German Wikibooks and Wikipedia
projects were licensed under Creative Commons Attribution-ShareAlike 3.0 Unported license. A
URI to this license is given in the list of figures on page 67. If this document is a derived work from
the contents of one of these projects and the content was still licensed by the project under this
license at the time of derivation this document has to be licensed under the same, a similar or a
compatible license, as stated in section 4b of the license. The list of contributors is included in chapter
Contributors on page 65. The licenses GPL, LGPL and GFDL are included in chapter Licenses on
page 71, since this book and/or parts of it may or may not be licensed under one or more of these
licenses, and thus require inclusion of these licenses. The licenses of the figures are given in the list
of figures on page 67. This PDF was generated by the LATEX typesetting software. The LATEX source
code is included as an attachment (source.7z.txt) in this PDF file. To extract the source from
the PDF file, you can use the pdfdetach tool including in the poppler suite, or the http://www.
pdflabs.com/tools/pdftk-the-pdf-toolkit/ utility. Some PDF viewers may also let you save
the attachment to a file. After extracting it from the PDF file you have to rename it to source.7z.
To uncompress the resulting archive we recommend the use of http://www.7-zip.org/. The LATEX
source itself was generated by a program written by Dirk Hünniger, which is freely available under
an open source license from http://de.wikibooks.org/wiki/Benutzer:Dirk_Huenniger/wb2pdf.
Contents

1 Introduction 3
1.1 Hello, world! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.2 Comments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.3 Syntax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.4 Obtaining Lua . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

2 Expressions 7
2.1 Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.2 Literals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.3 Coercion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.4 Bitwise operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.5 Operator precedence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.6 Quiz . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

3 Statements 17
3.1 Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
3.2 Conditional statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.3 Loops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.4 Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

4 Functions 27
4.1 Returning values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
4.2 Errors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
4.3 Stack overflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
4.4 Variadic functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

5 Standard libraries 33
5.1 Basic library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.2 Coroutines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
5.3 String matching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

6 Appendix:Software testing 41
6.1 Type checking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
6.2 White-box testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
6.3 Further reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

7 Glossary 45

8 Index 53
8.1 A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53

III
Contents

8.2 B. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
8.3 C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
8.4 D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
8.5 E. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
8.6 F. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
8.7 G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
8.8 H . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
8.9 I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
8.10 J . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
8.11 K . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
8.12 L. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
8.13 M . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
8.14 N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
8.15 O . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
8.16 P. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
8.17 Q . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
8.18 R. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
8.19 S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
8.20 T. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
8.21 U . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
8.22 V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
8.23 W . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
8.24 X . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
8.25 Y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
8.26 Z. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
8.27 Lua API . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

9 Contributors 65

List of Figures 67

10 Licenses 71
10.1 GNU GENERAL PUBLIC LICENSE . . . . . . . . . . . . . . . . . . . . . 71
10.2 GNU Free Documentation License . . . . . . . . . . . . . . . . . . . . . . . 72
10.3 GNU Lesser General Public License . . . . . . . . . . . . . . . . . . . . . . 73

1
1 Introduction

Lua (not ”LUA”, which is incorrect although common) is a powerful, fast, lightweight and
embeddable programming language. It is used by many frameworks, games and other
applications. While it can be used by itself, it has been designed to be easy to embed in
another application. It is implemented in ANSI C, a subset of the C programming language
that is very portable, which means it can run on many systems and many devices where most
other scripting languages would not be able to run. The purpose of this book is to teach
Lua programming to anyone regardless of previous programming experience. The book can
be used as an introduction to programming, for someone who has never programmed before,
or as an introduction to Lua, for people who have programmed before but not in Lua. Since
there are many development platforms and games that use Lua, this book can also be used
to learn to use Lua and then to use it in that development platform.
This book aims to teach usage of the latest version of Lua. This means it will be attempted
to regularly update it as new versions of Lua come out (Lua releases are infrequent enough
that this should not be too difficult). Currently, the book is up-to-date for Lua 5.2, which
is the previous version. If you are using Lua in an embedded environment that uses an
older version of Lua in the 5.x branch (Lua 5.0 and Lua 5.1), the material should still be
sufficiently relevant for you.
Lua was designed and is being maintained at the Pontifical Catholic University of Rio de
Janeiro, which is located in Brazil. Its creators are Roberto Ierusalimschy, Waldemar Celes
and Luiz Henrique de Figueiredo.

”Lua” (pronounced LOO-ah) means ”Moon” in Portuguese. As such, it is neither an


acronym nor an abbreviation, but a noun. More specifically, ”Lua” is a name, the name
of the Earth’s moon and the name of the language. Like most names, it should be
written in lower case with an initial capital, that is, ”Lua”. Please do not write it as
”LUA”, which is both ugly and confusing, because then it becomes an acronym with
different meanings for different people. So, please, write ”Lua” right!

Lua comes from two languages that were designed by TeCGraf (a laboratory at the Pontifical
Catholic University of Rio de Janeiro): DEL and Sol. DEL means ”data entry language”,
while Sol means ”simple object language” and also means sun in Portuguese, which is why
the name Lua was chosen, since it means ”moon” in Portuguese. It was created for Petrobras,
a Brazilian oil company, but was also used in many other projects in TeCGraf, and is now
used in a multitude of projects world-wide. Lua is one of the leading languages in the field
of embedded game development.
One of the main advantages of Lua is its simplicity. Some companies use it exclusively
because of that advantage: they think their employees would be able to work better if
they could use a programming language to perform certain tasks, but they cannot afford to

3
Introduction

give to their employees a full course on a complicated programming language. Some very
simple languages like Bash or Batch here would not be powerful enough to perform these
tasks, but Lua is both powerful and simple. Another of the important advantages of Lua
is its capability to be embedded, which was one of the most important characteristics of it
throughout all of its development. Games like or World of Warcraft or ROBLOX need to
be able to embed Lua in their application so users of the application can use it.
Programming, which is also sometimes called scripting in the case of programs that run
inside embedded applications, is the process of writing computer programs. A programming
language is a language used to give instructions to a computer through computer code that
is contained in a computer program. A programming language consists of two things: a
syntax, which is like grammar in English, and libraries, basic functions provided with the
language. These libraries could be compared with vocabulary in English.

1.1 Hello, world!

Lua can either be used embedded in an application or by itself. This book will not describe
the process to install Lua on your computer, but you can execute code using codepad1 or
the Lua demo2 . The first example of Lua code in this book will be the basic and traditional
hello world program.

A ”Hello world” program is a computer program that outputs ”Hello, world” on a


display device. Because it is typically one of the simplest programs possible in most
programming languages, it is by tradition often used to illustrate to beginners the most
basic syntax of a programming language, or to verify that a language or system is
operating correctly.

print("Hello, world!")

The code above prints the text Hello, world! to the output, printing referring to dis-
playing text in the output, not to printing something on paper. It does so by calling the
print function with the string ”Hello, world!” as an argument. This will be explained in
the chapter about functions.
Note that Lua is most of the time embedded in a lower level application, which means that
the print function will not always display text in an area that is visible to the user. The
documentation of the programming interface of these applications will generally explain
how text may be displayed to users.

1.2 Comments

A comment is a code annotation that is ignored by the programming language. Comments


can be used to describe one or many lines of code, to document a program, to temporarily

1 http://codepad.org
2 http://www.lua.org/demo.html

4
Syntax

disable code, or for any other reason. They need to be prefixed by two hyphens to be
recognized by Lua and they can be put either on their own line or at the end of another
line:

print("This is normal code.")


-- This is a comment
print("This is still normal code.") -- This is a comment at the end of a line of
code.

These comments are called short comments. It is also possible to create long comments,
which start with a long bracket and can continue on many lines:

print("This is normal code")


--[[Line 1
Line 2
]]

Long brackets consist of two brackets in the middle of which any number of equality signs
may be put. That number is called the level of the long bracket. Long brackets will continue
until the next bracket of the same level, if there is one. A long bracket with no equal sign
is called a long bracket of level 0. This approach makes it possible to use closing double
brackets inside of long comments by adding equal signs in the middle of the two brackets.
It is often useful to do this when using comments to disable blocks of code.

--[==[
This is a comment that contains a closing long bracket of level 0 which is here:
]]
However, the closing double bracket doesn't make the comment end, because the
comment was opened with an opening long bracket of level 2, and only a closing
long bracket of level 2 can close it.
]==]

In the example above, the closing long bracket of level 0 (]]) does not close the comment,
but the closing long bracket of level 2 (]==]) does.

1.3 Syntax

The syntax of a programming language defines how statements and expressions must be
written in that programming language, just like grammar defines how sentences and words
must be written. Statements and expressions can be respectively compared to sentences and
words. Expressions are pieces of code that have a value and that can be evaluated, while
statements are pieces of code that can be executed and that contain an instruction and one
or many expressions to use that instruction with. For example, 3 + 5 is an expression and
variable = 3 + 5 is a statement that sets the value of variable to that expression.
The entire syntax of Lua can be found in extended Backus–Naur form on the Lua website3 ,
but you wouldn’t understand anything if you read it. Extended Backus–Naur Form4 is a
metalanguage, a language used to describe another language, just like a metawebsite is a

3 http://www.lua.org/manual/5.1/manual.html#8
4 https://en.wikipedia.org/wiki/Extended%20Backus%E2%80%93Naur%20Form

5
Introduction

website about a website, and just like metatables, in Lua, are tables that define the behavior
of other tables (you’ll learn about metatables and tables later in this book). But you’re not
going to have to learn extended Backus–Naur form in this book, because, while a language
like Lua can be described using a metalanguage, it can also be described using words and
sentences, in English, and this is exactly what this book is going to do.
Since English can be used to describe another language, then it must itself be a metalanguage
(because it corresponds to the definition of a metalanguage). This is indeed the case. And
since the purpose of a programming language is to describe instructions, and you can do
that with English, English must also be a programming language. This, in a way, is also
the case. In fact, English is a language that can be used for many things. But extended
Backus–Naur form is a specialized language, and programming languages are also specialized
languages. Specialization is the characteristic of being very good at doing something in
particular, but not being capable of doing other things. Extended Backus–Naur form is
very good at describing other languages, but it cannot be used to write instructions or to
communicate a message. Programming languages are very good at giving instructions, but
they cannot be used to describe languages or to communicate messages.
English is capable of doing everything: describing languages, giving instructions and com-
municating messages. But it is not very good at doing some of these. In fact, it is so bad at
giving instructions that, if it is used to give instructions to a computer, the computer won’t
understand anything. That’s because computers need the instructions to be very precise
and unambiguous.

1.4 Obtaining Lua

Lua can be obtained on the official Lua website, on the download page5 . Instructions are
also available there: the download button is for the source code, which is probably not what
you want. You are probably looking for binaries, so you should look around the page to find
information about those (what exactly you are looking for depends on the platform you are
using). The purpose of this book is only to teach the Lua language, not to teach usage of
the Lua tools. It is generally assumed that the reader will be using Lua in an embedded
environment, but this does not need to be the case for the book to be useful, only does it
mean that the book will not describe the usage of Lua as a standalone language.

5 http://www.lua.org/download.html

6
2 Expressions

As explained before, expressions are pieces of code that have a value and that can be
evaluated. They cannot be executed directly (with the exception of function calls), and
thus, a script that would contain only the following code, which consists of an expression,
would be erroneous:

3 + 5
-- The code above is erroneous because all it contains is an expression.
-- The computer cannot execute '3 + 5', since that does not make sense.

Code must be comprised of a sequence of statements. These statements can contain expres-
sions which will be values the statement has to manipulate or use to execute the instruction.
Some code examples in this chapter do not constitute valid code, because they consist of
only expressions. In the next chapter, statements will be covered and it will be possible to
start writing valid code.

2.1 Types

To evaluate an expression is to compute it to find its value. The value a given expression
evaluates to might be different from one context to another, since it can depend on the
environment and stack level. This value will sometimes be a number, sometimes text and
the other times any of many other data types, which is why it is said to have a type.
In Lua, and in programming in general, expressions will usually consist of one or more values
with zero or more operators. Some operators can only be used with some types (it would
be illogical, for example, to try to divide text, while it makes sense to divide numbers).
There are two kinds of operators: unary operators and binary operators. Unary operators
are operators that only take one value. For example, the unary - operator only takes one
number as a parameter: -5, -3, -6, etc. It takes one number as a parameter and negates
that number. The binary - operator, however, which is not the same operator, takes two
values and subtracts the second from the first: 5 - 3, 8 - 6, 4 - 9, etc.
It is possible to obtain a number’s type as a string with the type function:

print(type(32425)) --> number

2.1.1 Numbers

Numbers generally represent quantities, but they can be used for many other things. The
number type in Lua works mostly in the same way as real numbers. Numbers can be

7
Expressions

constructed as integers, decimal numbers, decimal exponents or even in hexadecimal1 . Here


are some valid numbers:
• 3
• 3.0
• 3.1416
• 314.16e-2
• 0.31416E1
• 0xff
• 0x56

Arithmetic operations

The operators for numbers in Lua are the following:

Operation Syntax Description Exam-


ple
Arithmetic nega- -a Changes the sign of a and returns the -3.14159
tion value
Addition a+b Returns the sum of a and b 5.2 + 3.6
Subtraction a-b Subtracts b from a and returns the 6.7 - 1.2
result
Multiplication a*b Returns the product of a and b 3.2 * 1.5
Exponentiation aˆb Returns a to the power b, or the expo- 5ˆ2
nentiation of a by b
Division a/b Divides a by b and returns the result 6.4 / 2
Modulo opera- a%b Returns the remainder of the division 5%3
tion of a by b

You probably already know all of these operators (they are the same as basic mathematical
operators) except the last. The last is called the modulo operator, and simply calculates
the remainder of the division of one number by another. 5 % 3, for example, would give 2
as a result because 2 is the remainder of the division of 5 by 3. The modulo operator is less
common than the other operators, but it has multiple uses.

Integers

A new subtype of numbers, integers, was added in Lua 5.3. Numbers can be either integers
or floats. Floats are similar to numbers as described above, while integers are numbers with
no decimal part. Float division (/) and exponentiation always convert their operands to
floats, while all other operators give integers if their two operands were integers. In other
cases, with the exception of the floor division operator (//), the result is a float.

1 https://en.wikipedia.org/wiki/hexadecimal

8
Types

2.1.2 Nil

Nil is the type of the value nil, whose main property is to be different from any other value;
it usually represents the absence of a useful value. A function that would return nil, for
example, is a function that has nothing useful to return (we’ll talk later about functions).

2.1.3 Booleans

A boolean value can be either true or false, but nothing else. This is literally written in
Lua as true or false, which are reserved keywords. The following operators are often used
with boolean values, but can also be used with values of any data type:

Operation Syntax Description


Boolean nega- not a If a is false or nil, returns true. Otherwise, returns
tion false.
Logical conjunc- a and b Returns the first argument if it is false or nil. Oth-
tion erwise, returns the second argument.
Logical disjunc- a or b Returns the first argument if it is neither false nor
tion nil. Otherwise, returns the second argument.

Essentially, the not operator just negates the boolean value (makes it false if it is true and
makes it true if it is false), the and operator returns true if both are true and false if not
and the or operator returns true if either of arguments is true and false otherwise. This is
however not exactly how they work, as the exact way they work is explained in the table
above. In Lua, the values false and nil are both considered as false, while everything else
is considered as true, and if you do the logic reasoning, you’ll realize that the definitions
presented in this paragraph correspond with those in the table, although those in the table
will not always return a boolean value.
The relational operators introduced in the next chapter (<, >, <=, >=, ˜=, ==) do not
necessarily take boolean values as operands, but will always give a boolean value as a
result.

