Lua 5.2 Reference Manual

by Roberto Ierusalimschy, Luiz Henrique de Figueiredo, Waldemar Celes

Copyright © 2011–2013 Lua.org, PUC-Rio. Freely available under the terms of the Lua license.

1 – Introduction

Lua is an extension programming language designed to support general procedural programming with data description facilities. It also offers good support for object-oriented programming, functional programming, and data-driven programming. Lua is intended to be used as a powerful, lightweight, embeddable scripting language for any program that needs one. Lua is implemented as a library, written in clean C, the common subset of Standard C and C++.

Being an extension language, Lua has no notion of a "main" program: it only works embedded in a host client, called the embedding program or simply the host. The host program can invoke functions to execute a piece of Lua code, can write and read Lua variables, and can register C functions to be called by Lua code. Through the use of C functions, Lua can be augmented to cope with a wide range of different domains, thus creating customized programming languages sharing a syntactical framework. The Lua distribution includes a sample host program called lua , which uses the Lua library to offer a complete, standalone Lua interpreter, for interactive or batch use.

Lua is free software, and is provided as usual with no guarantees, as stated in its license. The implementation described in this manual is available at Lua's official web site, www.lua.org .

Like any other reference manual, this document is dry in places. For a discussion of the decisions behind the design of Lua, see the technical papers available at Lua's web site. For a detailed introduction to programming in Lua, see Roberto's book, Programming in Lua.

2 – Basic Concepts

This section describes the basic concepts of the language.

Lua is a dynamically typed language. This means that variables do not have types; only values do. There are no type definitions in the language. All values carry their own type.

All values in Lua are first-class values. This means that all values can be stored in variables, passed as arguments to other functions, and returned as results.

There are eight basic types in Lua: nil, boolean, number, string, function, userdata, thread, and table. 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. Boolean is the type of the values false and true. Both nil and false make a condition false; any other value makes it true. Number represents real (double-precision floating-point) numbers. Operations on numbers follow the same rules of the underlying C implementation, which, in turn, usually follows the IEEE 754 standard. (It is easy to build Lua interpreters that use other internal representations for numbers, such as single-precision floats or long integers; see file luaconf.h .) String represents immutable sequences of bytes. Lua is 8-bit clean: strings can contain any 8-bit value, including embedded zeros (' \0 ').

Lua can call (and manipulate) functions written in Lua and functions written in C (see §3.4.9).

The type userdata is provided to allow arbitrary C data to be stored in Lua variables. A userdata value is a pointer to a block of raw memory. There are two kinds of userdata: full userdata, where the block of memory is managed by Lua, and light userdata, where the block of memory is managed by the host. Userdata has no predefined operations in Lua, except assignment and identity test. By using metatables, the programmer can define operations for full userdata values (see §2.4). Userdata values cannot be created or modified in Lua, only through the C API. This guarantees the integrity of data owned by the host program.

The type thread represents independent threads of execution and it is used to implement coroutines (see §2.6). Do not confuse Lua threads with operating-system threads. Lua supports coroutines on all systems, even those that do not support threads.

The type table implements associative arrays, that is, arrays that can be indexed not only with numbers, but with any Lua value except nil and NaN (Not a Number, a special numeric value used to represent undefined or unrepresentable results, such as 0/0 ). Tables can be heterogeneous; that is, they can contain values of all types (except nil). Any key with value nil is not considered part of the table. Conversely, any key that is not part of a table has an associated value nil.

Tables are the sole data structuring mechanism in Lua; they can be used to represent ordinary arrays, sequences, symbol tables, sets, records, graphs, trees, etc. To represent records, Lua uses the field name as an index. The language supports this representation by providing a.name as syntactic sugar for a["name"] . There are several convenient ways to create tables in Lua (see §3.4.8).

We use the term sequence to denote a table where the set of all positive numeric keys is equal to {1..n} for some integer n, which is called the length of the sequence (see §3.4.6).

Like indices, the values of table fields can be of any type. In particular, because functions are first-class values, table fields can contain functions. Thus tables can also carry methods (see §3.4.10).

The indexing of tables follows the definition of raw equality in the language. The expressions a[i] and a[j] denote the same table element if and only if i and j are raw equal (that is, equal without metamethods).

Tables, functions, threads, and (full) userdata values are objects: variables do not actually contain these values, only references to them. Assignment, parameter passing, and function returns always manipulate references to such values; these operations do not imply any kind of copy.

The library function type returns a string describing the type of a given value (see §6.1).

As will be discussed in §3.2 and §3.3.3, any reference to a global name var is syntactically translated to _ENV.var . Moreover, every chunk is compiled in the scope of an external local variable called _ENV (see §3.3.2), so _ENV itself is never a global name in a chunk.

Despite the existence of this external _ENV variable and the translation of global names, _ENV is a completely regular name. In particular, you can define new variables and parameters with that name. Each reference to a global name uses the _ENV that is visible at that point in the program, following the usual visibility rules of Lua (see §3.5).

Any table used as the value of _ENV is called an environment.

Lua keeps a distinguished environment called the global environment. This value is kept at a special index in the C registry (see §4.5). In Lua, the variable _G is initialized with this same value.

When Lua compiles a chunk, it initializes the value of its _ENV upvalue with the global environment (see load ). Therefore, by default, global variables in Lua code refer to entries in the global environment. Moreover, all standard libraries are loaded in the global environment and several functions there operate on that environment. You can use load (or loadfile ) to load a chunk with a different environment. (In C, you have to load the chunk and then change the value of its first upvalue.)

If you change the global environment in the registry (through C code or the debug library), all chunks loaded after the change will get the new environment. Previously loaded chunks are not affected, however, as each has its own reference to the environment in its _ENV variable. Moreover, the variable _G (which is stored in the original global environment) is never updated by Lua.

Because Lua is an embedded extension language, all Lua actions start from C code in the host program calling a function from the Lua library (see lua_pcall ). Whenever an error occurs during the compilation or execution of a Lua chunk, control returns to the host, which can take appropriate measures (such as printing an error message).

Lua code can explicitly generate an error by calling the error function. If you need to catch errors in Lua, you can use pcall or xpcall to call a given function in protected mode.

Whenever there is an error, an error object (also called an error message) is propagated with information about the error. Lua itself only generates errors where the error object is a string, but programs may generate errors with any value for the error object.

When you use xpcall or lua_pcall , you may give a message handler to be called in case of errors. This function is called with the original error message and returns a new error message. It is called before the error unwinds the stack, so that it can gather more information about the error, for instance by inspecting the stack and creating a stack traceback. This message handler is still protected by the protected call; so, an error inside the message handler will call the message handler again. If this loop goes on, Lua breaks it and returns an appropriate message.

Every value in Lua can have a metatable. This metatable is an ordinary Lua table that defines the behavior of the original value under certain special operations. You can change several aspects of the behavior of operations over a value by setting specific fields in its metatable. For instance, when a non-numeric value is the operand of an addition, Lua checks for a function in the field " __add " of the value's metatable. If it finds one, Lua calls this function to perform the addition.

The keys in a metatable are derived from the event names; the corresponding values are called metamethods. In the previous example, the event is "add" and the metamethod is the function that performs the addition.

You can query the metatable of any value using the getmetatable function.

You can replace the metatable of tables using the setmetatable function. You cannot change the metatable of other types from Lua (except by using the debug library); you must use the C API for that.

Tables and full userdata have individual metatables (although multiple tables and userdata can share their metatables). Values of all other types share one single metatable per type; that is, there is one single metatable for all numbers, one for all strings, etc. By default, a value has no metatable, but the string library sets a metatable for the string type (see §6.4).

A metatable controls how an object behaves in arithmetic operations, order comparisons, concatenation, length operation, and indexing. A metatable also can define a function to be called when a userdata or a table is garbage collected. When Lua performs one of these operations over a value, it checks whether this value has a metatable with the corresponding event. If so, the value associated with that key (the metamethod) controls how Lua will perform the operation.

Metatables control the operations listed next. Each operation is identified by its corresponding name. The key for each operation is a string with its name prefixed by two underscores, ' __ '; for instance, the key for operation "add" is the string " __add ".

The semantics of these operations is better explained by a Lua function describing how the interpreter executes the operation. The code shown here in Lua is only illustrative; the real behavior is hard coded in the interpreter and it is much more efficient than this simulation. All functions used in these descriptions ( rawget , tonumber , etc.) are described in §6.1. In particular, to retrieve the metamethod of a given object, we use the expression

metatable(obj)[event]

This should be read as

rawget(getmetatable(obj) or {}, event)

This means that the access to a metamethod does not invoke other metamethods, and access to objects with no metatables does not fail (it simply results in nil).

