confused somewhat
- jasper.davis
- Prole
- Posts: 24
- Joined: Fri Oct 25, 2013 2:32 pm
confused somewhat
so I recently decided to learn how to do classes in lua. I was trying to understand the code behind loveTank alittle for fun. however, the most important document, class.lua, I wasn't understanding immediately. so I followed the link provided to learn it. though I know how it works in some places, I get confused after "local mt = {}". could someone help me? I think there's a typo in there possibly.
Re: confused somewhat
Code: Select all
-- expose a constructor which can be called by <classname>(<args>)
local mt = {}
mt.__call = function(class_tbl, ...)
Lua can use two tables to represent a class. The table and a metatable that has been assigned to the table. This is one of the mechanisms that Lua uses to simulate inheritance.
The line, "local mt = {}" creates the metatable. The next line assigns a function to the metamethod __call. What I find hard to understand about this is the metamethods are "magic", I haven't found much documentation on them other than the above links. There are a bunch of metamethods that are called on the metatable of the table that is the object.
- jasper.davis
- Prole
- Posts: 24
- Joined: Fri Oct 25, 2013 2:32 pm
Re: confused somewhat
I think I figured it out after alittle looking.
the segment looks like this on the page.
however I think it's supposed to be indented, like so
After fixing this small issue, the code actually seems to make some sense. I could be wrong but it feels like it's a correct guess.
the segment looks like this on the page.
Code: Select all
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
Code: Select all
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
- jasper.davis
- Prole
- Posts: 24
- Joined: Fri Oct 25, 2013 2:32 pm
Re: confused somewhat
yeah I read through that part as well today.Ramcat wrote: I spent all of yesterday reading the online version of Programming in Lua which is the source reference for the class.lua you are talking about.
Lua can use two tables to represent a class. The table and a metatable that has been assigned to the table. This is one of the mechanisms that Lua uses to simulate inheritance.
The line, "local mt = {}" creates the metatable. The next line assigns a function to the metamethod __call. What I find hard to understand about this is the metamethods are "magic", I haven't found much documentation on them other than the above links. There are a bunch of metamethods that are called on the metatable of the table that is the object.
- ejmr
- Party member
- Posts: 302
- Joined: Fri Jun 01, 2012 7:45 am
- Location: South Carolina, U.S.A.
- Contact:
Re: confused somewhat
It may help to think of metamethods as a way to support standard operators on your own data structures (i.e. tables). For example, if you represented matrices with tables then you could define ‘Matrix.__add()’ so that you could write code like ‘x + y’, where those two variables are Matrix tables. This lets you avoid writing code like ‘x:add(y)’, which I think many people would find cumbersome. I hope that makes some sense and helps.Ramcat wrote:What I find hard to understand about this is the metamethods are "magic", I haven't found much documentation on them other than the above links. There are a bunch of metamethods that are called on the metatable of the table that is the object.
Re: confused somewhat
If you don't know much about metatables, then reading a class library can be a bit hard. If you just want to do really simple OO, I recommend using this "magic function"
Then you really have everything you need; you create classes by just creating a table containing all the stuff you want every object of that class to have, and to instantiate you just create a new table and use the inherit function on it.
For example:
Code: Select all
function inherit(a, b)
-- makes a inherit eveyrhting from b
b.__index = b
setmetatble(a,b)
return a
end
For example:
Code: Select all
awesomeclass = {}
awesomeclass.text = "default text"
function awesomeclass:print()
love.graphics.print(self.text, 10, 10)
end
local obj = inherit({}, awesomeclass)
obj.text = "another text"
obj:print() -- prints "another text", would've printed "default text" without the previous line
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
Re: confused somewhat
It can be a little bit confusing.
I generally prefer closure OOP - which I honestly find a lot simpler to do and manage.
Lua-users has a wiki page with explanations on the apporaches to Lua's oop.
I generally prefer closure OOP - which I honestly find a lot simpler to do and manage.
Lua-users has a wiki page with explanations on the apporaches to Lua's oop.
Re: confused somewhat
Metatables is a concept I try to grasp since quite some time, basically since I first encountered Lua, without success.
Maybe someone should write a "Metatables for dummies" book. This stuff is really confusing.
Maybe someone should write a "Metatables for dummies" book. This stuff is really confusing.
Re: confused somewhat
Metatables are really just another table that explains what Lua should do if it encounters a special situations. The most common situation is a missing key from a table. If a table doesn't have a value stored at a key you ask for, it checks the metatable for an explanation of what to do. Specifically, the __index key on that metatable. If __index is a function, it runs the function. If it's another table, it goes looking for the key in that table. And if that table is missing the key, you check it's metatable. So, the chain from an object, or a table with a metatable set, goes object[key] to getmetatable(object).__index[key] to getmetatable(getmetatable(object).__index).__index[key].murks wrote:Metatables is a concept I try to grasp since quite some time, basically since I first encountered Lua, without success.
Maybe someone should write a "Metatables for dummies" book. This stuff is really confusing.
Now, sometimes you see this
Code: Select all
Class.__index = Class
- Robin
- The Omniscient
- Posts: 6506
- Joined: Fri Feb 20, 2009 4:29 pm
- Location: The Netherlands
- Contact:
Re: confused somewhat
Metatables are not complicated. They are very simple. You don't need a book to explain them, a chapter is enough.
The thing is, to understand metatables, something has to "click" in your head (like many other concepts in fields like programming and maths), and that's a very personal thing. We can try to explain metatables to you, like Inny did, but we can't know what the thing will be that makes you have that click. Maybe the best thing would be for you to keep trying to use them, even if you don't understand what you're doing and listening to our explanations until you get your click.
The thing is, to understand metatables, something has to "click" in your head (like many other concepts in fields like programming and maths), and that's a very personal thing. We can try to explain metatables to you, like Inny did, but we can't know what the thing will be that makes you have that click. Maybe the best thing would be for you to keep trying to use them, even if you don't understand what you're doing and listening to our explanations until you get your click.
Help us help you: attach a .love.
Who is online
Users browsing this forum: Google [Bot] and 6 guests