2.1.4 Strings

Strings are sequences of characters that can be used to represent text. They can be written
in Lua by being contained in double quotes, single quotes or long brackets, which were
covered before in the section about comments2 (it should be noted that comments and
strings have nothing in common other than the fact they can both be delimited by long
brackets, preceded by two hyphens in the case of comments). Strings that aren’t contained
in long brackets will only continue for one line. Because of this, the only way to make a
string that contains many lines without using long brackets is to use escape sequences. This
is also the only way to insert single or double quotes in certain cases. Escape sequences

2 https://en.wikibooks.org/wiki/%2FIntroduction%23Comments

9
Expressions

consist of two things: an escape character, which will always be a backslash (’\’) in Lua,
and an identifier that identifies the character to be escaped.

Escape sequences in Lua


Escape se- Description
quence
\n A new line
\” A double quote
\’ A single quote (or apostrophe)
\\ A backslash
\t A horizontal tab
\### ### must be a number from 0 to 255. The result will be the
corresponding ASCII3 character.

Escape sequences are used when putting the character directly in the string would cause a
problem. For example, if you have a string of text that is enclosed in double quotes and
must contain double quotes, then you need to enclose the string in different characters or
to escape the double quotes. Escaping characters in strings delimited by long brackets is
not necessary, and this is true for all characters. All characters in a string delimited with
long brackets will be taken as-is. The % character is used in string patterns to escape magic
characters, but the term escaping is then used in another context.

"This is a valid string."

'This is also a valid string.'

"This is a valid \" string 'that contains unescaped single quotes and escaped
double quotes."

[[
This is a line that can continue
on more than one line.

It can contain single quotes, double quotes and everything else (-- including
comments). It ignores everything (including escape characters) except closing
long brackets of the same level as the opening long bracket.
]]

"This is a valid string that contains tabs \t, double quotes \" and backlashes
\\"

"This is " not a valid string because there is an unescaped double quote in the
middle of it."

For convenience, if an opening long string bracket is immediately followed by a new line,
that new line will be ignored. Therefore, the two following strings are equivalent:

[[This is a string
that can continue on many lines.]]

[[
This is a string
that can continue on many lines.]]

3 https://en.wikipedia.org/wiki/ASCII

10
Literals

-- Since the opening long bracket of the second string is immediately followed
by a new line, that new line is ignored.

It is possible to get the length of a string, as a number, by using the unary length operator
(’#’):

print(#("This is a string")) --> 16

Concatenation

In formal language theorya and computer programmingb , string concatenation is the


operation of joining two character stringsc end-to-end. For example, the concatenation
of ”snow” and ”ball” is ”snowball”.

a https://en.wikipedia.org/wiki/formal%20language
b https://en.wikipedia.org/wiki/computer%20programming
c https://en.wikipedia.org/wiki/character%20string%20%28computer%20science%29

The string concatenation operator in Lua is denoted by two dots (’..’). Here is an example
of concatenation that concatenates ”snow” and ”ball” and prints the result:

print("snow" .. "ball") --> snowball

This code will concatenate ”snow” and ”ball” and will print the result.

2.1.5 Other types

The four basic types in Lua (numbers, booleans, nil and strings) have been described in
the previous sections, but four types are missing: functions, tables, userdata and threads.
Functions are pieces of code that can be called, receive values and return values back.
Tables are data structures that can be used for data manipulation. Userdata are used inter-
nally by applications Lua is embedded in to allow Lua to communicate with that program
through objects controlled by the application. Finally, threads are used by coroutines, which
allow many functions to run at the same time. These will all be described later, so you only
need to keep in mind that there are other data types.

2.2 Literals

Literals are notations for representing fixed values in source code. All values can be repre-
sented as literals in Lua except threads and userdata. String literals (literals that evaluate
to strings), for example, consist of the text that the string must represent enclosed into
single quotes, double quotes or long brackets. Number literals, on the other hand, consist
the number they represent expressed using decimal notation (ex: 12.43), scientific notation
(ex: 3.1416e-2 and 0.31416E1) or hexadecimal notation (ex: 0xff).

11
Expressions

2.3 Coercion

Coercion is the conversion of a value of one data type to a value of another data type. Lua
provides automatic coercion between string and number values. Any arithmetic operation
applied to a string will attempt to convert this string to a number. Conversely, whenever a
string is expected and a number is used instead, the number will be converted to a string.
This applies both to Lua operators and to default functions (functions that are provided
with the language).

print("122" + 1) --> 123


print("The number is " .. 5 .. ".") --> The number is 5.

Coercion of numbers to strings and strings to numbers can also be done manually with
the tostring and tonumber functions. The former accepts a number as an argument and
converts it to a string, while the second accepts a string as an argument and converts it
to a number (a different base than the default decimal one can optionally be given in the
second argument).

2.4 Bitwise operations

Since Lua 5.3, bitwise operators are provided to operate on binary numerals (bit patterns).
These operators are not used as frequently as the others, so you may skip this section if you
do not need them.
The bitwise operators in Lua always operate on integers, converting their operands if this
is necessary. They also give integers.
The bitwise AND operation (with operator &) performs logical conjunction on each pair of
bits of two binary representations of equal length. For example, 5 & 3 evaluates to 1. We
can explain this by looking at the binary representation of these numbers (the subscripts
are used to denote the base):
(5)10 = (0101)2
(3)10 = (0011)2
(1)10 = (0001)2
If the bits in a given position in the binary representation of both 5 and 3 are 1 (as is the
case for the last bit), then the bit at that position will be 1 in the result; in all other cases,
it will be 0.
The bitwise OR operation (with operator |) works in the same way as the bitwise AND,
performing logical disjunction instead where it performs logical conjunction. Thus, 5 |
3 will evaluate to 7:
(5)10 = (0101)2
(3)10 = (0011)2
(7)10 = (0111)2

12
Bitwise operations

Here, we can see that the bit in each position in the final result was 0 only when the binary
representations of the two operands had a 0-bit at that position.
The bitwise XOR operation (with operator ˜) works like two others, but at a given position,
the final bit is only 1 if one, and not both, of the bits in the operands are 1.
(5)10 = (0101)2
(3)10 = (0011)2
(6)10 = (0110)2
This is the same as the previous example, but we can see that the last bit in the result is 0
instead of 1, since the last bit of both operands was 1.
The bitwise NOT operation (with operator ˜) performs logical negation on each bit of its
unique operand, which means that each 0 becomes 1 and that each 1 becomes 0. Thusly,
˜7 will evaluate to -8:
(7)10 = (0111)2
(8)10 = (1000)2
Here, the first bit became 1 in the result because it was 0 in the operand, and the other
bits became 0 because they were all 1.

Figure 1 Left shift

13
Expressions

Figure 2 Right shift

In addition to these bitwise operators, Lua 5.3 also supports arithmetic bit shifts. The
left shift, with operator << and illustrated on left, consists in shifting all bits to the left,
by a number of bits that corresponds to the second operand. The right shift, denoted by
operator >> and illustrated on right, does the same but in the opposite direction.

2.5 Operator precedence

Operator precedence works the same way in Lua as it typically does in mathematics. Certain
operators will be evaluated before others, and parentheses can be used to arbitrarily change
the order in which operations should be executed. The priority in which operators are
evaluated is in the list below, from higher to lower priority. Some of these operators were
not discussed yet, but they will all be covered at some point in this book.
1. Exponentiation: ˆ
2. Unary operators: not, #, -, ˜
3. Level 2 mathematical operators: *, /, //, %
4. Level 1 mathematical operators: +, -
5. Concatenation: ..

14
Quiz

6. Bit shifts: <<, >>


7. Bitwise AND: &
8. Bitwise XOR: ˜
9. Bitwise OR: |
10. Relational operators: <, >, <=, >=, ˜=, ==
11. Boolean and: and
12. Boolean or: or

2.6 Quiz

There are some questions you can answer to verify that you have understood the material in
this chapter. Note that finding the answer to some of those questions could require having
knowledge that is not presented in this chapter. This is normal: the quizzes are part of the
learning experience, and they can introduce information that is not available elsewhere in
the book.
<quiz display=”simple”> {What will print(type(type(5.2))) output? | type=”{}”} {
string (i) }
{What will the expression 0 or 8 return? | type=”()”} { -

true

|| and and or return their arguments rather than a boolean value. -

false

|| All values different than false and nil are considered as ’true’ (even 0). +

|| or returns the first argument, since it is neither false nor nil. -

|| or returns the first argument, since it is neither false nor nil. 0 is considered as ’true’.
}
{Which strings are valid? | type=”[]”} { + "test's test"|| No escaping for the single
quote required, since the string is limited by double quotes. + 'test\'s test'|| Escaping
is necessary here. - "test"s test"|| There is a double quote in the middle of a double
quoted string. + 'test"s test'|| No escaping for the double quote required, since the
string is limited by single quotes. + "test\'s test"|| Escaping is optional here. - 'test's
test'|| There is a single quote in the middle of a single quoted string. }
{Which expressions give the string "1223"? | type=”[]”} { - "122" + 3|| Yields the number
125. + "122" .. 3- "12" + "23"|| Yields the number 35. + 12 .. 23}
{True or false? not 5ˆ3 == 5| type=”()”} { - true|| Beware the operator precedence (not is
higher than ==)! The expression is equivalent to (not 5ˆ3) == 5, which evaluates first to
false == 5 and thus to false. + false} </quiz>

15
3 Statements

Statements are pieces of code that can be executed and that contain an instruction and
expressions to use with it. Some statements will also contain code inside of themselves that
may, for example, be run under certain conditions. Dissimilarly to expressions, they can
be put directly in code and will execute. Lua has few instructions, but these instructions,
combined with other instructions and with complex expressions, give a good amount of
control and flexibility to the user.

3.1 Assignment

Programmers frequently need to be able to store values in the memory to be able to use
them later. This is done using variables. Variables are references to a value which is stored
in the computer’s memory. They can be used to access a number later after storing it in
the memory. Assignment is the instruction that is used to assign a value to a variable. It
consists of the name of the variable the value should be stored in, an equal sign, and the
value that should be stored in the variable:

variable = 43
print(variable) --> 43

As demonstrated in the above code, the value of a variable can be accessed by putting the
variable’s name where the value should be accessed.

3.1.1 Identifiers

Identifiers1 , in Lua, are also called names. They can be any text composed of letters, digits,
and underscores and not beginning with a digit. They are used to name variables and table
fields, which will be covered in the chapter about tables.
Here are some valid names:
• name
• hello
• _
• _tomatoes
• me41
• __
• _thisIs_StillaValid23name

1 https://en.wikipedia.org/wiki/Identifier%23In_computer_science

17
Statements

Here are some invalid names:


• 2hello : starts with a digit
• th$i : contains a character that isn’t a letter, a digit or an underscore
• hel!o : contains a character that isn’t a letter, a digit or an underscore
• 563text : starts with a digit
• 82_something : starts with a digit
Also, the following keywords are reserved by Lua and can not be used as names: and, end,
in, repeat, break, false, local, return, do, for, nil, then, else, function, not, true,
elseif, if, or, until, while.
When naming a variable or a table field, you must choose a valid name for it. It must
therefore start with a letter or an underscore and only contain letters, underscores and
digits. Note that Lua is case sensitive. This means that Hello and hello are two different
names.

3.1.2 Scope

The scope of a variable2 is the region of the code of the program where that variable is
meaningful. The examples of variables you have seen before are all examples of global
variables, variables which can be accessed from anywhere in the program. Local variables,
on the other hand, can only be used from the region of the program in which they were
defined and in regions of the program that are located inside that region of the program.
They are created exactly in the same way as global variables, but they must be prefixed
with the local keyword.
The do statement will be used to describe them. The do statement is a statement that has
no other purpose than to create a new block of code, and therefore a new scope. It ends
with the end keyword:

local variable = 13 -- This defines a local variable that can be accessed from
anywhere in the script since it was defined in the main region.
do
-- This statement creates a new block and also a new scope.
variable = variable + 5 -- This adds 5 to the variable, which now equals 18.
local variable = 17 -- This creates a variable with the same name as the
previous variable, but this one is local to the scope created by the do
statement.
variable = variable - 1 -- This subtracts 1 from the local variable, which
now equals 16.
print(variable) --> 16
end
print(variable) --> 18

When a scope ends, all the variables in it are gotten rid of. Regions of code can use variables
defined in regions of code they are included in, but if they ”overwrite” them by defining a
local variable with the same name, that local variable will be used instead of the one defined
in the other region of code. This is why the first call to the print function prints 16 while
the second, which is outside the scope created by the do statement, prints 18.

2 https://en.wikipedia.org/wiki/Scope%20%28computer%20science%29

18
Assignment

In practice, only local variables should be used because they can be defined and accessed
faster than global variables, since they are stored in registers instead of being stored in the
environment of the current function, like global variables. Registers are areas that Lua uses
to store local variables to access them quickly, and can only usually contain up to 200 local
variables. The processor, an important component of all computers, also has registers, but
these are not related to Lua’s registers. Each function (including the main thread, the core
of the program, which is also a function) also has its own environment, which is a table that
uses indices for the variable names and stores the values of these variables in the values
that correspond to these indices.

3.1.3 Forms of assignment

Some assignment patterns are sufficiently common for syntactic sugar to have been intro-
duced to make their use simpler.

Augmented assignment

Augmented assignment3 , which is also called compound assignment, is a type of assignment


that gives a variable a value that is relative to its previous value. It is used when it is
necessary to change the value of a variable in a way that is relative to its previous value,
such as when that variable’s value must be incremented. In C4 , JavaScript5 , Ruby6 , Python7
and some other languages, the code a += 8 will increment the value of a by 8. Lua does
not have syntactic sugar for augmented assignment, which means that it is necessary to
write a = a + 8.

Chained assignment

Chained assignment8 is a type of assignment that gives a single value to many variables.
The code a = b = c = d = 0, for example, would set the values of a, b, c and d to 0 in
C and Python. In Lua, this code will raise an error because Lua does not have syntactic
sugar for chained assignment, so it is necessary to write the previous example like this:

d = 0
c = d -- or c = 0
b = c -- or b = 0
a = b -- or a = 0

3 https://en.wikipedia.org/wiki/augmented%20assignment
4 https://en.wikipedia.org/wiki/C%20%28programming%20language%29
5 https://en.wikipedia.org/wiki/JavaScript
6 https://en.wikipedia.org/wiki/Ruby%20%28programming%20language%29
7 https://en.wikipedia.org/wiki/Python%20%28programming%20language%29
8 https://en.wikipedia.org/wiki/chained%20assignment

19
Statements

Parallel assignment

Parallel assignment9 , which is also called simultaneous assignment and multiple assignment,
is a type of assignment that simultaneously assigns different values (they can also be the
same value) to different variables. Unlike chained assignment and augmented assignment,
parallel assignment is available in Lua.
The example in the previous section can be rewritten to use parallel assignment:

a, b, c, d = 0, 0, 0, 0

If you provide more variables than values, some variables will be not be assigned any value.
If you provide more values than variables, the extra values will be ignored. More technically,
the list of values is adjusted to the length of list of variables before the assignment takes
place, which means that excess values are removed and that extra nil values are added at
its end to make it have the same length as the list of variables. If a function call is present
at the end of the values list, the values it returns will be added at the end of that list, unless
the function call is put between parentheses.
Moreover, unlike most programming languages Lua enables reassignment of variables’ values
through permutation10 . For example:

first_variable, second_variable = 54, 87


first_variable, second_variable = second_variable, first_variable
print(first_variable, second_variable) --> 87 54

This works because the assignment statement evaluates all the variables and values before
assigning anything. Assignments are performed as if they were really simultaneous, which
means you can assign at the same time a value to a variable and to a table field indexed
with that variable’s value before it is assigned a new value. In other words, the following
code will set dictionary[2], and not dictionary[1], to 12.

dictionary = {}
index = 2
index, dictionary[index] = index - 1, 12

3.2 Conditional statement

Conditional statements are instructions that check whether an expression is true and execute
a certain piece of code if it is. If the expression is not true, they just skip over that
piece of code and the program continues. In Lua, the only conditional statement uses the
if instruction. False and nil are both considered as false, while everything else is considered
as true.

local number = 6

if number < 10 then


print("The number " .. number .. " is smaller than ten.")