For the unary - and # operators, the metamethod is called with a dummy second argument. This extra argument is only to simplify Lua's internals; it may be removed in future versions and therefore it is not present in the following code. (For most uses this extra argument is irrelevant.)

"add": the + operation. The function getbinhandler below defines how Lua chooses a handler for a binary operation. First, Lua tries the first operand. If its type does not define a handler for the operation, then Lua tries the second operand. function getbinhandler (op1, op2, event) return metatable(op1)[event] or metatable(op2)[event] end By using this function, the behavior of the op1 + op2 is function add_event (op1, op2) local o1, o2 = tonumber(op1), tonumber(op2) if o1 and o2 then -- both operands are numeric? return o1 + o2 -- '+' here is the primitive 'add' else -- at least one of the operands is not numeric local h = getbinhandler(op1, op2, "__add") if h then -- call the handler with both operands return (h(op1, op2)) else -- no handler available: default behavior error(···) end end end

the operation. "sub": the - operation. Behavior similar to the "add" operation.

the operation. Behavior similar to the "add" operation. "mul": the * operation. Behavior similar to the "add" operation.

the operation. Behavior similar to the "add" operation. "div": the / operation. Behavior similar to the "add" operation.

the operation. Behavior similar to the "add" operation. "mod": the % operation. Behavior similar to the "add" operation, with the operation o1 - floor(o1/o2)*o2 as the primitive operation.

the operation. Behavior similar to the "add" operation, with the operation as the primitive operation. "pow": the ^ (exponentiation) operation. Behavior similar to the "add" operation, with the function pow (from the C math library) as the primitive operation.

the (exponentiation) operation. Behavior similar to the "add" operation, with the function (from the C math library) as the primitive operation. "unm": the unary - operation. function unm_event (op) local o = tonumber(op) if o then -- operand is numeric? return -o -- '-' here is the primitive 'unm' else -- the operand is not numeric. -- Try to get a handler from the operand local h = metatable(op).__unm if h then -- call the handler with the operand return (h(op)) else -- no handler available: default behavior error(···) end end end

the unary operation. "concat": the .. (concatenation) operation. function concat_event (op1, op2) if (type(op1) == "string" or type(op1) == "number") and (type(op2) == "string" or type(op2) == "number") then return op1 .. op2 -- primitive string concatenation else local h = getbinhandler(op1, op2, "__concat") if h then return (h(op1, op2)) else error(···) end end end

the (concatenation) operation. "len": the # operation. function len_event (op) if type(op) == "string" then return strlen(op) -- primitive string length else local h = metatable(op).__len if h then return (h(op)) -- call handler with the operand elseif type(op) == "table" then return #op -- primitive table length else -- no handler available: error error(···) end end end See §3.4.6 for a description of the length of a table.

the operation. "eq": the == operation. The function getequalhandler defines how Lua chooses a metamethod for equality. A metamethod is selected only when both values being compared have the same type and the same metamethod for the selected operation, and the values are either tables or full userdata. function getequalhandler (op1, op2) if type(op1) ~= type(op2) or (type(op1) ~= "table" and type(op1) ~= "userdata") then return nil -- different values end local mm1 = metatable(op1).__eq local mm2 = metatable(op2).__eq if mm1 == mm2 then return mm1 else return nil end end The "eq" event is defined as follows: function eq_event (op1, op2) if op1 == op2 then -- primitive equal? return true -- values are equal end -- try metamethod local h = getequalhandler(op1, op2) if h then return not not h(op1, op2) else return false end end Note that the result is always a boolean.

the operation. The function defines how Lua chooses a metamethod for equality. A metamethod is selected only when both values being compared have the same type and the same metamethod for the selected operation, and the values are either tables or full userdata. "lt": the < operation. function lt_event (op1, op2) if type(op1) == "number" and type(op2) == "number" then return op1 < op2 -- numeric comparison elseif type(op1) == "string" and type(op2) == "string" then return op1 < op2 -- lexicographic comparison else local h = getbinhandler(op1, op2, "__lt") if h then return not not h(op1, op2) else error(···) end end end Note that the result is always a boolean.

the operation. "le": the <= operation. function le_event (op1, op2) if type(op1) == "number" and type(op2) == "number" then return op1 <= op2 -- numeric comparison elseif type(op1) == "string" and type(op2) == "string" then return op1 <= op2 -- lexicographic comparison else local h = getbinhandler(op1, op2, "__le") if h then return not not h(op1, op2) else h = getbinhandler(op1, op2, "__lt") if h then return not h(op2, op1) else error(···) end end end end Note that, in the absence of a "le" metamethod, Lua tries the "lt", assuming that a <= b is equivalent to not (b < a) . As with the other comparison operators, the result is always a boolean.

the operation. "index": The indexing access table[key] . Note that the metamethod is tried only when key is not present in table . (When table is not a table, no key is ever present, so the metamethod is always tried.) function gettable_event (table, key) local h if type(table) == "table" then local v = rawget(table, key) -- if key is present, return raw value if v ~= nil then return v end h = metatable(table).__index if h == nil then return nil end else h = metatable(table).__index if h == nil then error(···) end end if type(h) == "function" then return (h(table, key)) -- call the handler else return h[key] -- or repeat operation on it end end

The indexing access . Note that the metamethod is tried only when is not present in . (When is not a table, no key is ever present, so the metamethod is always tried.) "newindex": The indexing assignment table[key] = value . Note that the metamethod is tried only when key is not present in table . function settable_event (table, key, value) local h if type(table) == "table" then local v = rawget(table, key) -- if key is present, do raw assignment if v ~= nil then rawset(table, key, value); return end h = metatable(table).__newindex if h == nil then rawset(table, key, value); return end else h = metatable(table).__newindex if h == nil then error(···) end end if type(h) == "function" then h(table, key,value) -- call the handler else h[key] = value -- or repeat operation on it end end

The indexing assignment . Note that the metamethod is tried only when is not present in . "call": called when Lua calls a value. function function_event (func, ...) if type(func) == "function" then return func(...) -- primitive call else local h = metatable(func).__call if h then return h(func, ...) else error(···) end end end

Lua performs automatic memory management. This means that you have to worry neither about allocating memory for new objects nor about freeing it when the objects are no longer needed. Lua manages memory automatically by running a garbage collector to collect all dead objects (that is, objects that are no longer accessible from Lua). All memory used by Lua is subject to automatic management: strings, tables, userdata, functions, threads, internal structures, etc.

Lua implements an incremental mark-and-sweep collector. It uses two numbers to control its garbage-collection cycles: the garbage-collector pause and the garbage-collector step multiplier. Both use percentage points as units (e.g., a value of 100 means an internal value of 1).

The garbage-collector pause controls how long the collector waits before starting a new cycle. Larger values make the collector less aggressive. Values smaller than 100 mean the collector will not wait to start a new cycle. A value of 200 means that the collector waits for the total memory in use to double before starting a new cycle.

The garbage-collector step multiplier controls the relative speed of the collector relative to memory allocation. Larger values make the collector more aggressive but also increase the size of each incremental step. Values smaller than 100 make the collector too slow and can result in the collector never finishing a cycle. The default is 200, which means that the collector runs at "twice" the speed of memory allocation.

If you set the step multiplier to a very large number (larger than 10% of the maximum number of bytes that the program may use), the collector behaves like a stop-the-world collector. If you then set the pause to 200, the collector behaves as in old Lua versions, doing a complete collection every time Lua doubles its memory usage.

You can change these numbers by calling lua_gc in C or collectgarbage in Lua. You can also use these functions to control the collector directly (e.g., stop and restart it).

As an experimental feature in Lua 5.2, you can change the collector's operation mode from incremental to generational. A generational collector assumes that most objects die young, and therefore it traverses only young (recently created) objects. This behavior can reduce the time used by the collector, but also increases memory usage (as old dead objects may accumulate). To mitigate this second problem, from time to time the generational collector performs a full collection. Remember that this is an experimental feature; you are welcome to try it, but check your gains.

You can set garbage-collector metamethods for tables and, using the C API, for full userdata (see §2.4). These metamethods are also called finalizers. Finalizers allow you to coordinate Lua's garbage collection with external resource management (such as closing files, network or database connections, or freeing your own memory).

For an object (table or userdata) to be finalized when collected, you must mark it for finalization. You mark an object for finalization when you set its metatable and the metatable has a field indexed by the string " __gc ". Note that if you set a metatable without a __gc field and later create that field in the metatable, the object will not be marked for finalization. However, after an object is marked, you can freely change the __gc field of its metatable.

