Simple Lua Classes


A Simplified Way to Declare Lua Classes

Out of the box, Lua does not have a class system, but its powerful metaprogramming facilities makes defining classic objects straightforward. In fact, there's a number of ways of doing this; together with the unfamiliar notation, this makes object-orientation in Lua seem a little intimidating at first.

The method described here is the most common and flexible method, using metatables. A table's behavior can be customized by giving it a metatable. For instance, if the metatable has an __index function, then any failed attempt to look up something in the table will be passed to __index. If __index is itself a table, the symbol will be looked up in that table. (Please see the excellent discussion in PiL [1]) Here is the basic idea:

Account = {}
Account.__index = Account
function Account:create(balance)
 local acnt = {} -- our new object
 setmetatable(acnt,Account) -- make Account handle lookup
 acnt.balance = balance -- initialize our object
 return acnt
end
function Account:withdraw(amount)
 self.balance = self.balance - amount
end
-- create and use an Account
acc = Account:create(1000)
acc:withdraw(100)

Here, Account objects are represented by tables, which contain precisely one field, the balance. Lua tries to look up withdraw in acc, and cannot find it. Because acc has a metatable that defines __index, it will then look up withdraw in that metatable. So acc:withdraw(100) is actually the call Account.withdraw(acc,100). We could have actually put withdraw directly into acc, but this would be wasteful and inflexible - adding a new method would require a change to the create function, etc.

A simplified way of creating classes

I'll define a function class which does all this (and more) transparently.

Account = class(function(acc,balance)
 acc.balance = balance
 end)
function Account:withdraw(amount)
 self.balance = self.balance - amount
end
-- can create an Account using call notation!
acc = Account(1000)
acc:withdraw(100)

In this scheme, one supplies an initialization function to the new class, and a 'constructor' is automatically generated.

Simple inheritance is supported. For example, here a base class Animal is defined, and several specific kinds of animals are declared. All classes made using class have a is_a method, which you can use to find out the actual class at runtime:

-- animal.lua
require 'class'
Animal = class(function(a,name)
 a.name = name
end)
function Animal:__tostring()
 return self.name..': '..self:speak()
end
Dog = class(Animal)
function Dog:speak()
 return 'bark'
end
Cat = class(Animal, function(c,name,breed)
 Animal.init(c,name) -- must init base!
 c.breed = breed
 end)
function Cat:speak()
 return 'meow'
end
Lion = class(Cat)
function Lion:speak()
 return 'roar'
end
fido = Dog('Fido')
felix = Cat('Felix','Tabby')
leo = Lion('Leo','African')

D:\Downloads\func>lua -i animal.lua
> = fido,felix,leo
Fido: bark Felix: meow Leo: roar
> = leo:is_a(Animal)
true
> = leo:is_a(Dog)
false
> = leo:is_a(Cat)
true

All Animal does is define __tostring, which Lua will use whenever a string representation is needed of the object. In turn, this relies on speak, which is not defined. So it's what C++ people would call an abstract base class; the specific derived classes like Dog define speak. Please note that if derived classes have their own initialization functions, they must explicitly call init for their base class.

Implementation of class()

class() uses two tricks. It allows you to construct a class using the call notation (like Dog('fido') above) by giving the class itself a metatable which defines __call. It handles inheritance by copying the fields of the base class into the derived class. This isn't the only way of doing inheritance; we could make __index a function which explicitly tries to look a function up in the base class(es). But this method will give better performance, at a cost of making the class objects somewhat fatter. Each derived class does keep a field _base that contains the base class, but this is to implement is_a.

Note that modification of a base class at runtime will not affect its subclasses.

-- class.lua
-- Compatible with Lua 5.1 (not 5.0).
function class(base, init)
 local c = {} -- a new class instance
 if not init and type(base) == 'function' then
 init = base
 base = nil
 elseif type(base) == 'table' then
 -- our new class is a shallow copy of the base class!
 for i,v in pairs(base) do
 c[i] = v
 end
 c._base = base
 end
 -- the class will be the metatable for all its objects,
 -- and they will look up their methods in it.
 c.__index = c
 -- expose a constructor which can be called by <classname>(<args>)
 local mt = {}
 mt.__call = function(class_tbl, ...)
 local obj = {}
 setmetatable(obj,c)
 if init then
 init(obj,...)
 else 
 -- make sure that any stuff from the base class is initialized!
 if base and base.init then
 base.init(obj, ...)
 end
 end
 return obj
 end
 c.init = init
 c.is_a = function(self, klass)
 local m = getmetatable(self)
 while m do 
 if m == klass then return true end
 m = m._base
 end
 return false
 end
 setmetatable(c, mt)
 return c
end

Comments

If this change is made:

--- class_orig.lua 2009年07月24日 20:53:25.218750000 -0400
+++ class.lua 2009年07月24日 20:53:49.734375000 -0400
@@ -21,8 +21,8 @@
 mt.__call = function(class_tbl,...)
 local obj = {}
 setmetatable(obj,c)
- if ctor then
- ctor(obj,...)
+ if class_tbl.init then
+ class_tbl.init(obj,...)
 else
 -- make sure that any stuff from the base class is initialized!
 if base and base.init then

then we alternately may declare classes in this way:

A = class()
function A:init(x)
 self.x = x
end
function A:test()
 print(self.x)
end
B = class(A)
function B:init(x,y)
 A.init(self,x)
 self.y = y
end

BTW, you may note that class.lua also works for operators:

function A:__add(b)
 return A(self.x + b.x)
end

"init" may alternately be renamed "__init" since it is a private function like __add and resembling Python's __init__ [2].

--DavidManura

In the original version, the argument called 'ctor' is actually the init method, as shown by the (previous) statement
c.init = ctor
. I changed this argument's name to 'init'. --DeniSpir

An alternative class builder (tested with lua 5.3) --ThaBubble
function class(def)
 local class = {}
 local parents = {}
 
 local upv
 local env = _G
 
 local wraps
 local function super(parent_class)
 if not parent_class then
 parent_class = parents[1]
 end
 
 local this = this
 local that = {}
 for k,v in pairs(parent_class) do
 that[k] = type(v) == 'function' and wraps(this, v) or v
 end
 
 return setmetatable(that, that)
 end
 
 function wraps(this, func)
 return function(...)
 local t = env.this
 local s = env.super
 
 env.this = this
 env.super = super
 
 local ret = pcall(func, ...)
 env.this = t
 env.super = s
 
 return ret
 end
 end
 
 function class.__init()end
 for i=1,math.huge do
 inherit, v = debug.getlocal(def, i)
 if not inherit then break end
 
 local parent_class = _G[inherit]
 for i=1,math.huge do
 local name, pclass = debug.getlocal(2,i,1)
 if not name then break
 elseif name == inherit then
 parent_class = pclass
 break
 end
 end
 if parent_class and type(parent_class) == 'table' then
 table.insert(parents, parent_class)
 for k,v in pairs(parent_class) do
 class[k] = v
 end
 else
 error(string.format('Class "%s" not valid.', name))
 end
 end
 
 
 for i=1,math.huge do
 local name, value = debug.getupvalue(def, i)
 if not name then break
 elseif name == '_ENV' then
 env = value
 upv = i
 break
 end
 end
 local _env = setmetatable({}, {
 __index= function(t, name)
 local value = class[name]
 return value ~= nil and value or env[name]
 end,
 __newindex = function(t, name, value)
 class[name] = value
 end
 })
 
 local function senv(env)
 if upv then debug.setupvalue(def, upv, env)
 else _G = env end
 end
 
 senv(_env)
 env.pcall(def, env.table.unpack(parents))
 senv(env)
 
 return setmetatable({}, {
 __ipairs = function() return ipairs(class) end,
 __pairs = function() return pairs(class) end,
 __index = function(t, name) return class[name] end,
 __index_new = function(t, name, value) class[name] = value end,
 __call = function(...)
 local this = {}
 for k,v in pairs(class) do
 this[k] = type(v) == 'function' and wraps(this, v) or v
 end
 this.__class = class
 this.__init(...)
 
 return setmetatable(this, this)
 end
 })
end

Example:
global = true
Inherit = class(function()
 this_is_a_property_of_Inherit = true
 
 function __init()
 print('Inherit().__init()')
 this.init = true
 end
 
 function __call()
 print('Yay! You\'re calling for me :) init:', this.init, '\n')
 end
end)
Example = class(function(Inherit)
 print('Inherited property:', this_is_a_property_of_Inherit)
 print('Global variable: ', global, '\n')
 
 function __init()
 print('Example().__init()')
 super().__init()
 print('this.init:', this.init)
 end
 
 function test(...)
 print(..., this.__init, '\n')
 end
end)
example = Example()
example.test('__init:')
example()
example.property = 'I\'m a property of instance "example"'
print('example.property', example.property)
print('Example.property', Example.property)
-- Inherited property:	true
-- Global variable: 	true	
-- Example().__init()
-- Inherit().__init()
-- this.init:	true
-- __init:	function: 0x15dd5f0	
-- Yay! You're calling for me :) init:	true	
-- example.property	I'm a property of instance "example"
-- Example.property	nil

See Also


RecentChanges · preferences
edit · history
Last edited June 6, 2017 1:22 pm GMT (diff)

AltStyle によって変換されたページ (->オリジナル) /