9 https://en.wikipedia.org/wiki/parallel%20assignment
10 https://en.wikipedia.org/wiki/permutation

20
Loops

end

-- Other code can be here and it will execute regardless of whether the code in
the conditional statement executed.

In the code above, the variable number is assigned the number 6 with an assignment state-
ment. Then, a conditional statement checks if the value stored in the variable number is
smaller than ten, which is the case here. If it is, it prints "The number 6 is smaller than
ten.".
It is also possible to execute a certain piece of code only if the expression was not true by
using the else keyword and to chain conditional statements with the elseif keyword:

local number = 15

if number < 10 then


print("The number is smaller than ten.")
elseif number < 100 then
print("The number is bigger than or equal to ten, but smaller than one
hundred.")
elseif number ~= 1000 and number < 3000 then
print("The number is bigger than or equal to one hundred, smaller than three
thousands and is not exactly one thousand.")
else
print("The number is either 1000 or bigger than 2999.")
end

Note that the else block must always be the last one. There cannot be an elseif block
after the else block. The elseif blocks are only meaningful if none of the blocks that
preceded them was executed.
Operators used to compare two values, some of which are used in the code above, are called
relational operators. If the relation is true, they return the boolean value true. Otherwise,
they return the boolean value false.
equal to not equal to greater than less than greater than less than or
or equal to equal to
Mathematical = ≠ > < ≥ ≤
notation
Lua operator == ˜= > < >= <=

The code above also demonstrates how the and keyword can be used to combine many
boolean expressions in a conditional expression.

3.3 Loops

Frequently, programmers will need to run a certain piece of code or a similar piece of code
many times, or to run a certain piece of code a number of times that may depend on user
input. A loop is a sequence of statements which is specified once but which may be carried
out several times in succession.

3.3.1 Condition-controlled loops

Condition-controlled loops are loops that are controlled by a condition. They are very
similar to conditional statements, but instead of executing the code if the condition is true

21
Statements

and skipping it otherwise, they will keep running it while the condition is true, or until the
condition is false. Lua has two statements for condition-controlled loops: the while loop
and the repeat loop. Such loops will run code, then check if the condition is true. If it
is true, then they run the code again, and they repeat until the condition is false. When
the condition is false, they stop repeating the code and the program flow continues. Each
execution of the code is called an iteration. The difference between while and repeat loops
is that repeat loops will check the condition at the end of the loop while while loops
will check it at the start of the loop. This only makes a difference for the first iteration:
repeat loops will always execute the code at least once, even if the condition is false at the
first time the code is executed. This is not the case for while loops, which will only execute
the code the first time if the condition is actually true.

local number = 0

while number < 10 do


print(number)
number = number + 1 -- Increase the value of the number by one.
end

The code above will print 0, then 1, then 2, then 3, and so on, until 9. After the tenth
iteration, number will no longer be smaller than ten, and therefore the loop will stop exe-
cuting. Sometimes, loops will be meant to run forever, in which case they are called infinite
loops. Renderers, software processes that draw things on the screen, for example, will often
loop constantly to redraw the screen to update the image that is shown to the user. This
is frequently the case in video games, where the game view must be updated constantly to
make sure what the user sees is kept up-to-date. However, cases where loops need to run
forever are rare and such loops will often be the result of errors. Infinite loops can take a
lot of computer resources, so it is important to make sure that loops will always end even
if unexpected input is received from the user.

local number = 0

repeat
print(number)
number = number + 1
until number >= 10

The code above will do exactly the same thing as the code that used a while loop above.
The main differences is that, unlike while loops, where the condition is put between the
while keyword and the do keyword, the condition is put at the end of the loop, after the
until keyword. The repeat loop is the only statement in Lua that creates a block and
that is not closed by the end keyword.

3.3.2 Count-controlled loops

Incrementing a variable is increasing its value by steps, especially by steps of one. The
two loops in the previous section incremented the variable number and used it to run the
code a certain number of times. This kind of loop is so common that most languages,
including Lua, have a built-in control structure for it. This control structure is called a
count-controlled loop, and, in Lua and most languages, is defined by the for statement.
The variable used in such loops is called the loop counter.

22
Blocks

for number = 0, 9, 1 do
print(number)
end

The code above does exactly the same thing as the two loops presented in the previous
section, but the number variable can only be accessed from inside the loop because it is
local to it. The first number following the variable name and the equality symbol is the
initialization. It is the value the loop counter is initialized to. The second number is the
number the loop stops at. It will increment the variable and repeat the code until the
variable reaches this number. Finally, the third number is the increment: it is the value
the loop counter is increased of at each iteration. If the increment is not given, it will be
assumed to be 1 by Lua. The code below would therefore print 1, 1.1, 1.2, 1.3, 1.4 and
1.5.

for n = 1, 2, 0.1 do
print(n)
if n >= 1.5 then
break -- Terminate the loop instantly and do not repeat.
end
end

The reason the code above does not go up to 2 and only up to 1.5 is because of the
break statement, which instantly terminates the loop. This statement can be used with any
loop, including while loops and repeat loops. Note that the >= operator was used here,
although the == operator would theoretically have done the job as well. This is because of
decimal precision errors. Lua represents numbers with the double-precision floating-point
format11 , which stores numbers in the memory as an approximation of their actual value.
In some cases, the approximation will match the number exactly, but in some cases, it
will only be an approximation. Usually, these approximations will be close enough to the
number for it to not make a difference, but this system can cause errors when using the
equality operator. This is why it is generally safer when working with decimal numbers to
avoid using the equality operator. In this specific case, the code would not have worked if
the equality operator had been used12 (it would have continued going up until 1.9), but it
works with the >= operator.

3.4 Blocks

A block is a list of statements that are executed sequentially. These statements can include
empty statements, that do not contain any instruction. Empty statements can be used to
start a block with a semicolon or write two semicolons in sequence.
Function calls and assignments may start with a parenthesis, which can lead to an ambiguity.
This fragment is an example of this:

a = b + c
(print or io.write)('done')

11 https://en.wikipedia.org/wiki/Double-precision%20floating-point%20format
12 http://codepad.org/kYHPSvqx

23
Statements

This code could be interpreted in two ways:

a = b + c(print or io.write)('done')
a = b + c; (print or io.write)('done')

The current parser always sees such constructions in the first way, interpreting the opening
parenthesis as the start of the arguments to a call. To avoid this ambiguity, it is a good
practice to always precede with a semicolon statements that start with a parenthesis:

;(print or io.write)('done')

3.4.1 Chunks

The unit of compilation of Lua is called a chunk. A chunk can be stored in a file or in a
string inside the host program. To execute a chunk, Lua first precompiles the chunk into
instructions for a virtual machine, and then it executes the compiled code with an interpreter
for the virtual machine. Chunks can also be precompiled into binary form (bytecode) using
luac, the compilation program that comes with Lua, or the string.dump function, which
returns a string containing a binary representation of the function it is given.
The load function can be used to load a chunk. If the first parameter given to the
load function is a string, the chunk is that string. In this case, the string may be ei-
ther Lua code or Lua bytecode. If the first parameter is a function, load will call that
function repeatedly to get the pieces of the chunk, each piece being a string that will be
concatenated with the previous strings. It is then considered that the chunk is complete
when nothing or the empty string is returned.
The load function will return the compiled chunk as a function if there is no syntactic error.
Otherwise, it will return nil and the error message.
The second parameter of the load function is used to set the source of the chunk. All
chunks keep a copy of their source within them, in order to be able to give appropriate
error messages and debugging information. By default, that copy of their source will be the
code given to load (if code was given; if a function was given instead, it will be ”=(load)”).
This parameter can be used to change it. This is mostly useful when compiling code to
prevent people from getting the original source back. It is then necessary to remove the
source included with the binary representation because otherwise the original code can be
obtained there.
The third parameter of the load function can be used to set the environment of the gener-
ated function and the fourth parameter controls whether the chunk can be in text or binary.
It may be the string ”b” (only binary chunks), ”t” (only text chunks), or ”bt” (both binary
and text). The default is ”bt”.
There is also a loadfile function that works exactly like load, but instead gets the code
from a file. The first parameter is the name of the file from which to get the code. There
is no parameter to modify the source stored in the binary representation, and the third
and fourth parameters of the load function correspond to the second and third parameters
of this function. The loadfile function can also be used to load code from the standard
input, which will be done if no file name is given.

24
Blocks

The dofile function is similar to the loadfile function, but instead of loading the code
in a file as a function, it immediately executes the code contained in a source code file as
a Lua chunk. Its only parameter is used to specify the name of the file it should execute
the contents of; if no argument is given, it will execute the contents of the standard input.
If the chunk returns values, they will be provided by the call to the dofile function. Be-
cause dofile does not run in protected mode, all errors in chunks executed through it will
propagate.

25
4 Functions

Figure 3 alt=An illustration of a stack and of the operations that can be performed on
it.

A stack is a list of items where items can be added (pushed) or removed (popped) that
behaves on the last-in-first-out principle, which means that the last item that was added
will be the first to be removed. This is why such lists are called stacks: on a stack, you
cannot remove an item without first removing the items that are on top of it. All operations
therefore happen at the top of the stack. An item is above another if it was added after
that item and is below it if it was added before that item.
A function (also called a subroutine, a procedure, a routine or a subprogram) is a sequence
of instructions that perform a specific task and that can be called from elsewhere in the
program whenever that sequence of instructions should be executed. Functions can also
receive values as input and return an output after potentially manipulating the input or
executing a task based on the input. Functions can be defined from anywhere in a program,
including inside other functions, and they can also be called from any part of the program
that has access to them: functions, just like numbers and strings, are values and can

27
Functions

therefore be stored in variables and have all the properties that are common to variables.
These characteristics make functions very useful.
Because functions can be called from other functions, the Lua interpreter (the program that
reads and executes Lua code) needs to be able to know what function called the function it
is currently executing so that, when the function terminates (when there is no more code
to execute), it can return to execution of the right function. This is done with a stack
called the call stack: each item in the call stack is a function that called the function that is
directly above it in the stack, until the last item in the stack, which is the function currently
being executed. When a function terminates, the interpreter uses the stack’s pop operation
to remove the last function in the list, and it then returns to the previous function.
There are two types of functions: built-in functions and user-defined functions. Built-in
functions are functions provided with Lua and include functions such as the print function,
which you already know. Some can be accessed directly, like the print function, but others
need to be accessed through a library, like the math.random function, which returns a
random number. User-defined functions are functions defined by the user. User-defined
functions are defined using a function constructor:

local func = function(first_parameter, second_parameter, third_parameter)


-- function body (a function's body is the code it contains)
end

The code above creates a function with three parameters and stores it in the variable func.
The following code does exactly the same as the above code, but uses syntactic sugar for
defining the function:

local function func(first_parameter, second_parameter, third_parameter)


-- function body
end

It should be noted that, when using the second form, it is possible to refer to the function
from inside itself, which is not possible when using the first form. This is because local
function foo() end translates to local foo; foo = function() end rather than lo-
cal foo = function() end. This means that foo is part of the function’s environment in
the second form and not in the first, which explains why the second form makes it possible
to refer to the function itself.
In both cases, it is possible to omit the local keyword to store the function in a global
variable. Parameters work like variables and allow functions to receive values. When a
function is called, arguments may be given to it. The function will then receive them as
parameters. Parameters are like local variables defined at the beginning of a function, and
will be assigned in order depending on the order of the arguments as they are given in the
function call; if an argument is missing, the parameter will have the value nil. The function
in the following example adds two numbers and prints the result. It would therefore print
5 when the code runs.

local function add(first_number, second_number)


print(first_number + second_number)
end

add(2, 3)

28
Returning values

Function calls are most of the time under the form name(arguments). However, if there is
only one argument and it is either a table or a string, and it isn’t in a variable (meaning it
is constructed directly in the function call, expressed as a literal), the parentheses can be
omitted:

print "Hello, world!"


print {4, 5}

The second line of code in the previous example would print the memory address of the table.
When converting values to strings, which the print function does automatically, complex
types (functions, tables, userdata and threads) are changed to their memory addresses.
Booleans, numbers and the nil value, however, will be converted to corresponding strings.
The terms parameter and argument are often used interchangeably in practice. In this
book, and in their proper meanings, the terms parameter and argument mean, respectively,
a name to which the value of the corresponding argument will be assigned and a value that
is passed to a function to be assigned to a parameter.

4.1 Returning values

Functions can receive input, manipulate it and give back output. You already know how
they can receive input (parameters) and manipulate it (function body). They can also
give output by returning one or many values of any type, which is done using the return
statement. This is why function calls are both statements and expressions: they can be
executed, but they can also be evaluated.

local function add(first_number, second_number)


return first_number + second_number
end

print(add(5, 6))

The code in the above function will first define the function add. Then, it will call it with
5 and 6 as values. The function will add them and return the result, which will then be
printed. This is why the code above would print 11. It is also possible for a function
to return many values by separating the expressions that evaluate to these values with
commas.

4.2 Errors

There are three types of errors: syntactic errors, static semantic errors and semantic errors.
Syntactic errors happen when code is plainly invalid. The following code, for example,
would be detected by Lua as invalid:

print(5 ++ 4 return)

The code above doesn’t make sense; it is impossible to get a meaning out of it. Similarly,
in English, ”cat dog tree” is not syntactically valid because it has no meaning. It doesn’t
follow the rules for creating a sentence.

29
Functions

Static semantic errors happen when code has a meaning, but still doesn’t make sense. For
example, if you try adding a string with a number, you get a static semantic error because
it is impossible to add a string with a number:

print("hello" + 5)

The code above follows Lua’s syntactic rules, but it still doesn’t make sense because it is
impossible to add a string with a number (except when the string represents a number, in
which case it will be coerced into one). This can be compared in English to the sentence
”I are big”. It follows the rules for creating sentences in English, but it still doesn’t make
sense because ”I” is singular and ”are” is plural.
Finally, semantic errors are errors that happen when the meaning of a piece of code is not
what its creator thinks it is. Those are the worst errors because they can be very hard to
find. Lua will always tell you when there is a syntactic error or a static semantic error (this
is called throwing an error), but it cannot tell you when there is a semantic error since it
doesn’t know what you think the meaning of the code is. These errors happen more often
than most people would think they do and finding and correcting them is something many
programmers spend a lot of time doing.
The process of finding errors and correcting them is called debugging. Most of the time,
programmers will spend more time finding errors than actually correcting them. This is
true for all types of errors. Once you know what the problem is, it is usually simple to fix
it, but sometimes, a programmer can look at a piece of code for hours without finding what
is wrong in it.