When a marked object becomes garbage, it is not collected immediately by the garbage collector. Instead, Lua puts it in a list. After the collection, Lua does the equivalent of the following function for each object in that list:

function gc_event (obj) local h = metatable(obj).__gc if type(h) == "function" then h(obj) end end

At the end of each garbage-collection cycle, the finalizers for objects are called in the reverse order that they were marked for collection, among those collected in that cycle; that is, the first finalizer to be called is the one associated with the object marked last in the program. The execution of each finalizer may occur at any point during the execution of the regular code.

Because the object being collected must still be used by the finalizer, it (and other objects accessible only through it) must be resurrected by Lua. Usually, this resurrection is transient, and the object memory is freed in the next garbage-collection cycle. However, if the finalizer stores the object in some global place (e.g., a global variable), then there is a permanent resurrection. In any case, the object memory is freed only when it becomes completely inaccessible; its finalizer will never be called twice.

When you close a state (see lua_close ), Lua calls the finalizers of all objects marked for finalization, following the reverse order that they were marked. If any finalizer marks new objects for collection during that phase, these new objects will not be finalized.

A weak table is a table whose elements are weak references. A weak reference is ignored by the garbage collector. In other words, if the only references to an object are weak references, then the garbage collector will collect that object.

A weak table can have weak keys, weak values, or both. A table with weak keys allows the collection of its keys, but prevents the collection of its values. A table with both weak keys and weak values allows the collection of both keys and values. In any case, if either the key or the value is collected, the whole pair is removed from the table. The weakness of a table is controlled by the __mode field of its metatable. If the __mode field is a string containing the character ' k ', the keys in the table are weak. If __mode contains ' v ', the values in the table are weak.

A table with weak keys and strong values is also called an ephemeron table. In an ephemeron table, a value is considered reachable only if its key is reachable. In particular, if the only reference to a key comes through its value, the pair is removed.

Any change in the weakness of a table may take effect only at the next collect cycle. In particular, if you change the weakness to a stronger mode, Lua may still collect some items from that table before the change takes effect.

Only objects that have an explicit construction are removed from weak tables. Values, such as numbers and light C functions, are not subject to garbage collection, and therefore are not removed from weak tables (unless its associated value is collected). Although strings are subject to garbage collection, they do not have an explicit construction, and therefore are not removed from weak tables.

Resurrected objects (that is, objects being finalized and objects accessible only through objects being finalized) have a special behavior in weak tables. They are removed from weak values before running their finalizers, but are removed from weak keys only in the next collection after running their finalizers, when such objects are actually freed. This behavior allows the finalizer to access properties associated with the object through weak tables.

If a weak table is among the resurrected objects in a collection cycle, it may not be properly cleared until the next cycle.

Lua supports coroutines, also called collaborative multithreading. A coroutine in Lua represents an independent thread of execution. Unlike threads in multithread systems, however, a coroutine only suspends its execution by explicitly calling a yield function.

You create a coroutine by calling coroutine.create . Its sole argument is a function that is the main function of the coroutine. The create function only creates a new coroutine and returns a handle to it (an object of type thread); it does not start the coroutine.

You execute a coroutine by calling coroutine.resume . When you first call coroutine.resume , passing as its first argument a thread returned by coroutine.create , the coroutine starts its execution, at the first line of its main function. Extra arguments passed to coroutine.resume are passed on to the coroutine main function. After the coroutine starts running, it runs until it terminates or yields.

A coroutine can terminate its execution in two ways: normally, when its main function returns (explicitly or implicitly, after the last instruction); and abnormally, if there is an unprotected error. In the first case, coroutine.resume returns true, plus any values returned by the coroutine main function. In case of errors, coroutine.resume returns false plus an error message.

A coroutine yields by calling coroutine.yield . When a coroutine yields, the corresponding coroutine.resume returns immediately, even if the yield happens inside nested function calls (that is, not in the main function, but in a function directly or indirectly called by the main function). In the case of a yield, coroutine.resume also returns true, plus any values passed to coroutine.yield . The next time you resume the same coroutine, it continues its execution from the point where it yielded, with the call to coroutine.yield returning any extra arguments passed to coroutine.resume .

Like coroutine.create , the coroutine.wrap function also creates a coroutine, but instead of returning the coroutine itself, it returns a function that, when called, resumes the coroutine. Any arguments passed to this function go as extra arguments to coroutine.resume . coroutine.wrap returns all the values returned by coroutine.resume , except the first one (the boolean error code). Unlike coroutine.resume , coroutine.wrap does not catch errors; any error is propagated to the caller.

As an example of how coroutines work, consider the following code:

function foo (a) print("foo", a) return coroutine.yield(2*a) end co = coroutine.create(function (a,b) print("co-body", a, b) local r = foo(a+1) print("co-body", r) local r, s = coroutine.yield(a+b, a-b) print("co-body", r, s) return b, "end" end) print("main", coroutine.resume(co, 1, 10)) print("main", coroutine.resume(co, "r")) print("main", coroutine.resume(co, "x", "y")) print("main", coroutine.resume(co, "x", "y"))

When you run it, it produces the following output:

co-body 1 10 foo 2 main true 4 co-body r main true 11 -9 co-body x y main true 10 end main false cannot resume dead coroutine

You can also create and manipulate coroutines through the C API: see functions lua_newthread , lua_resume , and lua_yield .

3 – The Language

This section describes the lexis, the syntax, and the semantics of Lua. In other words, this section describes which tokens are valid, how they can be combined, and what their combinations mean.

Language constructs will be explained using the usual extended BNF notation, in which {a} means 0 or more a's, and [a] means an optional a. Non-terminals are shown like non-terminal, keywords are shown like kword, and other terminal symbols are shown like ‘=’. The complete syntax of Lua can be found in §9 at the end of this manual.

Lua is a free-form language. It ignores spaces (including new lines) and comments between lexical elements (tokens), except as delimiters between names and keywords.

Names (also called identifiers) in Lua can be any string of letters, digits, and underscores, not beginning with a digit. Identifiers are used to name variables, table fields, and labels.

The following keywords are reserved and cannot be used as names:

and break do else elseif end false for function goto if in local nil not or repeat return then true until while

Lua is a case-sensitive language: and is a reserved word, but And and AND are two different, valid names. As a convention, names starting with an underscore followed by uppercase letters (such as _VERSION ) are reserved for variables used by Lua.

The following strings denote other tokens:

+ - * / % ^ # == ~= <= >= < > = ( ) { } [ ] :: ; : , . .. ...

Literal strings can be delimited by matching single or double quotes, and can contain the following C-like escape sequences: ' \a ' (bell), ' \b ' (backspace), ' \f ' (form feed), '

' (newline), ' \r ' (carriage return), ' \t ' (horizontal tab), ' \v ' (vertical tab), ' \\ ' (backslash), ' \" ' (quotation mark [double quote]), and ' \' ' (apostrophe [single quote]). A backslash followed by a real newline results in a newline in the string. The escape sequence ' \z ' skips the following span of white-space characters, including line breaks; it is particularly useful to break and indent a long literal string into multiple lines without adding the newlines and spaces into the string contents.

A byte in a literal string can also be specified by its numerical value. This can be done with the escape sequence \xXX , where XX is a sequence of exactly two hexadecimal digits, or with the escape sequence \ddd , where ddd is a sequence of up to three decimal digits. (Note that if a decimal escape is to be followed by a digit, it must be expressed using exactly three digits.) Strings in Lua can contain any 8-bit value, including embedded zeros, which can be specified as ' \0 '.

Literal strings can also be defined using a long format enclosed by long brackets. We define an opening long bracket of level n as an opening square bracket followed by n equal signs followed by another opening square bracket. So, an opening long bracket of level 0 is written as [[ , an opening long bracket of level 1 is written as [=[ , and so on. A closing long bracket is defined similarly; for instance, a closing long bracket of level 4 is written as ]====] . A long literal starts with an opening long bracket of any level and ends at the first closing long bracket of the same level. It can contain any text except a closing bracket of the proper level. Literals in this bracketed form can run for several lines, do not interpret any escape sequences, and ignore long brackets of any other level. Any kind of end-of-line sequence (carriage return, newline, carriage return followed by newline, or newline followed by carriage return) is converted to a simple newline.

Any byte in a literal string not explicitly affected by the previous rules represents itself. However, Lua opens files for parsing in text mode, and the system file functions may have problems with some control characters. So, it is safer to represent non-text data as a quoted literal with explicit escape sequences for non-text characters.