4.2.1 Protected calls

Throwing an error is the action of indicating, whether it is done manually or automatically


by the interpreter (the program that reads the code and executes it), that something is
wrong with the code. It is done automatically by Lua when the code given is invalid, but
it can be done manually with the error function:

local variable = 500


if variable % 5 ~= 0 then
error("It must be possible to divide the value of the variable by 5 without
obtaining a decimal number.")
end

The error function also has a second argument, which indicates the stack level at which the
error should be thrown, but this will not be covered in this book. The assert function does
the same thing as the error function, but it will only throw an error if its first argument
evaluates to nil or false and it doesn’t have an argument that can be used to specify the
stack level at which the error should be thrown. The assert function is useful at the start of
a script, for example, to check if a library that is required for the script to work is available.
It may be hard to understand why one would desire to voluntarily throw an error, since
the code in a program stops running whenever an error is thrown, but, often, throwing
errors when functions are used incorrectly or when a program is not running in the right
environment can be helpful to help the person who will have to debug the code to find it

30
Stack overflow

immediately without having to stare at the code for a long time without realizing what is
wrong.
Sometimes, it can be useful to prevent an error from stopping the code and instead do
something like displaying an error message to the user so he can report the bug to the
developer. This is called exception handling (or error handling) and is done by catching the
error to prevent its propagation and running an exception handler to handle it. The way it
is done in different programming languages varies a lot. In Lua, it is done using protected
calls1 . They are called protected calls because a function called in protected mode will not
stop the program if an error happens. There are two functions that can be used to call a
function in protected mode:

Function Description
pcall(function, ...) Calls the function in protected mode and re-
turns a status code (a boolean value whose
value depends on if an error was thrown or not)
and the values returned by the function, or the
error message if the function was stopped by an
error. Arguments can be given to the function
by passing them to the pcall function after
the first argument, which is the function that
should be called in protected mode.
xpcall(function, handler, Does the same thing as pcall, but, when the
...) function errors, instead of returning the same
values as those pcall would return, it calls the
handler function with them as parameters. The
handler function can then be used, for exam-
ple, to display an error message. As for the
pcall function, arguments can be passed to the
function by being given to the xpcall function.

4.3 Stack overflow

The call stack, the stack that contains all the functions that were called in the order in which
they were called, was mentioned earlier. That call stack in most languages, including Lua,
has a maximum size. This maximum size is so big that it should not be worried about in
most cases, but functions that call themselves (this is called recursivity and such functions
are called recursive functions) can reach this limit if there is nothing to prevent them from
calling themselves over and over indefinitely. This is called a stack overflow. When the
stack overflows, the code stops running and an error is thrown.

1 For more information, see: Programming in Lua. Lua.org, , 2003

31
Functions

4.4 Variadic functions

Variadic functions, which are also called vararg functions, are functions that accept a vari-
able number of arguments. A variadic function is indicated by three dots (”...”) at the
end of its parameter list. Arguments that do not fit in the parameters in the parameter
list, instead of being discarded, are then made available to the function through a vararg
expression, which is also indicated by three dots. The value of a vararg expression is a
list of values (not a table) which can then be put in a table to be manipulated with more
ease with the following expression: {...}. In Lua 5.0, instead of being available through a
vararg expression, the extra arguments were available in a special parameter called ”arg”.
The following function is an example of a function that would add the first argument to all
the arguments it receives, then add all of them together and print the result:

function add_one(increment, ...)


local result = 0
for _, number in next, {...} do
result = result + number + increment
end
end

It is not necessary to understand the code above as it is only a demonstration of a variadic


function.
The select function is useful to manipulate argument lists without needing to use tables.
It is itself a variadic function, as it accepts an indefinite number of arguments. It returns all
arguments after the argument with the number given as its first argument (if the number
given is negative, it indexes starting from the end, meaning -1 is the last argument). It
will also return the number of arguments it received, excluding the first one, if the first
argument is the string ”#”. It can be useful to discard all arguments in an argument list
before a certain number, and, more originally, to distinguish between nil values being sent as
arguments and nothing being sent as an argument. Indeed, select will distinguish, when
"#" is given as its first argument, nil values from no value. Argument lists (and return
lists as well) are instances of tuples, which will be explored in the chapter about tables; the
select function works with all tuples.

print((function(...) return select('#', ...) == 1 and "nil" or "no value"


end)()) --> no value
print((function(...) return select('#', ...) == 1 and "nil" or "no value"
end)(nil)) --> nil
print((function(...) return select('#', ...) == 1 and "nil" or "no value"
end)(variable_that_is_not_defined)) --> nil

-- As this code shows, the function is able to detect whether the value nil was
passed as an argument or whether there was simply no value passed.
-- In normal circumstances, both are considered as nil, and this is the only way
to distinguish them.

32
5 Standard libraries

Lua is a language that is said to ”not be provided with batteries”. This means that its
libraries are kept to the minimum necessary to do some stuff. Lua relies on its community
to create libraries that can be used to perform more specific tasks. There are ten libraries
available in Lua. The Lua Reference Manual provides documentation for all the libraries1 ,
so they will only be briefly described here2 . All the libraries except the basic and the
package libraries provide their functions and values as fields of a table.

5.1 Basic library

The basic library provides core functionality to Lua. All its functions and values are directly
available in the global environment, and all functions and values available directly in the
global environment by default are part of the basic library.

5.1.1 Assertion

An assertion is a predicate that is assumed by the developer to be true. They are used in
programs to ensure that a specific condition is true at a specific moment of the execution
of a program. Assertions are used in unit tests3 to verify that a program works correctly,
but are also used in program code, in which case the program will fail when an assertion is
false, either to verify that the environment in which the program is correct, or to verify that
no error was made in program code and to generate appropriate error messages to make
it easier to find bugs in the code when something doesn’t happen as expected. In Lua,
assertions are made with the assert function, which accepts a condition and a message
(which will default to ”assertion failed!”) as parameters. When the condition evaluates to
false, assert throws an error with the message. When it evaluates to true, assert returns
all its arguments.

5.1.2 Garbage collection

Garbage collection is a form of automatic memory management implemented by Lua and


many other languages. When a program needs to store data in a variable, it asks the
operating system to allocate space in the computer’s memory to store the variable’s value.
Then, when it doesn’t need the space anymore (generally because the variable fell out of

1 Lua 5.2 Reference Manual. , ,


2 Functions that were already described elsewhere will not be described in this chapter.
3 https://en.wikibooks.org/wiki/..%2FUnit%20testing

33
Standard libraries

scope), it tells the operating system to deallocate the space so that another program may
use it. In Lua, the actual process is much more complex, but the basic idea is the same: the
program must tell the operating system when it doesn’t need a variable’s value anymore. In
low level languages, allocation is handled by the language, but deallocation is not because
the language cannot know when a programmer doesn’t need a value anymore: even if a
variable that referenced the value fell out of scope or was removed, another variable or a
field in a script may still reference it, and deallocating it would cause problems. In higher
level languages, deallocation may be handled by various automatic memory management
systems, such as garbage collection, which is the system used by Lua. The garbage collector
regularly searches through all the values allocated by Lua for values that are not referenced
anywhere. It will collect values that the program cannot access anymore (because there is
no reference to them) and, since it knows that these values can safely be deallocated, will
deallocate them. This is all done transparently and automatically, so the programmer does
not generally need to do anything about it. However, sometimes, the developer may want
to give instructions to the garbage collector.

Weak references

Weak references are references that are ignored by the garbage collector. These references
are indicated to the garbage collector by the developer, using the mode metamethod. A
table’s mode metamethod should be a string. If that string contains the letter ”k”, all the
keys of the table’s fields are weak, and if it contains the letter ”v”, all the values of the
table’s fields are weak. When an array of objects has weak values, the garbage collector
will collect these objects even if they are referenced in that array, as long as they are only
referenced in that array and in other weak references. This behavior is sometimes useful,
but rarely used.

Manipulating the garbage collector

The garbage collector may be manipulated with the collectgarbage function, which is part
of the basic library and serves as an interface to the garbage collector. Its first argument is
a string that indicates to the garbage collector what action should be performed; a second
argument is used by some actions. The collectgarbage function can be used to stop the
garbage collector, manually perform collection cycles and count the memory used by Lua.

34
Coroutines

5.2 Coroutines

Coroutines are computer programa components that generalize subroutineb s to al-


low multiple entry pointc s for suspending and resuming execution at certain locations.
Coroutines are well-suited for implementing more familiar program components such as
cooperative taskd s, exceptione s, event loopf , iteratorg s, infinite listh s and pipei s.

a https://en.wikipedia.org/wiki/computer%20program
b https://en.wikipedia.org/wiki/subroutine
c https://en.wikipedia.org/wiki/entry%20point
d https://en.wikipedia.org/wiki/cooperative%20multitasking
e https://en.wikipedia.org/wiki/exception%20handling
f https://en.wikipedia.org/wiki/event%20loop
g https://en.wikipedia.org/wiki/iterator
h https://en.wikipedia.org/wiki/lazy%20evaluation
i https://en.wikipedia.org/wiki/pipeline%20%28software%29

Coroutines are components that can be created and manipulated with the coroutine library
in Lua and that allow the yielding and resuming of the execution of a function at specific
locations by calling functions that yield the coroutine from inside of itself or that resume it
from outside of itself. Example:
1. A function in the main thread creates a coroutine from a function with
coroutine.create and resumes it with coroutine.resume, to which the number
3 is passed.
2. The function in the coroutine executes and gets the number passed to
coroutine.resume as an argument.
3. The function arrives at a certain point in its execution where it calls
coroutine.yield with, as an argument, the sum of the argument it received (3)
and 2 (hence, 3+2=5).
4. The call to coroutine.resume returns 5, because it was passed to corou-
tine.yield, and the main thread, now running again, stores that number in a
variable. It resumes the coroutine again after having executed some code, pass-
ing to coroutine.resume the double of the value it has received from the call to
coroutine.resume (i.e. it passes 5×2=10).
5. The coroutine gets the value passed to coroutine.resume as the result of the call
to coroutine.yield and terminates after running some more code. It returns the
difference between the result of the call to coroutine.yield and the value it was
given as a parameter initially (i.e. 10−3=7).
6. The main thread gets the value returned by the coroutine as the result of the call to
coroutine.resume and goes on.
This example, put in code, gives the following:

local co = coroutine.create(function(initial_value)
local value_obtained = coroutine.yield(initial_value + 2) -- 3+2=5
return value_obtained - initial_value -- 10-3=7
end)

local _, initial_result = coroutine.resume(co, 3) -- initial_result: 5


local _, final_result = coroutine.resume(co, initial_result * 2) -- 5*2=10
print(final_result) --> 7

35
Standard libraries

The coroutine.create function creates a coroutine from a function; coroutines are values
of type ”thread”. coroutine.resume starts or continues the execution of a coroutine. A
coroutine is said to be dead when it has encountered an error or has nothing left to run
(in which case it has terminated its execution). When a coroutine is dead, it cannot be
resumed. The coroutine.resume function will return true if the execution of the corou-
tine was successful, along with all the values returned, if the coroutine has terminated, or
passed to coroutine.yield if it has not. If the execution was not successful, it will return
false along with an error message. coroutine.resume returns the running coroutine and
true when that coroutine is the main thread, or false otherwise.
The coroutine.status function returns the status of a coroutine as a string:
• ”running” if the coroutine is running, which means it must be the coroutine which called
coroutine.status
• ”suspended” if the coroutine is suspended in a call to yield or if it has not started running
yet
• ”normal” if the coroutine is active but not running, which means it has resumed another
coroutine
• ”dead” if the coroutine has finished running or has encountered an error
The coroutine.wrap function returns a function that resumes a coroutine every
time it is called. Extra arguments given to this function will act as extra ar-
guments to coroutine.resume and values returned by the coroutine or passed to
coroutine.yield will be returned by a call to the function. The coroutine.wrap function,
unlike coroutine.resume, does not call the coroutine in protected mode and propagates
errors.
There are many use cases for coroutines, but describing them are outside the scope of this
book.

5.3 String matching

When manipulating strings, it is frequently useful to be able to search strings for substrings
that follow a certain pattern. Lua has a string manipulation library that offers functions
for doing this and a notation for expressing patterns that the functions can search for in
strings. The notation offered by Lua is very similar to regular expression4 s, a notation for
expressing patterns used by most languages and tools in the programming world. However,
it is more limited and has slightly different syntax.
The find function of the string library looks for the first match of a pattern in a string. If it
finds an occurrence of the pattern in the string, it returns the indices in the string (integers
representing the position of characters in the string starting from the first character, which
is at position 1) where the occurrence starts and ends. If it doesn’t find an occurrence of
the pattern, it returns nothing. The first parameter it accepts is the string, the second
being the pattern and the third being an integer indicating the character position where
the find function should start searching. Finally, the find function can be told to perform
a simple match without patterns by being given the value true as its fourth argument. It

4 https://en.wikipedia.org/wiki/regular%20expression

36
String matching

will then simply search for an occurrence of the second string it is given in the first string.
The third argument must be given when a simple match is performed. This example code
searches for the word ”lazy” in a sentence and prints the start and end positions of the
occurrence it finds of the word:

local start_position, end_position = string.find("The quick brown fox jumps over


the lazy dog.", "lazy", 1, true)
print("The word \"lazy\" was found starting at position " .. start_position .. "
and ending at position " .. end_position .. ".")

This code gives the result The word "lazy" was found starting at position 36 and
ending at position 39.. It is equivalent to the following:

local sentence = "The quick brown fox jumps over the lazy dog."
local start_position, end_position = sentence:find("lazy", 1, true)
print("The word \"lazy\" was found starting at position " .. start_position .. "
and ending at position " .. end_position .. ".")

This works because the index metamethod of strings is set to the table containing the func-
tions of the string library, making it possible to replace string.a(b, ...) by b:a(...).
Functions in the string library that accept indices to indicate character position or that
return such indices consider the first character as being at position 1. They accept negative
numbers and interpret them as indexing backwards, from the end of the string, with the
last character being at position -1.
Patterns are strings that follow a certain notation to indicate a pattern that a string may
match or not. For this purpose, patterns contain character classes, combinations that
represent sets of characters.

Character combination Description


. All characters
%a Letters (uppercase and lowercase)
%c Control characters
%d Digits
%g Printable characters (except the space character)
%l Lowercase letters
%p Punctuation characters
%s Space characters
%u Uppercase letters
%w Alphanumeric characters (digits and letters)
%x Hexadecimal digits

All characters that are not special represent themselves and special characters (all characters
that are not alphanumeric) can be escaped by being prefixed by a percentage sign. Character
classes can be combined to create bigger character classes by being put in a set. Sets
are noted as character classes noted between square brackets (i.e. [%xp] is the set of all
hexadecimal characters plus the letter ”p”). Ranges of characters can be noted by separating
the end characters of the range, in ascending order, with a hyphen (i.e. [0-9%s] represents
all the digits from 0 to 9 plus space characters). If the caret (”ˆ”) character is put at the

37
Standard libraries

start of the set (right after the opening square bracket), the set will contain all characters
except those it would have contained if that caret had not been put at the start of the set.
The complement of all classes represented by a letter preceded of a percentage sign can be
noted as a percentage sign followed by the corresponding uppercase letter (i.e. %S represents
all characters except space characters).
Patterns are sequences of pattern items that represent what sequences should be found in
the pattern for a string to match it. A pattern item can be a character class, in which
case it matches any of the characters in the class once, a character class followed by the
”*” character, in which case it matches 0 or more repetitions of characters in the class
(these repetition items will always match the longest possible sequence), a character class
followed by the addition (”+”) character, in which case it matches 1 or more repetitions of
characters in the class (these repetition items will also always match the longest possible
sequence), a character class followed by the minus (”-”) character, in which case it matches
0 or more repetitions of characters in the class, but matches the shortest possible sequence
or a character class followed by an interrogation mark, in which case it matches one or no
occurrence of a character in the class.
It is possible to match substrings equivalent to previously captured substrings: %1 will match
the first captured substring, %2 the second, and so on until %9. Captures are described
below. There are two other functionalities offered by patterns, as described by the reference
manual:

%bxy, where x and y are two distinct characters; such item matches strings that start
with x, end with y, and where the x and y are balanced. This means that, if one reads
the string from left to right, counting +1 for an x and -1 for a y, the ending y is the
first y where the count reaches 0. For instance, the item %b() matches expressions with
balanced parentheses.
%f[set], a frontier pattern; such item matches an empty string at any position such
that the next character belongs to set and the previous character does not belong to
set. The set set is interpreted as previously described. The beginning and the end of
the subject are handled as if they were the character ’\0’.

Patterns are sequences of pattern items, optionally preceded by a caret, which indicates
that the pattern can only match at the beginning of the string, and optionally followed by a
dollar sign, which indicates that the pattern can only match at the end of the string. These
symbols are said to anchor the match at the beginning or the end of the string. These two
characters only have a special meaning when at the beginning or at the end of a pattern.
Sub-patterns can be enclosed inside parentheses inside patterns to indicate captures. When
a match succeeds, the substrings of the string that match captures are stored for future
use, for example to be returned by gmatch. They are always numbered starting from the
position of their left parenthesis. Two empty parentheses denote the empty capture, which
captures the current string position (which is a number and is not a part of the string).
The gmatch function can be used to iterate through the occurrences of a pattern in a
string; it is not possible, unlike with the find function, to specify an initial position to
start searching or to perform simple matching. The gmatch function returns an iterator
that, when called, returns the next captures from the given pattern in the string. The

38
String matching

whole match is given instead if there are no captures specified in the pattern. The following
example shows how to iterate through the words in a sentence and print them one by one:

local sentence = "The quick brown fox jumps over the lazy dog."
for word in sentence:gmatch('%a+') do
print(word)
end

In this example, the entire match is given by the only value returned by the iterator, word.
The gsub function can be used to replace all occurrences of a pattern in a string by some-
thing else. Its first two arguments are the string and the pattern, while the third is the
string to replace occurrences by and the fourth is the maximum number of occurrences that
should be replaced. The third argument, instead of being a string, can also be a table or a
function.
When the third argument is a string, it is called the replacement string and it replaces
occurrences of the pattern in the string. Captures stored by the pattern can be embedded in
the replacement string; they are noted by a percentage sign followed by a digit representing
the number of the capture. The match itself can be represented by %0. Percentage signs in
replacement strings must be escaped as %%.
When the third argument is a table, the first capture is used as a key to index that table
and the replacement string is the value corresponding to that key in the table. When it is a
function, that function is called for every match, with all captures passed as arguments. In
both cases, if there is no capture, the entire match is used instead. If the function or table
gives the value false or nil, no replacement is done.
Here are some examples taken directly from the Lua 5.2 Reference Manual:

39
Standard libraries

x = string.gsub("hello world", "(%w+)", "%1 %1")


--> x="hello hello world world"

x = string.gsub("hello world", "%w+", "%0 %0", 1)


--> x="hello hello world"

x = string.gsub("hello world from Lua", "(%w+)%s*(%w+)", "%2 %1")


--> x="world hello Lua from"

x = string.gsub("home = $HOME, user = $USER", "%$(%w+)", os.getenv)


--> x="home = /home/roberto, user = roberto"

x = string.gsub("4+5 = $return 4+5$", "%$(.-)%$", function (s)


return load(s)()
end)
--> x="4+5 = 9"

local t = {name="lua", version="5.2"}


x = string.gsub("$name-$version.tar.gz", "%$(%w+)", t)
--> x="lua-5.2.tar.gz"

Lua offers other functions for manipulating strings than those for pattern matching. These
include the reverse function, which returns a string with the order of the characters
reversed, the lower function, which returns the lowercase equivalent of a string, the
upper function, which returns the uppercase equivalent of a string, the len function, which
returns the length of a string and the sub function, which returns the substring of a string
that starts at and ends at the two character positions given as arguments. There are more,
and their documentation can be found in the Lua 5.2 Reference Manual.

40
6 Appendix:Software testing

The term software testing refers to a number of methods and processes that are used to
discover bugs and programming mistakes in computer software. Software testing can be
done statically, in which case in is called static testing and is done without executing the
computer software, or dynamically, in which case it is called dynamic testing and is done
while the computer program that is being tested is running.

6.1 Type checking

In programming languages, a type system is a collection of rules that assign a property


called a typea to the various constructs—such as variableb s, expressionc s, functiond s or
modulese —a computer programf is composed of. The main purpose of a type system
is to reduce bugg s in computer programs by defining interfaces between different parts
of a computer program, and then checking that the parts have been connected in a
consistent way. This checking can happen statically (at compile timeh ), dynamically (at
run timei ), or it can happen as a combination of static and dynamic checking. Type
systems have other purposes as well, such as enabling certain compiler optimizations,
allowing for multiple dispatchj , providing a form of documentation, etc.

a https://en.wikipedia.org/wiki/type%20%28computer%20science%29
b https://en.wikipedia.org/wiki/variable%20%28computer%20science%29
c https://en.wikipedia.org/wiki/expression%20%28computer%20science%29
d https://en.wikipedia.org/wiki/function%20%28computer%20science%29
e https://en.wikipedia.org/wiki/modular%20programming
f https://en.wikipedia.org/wiki/computer%20program
g https://en.wikipedia.org/wiki/bug%20%28computer%20programming%29
h https://en.wikipedia.org/wiki/compile%20time
i https://en.wikipedia.org/wiki/run%20time%20%28program%20lifecycle%20phase%29
j https://en.wikipedia.org/wiki/multiple%20dispatch

Type-checking can be done, as the extract from Wikipedia brilliantly said, at run time or at
compile time. If it is done at compile time, the compiler, when compiling source code, will
verify the type safety of the program and guarantee that the program satisfies certain type
safety properties—generally, static type-checkers will simply verify that variables always
have values of the same type and that arguments passed to functions will have the right
type.
The static approach allows bugs to be discovered early in the development cycle. The
dynamic approach, in contrast, consists in verifying that the program follows the type
constraints when it is running. While this means that dynamic type-checkers should be
able to verify more constraints, most dynamically typed languages do not have many type

41
Appendix:Software testing

constraints. Lua is a dynamically typed language: in Lua, values have types, but variables
do not. This means that the value of a variable can be a number at some point of the
program’s execution and be a string at another point.
Lua’s type system is very simple in comparison with most other languages. It performs
type checking when operators are used (attempting to add two values of which at least one
is not a number and cannot be coerced to one, for example, will raise a type error) and
when functions of the standard libraries are called (functions of the standard library reject
arguments that do not have the right type and raise an appropriate error).
Since Lua does not have functionality for specifying a type for function parameters, the
type function can be useful to verify that arguments passed to functions are of the appro-
priate type. This is most useful for functions that will be passed arguments provided by
users while a program is running (for example, in an interactive environment for calling
predefined Lua functions), since adding code for type checking to functions makes them
more verbose and adds maintenance overhead.

6.2 White-box testing

The term white-box testing refers to the practice of using knowledge of the internal workings
of software to create test cases to verify its functionality. It is relevant at three levels of
software testing, but the one most interesting for Lua programs is the unit level, since Lua
programs are usually part of a bigger application where the integration and system testing
would take place.
There are multiple frameworks available for unit testing in Lua. Testing at the unit level is
most appropriate for libraries, since it generally consists in writing test cases that pass spe-
cific arguments to functions and provide a warning when a function returns an unexpected
value. This requires writing test cases for new functionality, but has the benefit of making
errors introduced in code easier to notice when they modify the behavior of functions in a
way that makes the tests not pass anymore.
There are multiple unit testing frameworks for Lua. One of them, busted, supports the
standard Lua virtual machine as well as LuaJIT, and can also be used with MoonScript
and Terra, the former a language that compiles to Lua and the latter a low-level language
that is interoperable with Lua. Another unit testing framework for Lua, Luaunit, is written
entirely in Lua and has no dependencies. Shake is a simpler test framework, initially part
of the Kepler Project, that uses the assert and print functions but is no longer actively
developed.

6.3 Further reading

The lua-users wiki, an excellent resource to find information about Lua, provides the fol-
lowing material that is related to software testing. Some of these pages consist in links to
other pages or to projects that can be useful for various tasks.

42
Further reading

• Lua Type Checking1


• Unit Testing2
• Debugging Lua Code3
• Program Analysis4
• Debugging and Testing5

1 http://lua-users.org/wiki/LuaTypeChecking
2 http://lua-users.org/wiki/UnitTesting
3 http://lua-users.org/wiki/DebuggingLuaCode
4 http://lua-users.org/wiki/ProgramAnalysis
5 http://lua-users.org/wiki/DebuggingAndTesting

43
7 Glossary

This is a glossary that contains terms related to programming in the context of Lua. Its
use is recommended to find the meaning of words that are not understood.
abstract class
An abstract class1 is a class of which instances cannot be created directly. Abstract classes
are abstract types2 .
abstract data type
An abstract data type3 is a model to represent a class of data structures4 that have similar
behavior. Abstract data types are defined by the operations that can be performed on them
and by mathematical constraints of these operations rather than by the implementation
and the way the data is stored in the memory of the computer.
abstract type
An abstract type5 is a type of data of which instances cannot be created directly.
actual parameter
See argument6 .
additive inverse
The additive inverse7 of a number is the number that, when added to that number, yields
zero. For example, the additive inverse of 42 is -42.
arithmetic negation
Arithmetic negation is the operation that produces the additive inverse8 of a number.
arithmetic operation
An arithmetic operation9 is an operation whose operands are numbers.
arity

1 https://en.wikipedia.org/wiki/concrete%20class%23Abstract%20and%20concrete
2 Chapter 8 on page 53
3 https://en.wikipedia.org/wiki/abstract%20data%20type
4 Chapter 8 on page 53
5 https://en.wikipedia.org/wiki/abstract%20type
6 Chapter 8 on page 53
7 https://en.wikipedia.org/wiki/additive%20inverse
8 Chapter 8 on page 53
9 https://en.wikipedia.org/wiki/arithmetic%20operation

45
Glossary

The arity10 of an operation or of a function is the number of operands or arguments the


operation or function accepts.
argument
An argument11 is a value passed to a function12 .
array
An array13 is a data structure14 consisting of a collection of values, each identified by at
least one array index or key.
associative array
An associative array15 is an abstract data type16 composed of a collection of pairs of keys
and values, such that each possible key appears at most once in the collection.
augmented assignment
Augmented assignment17 is a type of assignment that gives a variable a value that is
relative to its prior value.
binary operation
A binary operation18 is an operation of which the arity is two.
boolean
See logical data19 .
boolean negation
See logical negation20 .
chained assignment
Chained assignment21 is a type of assignment that gives a single value to many variables.
Example: a = b = c = d = 0.
chunk
A chunk is a sequence of statements.
compound assignment
See augmented assignment22 .

10 https://en.wikipedia.org/wiki/arity
11 https://en.wikipedia.org/wiki/parameter%20%28computer%20programming%29
12 Chapter 8 on page 53
13 https://en.wikipedia.org/wiki/array%20data%20structure
14 Chapter 8 on page 53
15 https://en.wikipedia.org/wiki/associative%20array
16 Chapter 8 on page 53
17 https://en.wikipedia.org/wiki/Augmented%20assignment
18 https://en.wikipedia.org/wiki/binary%20operation
19 Chapter 8 on page 53
20 Chapter 8 on page 53
21 https://en.wikipedia.org/wiki/Chained%20assignment
22 Chapter 8 on page 53

46
Further reading

concatenation
String concatenation23 is the operation of joining two strings of characters. For example,
the concatenation of ”snow” and ”ball” is ”snowball”.
concrete class
A concrete class is a class of which instances can be created directly. Concrete classes are
concrete types24 .
concrete type
A concrete type is a type of which instances can be created directly.
condition
A condition is a predicate25 that is used in a conditional statement26 or as an operand to the
conditional operator27 . Conditions, in Lua, are considered as true when their expression
evaluates to a value other than nil or false, and are considered as false otherwise.
conditional operator
A conditional operator28 is an operator that returns a value if a condition29 is true and
another if it isn’t.
conditional statement
A conditional statement30 is a statement that executes a piece of code if a condition31 is
true.
data structure
A data structure32 is a particular way of storing and organizing data in the memory of a
computer. It is the implementation of an abstract data type33 .
data type
A data type34 is a model for representing the storage of data in the memory of a computer.
dictionary
See associative array35 .
exclusive disjunction

23 https://en.wikipedia.org/wiki/String%20concatenation
24 Chapter 8 on page 53
25 Chapter 8 on page 53
26 Chapter 8 on page 53
27 Chapter 8 on page 53
28 https://en.wikipedia.org/wiki/conditional%20operator
29 Chapter 8 on page 53
30 https://en.wikipedia.org/wiki/conditional%20%28computer%20programming%29
31 Chapter 8 on page 53
32 https://en.wikipedia.org/wiki/data%20structure
33 Chapter 8 on page 53
34 https://en.wikipedia.org/wiki/data%20type
35 Chapter 8 on page 53

47
Glossary

Figure 4 Venn
diagrama of a⊻b
a
https://en.wikipedia.org/wiki/Venn%20diagram

The exclusive disjunction36 operation is a binary operation37 that produces the value
true when one of its operands is true but the other is not. The exclusive disjunction
of a and b is expressed mathematically as a⊻b. There is no operator corresponding to ex-
clusive disjunction in Lua, but a⊻b can be represented as (a or b) and not (a and b).
formal parameter
See parameter38 .
function
A function is a sequence of statements (instructions) that perform a specific task. Functions
can be used in a program wherever that particular task needs to be performed. Functions
are usually defined in the program that will use them, but are sometimes defined in libraries
that can be used by other programs.
hash map
See hash table39 .
hash table
A hash table40 is an implementation as a data structure41 of the associative array42 . A
hash table uses a hash function43 to compute an index into an array of buckets or slots,
from which the value corresponding to the index can be found.
inline if
See conditional operator44 .
integer

36 https://en.wikipedia.org/wiki/exclusive%20or
37 Chapter 8 on page 53
38 Chapter 8 on page 53
39 Chapter 8 on page 53
40 https://en.wikipedia.org/wiki/hash%20table
41 Chapter 8 on page 53
42 Chapter 8 on page 53
43 https://en.wikipedia.org/wiki/hash%20function
44 Chapter 8 on page 53

48
Further reading

An integer45 is a number that can be written without a fractional or decimal component.