For convenience, when the opening long bracket is immediately followed by a newline, the newline is not included in the string. As an example, in a system using ASCII (in which ' a ' is coded as 97, newline is coded as 10, and ' 1 ' is coded as 49), the five literal strings below denote the same string:

a = 'alo

123"' a = "alo

123\"" a = '\97lo\10\04923"' a = [[alo 123"]] a = [==[ alo 123"]==]

A numerical constant can be written with an optional fractional part and an optional decimal exponent, marked by a letter ' e ' or ' E '. Lua also accepts hexadecimal constants, which start with 0x or 0X . Hexadecimal constants also accept an optional fractional part plus an optional binary exponent, marked by a letter ' p ' or ' P '. Examples of valid numerical constants are

3 3.0 3.1416 314.16e-2 0.31416E1 0xff 0x0.1E 0xA23p-4 0X1.921FB54442D18P+1

A comment starts with a double hyphen ( -- ) anywhere outside a string. If the text immediately after -- is not an opening long bracket, the comment is a short comment, which runs until the end of the line. Otherwise, it is a long comment, which runs until the corresponding closing long bracket. Long comments are frequently used to disable code temporarily.

Variables are places that store values. There are three kinds of variables in Lua: global variables, local variables, and table fields.

A single name can denote a global variable or a local variable (or a function's formal parameter, which is a particular kind of local variable):

var ::= Name

Name denotes identifiers, as defined in §3.1.

Any variable name is assumed to be global unless explicitly declared as a local (see §3.3.7). Local variables are lexically scoped: local variables can be freely accessed by functions defined inside their scope (see §3.5).

Before the first assignment to a variable, its value is nil.

Square brackets are used to index a table:

var ::= prefixexp ‘[’ exp ‘]’

The meaning of accesses to table fields can be changed via metatables. An access to an indexed variable t[i] is equivalent to a call gettable_event(t,i) . (See §2.4 for a complete description of the gettable_event function. This function is not defined or callable in Lua. We use it here only for explanatory purposes.)

The syntax var.Name is just syntactic sugar for var["Name"] :

var ::= prefixexp ‘.’ Name

An access to a global variable x is equivalent to _ENV.x . Due to the way that chunks are compiled, _ENV is never a global name (see §2.2).

Lua supports an almost conventional set of statements, similar to those in Pascal or C. This set includes assignments, control structures, function calls, and variable declarations.

A block is a list of statements, which are executed sequentially:

block ::= {stat}

Lua has empty statements that allow you to separate statements with semicolons, start a block with a semicolon or write two semicolons in sequence:

stat ::= ‘;’

Function calls and assignments can start with an open parenthesis. This possibility leads to an ambiguity in Lua's grammar. Consider the following fragment:

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

The grammar could see it 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 open 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')

A block can be explicitly delimited to produce a single statement:

stat ::= do block end

Explicit blocks are useful to control the scope of variable declarations. Explicit blocks are also sometimes used to add a return statement in the middle of another block (see §3.3.4).

The unit of compilation of Lua is called a chunk. Syntactically, a chunk is simply a block:

chunk ::= block

Lua handles a chunk as the body of an anonymous function with a variable number of arguments (see §3.4.10). As such, chunks can define local variables, receive arguments, and return values. Moreover, such anonymous function is compiled as in the scope of an external local variable called _ENV (see §2.2). The resulting function always has _ENV as its only upvalue, even if it does not use that variable.

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; see program luac for details. Programs in source and compiled forms are interchangeable; Lua automatically detects the file type and acts accordingly.

Lua allows multiple assignments. Therefore, the syntax for assignment defines a list of variables on the left side and a list of expressions on the right side. The elements in both lists are separated by commas:

stat ::= varlist ‘=’ explist varlist ::= var {‘,’ var} explist ::= exp {‘,’ exp}

Expressions are discussed in §3.4.

Before the assignment, the list of values is adjusted to the length of the list of variables. If there are more values than needed, the excess values are thrown away. If there are fewer values than needed, the list is extended with as many nil's as needed. If the list of expressions ends with a function call, then all values returned by that call enter the list of values, before the adjustment (except when the call is enclosed in parentheses; see §3.4).

The assignment statement first evaluates all its expressions and only then are the assignments performed. Thus the code

i = 3 i, a[i] = i+1, 20

sets a[3] to 20, without affecting a[4] because the i in a[i] is evaluated (to 3) before it is assigned 4. Similarly, the line

x, y = y, x

exchanges the values of x and y , and

x, y, z = y, z, x

cyclically permutes the values of x , y , and z .

The meaning of assignments to global variables and table fields can be changed via metatables. An assignment to an indexed variable t[i] = val is equivalent to settable_event(t,i,val) . (See §2.4 for a complete description of the settable_event function. This function is not defined or callable in Lua. We use it here only for explanatory purposes.)

An assignment to a global variable x = val is equivalent to the assignment _ENV.x = val (see §2.2).

The control structures if, while, and repeat have the usual meaning and familiar syntax:

stat ::= while exp do block end stat ::= repeat block until exp stat ::= if exp then block {elseif exp then block} [else block] end

Lua also has a for statement, in two flavors (see §3.3.5).

The condition expression of a control structure can return any value. Both false and nil are considered false. All values different from nil and false are considered true (in particular, the number 0 and the empty string are also true).

In the repeat–until loop, the inner block does not end at the until keyword, but only after the condition. So, the condition can refer to local variables declared inside the loop block.

The goto statement transfers the program control to a label. For syntactical reasons, labels in Lua are considered statements too:

stat ::= goto Name stat ::= label label ::= ‘::’ Name ‘::’

A label is visible in the entire block where it is defined, except inside nested blocks where a label with the same name is defined and inside nested functions. A goto may jump to any visible label as long as it does not enter into the scope of a local variable.

Labels and empty statements are called void statements, as they perform no actions.

The break statement terminates the execution of a while, repeat, or for loop, skipping to the next statement after the loop:

stat ::= break

A break ends the innermost enclosing loop.

The return statement is used to return values from a function or a chunk (which is a function in disguise). Functions can return more than one value, so the syntax for the return statement is

stat ::= return [explist] [‘;’]

The return statement can only be written as the last statement of a block. If it is really necessary to return in the middle of a block, then an explicit inner block can be used, as in the idiom do return end , because now return is the last statement in its (inner) block.

The for statement has two forms: one numeric and one generic.

The numeric for loop repeats a block of code while a control variable runs through an arithmetic progression. It has the following syntax:

stat ::= for Name ‘=’ exp ‘,’ exp [‘,’ exp] do block end

The block is repeated for name starting at the value of the first exp, until it passes the second exp by steps of the third exp. More precisely, a for statement like

for v = e1, e2, e3 do block end

is equivalent to the code:

do local var, limit, step = tonumber(e1), tonumber(e2), tonumber(e3) if not (var and limit and step) then error() end while (step > 0 and var <= limit) or (step <= 0 and var >= limit) do local v = var block var = var + step end end

Note the following:

All three control expressions are evaluated only once, before the loop starts. They must all result in numbers.

var , limit , and step are invisible variables. The names shown here are for explanatory purposes only.

, , and are invisible variables. The names shown here are for explanatory purposes only. If the third expression (the step) is absent, then a step of 1 is used.

You can use break to exit a for loop.

to exit a loop. The loop variable v is local to the loop; you cannot use its value after the for ends or is broken. If you need this value, assign it to another variable before breaking or exiting the loop.

The generic for statement works over functions, called iterators. On each iteration, the iterator function is called to produce a new value, stopping when this new value is nil. The generic for loop has the following syntax:

stat ::= for namelist in explist do block end namelist ::= Name {‘,’ Name}

A for statement like

for var_1, ···, var_n in explist do block end

is equivalent to the code:

do local f, s, var = explist while true do local var_1, ···, var_n = f(s, var) if var_1 == nil then break end var = var_1 block end end

Note the following:

explist is evaluated only once. Its results are an iterator function, a state, and an initial value for the first iterator variable.

is evaluated only once. Its results are an iterator function, a state, and an initial value for the first iterator variable. f , s , and var are invisible variables. The names are here for explanatory purposes only.

, , and are invisible variables. The names are here for explanatory purposes only. You can use break to exit a for loop.

to exit a loop. The loop variables var_i are local to the loop; you cannot use their values after the for ends. If you need these values, then assign them to other variables before breaking or exiting the loop.

To allow possible side-effects, function calls can be executed as statements:

stat ::= functioncall

In this case, all returned values are thrown away. Function calls are explained in §3.4.9.