Integers are implemented in Lua in the same way as other numbers.
length operation
The length operation is the operation that produces the number of values in an array.
literal
A literal is a notation for representing a fixed value in source code. All values can be
represented as literals in Lua except threads and userdata.
logical complement
The logical complement46 of a boolean value is the boolean value that is not that value.
This means the logical complement of true is false and vice versa.
logical conjunction

Figure 5 Venn
diagram of a∧b

The logical conjunction47 operation is a binary operation48 that produces the value
true when both of its operands are true and false in all other cases. It is implemented
as the and operator in Lua and it returns its first operand if it is false or nil and the
second operand otherwise. The logical conjunction of a and b is expressed mathematically
as a∧b.
logical data
The logical data type49 , which is generally called the boolean type, is the type of the values
false and true.
logical disjunction

45 https://en.wikipedia.org/wiki/integer
46 https://en.wikipedia.org/wiki/logical%20complement
47 https://en.wikipedia.org/wiki/logical%20conjunction
48 Chapter 8 on page 53
49 https://en.wikipedia.org/wiki/logical%20data%20type

49
Glossary

Figure 6 Venn
diagram of a∨b

The logical disjunction50 operation is a binary operation51 that produces the value
false when both of its operands are false and true in all other cases. It is implemented as
the or operator in Lua and it returns the first operand if it is neither false nor nil and
the second otherwise. The logical disjunction of a and b is expressed mathematically as
a∨b.

logical negation
Logical negation52 , implemented in Lua by the not operator, is the operation that produces
the logical complement53 of a boolean value.
map
See associative array54 .
method
A method55 is a function that is a member of an object and generally operates on that
object.
modulo
See modulo operation56 .
modulo operation
The modulo operation57 , implemented in Lua by the % operator, is the operation that
produces the remainder of the division of a number by another.
modulus
See modulo operation58 .
multiple assignment

50 https://en.wikipedia.org/wiki/logical%20disjunction
51 Chapter 8 on page 53
52 https://en.wikipedia.org/wiki/Logical%20negation
53 Chapter 8 on page 53
54 Chapter 8 on page 53
55 https://en.wikipedia.org/wiki/method%20%28computer%20programming%29
56 Chapter 8 on page 53
57 https://en.wikipedia.org/wiki/modulo%20operation
58 Chapter 8 on page 53

50
Further reading

See parallel assignment59 .


nil
The type nil is the type of the value nil, whose main property is to be different from any
other value; it usually represents the absence of a useful value.
not operator
See logical negation60 .
number
The number type represents real (double-precision floating-point61 ) numbers. It is possible
to build Lua interpreters that use other internal representations for numbers, such as single-
precision float or long integers.
operator
An operator62 is a token that generates a value from one or many operands.
parallel assignment
Parallel assignment63 is a type of assignment that simultaneously assigns values to different
variables.
parameter
A parameter64 is a variable in a function definition to which the argument that corresponds
to it in a call to that function is assigned.
predicate
A predicate is an expression that evaluates to a piece of logical data65 .
procedure
See function66 .
relational operator
A relational operator67 is an operator that is used to compare values.
routine
See function68 .
sign change

59 Chapter 8 on page 53
60 Chapter 8 on page 53
61 https://en.wikipedia.org/wiki/double-precision%20floating-point
62 https://en.wikipedia.org/wiki/operator%20%28computer%20programming%29
63 https://en.wikipedia.org/wiki/Parallel%20assignment
64 https://en.wikipedia.org/wiki/parameter%20%28computer%20programming%29
65 Chapter 8 on page 53
66 Chapter 8 on page 53
67 https://en.wikipedia.org/wiki/relational%20operator
68 Chapter 8 on page 53

51
Glossary

See arithmetic negation69 .


simultaneous assignment
See parallel assignment70 .
string
The type string represents arrays of characters. Lua is 8-bit clean: strings can contain any
8-bit character, including embedded zeros.
string literal
A string literal71 is the representation of a string value within the source code of a computer
program. With respect to syntax, a string literal is an expression that evaluates to a string.
subprogram
See function72 .
subroutine
See function73 .
symbol
See token74 .
symbol table
A symbol table75 is an implementation as a data structure76 of the associative array77 .
They are commonly implemented as hash tables78 .
token
A token is an atomic piece of data, such as a word in a human language or such as a
keyword in a programming language, for which a meaning may be inferred during parsing.
variable
A variable79 is a label associated to a location in the memory. The data in that location
can be changed and the variable will point to the new data.
variadic function
A variadic function80 is a function of indefinite arity.

69 Chapter 8 on page 53
70 Chapter 8 on page 53
71 https://en.wikipedia.org/wiki/string%20literal
72 Chapter 8 on page 53
73 Chapter 8 on page 53
74 Chapter 8 on page 53
75 https://en.wikipedia.org/wiki/symbol%20table
76 Chapter 8 on page 53
77 Chapter 8 on page 53
78 Chapter 8 on page 53
79 https://en.wikipedia.org/wiki/variable%20%28computer%20science%29
80 https://en.wikipedia.org/wiki/variadic%20function

52
8 Index

This is an alphabetical index of the book.

8.1 A

• Allocation1
• Arithmetic operations2
• Arguments3
• Arrays4
• Assertion5
• Assignment6
• Associative arrays7
• Augmented assignment8
• Automatic memory management9

8.2 B

• Binary operators10
• Bit shifts11
• Bitwise AND12
• Bitwise NOT13
• Bitwise operations14
• Bitwise OR15
• Bitwise XOR16

1 Chapter 5.1.2 on page 33


2 Chapter 2.1.1 on page 8
3 Chapter 4 on page 27
4 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables
5 Chapter 5.1.1 on page 33
6 Chapter 3.1 on page 17
7 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables
8 Chapter 3.1.3 on page 19
9 Chapter 5.1.2 on page 33
10 Chapter 2.1 on page 7
11 Chapter 2.4 on page 12
12 Chapter 2.4 on page 12
13 Chapter 2.4 on page 12
14 Chapter 2.4 on page 12
15 Chapter 2.4 on page 12
16 Chapter 2.4 on page 12

53
Index

• Blocks17
• Booleans18
• break statement19
• busted20
• Bytecode21

8.3 C

• Captures22
• Chained assignment23
• Character classes24
• Character ranges25
• Character sets26
• Chunks27
• Code annotations28
• Coercion29
• Collaborative multithreading30
• Comments31
• Compound assignment32
• Concatenation33
• Conditional statement34
• Condition-controlled loops35
• Coroutines36
• Count-controlled loops37

17 Chapter 3.4 on page 23


18 Chapter 2.1.3 on page 9
19 Chapter 3.3.2 on page 22
20 Chapter 6.2 on page 42
21 Chapter 3.4.1 on page 24
22 Chapter 5.3 on page 36
23 Chapter 3.1.3 on page 19
24 Chapter 5.3 on page 36
25 Chapter 5.3 on page 36
26 Chapter 5.3 on page 36
27 Chapter 3.4.1 on page 24
28 Chapter 1 on page 3
29 Chapter 2.3 on page 12
30 Chapter 5.2 on page 35
31 Chapter 1 on page 3
32 Chapter 3.1.3 on page 19
33 Chapter 2.1.4 on page 11
34 Chapter 3.2 on page 20
35 Chapter 3.3.1 on page 21
36 Chapter 5.2 on page 35
37 Chapter 3.3.2 on page 22

54
D

8.4 D

• Debugging38
• Decimal precision errors39
• Deprecation40
• Dictionaries41
• do statement42
• Dynamic testing43

8.5 E

• else block44
• elseif block45
• Empty captures46
• Empty statements47
• Errors48
• Expressions49
• Extended Backus–Naur form50

8.6 F

• Fields51
• Float division52
• Floats53
• Floor division54
• Foreach loop55
• Frontier patterns56

38 Chapter 4.2 on page 29


39 Chapter 3.3.2 on page 22
40 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Foreach%20loop
41 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables
42 Chapter 3.1.2 on page 18
43 Chapter 6 on page 41
44 Chapter 3.2 on page 20
45 Chapter 3.2 on page 20
46 Chapter 5.3 on page 36
47 Chapter 3.4 on page 23
48 Chapter 4.2 on page 29
49 Chapter 2 on page 7
50 Chapter 1 on page 3
51 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables
52 Chapter 2.1.1 on page 8
53 Chapter 2.1.1 on page 8
54 Chapter 2.1.1 on page 8
55 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Foreach%20loop
56 Chapter 5.3 on page 36

55
Index

• Functions57

8.7 G

• Garbage collection58
• Generic for loop59

8.8 H

• Hash maps60
• Hash tables61
• Hello, world!62

8.9 I

• Incrementation63
• Identifiers64
• if statement65
• Index66
• Infinite loops67
• Integers68
• Integration testing69
• Iterators70

57 Chapter 4 on page 27
58 Chapter 5.1.2 on page 33
59 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Foreach%20loop
60 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables
61 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables
62 Chapter 1 on page 3
63 Chapter 3.3.2 on page 22
64 Chapter 3.1.1 on page 17
65 Chapter 3.2 on page 20
66 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables
67 Chapter 3.3 on page 21
68 Chapter 2.1.1 on page 8
69 Chapter 6.2 on page 42
70 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Iterators

56
J

8.10 J

8.11 K

• Kepler Project71
• Key72

8.12 L

• Left shift73
• Literals74
• Local variables75
• Logical errors76
• Long brackets77
• Long comments78
• Loops79
• Loop variables80
• luac81
• LuaJIT82
• Luaunit83

8.13 M

• Main thread84
• Maps85
• Metalanguage86
• Metamethods87
• Metatables88

71 Chapter 6.2 on page 42


72 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables
73 Chapter 2.4 on page 12
74 Chapter 2.2 on page 11
75 Chapter 3.1.2 on page 18
76 Chapter 4.2 on page 29
77 Chapter 1 on page 3
78 Chapter 1 on page 3
79 Chapter 3.3 on page 21
80 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Creating%20iterators
81 Chapter 3.4.1 on page 24
82 Chapter 6.2 on page 42
83 Chapter 6.2 on page 42
84 Chapter 3.1.2 on page 18
85 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables
86 Chapter 1 on page 3
87 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Metatables
88 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Metatables

57
Index

• Methods89
• Modulo operation90
• MoonScript91
• Multiple assignment92

8.14 N

• Names93
• Nil94
• Numbers95
• Numeric for loops96

8.15 O

• Operator precedence97
• Operators98

8.16 P

• Parallel assignment99
• Patterns100
• Pattern items101
• Parameters102
• Precedence103
• Protected calls104

89 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Methods
90 Chapter 2.1.1 on page 8
91 Chapter 6.2 on page 42
92 Chapter 3.1.3 on page 20
93 Chapter 3.1.1 on page 17
94 Chapter 2.1.2 on page 9
95 Chapter 2.1.1 on page 7
96 Chapter 3.3.2 on page 22
97 Chapter 2.5 on page 14
98 Chapter 2.1 on page 7
99 Chapter 3.1.3 on page 20
100 Chapter 5.3 on page 36
101 Chapter 5.3 on page 36
102 Chapter 4 on page 27
103 Chapter 2.5 on page 14
104 Chapter 4.2.1 on page 30

58
Q

8.17 Q

8.18 R

• Registers105
• Regular expressions106
• Relational operators107
• Replacement strings108
• Return statement109
• Right shift110

8.19 S

• Scope111
• self parameter112
• Semantic errors113
• Shake114
• Short comments115
• Simultaneous assignment116
• Software testing117
• Sorting tables118
• Stack119
• Stack overflow120
• Statements121
• State values122
• Static testing123
• Strings124

105 Chapter 3.1.2 on page 18


106 Chapter 5.3 on page 36
107 Chapter 3.2 on page 20
108 Chapter 5.3 on page 36
109 Chapter 4.1 on page 29
110 Chapter 2.4 on page 12
111 Chapter 3.1.2 on page 18
112 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Methods
113 Chapter 4.2 on page 29
114 Chapter 6.2 on page 42
115 Chapter 1 on page 3
116 Chapter 3.1.3 on page 20
117 Chapter 6 on page 41
118 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Sorting
119 Chapter 4 on page 27
120 Chapter 4.3 on page 31
121 Chapter 3 on page 17
122 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Creating%20iterators
123 Chapter 6 on page 41
124 Chapter 2.1.4 on page 9

59
Index

• String concatenation125
• String manipulation126
• String matching127
• String patterns128
• Symbol tables129
• Syntactic errors130
• Syntax131
• System testing132

8.20 T

• Type constraints133
• Table constructors134
• Tables135
• Terra136
• Test cases137
• Transformation function138
• Tuples139
• Type checking140
• Types141
• Type safety142
• Type system143

8.21 U

• Unary operators144
• Unit testing145

125 Chapter 2.1.4 on page 11


126 Chapter 5.3 on page 36
127 Chapter 5.3 on page 36
128 Chapter 5.3 on page 36
129 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables
130 Chapter 4.2 on page 29
131 Chapter 1 on page 3
132 Chapter 6.2 on page 42
133 Chapter 6.1 on page 41
134 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables
135 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables
136 Chapter 6.2 on page 42
137 Chapter 6.2 on page 42
138 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Creating%20iterators
139 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Unpacking%20tables
140 Chapter 6.1 on page 41
141 Chapter 2.1 on page 7
142 Chapter 6.1 on page 41
143 Chapter 6.1 on page 41
144 Chapter 2.1 on page 7
145 Chapter 6.2 on page 42

60
V

• Unpacking tables146

8.22 V

• Vararg functions147
• Variadic functions148

8.23 W

• Weak references149
• Weak tables150
• White-box testing151

8.24 X

8.25 Y

8.26 Z

8.27 Lua API

There is a separate index for the functions and variables that are part of the Lua API. This
index points to parts of the book where functions or variables in the API are mentioned.

8.27.1 Basic functions

• assert152
• collectgarbage153
• dofile154
• error155
• getmetatable156

146 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Unpacking%20tables
147 Chapter 4.4 on page 32
148 Chapter 4.4 on page 32
149 Chapter 5.1.2 on page 34
150 Chapter 5.1.2 on page 34
151 Chapter 6.2 on page 42
152 Chapter 5.1.1 on page 33
153 Chapter 5.1.2 on page 34
154 Chapter 3.4.1 on page 24
155 Chapter 4.2.1 on page 30
156 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Metatables

61
Index

• ipairs157
• load158
• loadfile159
• next160
• pairs161
• pcall162
• print163
• rawequal164
• rawget165
• rawlen166
• rawset167
• select168
• setmetatable169
• tonumber170
• tostring171
• type172
• xpcall173

8.27.2 Coroutine manipulation

• coroutine.create174
• coroutine.resume175
• coroutine.running176
• coroutine.status177
• coroutine.wrap178
• coroutine.yield179

157 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Foreach%20loop
158 Chapter 3.4.1 on page 24
159 Chapter 3.4.1 on page 24
160 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Foreach%20loop
161 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Foreach%20loop
162 Chapter 4.2.1 on page 30
163 Chapter 1 on page 3
164 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Metatables
165 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Metatables
166 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Metatables
167 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Metatables
168 Chapter 4.4 on page 32
169 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Metatables
170 Chapter 2.3 on page 12
171 Chapter 2.3 on page 12
172 Chapter 2.1 on page 7
173 Chapter 4.2.1 on page 30
174 Chapter 5.2 on page 35
175 Chapter 5.2 on page 35
176 Chapter 5.2 on page 35
177 Chapter 5.2 on page 35
178 Chapter 5.2 on page 35
179 Chapter 5.2 on page 35

62
Lua API

8.27.3 String manipulation

• string.dump180
• string.find181
• string.gmatch182
• string.gsub183
• string.len184
• string.lower185
• string.reverse186
• string.sub187
• string.upper188

8.27.4 Table manipulation

• table.foreach189
• table.foreachi190
• table.sort191
• table.unpack192

180 Chapter 3.4.1 on page 24


181 Chapter 5.3 on page 36
182 Chapter 5.3 on page 36
183 Chapter 5.3 on page 36
184 Chapter 5.3 on page 36
185 Chapter 5.3 on page 36
186 Chapter 5.3 on page 36
187 Chapter 5.3 on page 36
188 Chapter 5.3 on page 36
189 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Foreach%20loop
190 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Foreach%20loop
191 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Sorting
192 https://en.wikibooks.org/wiki/Lua%20Programming%2FTables%23Unpacking%20tables