Local variables can be declared anywhere inside a block. The declaration can include an initial assignment:

stat ::= local namelist [‘=’ explist]

If present, an initial assignment has the same semantics of a multiple assignment (see §3.3.3). Otherwise, all variables are initialized with nil.

A chunk is also a block (see §3.3.2), and so local variables can be declared in a chunk outside any explicit block.

The visibility rules for local variables are explained in §3.5.

The basic expressions in Lua are the following:

exp ::= prefixexp exp ::= nil | false | true exp ::= Number exp ::= String exp ::= functiondef exp ::= tableconstructor exp ::= ‘...’ exp ::= exp binop exp exp ::= unop exp prefixexp ::= var | functioncall | ‘(’ exp ‘)’

Numbers and literal strings are explained in §3.1; variables are explained in §3.2; function definitions are explained in §3.4.10; function calls are explained in §3.4.9; table constructors are explained in §3.4.8. Vararg expressions, denoted by three dots (' ... '), can only be used when directly inside a vararg function; they are explained in §3.4.10.

Binary operators comprise arithmetic operators (see §3.4.1), relational operators (see §3.4.3), logical operators (see §3.4.4), and the concatenation operator (see §3.4.5). Unary operators comprise the unary minus (see §3.4.1), the unary not (see §3.4.4), and the unary length operator (see §3.4.6).

Both function calls and vararg expressions can result in multiple values. If a function call is used as a statement (see §3.3.6), then its return list is adjusted to zero elements, thus discarding all returned values. If an expression is used as the last (or the only) element of a list of expressions, then no adjustment is made (unless the expression is enclosed in parentheses). In all other contexts, Lua adjusts the result list to one element, either discarding all values except the first one or adding a single nil if there are no values.

Here are some examples:

f() -- adjusted to 0 results g(f(), x) -- f() is adjusted to 1 result g(x, f()) -- g gets x plus all results from f() a,b,c = f(), x -- f() is adjusted to 1 result (c gets nil) a,b = ... -- a gets the first vararg parameter, b gets -- the second (both a and b can get nil if there -- is no corresponding vararg parameter) a,b,c = x, f() -- f() is adjusted to 2 results a,b,c = f() -- f() is adjusted to 3 results return f() -- returns all results from f() return ... -- returns all received vararg parameters return x,y,f() -- returns x, y, and all results from f() {f()} -- creates a list with all results from f() {...} -- creates a list with all vararg parameters {f(), nil} -- f() is adjusted to 1 result

Any expression enclosed in parentheses always results in only one value. Thus, (f(x,y,z)) is always a single value, even if f returns several values. (The value of (f(x,y,z)) is the first value returned by f or nil if f does not return any values.)

Lua supports the usual arithmetic operators: the binary + (addition), - (subtraction), * (multiplication), / (division), % (modulo), and ^ (exponentiation); and unary - (mathematical negation). If the operands are numbers, or strings that can be converted to numbers (see §3.4.2), then all operations have the usual meaning. Exponentiation works for any exponent. For instance, x^(-0.5) computes the inverse of the square root of x . Modulo is defined as

a % b == a - math.floor(a/b)*b

That is, it is the remainder of a division that rounds the quotient towards minus infinity.

Lua provides automatic conversion between string and number values at run time. Any arithmetic operation applied to a string tries to convert this string to a number, following the rules of the Lua lexer. (The string may have leading and trailing spaces and a sign.) Conversely, whenever a number is used where a string is expected, the number is converted to a string, in a reasonable format. For complete control over how numbers are converted to strings, use the format function from the string library (see string.format ).

The relational operators in Lua are

== ~= < > <= >=

These operators always result in false or true.

Equality ( == ) first compares the type of its operands. If the types are different, then the result is false. Otherwise, the values of the operands are compared. Numbers and strings are compared in the usual way. Tables, userdata, and threads are compared by reference: two objects are considered equal only if they are the same object. Every time you create a new object (a table, userdata, or thread), this new object is different from any previously existing object. Closures with the same reference are always equal. Closures with any detectable difference (different behavior, different definition) are always different.

You can change the way that Lua compares tables and userdata by using the "eq" metamethod (see §2.4).

The conversion rules of §3.4.2 do not apply to equality comparisons. Thus, "0"==0 evaluates to false, and t[0] and t["0"] denote different entries in a table.

The operator ~= is exactly the negation of equality ( == ).

The order operators work as follows. If both arguments are numbers, then they are compared as such. Otherwise, if both arguments are strings, then their values are compared according to the current locale. Otherwise, Lua tries to call the "lt" or the "le" metamethod (see §2.4). A comparison a > b is translated to b < a and a >= b is translated to b <= a .

The logical operators in Lua are and, or, and not. Like the control structures (see §3.3.4), all logical operators consider both false and nil as false and anything else as true.

The negation operator not always returns false or true. The conjunction operator and returns its first argument if this value is false or nil; otherwise, and returns its second argument. The disjunction operator or returns its first argument if this value is different from nil and false; otherwise, or returns its second argument. Both and and or use short-cut evaluation; that is, the second operand is evaluated only if necessary. Here are some examples:

10 or 20 --> 10 10 or error() --> 10 nil or "a" --> "a" nil and 10 --> nil false and error() --> false false and nil --> false false or nil --> nil 10 and 20 --> 20

(In this manual, --> indicates the result of the preceding expression.)

The string concatenation operator in Lua is denoted by two dots (' .. '). If both operands are strings or numbers, then they are converted to strings according to the rules mentioned in §3.4.2. Otherwise, the __concat metamethod is called (see §2.4).

The length operator is denoted by the unary prefix operator # . The length of a string is its number of bytes (that is, the usual meaning of string length when each character is one byte).

A program can modify the behavior of the length operator for any value but strings through the __len metamethod (see §2.4).

Unless a __len metamethod is given, the length of a table t is only defined if the table is a sequence, that is, the set of its positive numeric keys is equal to {1..n} for some non-negative integer n. In that case, n is its length. Note that a table like

{10, 20, nil, 40}

is not a sequence, because it has the key 4 but does not have the key 3 . (So, there is no n such that the set {1..n} is equal to the set of positive numeric keys of that table.) Note, however, that non-numeric keys do not interfere with whether a table is a sequence.

Operator precedence in Lua follows the table below, from lower to higher priority:

or and < > <= >= ~= == .. + - * / % not # - (unary) ^

As usual, you can use parentheses to change the precedences of an expression. The concatenation (' .. ') and exponentiation (' ^ ') operators are right associative. All other binary operators are left associative.

Table constructors are expressions that create tables. Every time a constructor is evaluated, a new table is created. A constructor can be used to create an empty table or to create a table and initialize some of its fields. The general syntax for constructors is

tableconstructor ::= ‘{’ [fieldlist] ‘}’ fieldlist ::= field {fieldsep field} [fieldsep] field ::= ‘[’ exp ‘]’ ‘=’ exp | Name ‘=’ exp | exp fieldsep ::= ‘,’ | ‘;’

Each field of the form [exp1] = exp2 adds to the new table an entry with key exp1 and value exp2 . A field of the form name = exp is equivalent to ["name"] = exp . Finally, fields of the form exp are equivalent to [i] = exp , where i are consecutive numerical integers, starting with 1. Fields in the other formats do not affect this counting. For example,

a = { [f(1)] = g; "x", "y"; x = 1, f(x), [30] = 23; 45 }

is equivalent to

do local t = {} t[f(1)] = g t[1] = "x" -- 1st exp t[2] = "y" -- 2nd exp t.x = 1 -- t["x"] = 1 t[3] = f(x) -- 3rd exp t[30] = 23 t[4] = 45 -- 4th exp a = t end

If the last field in the list has the form exp and the expression is a function call or a vararg expression, then all values returned by this expression enter the list consecutively (see §3.4.9).

The field list can have an optional trailing separator, as a convenience for machine-generated code.

A function call in Lua has the following syntax:

functioncall ::= prefixexp args

In a function call, first prefixexp and args are evaluated. If the value of prefixexp has type function, then this function is called with the given arguments. Otherwise, the prefixexp "call" metamethod is called, having as first parameter the value of prefixexp, followed by the original call arguments (see §2.4).

The form

functioncall ::= prefixexp ‘:’ Name args

can be used to call "methods". A call v:name(args) is syntactic sugar for v.name(v,args) , except that v is evaluated only once.

Arguments have the following syntax:

args ::= ‘(’ [explist] ‘)’ args ::= tableconstructor args ::= String

All argument expressions are evaluated before the call. A call of the form f{fields} is syntactic sugar for f({fields}) ; that is, the argument list is a single new table. A call of the form f'string' (or f"string" or f[[string]] ) is syntactic sugar for f('string') ; that is, the argument list is a single literal string.

A call of the form return functioncall is called a tail call. Lua implements proper tail calls (or proper tail recursion): in a tail call, the called function reuses the stack entry of the calling function. Therefore, there is no limit on the number of nested tail calls that a program can execute. However, a tail call erases any debug information about the calling function. Note that a tail call only happens with a particular syntax, where the return has one single function call as argument; this syntax makes the calling function return exactly the returns of the called function. So, none of the following examples are tail calls:

return (f(x)) -- results adjusted to 1 return 2 * f(x) return x, f(x) -- additional results f(x); return -- results discarded return x or f(x) -- results adjusted to 1

The syntax for function definition is

functiondef ::= function funcbody funcbody ::= ‘(’ [parlist] ‘)’ block end

The following syntactic sugar simplifies function definitions:

stat ::= function funcname funcbody stat ::= local function Name funcbody funcname ::= Name {‘.’ Name} [‘:’ Name]

The statement

function f () body end

translates to

f = function () body end

The statement

function t.a.b.c.f () body end

translates to

t.a.b.c.f = function () body end

The statement

local function f () body end

translates to

local f; f = function () body end

not to

local f = function () body end

(This only makes a difference when the body of the function contains references to f .)

A function definition is an executable expression, whose value has type function. When Lua precompiles a chunk, all its function bodies are precompiled too. Then, whenever Lua executes the function definition, the function is instantiated (or closed). This function instance (or closure) is the final value of the expression.

Parameters act as local variables that are initialized with the argument values:

parlist ::= namelist [‘,’ ‘...’] | ‘...’

When a function is called, the list of arguments is adjusted to the length of the list of parameters, unless the function is a vararg function, which is indicated by three dots (' ... ') at the end of its parameter list. A vararg function does not adjust its argument list; instead, it collects all extra arguments and supplies them to the function through a vararg expression, which is also written as three dots. The value of this expression is a list of all actual extra arguments, similar to a function with multiple results. If a vararg expression is used inside another expression or in the middle of a list of expressions, then its return list is adjusted to one element. If the expression is used as the last element of a list of expressions, then no adjustment is made (unless that last expression is enclosed in parentheses).

As an example, consider the following definitions:

function f(a, b) end function g(a, b, ...) end function r() return 1,2,3 end

Then, we have the following mapping from arguments to parameters and to the vararg expression:

CALL PARAMETERS f(3) a=3, b=nil f(3, 4) a=3, b=4 f(3, 4, 5) a=3, b=4 f(r(), 10) a=1, b=10 f(r()) a=1, b=2 g(3) a=3, b=nil, ... --> (nothing) g(3, 4) a=3, b=4, ... --> (nothing) g(3, 4, 5, 8) a=3, b=4, ... --> 5 8 g(5, r()) a=5, b=1, ... --> 2 3

Results are returned using the return statement (see §3.3.4). If control reaches the end of a function without encountering a return statement, then the function returns with no results.

There is a system-dependent limit on the number of values that a function may return. This limit is guaranteed to be larger than 1000.

The colon syntax is used for defining methods, that is, functions that have an implicit extra parameter self . Thus, the statement

function t.a.b.c:f (params) body end

is syntactic sugar for

t.a.b.c.f = function (self, params) body end

Lua is a lexically scoped language. The scope of a local variable begins at the first statement after its declaration and lasts until the last non-void statement of the innermost block that includes the declaration. Consider the following example:

x = 10 -- global variable do -- new block local x = x -- new 'x', with value 10 print(x) --> 10 x = x+1 do -- another block local x = x+1 -- another 'x' print(x) --> 12 end print(x) --> 11 end print(x) --> 10 (the global one)

Notice that, in a declaration like local x = x , the new x being declared is not in scope yet, and so the second x refers to the outside variable.

Because of the lexical scoping rules, local variables can be freely accessed by functions defined inside their scope. A local variable used by an inner function is called an upvalue, or external local variable, inside the inner function.

Notice that each execution of a local statement defines new local variables. Consider the following example:

a = {} local x = 20 for i=1,10 do local y = 0 a[i] = function () y=y+1; return x+y end end

The loop creates ten closures (that is, ten instances of the anonymous function). Each of these closures uses a different y variable, while all of them share the same x .

4 – The Application Program Interface

This section describes the C API for Lua, that is, the set of C functions available to the host program to communicate with Lua. All API functions and related types and constants are declared in the header file lua.h .

Even when we use the term "function", any facility in the API may be provided as a macro instead. Except where stated otherwise, all such macros use each of their arguments exactly once (except for the first argument, which is always a Lua state), and so do not generate any hidden side-effects.

As in most C libraries, the Lua API functions do not check their arguments for validity or consistency. However, you can change this behavior by compiling Lua with the macro LUA_USE_APICHECK defined.

Lua uses a virtual stack to pass values to and from C. Each element in this stack represents a Lua value (nil, number, string, etc.).

Whenever Lua calls C, the called function gets a new stack, which is independent of previous stacks and of stacks of C functions that are still active. This stack initially contains any arguments to the C function and it is where the C function pushes its results to be returned to the caller (see lua_CFunction ).

For convenience, most query operations in the API do not follow a strict stack discipline. Instead, they can refer to any element in the stack by using an index: A positive index represents an absolute stack position (starting at 1); a negative index represents an offset relative to the top of the stack. More specifically, if the stack has n elements, then index 1 represents the first element (that is, the element that was pushed onto the stack first) and index n represents the last element; index -1 also represents the last element (that is, the element at the top) and index -n represents the first element.

When you interact with the Lua API, you are responsible for ensuring consistency. In particular, you are responsible for controlling stack overflow. You can use the function lua_checkstack to ensure that the stack has extra slots when pushing new elements.

Whenever Lua calls C, it ensures that the stack has at least LUA_MINSTACK extra slots. LUA_MINSTACK is defined as 20, so that usually you do not have to worry about stack space unless your code has loops pushing elements onto the stack.

When you call a Lua function without a fixed number of results (see lua_call ), Lua ensures that the stack has enough size for all results, but it does not ensure any extra space. So, before pushing anything in the stack after such a call you should use lua_checkstack .

Any function in the API that receives stack indices works only with valid indices or acceptable indices.

A valid index is an index that refers to a real position within the stack, that is, its position lies between 1 and the stack top ( 1 ≤ abs(index) ≤ top ). Usually, functions that can modify the value at an index require valid indices.

Unless otherwise noted, any function that accepts valid indices also accepts pseudo-indices, which represent some Lua values that are accessible to C code but which are not in the stack. Pseudo-indices are used to access the registry and the upvalues of a C function (see §4.4).

Functions that do not need a specific stack position, but only a value in the stack (e.g., query functions), can be called with acceptable indices. An acceptable index can be any valid index, including the pseudo-indices, but it also can be any positive index after the stack top within the space allocated for the stack, that is, indices up to the stack size. (Note that 0 is never an acceptable index.) Except when noted otherwise, functions in the API work with acceptable indices.

Acceptable indices serve to avoid extra tests against the stack top when querying the stack. For instance, a C function can query its third argument without the need to first check whether there is a third argument, that is, without the need to check whether 3 is a valid index.

For functions that can be called with acceptable indices, any non-valid index is treated as if it contains a value of a virtual type LUA_TNONE , which behaves like a nil value.

When a C function is created, it is possible to associate some values with it, thus creating a C closure (see lua_pushcclosure ); these values are called upvalues and are accessible to the function whenever it is called.

Whenever a C function is called, its upvalues are located at specific pseudo-indices. These pseudo-indices are produced by the macro lua_upvalueindex . The first value associated with a function is at position lua_upvalueindex(1) , and so on. Any access to lua_upvalueindex(n) , where n is greater than the number of upvalues of the current function (but not greater than 256), produces an acceptable but invalid index.

Lua provides a registry, a predefined table that can be used by any C code to store whatever Lua values it needs to store. The registry table is always located at pseudo-index LUA_REGISTRYINDEX , which is a valid index. Any C library can store data into this table, but it should take care to choose keys that are different from those used by other libraries, to avoid collisions. Typically, you should use as key a string containing your library name, or a light userdata with the address of a C object in your code, or any Lua object created by your code. As with global names, string keys starting with an underscore followed by uppercase letters are reserved for Lua.