63
9 Contributors

Edits User
1 Adrignola1
14 Darklama2
4 Dirk Hünniger3
3 J36miles4
4 JackPotte5
1 Johnwayne19866
2 Lmika7
5 Marbux8
287 Mark Otaris9
6 Markhobley10
1 Maths31411
2 Pi zero12
1 QuiteUnusual13
3 Recent Runes14
1 SoulSlayer5515

1 https://en.wikibooks.org/wiki/User:Adrignola
2 https://en.wikibooks.org/wiki/User:Darklama
3 https://en.wikibooks.org/wiki/User:Dirk_H%25C3%25BCnniger
4 https://en.wikibooks.org/wiki/User:J36miles
5 https://en.wikibooks.org/wiki/User:JackPotte
6 https://en.wikibooks.org/w/index.php%3ftitle=User:Johnwayne1986&action=edit&redlink=1
7 https://en.wikibooks.org/w/index.php%3ftitle=User:Lmika&action=edit&redlink=1
8 https://en.wikibooks.org/w/index.php%3ftitle=User:Marbux&action=edit&redlink=1
9 https://en.wikibooks.org/wiki/User:Mark_Otaris
10 https://en.wikibooks.org/wiki/User:Markhobley
11 https://en.wikibooks.org/wiki/User:Maths314
12 https://en.wikibooks.org/wiki/User:Pi_zero
13 https://en.wikibooks.org/wiki/User:QuiteUnusual
14 https://en.wikibooks.org/wiki/User:Recent_Runes
15 https://en.wikibooks.org/w/index.php%3ftitle=User:SoulSlayer55&action=edit&redlink=1

65
List of Figures

• GFDL: Gnu Free Documentation License. http://www.gnu.org/licenses/fdl.


html
• cc-by-sa-3.0: Creative Commons Attribution ShareAlike 3.0 License. http://
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org/licenses/by/2.0/
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org/licenses/by/2.0/deed.en
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org/licenses/by/2.5/deed.en
• cc-by-3.0: Creative Commons Attribution 3.0 License. http://creativecommons.
org/licenses/by/3.0/deed.en
• GPL: GNU General Public License. http://www.gnu.org/licenses/gpl-2.0.txt
• LGPL: GNU Lesser General Public License. http://www.gnu.org/licenses/lgpl.
html
• PD: This image is in the public domain.
• ATTR: The copyright holder of this file allows anyone to use it for any purpose,
provided that the copyright holder is properly attributed. Redistribution, derivative
work, commercial use, and all other use is permitted.
• EURO: This is the common (reverse) face of a euro coin. The copyright on the design
of the common face of the euro coins belongs to the European Commission. Authorised
is reproduction in a format without relief (drawings, paintings, films) provided they
are not detrimental to the image of the euro.
• LFK: Lizenz Freie Kunst. http://artlibre.org/licence/lal/de
• CFR: Copyright free use.

67
List of Figures

• EPL: Eclipse Public License. http://www.eclipse.org/org/documents/epl-v10.


php
Copies of the GPL, the LGPL as well as a GFDL are included in chapter Licenses16 . Please
note that images in the public domain do not require attribution. You may click on the
image numbers in the following table to open the webpage of the images in your webbrower.

16 Chapter 10 on page 71

68
List of Figures

1 en:User:Cburnett17 CC-BY-SA-3.0
2 en:User:Cburnett18 CC-BY-SA-3.0
3 User:Boivie19 , User:Boivie20
4 CommonsDelinker, Herbythyme, Jarekt, JarektBot,
SchlurcherBot, Stephan Kulla, Waldir, Watchduck
5 CommonsDelinker, Filbot, JarektBot, SchlurcherBot, Tony
Wills, Waldir, Watchduck
6 CommonsDelinker, JarektBot, JurgenNL, SchlurcherBot,
Waldir, Watchduck

17 https://en.wikipedia.org/wiki/User:Cburnett
18 https://en.wikipedia.org/wiki/User:Cburnett
19 http://commons.wikimedia.org/wiki/User:Boivie
20 https://commons.wikimedia.org/wiki/User:Boivie

69
10 Licenses

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any) on which the executable work runs, or a compiler used to produce sponding Source along with the object code. If the place to copy the from a particular copyright holder is reinstated (a) provisionally, un- terms that obligate you to collect a royalty for further conveying from
the work, or an object code interpreter used to run it. object code is a network server, the Corresponding Source may be on a less and until the copyright holder explicitly and finally terminates those to whom you convey the Program, the only way you could satisfy
both those terms and this License would be to refrain entirely from Later license versions may give you additional or different permissions. If the disclaimer of warranty and limitation of liability provided above You should have received a copy of the GNU General Public License
conveying the Program. 13. Use with the GNU Affero General Public However, no additional obligations are imposed on any author or copy- cannot be given local legal effect according to their terms, reviewing along with this program. If not, see <http://www.gnu.org/licenses/>.
License. right holder as a result of your choosing to follow a later version. 15. courts shall apply local law that most closely approximates an abso-
Disclaimer of Warranty. lute waiver of all civil liability in connection with the Program, unless a
warranty or assumption of liability accompanies a copy of the Program Also add information on how to contact you by electronic and paper
Notwithstanding any other provision of this License, you have permis- in return for a fee. mail.
sion to link or combine any covered work with a work licensed under
version 3 of the GNU Affero General Public License into a single com- THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EX-
TENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN END OF TERMS AND CONDITIONS How to Apply These Terms If the program does terminal interaction, make it output a short notice
bined work, and to convey the resulting work. The terms of this Li-
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLD- to Your New Programs like this when it starts in an interactive mode:
cense will continue to apply to the part which is the covered work, but
the special requirements of the GNU Affero General Public License, ERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM
section 13, concerning interaction through a network will apply to the “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EX- If you develop a new program, and you want it to be of the greatest <program> Copyright (C) <year> <name of author> This program
combination as such. 14. Revised Versions of this License. PRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, possible use to the public, the best way to achieve this is to make it comes with ABSOLUTELY NO WARRANTY; for details type ‘show
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND free software which everyone can redistribute and change under these w’. This is free software, and you are welcome to redistribute it under
FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK terms. certain conditions; type ‘show c’ for details.
The Free Software Foundation may publish revised and/or new ver- AS TO THE QUALITY AND PERFORMANCE OF THE PRO-
sions of the GNU General Public License from time to time. Such new GRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DE-
To do so, attach the following notices to the program. It is safest to
versions will be similar in spirit to the present version, but may differ FECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SER- The hypothetical commands ‘show w’ and ‘show c’ should show the
attach them to the start of each source file to most effectively state the
in detail to address new problems or concerns. VICING, REPAIR OR CORRECTION. 16. Limitation of Liability. appropriate parts of the General Public License. Of course, your pro-
exclusion of warranty; and each file should have at least the “copyright”
line and a pointer to where the full notice is found. gram’s commands might be different; for a GUI interface, you would
use an “about box”.
Each version is given a distinguishing version number. If the Program
specifies that a certain numbered version of the GNU General Pub- IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR
<one line to give the program’s name and a brief idea of what it does.>
lic License “or any later version” applies to it, you have the option of AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, You should also get your employer (if you work as a programmer) or
Copyright (C) <year> <name of author>
following the terms and conditions either of that numbered version or OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS school, if any, to sign a “copyright disclaimer” for the program, if nec-
of any later version published by the Free Software Foundation. If THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU essary. For more information on this, and how to apply and follow the
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCI- This program is free software: you can redistribute it and/or modify
the Program does not specify a version number of the GNU General it under the terms of the GNU General Public License as published by GNU GPL, see <http://www.gnu.org/licenses/>.
Public License, you may choose any version ever published by the Free DENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF
THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING the Free Software Foundation, either version 3 of the License, or (at
Software Foundation. your option) any later version.
BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING REN- The GNU General Public License does not permit incorporating your
DERED INACCURATE OR LOSSES SUSTAINED BY YOU OR program into proprietary programs. If your program is a subroutine
If the Program specifies that a proxy can decide which future versions THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPER- This program is distributed in the hope that it will be useful, but library, you may consider it more useful to permit linking proprietary
of the GNU General Public License can be used, that proxy’s public ATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER WITHOUT ANY WARRANTY; without even the implied warranty applications with the library. If this is what you want to do, use the
statement of acceptance of a version permanently authorizes you to OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY of MERCHANTABILITY or FITNESS FOR A PARTICULAR PUR- GNU Lesser General Public License instead of this License. But first,
choose that version for the Program. OF SUCH DAMAGES. 17. Interpretation of Sections 15 and 16. POSE. See the GNU General Public License for more details. please read <http://www.gnu.org/philosophy/why-not-lgpl.html>.