The integer keys in the registry are used by the reference mechanism, implemented by the auxiliary library, and by some predefined values. Therefore, integer keys should not be used for other purposes.

When you create a new Lua state, its registry comes with some predefined values. These predefined values are indexed with integer keys defined as constants in lua.h . The following constants are defined:

LUA_RIDX_MAINTHREAD : At this index the registry has the main thread of the state. (The main thread is the one created together with the state.)

At this index the registry has the main thread of the state. (The main thread is the one created together with the state.) LUA_RIDX_GLOBALS : At this index the registry has the global environment.

Internally, Lua uses the C longjmp facility to handle errors. (You can also choose to use exceptions if you compile Lua as C++; search for LUAI_THROW in the source code.) When Lua faces any error (such as a memory allocation error, type errors, syntax errors, and runtime errors) it raises an error; that is, it does a long jump. A protected environment uses setjmp to set a recovery point; any error jumps to the most recent active recovery point.

If an error happens outside any protected environment, Lua calls a panic function (see lua_atpanic ) and then calls abort , thus exiting the host application. Your panic function can avoid this exit by never returning (e.g., doing a long jump to your own recovery point outside Lua).

The panic function runs as if it were a message handler (see §2.3); in particular, the error message is at the top of the stack. However, there is no guarantees about stack space. To push anything on the stack, the panic function should first check the available space (see §4.2).

Most functions in the API can throw an error, for instance due to a memory allocation error. The documentation for each function indicates whether it can throw errors.

Inside a C function you can throw an error by calling lua_error .

Internally, Lua uses the C longjmp facility to yield a coroutine. Therefore, if a function foo calls an API function and this API function yields (directly or indirectly by calling another function that yields), Lua cannot return to foo any more, because the longjmp removes its frame from the C stack.

To avoid this kind of problem, Lua raises an error whenever it tries to yield across an API call, except for three functions: lua_yieldk , lua_callk , and lua_pcallk . All those functions receive a continuation function (as a parameter called k ) to continue execution after a yield.

We need to set some terminology to explain continuations. We have a C function called from Lua which we will call the original function. This original function then calls one of those three functions in the C API, which we will call the callee function, that then yields the current thread. (This can happen when the callee function is lua_yieldk , or when the callee function is either lua_callk or lua_pcallk and the function called by them yields.)

Suppose the running thread yields while executing the callee function. After the thread resumes, it eventually will finish running the callee function. However, the callee function cannot return to the original function, because its frame in the C stack was destroyed by the yield. Instead, Lua calls a continuation function, which was given as an argument to the callee function. As the name implies, the continuation function should continue the task of the original function.

Lua treats the continuation function as if it were the original function. The continuation function receives the same Lua stack from the original function, in the same state it would be if the callee function had returned. (For instance, after a lua_callk the function and its arguments are removed from the stack and replaced by the results from the call.) It also has the same upvalues. Whatever it returns is handled by Lua as if it were the return of the original function.

The only difference in the Lua state between the original function and its continuation is the result of a call to lua_getctx .

Here we list all functions and types from the C API in alphabetical order. Each function has an indicator like this: [-o, +p, x]

The first field, o , is how many elements the function pops from the stack. The second field, p , is how many elements the function pushes onto the stack. (Any function always pushes its results after popping its arguments.) A field in the form x|y means the function can push (or pop) x or y elements, depending on the situation; an interrogation mark ' ? ' means that we cannot know how many elements the function pops/pushes by looking only at its arguments (e.g., they may depend on what is on the stack). The third field, x , tells whether the function may throw errors: ' - ' means the function never throws any error; ' e ' means the function may throw errors; ' v ' means the function may throw an error on purpose.

[-0, +0, –]

int lua_absindex (lua_State *L, int idx);

Converts the acceptable index idx into an absolute index (that is, one that does not depend on the stack top).

typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize);

The type of the memory-allocation function used by Lua states. The allocator function must provide a functionality similar to realloc , but not exactly the same. Its arguments are ud , an opaque pointer passed to lua_newstate ; ptr , a pointer to the block being allocated/reallocated/freed; osize , the original size of the block or some code about what is being allocated; nsize , the new size of the block.

When ptr is not NULL , osize is the size of the block pointed by ptr , that is, the size given when it was allocated or reallocated.

When ptr is NULL , osize encodes the kind of object that Lua is allocating. osize is any of LUA_TSTRING , LUA_TTABLE , LUA_TFUNCTION , LUA_TUSERDATA , or LUA_TTHREAD when (and only when) Lua is creating a new object of that type. When osize is some other value, Lua is allocating memory for something else.

Lua assumes the following behavior from the allocator function:

When nsize is zero, the allocator should behave like free and return NULL .

When nsize is not zero, the allocator should behave like realloc . The allocator returns NULL if and only if it cannot fulfill the request. Lua assumes that the allocator never fails when osize >= nsize .

Here is a simple implementation for the allocator function. It is used in the auxiliary library by luaL_newstate .

static void *l_alloc (void *ud, void *ptr, size_t osize, size_t nsize) { (void)ud; (void)osize; /* not used */ if (nsize == 0) { free(ptr); return NULL; } else return realloc(ptr, nsize); }

Note that Standard C ensures that free(NULL) has no effect and that realloc(NULL, size) is equivalent to malloc(size) . This code assumes that realloc does not fail when shrinking a block. (Although Standard C does not ensure this behavior, it seems to be a safe assumption.)

[-(2|1), +1, e]

void lua_arith (lua_State *L, int op);

Performs an arithmetic operation over the two values (or one, in the case of negation) at the top of the stack, with the value at the top being the second operand, pops these values, and pushes the result of the operation. The function follows the semantics of the corresponding Lua operator (that is, it may call metamethods).

The value of op must be one of the following constants:

LUA_OPADD : performs addition ( + )

performs addition ( ) LUA_OPSUB : performs subtraction ( - )

performs subtraction ( ) LUA_OPMUL : performs multiplication ( * )

performs multiplication ( ) LUA_OPDIV : performs division ( / )

performs division ( ) LUA_OPMOD : performs modulo ( % )

performs modulo ( ) LUA_OPPOW : performs exponentiation ( ^ )

performs exponentiation ( ) LUA_OPUNM : performs mathematical negation (unary - )

[-0, +0, –]

lua_CFunction lua_atpanic (lua_State *L, lua_CFunction panicf);

Sets a new panic function and returns the old one (see §4.6).

[-(nargs+1), +nresults, e]

void lua_call (lua_State *L, int nargs, int nresults);

Calls a function.

To call a function you must use the following protocol: first, the function to be called is pushed onto the stack; then, the arguments to the function are pushed in direct order; that is, the first argument is pushed first. Finally you call lua_call ; nargs is the number of arguments that you pushed onto the stack. All arguments and the function value are popped from the stack when the function is called. The function results are pushed onto the stack when the function returns. The number of results is adjusted to nresults , unless nresults is LUA_MULTRET . In this case, all results from the function are pushed. Lua takes care that the returned values fit into the stack space. The function results are pushed onto the stack in direct order (the first result is pushed first), so that after the call the last result is on the top of the stack.

Any error inside the called function is propagated upwards (with a longjmp ).

The following example shows how the host program can do the equivalent to this Lua code:

a = f("how", t.x, 14)

Here it is in C:

lua_getglobal(L, "f"); /* function to be called */ lua_pushstring(L, "how"); /* 1st argument */ lua_getglobal(L, "t"); /* table to be indexed */ lua_getfield(L, -1, "x"); /* push result of t.x (2nd arg) */ lua_remove(L, -2); /* remove 't' from the stack */ lua_pushinteger(L, 14); /* 3rd argument */ lua_call(L, 3, 1); /* call 'f' with 3 arguments and 1 result */ lua_setglobal(L, "a"); /* set global 'a' */

Note that the code above is "balanced": at its end, the stack is back to its original configuration. This is considered good programming practice.

[-(nargs + 1), +nresults, e]

void lua_callk (lua_State *L, int nargs, int nresults, int ctx, lua_CFunction k);

This function behaves exactly like lua_call , but allows the called function to yield (see §4.7).

typedef int (*lua_CFunction) (lua_State *L);

Type for C functions.

In order to communicate properly with Lua, a C function must use the following protocol, which defines the way parameters and results are passed: a C function receives its arguments from Lua in its stack in direct order (the first argument is pushed first). So, when the function starts, lua_gettop(L) returns the number of arguments received by the function. The first argument (if any) is at index 1 and its last argument is at index lua_gettop(L) . To return values to Lua, a C function just pushes them onto the stack, in direct order (the first result is pushed first), and returns the number of results. Any other value in the stack below the results will be properly discarded by Lua. Like a Lua function, a C function called by Lua can also return many results.