10.2 GNU Free Documentation License


Version 1.3, 3 November 2008 following text that translates XYZ in another language. (Here XYZ in their titles. Section numbers or the equivalent are not considered (section 1) will typically require changing the actual title. 9. TERMI-
stands for a specific section name mentioned below, such as ”Acknowl- part of the section titles. * M. Delete any section Entitled ”Endorse- NATION
Copyright © 2000, 2001, 2002, 2007, 2008 Free Software Foundation, edgements”, ”Dedications”, ”Endorsements”, or ”History”.) To ”Preserve ments”. Such a section may not be included in the Modified Version.
Inc. <http://fsf.org/> the Title” of such a section when you modify the Document means that * N. Do not retitle any existing section to be Entitled ”Endorsements” You may not copy, modify, sublicense, or distribute the Document
it remains a section ”Entitled XYZ” according to this definition. or to conflict in title with any Invariant Section. * O. Preserve any except as expressly provided under this License. Any attempt oth-
Warranty Disclaimers. erwise to copy, modify, sublicense, or distribute it is void, and will
Everyone is permitted to copy and distribute verbatim copies of this
license document, but changing it is not allowed. 0. PREAMBLE The Document may include Warranty Disclaimers next to the notice automatically terminate your rights under this License.
which states that this License applies to the Document. These War- If the Modified Version includes new front-matter sections or appen-
ranty Disclaimers are considered to be included by reference in this dices that qualify as Secondary Sections and contain no material copied However, if you cease all violation of this License, then your license
The purpose of this License is to make a manual, textbook, or other License, but only as regards disclaiming warranties: any other impli- from the Document, you may at your option designate some or all of from a particular copyright holder is reinstated (a) provisionally, un-
functional and useful document ”free” in the sense of freedom: to as- cation that these Warranty Disclaimers may have is void and has no these sections as invariant. To do this, add their titles to the list of less and until the copyright holder explicitly and finally terminates
sure everyone the effective freedom to copy and redistribute it, with or effect on the meaning of this License. 2. VERBATIM COPYING Invariant Sections in the Modified Version’s license notice. These titles your license, and (b) permanently, if the copyright holder fails to no-
without modifying it, either commercially or noncommercially. Sec-
must be distinct from any other section titles. tify you of the violation by some reasonable means prior to 60 days
ondarily, this License preserves for the author and publisher a way to
get credit for their work, while not being considered responsible for You may copy and distribute the Document in any medium, either after the cessation.
modifications made by others. commercially or noncommercially, provided that this License, the You may add a section Entitled ”Endorsements”, provided it con-
copyright notices, and the license notice saying this License applies tains nothing but endorsements of your Modified Version by various Moreover, your license from a particular copyright holder is reinstated
to the Document are reproduced in all copies, and that you add no parties—for example, statements of peer review or that the text has permanently if the copyright holder notifies you of the violation by
This License is a kind of ”copyleft”, which means that derivative works other conditions whatsoever to those of this License. You may not use been approved by an organization as the authoritative definition of a some reasonable means, this is the first time you have received notice
of the document must themselves be free in the same sense. It com- technical measures to obstruct or control the reading or further copy- standard. of violation of this License (for any work) from that copyright holder,
plements the GNU General Public License, which is a copyleft license ing of the copies you make or distribute. However, you may accept
designed for free software. and you cure the violation prior to 30 days after your receipt of the
compensation in exchange for copies. If you distribute a large enough notice.
You may add a passage of up to five words as a Front-Cover Text,
number of copies you must also follow the conditions in section 3.
and a passage of up to 25 words as a Back-Cover Text, to the end
We have designed this License in order to use it for manuals for free
of the list of Cover Texts in the Modified Version. Only one passage Termination of your rights under this section does not terminate the
software, because free software needs free documentation: a free pro- You may also lend copies, under the same conditions stated above, and of Front-Cover Text and one of Back-Cover Text may be added by licenses of parties who have received copies or rights from you under
gram should come with manuals providing the same freedoms that the you may publicly display copies. 3. COPYING IN QUANTITY (or through arrangements made by) any one entity. If the Document this License. If your rights have been terminated and not permanently
software does. But this License is not limited to software manuals;
already includes a cover text for the same cover, previously added by reinstated, receipt of a copy of some or all of the same material does
it can be used for any textual work, regardless of subject matter or
If you publish printed copies (or copies in media that commonly have you or by arrangement made by the same entity you are acting on not give you any rights to use it. 10. FUTURE REVISIONS OF THIS
whether it is published as a printed book. We recommend this Li-
printed covers) of the Document, numbering more than 100, and the behalf of, you may not add another; but you may replace the old one, LICENSE
cense principally for works whose purpose is instruction or reference.
Document’s license notice requires Cover Texts, you must enclose the on explicit permission from the previous publisher that added the old
1. APPLICABILITY AND DEFINITIONS
copies in covers that carry, clearly and legibly, all these Cover Texts: one.
The Free Software Foundation may publish new, revised versions
Front-Cover Texts on the front cover, and Back-Cover Texts on the
This License applies to any manual or other work, in any medium, of the GNU Free Documentation License from time to time. Such
back cover. Both covers must also clearly and legibly identify you as The author(s) and publisher(s) of the Document do not by this Li-
that contains a notice placed by the copyright holder saying it can new versions will be similar in spirit to the present version, but
the publisher of these copies. The front cover must present the full title cense give permission to use their names for publicity for or to as-
be distributed under the terms of this License. Such a notice grants a may differ in detail to address new problems or concerns. See
with all words of the title equally prominent and visible. You may add sert or imply endorsement of any Modified Version. 5. COMBINING
world-wide, royalty-free license, unlimited in duration, to use that work http://www.gnu.org/copyleft/.
other material on the covers in addition. Copying with changes limited DOCUMENTS
under the conditions stated herein. The ”Document”, below, refers to to the covers, as long as they preserve the title of the Document and
any such manual or work. Any member of the public is a licensee, and satisfy these conditions, can be treated as verbatim copying in other Each version of the License is given a distinguishing version number.
is addressed as ”you”. You accept the license if you copy, modify or respects. You may combine the Document with other documents released under If the Document specifies that a particular numbered version of this
distribute the work in a way requiring permission under copyright law. this License, under the terms defined in section 4 above for modified License ”or any later version” applies to it, you have the option of
versions, provided that you include in the combination all of the In- following the terms and conditions either of that specified version or
If the required texts for either cover are too voluminous to fit legibly, variant Sections of all of the original documents, unmodified, and list
A ”Modified Version” of the Document means any work containing the of any later version that has been published (not as a draft) by the
you should put the first ones listed (as many as fit reasonably) on the them all as Invariant Sections of your combined work in its license
Document or a portion of it, either copied verbatim, or with modifica- Free Software Foundation. If the Document does not specify a version
actual cover, and continue the rest onto adjacent pages. notice, and that you preserve all their Warranty Disclaimers.
tions and/or translated into another language. number of this License, you may choose any version ever published
(not as a draft) by the Free Software Foundation. If the Document
If you publish or distribute Opaque copies of the Document numbering specifies that a proxy can decide which future versions of this License
A ”Secondary Section” is a named appendix or a front-matter sec- The combined work need only contain one copy of this License, and
more than 100, you must either include a machine-readable Transpar- can be used, that proxy’s public statement of acceptance of a version
tion of the Document that deals exclusively with the relationship of multiple identical Invariant Sections may be replaced with a single
ent copy along with each Opaque copy, or state in or with each Opaque permanently authorizes you to choose that version for the Document.
the publishers or authors of the Document to the Document’s overall copy. If there are multiple Invariant Sections with the same name
copy a computer-network location from which the general network- 11. RELICENSING
subject (or to related matters) and contains nothing that could fall but different contents, make the title of each such section unique by
using public has access to download using public-standard network
directly within that overall subject. (Thus, if the Document is in part adding at the end of it, in parentheses, the name of the original au-
protocols a complete Transparent copy of the Document, free of added
a textbook of mathematics, a Secondary Section may not explain any thor or publisher of that section if known, or else a unique number. ”Massive Multiauthor Collaboration Site” (or ”MMC Site”) means any
material. If you use the latter option, you must take reasonably pru-
mathematics.) The relationship could be a matter of historical connec- Make the same adjustment to the section titles in the list of Invariant World Wide Web server that publishes copyrightable works and also
dent steps, when you begin distribution of Opaque copies in quantity,
tion with the subject or with related matters, or of legal, commercial, Sections in the license notice of the combined work. provides prominent facilities for anybody to edit those works. A public
to ensure that this Transparent copy will remain thus accessible at the
philosophical, ethical or political position regarding them. stated location until at least one year after the last time you distribute wiki that anybody can edit is an example of such a server. A ”Massive
an Opaque copy (directly or through your agents or retailers) of that In the combination, you must combine any sections Entitled ”History” Multiauthor Collaboration” (or ”MMC”) contained in the site means
edition to the public. in the various original documents, forming one section Entitled ”His- any set of copyrightable works thus published on the MMC site.
The ”Invariant Sections” are certain Secondary Sections whose titles
are designated, as being those of Invariant Sections, in the notice that tory”; likewise combine any sections Entitled ”Acknowledgements”, and
says that the Document is released under this License. If a section does any sections Entitled ”Dedications”. You must delete all sections En- ”CC-BY-SA” means the Creative Commons Attribution-Share Alike
It is requested, but not required, that you contact the authors of the
not fit the above definition of Secondary then it is not allowed to be titled ”Endorsements”. 6. COLLECTIONS OF DOCUMENTS 3.0 license published by Creative Commons Corporation, a not-for-
Document well before redistributing any large number of copies, to
designated as Invariant. The Document may contain zero Invariant give them a chance to provide you with an updated version of the profit corporation with a principal place of business in San Francisco,
Sections. If the Document does not identify any Invariant Sections Document. 4. MODIFICATIONS You may make a collection consisting of the Document and other doc- California, as well as future copyleft versions of that license published
then there are none. uments released under this License, and replace the individual copies by that same organization.
of this License in the various documents with a single copy that is
You may copy and distribute a Modified Version of the Document un-
The ”Cover Texts” are certain short passages of text that are listed, as included in the collection, provided that you follow the rules of this ”Incorporate” means to publish or republish a Document, in whole or
der the conditions of sections 2 and 3 above, provided that you release
Front-Cover Texts or Back-Cover Texts, in the notice that says that License for verbatim copying of each of the documents in all other in part, as part of another Document.
the Modified Version under precisely this License, with the Modified
the Document is released under this License. A Front-Cover Text may respects.
Version filling the role of the Document, thus licensing distribution
be at most 5 words, and a Back-Cover Text may be at most 25 words. and modification of the Modified Version to whoever possesses a copy An MMC is ”eligible for relicensing” if it is licensed under this License,
of it. In addition, you must do these things in the Modified Version: You may extract a single document from such a collection, and dis- and if all works that were first published under this License somewhere
A ”Transparent” copy of the Document means a machine-readable tribute it individually under this License, provided you insert a copy other than this MMC, and subsequently incorporated in whole or in
copy, represented in a format whose specification is available to the * A. Use in the Title Page (and on the covers, if any) a title dis- of this License into the extracted document, and follow this License part into the MMC, (1) had no cover texts or invariant sections, and
general public, that is suitable for revising the document straightfor- tinct from that of the Document, and from those of previous versions in all other respects regarding verbatim copying of that document. 7. (2) were thus incorporated prior to November 1, 2008.
wardly with generic text editors or (for images composed of pixels) (which should, if there were any, be listed in the History section of AGGREGATION WITH INDEPENDENT WORKS
generic paint programs or (for drawings) some widely available drawing the Document). You may use the same title as a previous version if The operator of an MMC Site may republish an MMC contained in
editor, and that is suitable for input to text formatters or for automatic the original publisher of that version gives permission. * B. List on A compilation of the Document or its derivatives with other separate the site under CC-BY-SA on the same site at any time before August
translation to a variety of formats suitable for input to text formatters. the Title Page, as authors, one or more persons or entities responsible and independent documents or works, in or on a volume of a storage or 1, 2009, provided the MMC is eligible for relicensing. ADDENDUM:
A copy made in an otherwise Transparent file format whose markup, for authorship of the modifications in the Modified Version, together distribution medium, is called an ”aggregate” if the copyright resulting How to use this License for your documents
or absence of markup, has been arranged to thwart or discourage sub- with at least five of the principal authors of the Document (all of its from the compilation is not used to limit the legal rights of the com-
sequent modification by readers is not Transparent. An image format principal authors, if it has fewer than five), unless they release you pilation’s users beyond what the individual works permit. When the
is not Transparent if used for any substantial amount of text. A copy To use this License in a document you have written, include a copy
from this requirement. * C. State on the Title page the name of the Document is included in an aggregate, this License does not apply to
that is not ”Transparent” is called ”Opaque”. of the License in the document and put the following copyright and
publisher of the Modified Version, as the publisher. * D. Preserve the other works in the aggregate which are not themselves derivative
license notices just after the title page:
all the copyright notices of the Document. * E. Add an appropriate works of the Document.
Examples of suitable formats for Transparent copies include plain copyright notice for your modifications adjacent to the other copyright
ASCII without markup, Texinfo input format, LaTeX input for- notices. * F. Include, immediately after the copyright notices, a license Copyright (C) YEAR YOUR NAME. Permission is granted to copy,
If the Cover Text requirement of section 3 is applicable to these copies distribute and/or modify this document under the terms of the GNU
mat, SGML or XML using a publicly available DTD, and standard- notice giving the public permission to use the Modified Version under of the Document, then if the Document is less than one half of the
conforming simple HTML, PostScript or PDF designed for human the terms of this License, in the form shown in the Addendum below. Free Documentation License, Version 1.3 or any later version pub-
entire aggregate, the Document’s Cover Texts may be placed on cov- lished by the Free Software Foundation; with no Invariant Sections,
modification. Examples of transparent image formats include PNG, * G. Preserve in that license notice the full lists of Invariant Sections ers that bracket the Document within the aggregate, or the electronic
XCF and JPG. Opaque formats include proprietary formats that can and required Cover Texts given in the Document’s license notice. * no Front-Cover Texts, and no Back-Cover Texts. A copy of the license
equivalent of covers if the Document is in electronic form. Otherwise is included in the section entitled ”GNU Free Documentation License”.
be read and edited only by proprietary word processors, SGML or H. Include an unaltered copy of this License. * I. Preserve the section they must appear on printed covers that bracket the whole aggregate.
XML for which the DTD and/or processing tools are not generally Entitled ”History”, Preserve its Title, and add to it an item stating at 8. TRANSLATION
available, and the machine-generated HTML, PostScript or PDF pro- least the title, year, new authors, and publisher of the Modified Ver- If you have Invariant Sections, Front-Cover Texts and Back-Cover
duced by some word processors for output purposes only. sion as given on the Title Page. If there is no section Entitled ”History” Texts, replace the ”with … Texts.” line with this:
in the Document, create one stating the title, year, authors, and pub- Translation is considered a kind of modification, so you may distribute
lisher of the Document as given on its Title Page, then add an item translations of the Document under the terms of section 4. Replacing
The ”Title Page” means, for a printed book, the title page itself, plus Invariant Sections with translations requires special permission from with the Invariant Sections being LIST THEIR TITLES, with the
such following pages as are needed to hold, legibly, the material this describing the Modified Version as stated in the previous sentence. * Front-Cover Texts being LIST, and with the Back-Cover Texts being
J. Preserve the network location, if any, given in the Document for their copyright holders, but you may include translations of some or all
License requires to appear in the title page. For works in formats Invariant Sections in addition to the original versions of these Invari- LIST.
which do not have any title page as such, ”Title Page” means the text public access to a Transparent copy of the Document, and likewise the
network locations given in the Document for previous versions it was ant Sections. You may include a translation of this License, and all the
near the most prominent appearance of the work’s title, preceding the license notices in the Document, and any Warranty Disclaimers, pro- If you have Invariant Sections without Cover Texts, or some other
beginning of the body of the text. based on. These may be placed in the ”History” section. You may omit
a network location for a work that was published at least four years vided that you also include the original English version of this License combination of the three, merge those two alternatives to suit the sit-
before the Document itself, or if the original publisher of the version it and the original versions of those notices and disclaimers. In case of a uation.
The ”publisher” means any person or entity that distributes copies of refers to gives permission. * K. For any section Entitled ”Acknowledge- disagreement between the translation and the original version of this
the Document to the public. ments” or ”Dedications”, Preserve the Title of the section, and preserve License or a notice or disclaimer, the original version will prevail. If your document contains nontrivial examples of program code, we
in the section all the substance and tone of each of the contributor ac- recommend releasing these examples in parallel under your choice of
A section ”Entitled XYZ” means a named subunit of the Document knowledgements and/or dedications given therein. * L. Preserve all If a section in the Document is Entitled ”Acknowledgements”, ”Dedi- free software license, such as the GNU General Public License, to per-
whose title either is precisely XYZ or contains XYZ in parentheses the Invariant Sections of the Document, unaltered in their text and cations”, or ”History”, the requirement (section 4) to Preserve its Title mit their use in free software.
10.3 GNU Lesser General Public License
GNU LESSER GENERAL PUBLIC LICENSE The “Corresponding Application Code” for a Combined Work means You may convey a Combined Work under terms of your choice that, You may place library facilities that are a work based on the Library
the object code and/or source code for the Application, including any taken together, effectively do not restrict modification of the portions side by side in a single library together with other library facilities that
Version 3, 29 June 2007 data and utility programs needed for reproducing the Combined Work of the Library contained in the Combined Work and reverse engineer- are not Applications and are not covered by this License, and convey
from the Application, but excluding the System Libraries of the Com- ing for debugging such modifications, if you also do each of the follow- such a combined library under terms of your choice, if you do both of
bined Work. 1. Exception to Section 3 of the GNU GPL. ing: the following:
Copyright © 2007 Free Software Foundation, Inc. <http://fsf.org/>
You may convey a covered work under sections 3 and 4 of this License * a) Accompany the combined library with a copy of the same work
Everyone is permitted to copy and distribute verbatim copies of this without being bound by section 3 of the GNU GPL. 2. Conveying * a) Give prominent notice with each copy of the Combined Work
license document, but changing it is not allowed. that the Library is used in it and that the Library and its use are based on the Library, uncombined with any other library facilities,
Modified Versions. conveyed under the terms of this License. * b) Give prominent no-
covered by this License. * b) Accompany the Combined Work with a
copy of the GNU GPL and this license document. * c) For a Com- tice with the combined library that part of it is a work based on the
This version of the GNU Lesser General Public License incorporates If you modify a copy of the Library, and, in your modifications, a fa- Library, and explaining where to find the accompanying uncombined
the terms and conditions of version 3 of the GNU General Public Li- bined Work that displays copyright notices during execution, include
cility refers to a function or data to be supplied by an Application that the copyright notice for the Library among these notices, as well as a form of the same work.
cense, supplemented by the additional permissions listed below. 0. uses the facility (other than as an argument passed when the facility
Additional Definitions. reference directing the user to the copies of the GNU GPL and this
is invoked), then you may convey a copy of the modified version: license document. * d) Do one of the following: o 0) Convey the 6. Revised Versions of the GNU Lesser General Public License.
Minimal Corresponding Source under the terms of this License, and
As used herein, “this License” refers to version 3 of the GNU Lesser * a) under this License, provided that you make a good faith effort to the Corresponding Application Code in a form suitable for, and under
General Public License, and the “GNU GPL” refers to version 3 of the ensure that, in the event an Application does not supply the function terms that permit, the user to recombine or relink the Application The Free Software Foundation may publish revised and/or new ver-
GNU General Public License. or data, the facility still operates, and performs whatever part of its with a modified version of the Linked Version to produce a modified sions of the GNU Lesser General Public License from time to time.
purpose remains meaningful, or * b) under the GNU GPL, with none Combined Work, in the manner specified by section 6 of the GNU Such new versions will be similar in spirit to the present version, but
“The Library” refers to a covered work governed by this License, other of the additional permissions of this License applicable to that copy. GPL for conveying Corresponding Source. o 1) Use a suitable shared may differ in detail to address new problems or concerns.
than an Application or a Combined Work as defined below. library mechanism for linking with the Library. A suitable mechanism
3. Object Code Incorporating Material from Library Header Files. is one that (a) uses at run time a copy of the Library already present Each version is given a distinguishing version number. If the Library
An “Application” is any work that makes use of an interface provided on the user’s computer system, and (b) will operate properly with a as you received it specifies that a certain numbered version of the GNU
by the Library, but which is not otherwise based on the Library. Defin- The object code form of an Application may incorporate material from modified version of the Library that is interface-compatible with the Lesser General Public License “or any later version” applies to it, you
ing a subclass of a class defined by the Library is deemed a mode of a header file that is part of the Library. You may convey such object Linked Version. * e) Provide Installation Information, but only if you have the option of following the terms and conditions either of that
using an interface provided by the Library. code under terms of your choice, provided that, if the incorporated ma- would otherwise be required to provide such information under section published version or of any later version published by the Free Software
terial is not limited to numerical parameters, data structure layouts 6 of the GNU GPL, and only to the extent that such information is Foundation. If the Library as you received it does not specify a version
and accessors, or small macros, inline functions and templates (ten or necessary to install and execute a modified version of the Combined number of the GNU Lesser General Public License, you may choose
A “Combined Work” is a work produced by combining or linking an Work produced by recombining or relinking the Application with a
Application with the Library. The particular version of the Library fewer lines in length), you do both of the following: any version of the GNU Lesser General Public License ever published
modified version of the Linked Version. (If you use option 4d0, the by the Free Software Foundation.
with which the Combined Work was made is also called the “Linked Installation Information must accompany the Minimal Corresponding
Version”. * a) Give prominent notice with each copy of the object code that the Source and Corresponding Application Code. If you use option 4d1,
Library is used in it and that the Library and its use are covered by you must provide the Installation Information in the manner specified If the Library as you received it specifies that a proxy can decide
The “Minimal Corresponding Source” for a Combined Work means the this License. * b) Accompany the object code with a copy of the GNU by section 6 of the GNU GPL for conveying Corresponding Source.) whether future versions of the GNU Lesser General Public License
Corresponding Source for the Combined Work, excluding any source GPL and this license document. shall apply, that proxy’s public statement of acceptance of any ver-
code for portions of the Combined Work that, considered in isolation, sion is permanent authorization for you to choose that version for the
are based on the Application, and not on the Linked Version. 4. Combined Works. 5. Combined Libraries. Library.

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