As an example, the following function receives a variable number of numerical arguments and returns their average and sum:

static int foo (lua_State *L) { int n = lua_gettop(L); /* number of arguments */ lua_Number sum = 0; int i; for (i = 1; i <= n; i++) { if (!lua_isnumber(L, i)) { lua_pushstring(L, "incorrect argument"); lua_error(L); } sum += lua_tonumber(L, i); } lua_pushnumber(L, sum/n); /* first result */ lua_pushnumber(L, sum); /* second result */ return 2; /* number of results */ }

[-0, +0, –]

int lua_checkstack (lua_State *L, int extra);

Ensures that there are at least extra free stack slots in the stack. It returns false if it cannot fulfill the request, because it would cause the stack to be larger than a fixed maximum size (typically at least a few thousand elements) or because it cannot allocate memory for the new stack size. This function never shrinks the stack; if the stack is already larger than the new size, it is left unchanged.

[-0, +0, –]

void lua_close (lua_State *L);

Destroys all objects in the given Lua state (calling the corresponding garbage-collection metamethods, if any) and frees all dynamic memory used by this state. On several platforms, you may not need to call this function, because all resources are naturally released when the host program ends. On the other hand, long-running programs that create multiple states, such as daemons or web servers, might need to close states as soon as they are not needed.

[-0, +0, e]

int lua_compare (lua_State *L, int index1, int index2, int op);

Compares two Lua values. Returns 1 if the value at index index1 satisfies op when compared with the value at index index2 , following the semantics of the corresponding Lua operator (that is, it may call metamethods). Otherwise returns 0. Also returns 0 if any of the indices is non valid.

The value of op must be one of the following constants:

LUA_OPEQ : compares for equality ( == )

compares for equality ( ) LUA_OPLT : compares for less than ( < )

compares for less than ( ) LUA_OPLE : compares for less or equal ( <= )

[-n, +1, e]

void lua_concat (lua_State *L, int n);

Concatenates the n values at the top of the stack, pops them, and leaves the result at the top. If n is 1, the result is the single value on the stack (that is, the function does nothing); if n is 0, the result is the empty string. Concatenation is performed following the usual semantics of Lua (see §3.4.5).

[-0, +0, –]

void lua_copy (lua_State *L, int fromidx, int toidx);

Moves the element at index fromidx into the valid index toidx without shifting any element (therefore replacing the value at that position).

[-0, +1, e]

void lua_createtable (lua_State *L, int narr, int nrec);

Creates a new empty table and pushes it onto the stack. Parameter narr is a hint for how many elements the table will have as a sequence; parameter nrec is a hint for how many other elements the table will have. Lua may use these hints to preallocate memory for the new table. This pre-allocation is useful for performance when you know in advance how many elements the table will have. Otherwise you can use the function lua_newtable .

[-0, +0, e]

int lua_dump (lua_State *L, lua_Writer writer, void *data);

Dumps a function as a binary chunk. Receives a Lua function on the top of the stack and produces a binary chunk that, if loaded again, results in a function equivalent to the one dumped. As it produces parts of the chunk, lua_dump calls function writer (see lua_Writer ) with the given data to write them.

The value returned is the error code returned by the last call to the writer; 0 means no errors.

This function does not pop the Lua function from the stack.

[-1, +0, v]

int lua_error (lua_State *L);

Generates a Lua error. The error message (which can actually be a Lua value of any type) must be on the stack top. This function does a long jump, and therefore never returns (see luaL_error ).

[-0, +0, e]

int lua_gc (lua_State *L, int what, int data);

Controls the garbage collector.

This function performs several tasks, according to the value of the parameter what :

LUA_GCSTOP : stops the garbage collector.

stops the garbage collector. LUA_GCRESTART : restarts the garbage collector.

restarts the garbage collector. LUA_GCCOLLECT : performs a full garbage-collection cycle.

performs a full garbage-collection cycle. LUA_GCCOUNT : returns the current amount of memory (in Kbytes) in use by Lua.

returns the current amount of memory (in Kbytes) in use by Lua. LUA_GCCOUNTB : returns the remainder of dividing the current amount of bytes of memory in use by Lua by 1024.

returns the remainder of dividing the current amount of bytes of memory in use by Lua by 1024. LUA_GCSTEP : performs an incremental step of garbage collection. The step "size" is controlled by data (larger values mean more steps) in a non-specified way. If you want to control the step size you must experimentally tune the value of data . The function returns 1 if the step finished a garbage-collection cycle.

performs an incremental step of garbage collection. The step "size" is controlled by (larger values mean more steps) in a non-specified way. If you want to control the step size you must experimentally tune the value of . The function returns 1 if the step finished a garbage-collection cycle. LUA_GCSETPAUSE : sets data as the new value for the pause of the collector (see §2.5). The function returns the previous value of the pause.

sets as the new value for the pause of the collector (see §2.5). The function returns the previous value of the pause. LUA_GCSETSTEPMUL : sets data as the new value for the step multiplier of the collector (see §2.5). The function returns the previous value of the step multiplier.

sets as the new value for the step multiplier of the collector (see §2.5). The function returns the previous value of the step multiplier. LUA_GCISRUNNING : returns a boolean that tells whether the collector is running (i.e., not stopped).

returns a boolean that tells whether the collector is running (i.e., not stopped). LUA_GCGEN : changes the collector to generational mode (see §2.5).

changes the collector to generational mode (see §2.5). LUA_GCINC : changes the collector to incremental mode. This is the default mode.

For more details about these options, see collectgarbage .

[-0, +0, –]

lua_Alloc lua_getallocf (lua_State *L, void **ud);

Returns the memory-allocation function of a given state. If ud is not NULL , Lua stores in *ud the opaque pointer passed to lua_newstate .

[-0, +0, –]

int lua_getctx (lua_State *L, int *ctx);

This function is called by a continuation function (see §4.7) to retrieve the status of the thread and a context information.

When called in the original function, lua_getctx always returns LUA_OK and does not change the value of its argument ctx . When called inside a continuation function, lua_getctx returns LUA_YIELD and sets the value of ctx to be the context information (the value passed as the ctx argument to the callee together with the continuation function).

When the callee is lua_pcallk , Lua may also call its continuation function to handle errors during the call. That is, upon an error in the function called by lua_pcallk , Lua may not return to the original function but instead may call the continuation function. In that case, a call to lua_getctx will return the error code (the value that would be returned by lua_pcallk ); the value of ctx will be set to the context information, as in the case of a yield.

[-0, +1, e]

void lua_getfield (lua_State *L, int index, const char *k);

Pushes onto the stack the value t[k] , where t is the value at the given index. As in Lua, this function may trigger a metamethod for the "index" event (see §2.4).

[-0, +1, e]

void lua_getglobal (lua_State *L, const char *name);

Pushes onto the stack the value of the global name .

[-0, +(0|1), –]

int lua_getmetatable (lua_State *L, int index);

Pushes onto the stack the metatable of the value at the given index. If the value does not have a metatable, the function returns 0 and pushes nothing on the stack.

[-1, +1, e]

void lua_gettable (lua_State *L, int index);

Pushes onto the stack the value t[k] , where t is the value at the given index and k is the value at the top of the stack.

This function pops the key from the stack (putting the resulting value in its place). As in Lua, this function may trigger a metamethod for the "index" event (see §2.4).

[-0, +0, –]

int lua_gettop (lua_State *L);

Returns the index of the top element in the stack. Because indices start at 1, this result is equal to the number of elements in the stack (and so 0 means an empty stack).

[-0, +1, –]

void lua_getuservalue (lua_State *L, int index);

Pushes onto the stack the Lua value associated with the userdata at the given index. This Lua value must be a table or nil.

[-1, +1, –]

void lua_insert (lua_State *L, int index);

Moves the top element into the given valid index, shifting up the elements above this index to open space. This function cannot be called with a pseudo-index, because a pseudo-index is not an actual stack position.

typedef ptrdiff_t lua_Integer;

The type used by the Lua API to represent signed integral values.

By default it is a ptrdiff_t , which is usually the largest signed integral type the machine handles "comfortably".

[-0, +0, –]

int lua_isboolean (lua_State *L, int index);

Returns 1 if the value at the given index is a boolean, and 0 otherwise.

[-0, +0, –]

int lua_iscfunction (lua_State *L, int index);

Returns 1 if the value at the given index is a C function, and 0 otherwise.

[-0, +0, –]

int lua_isfunction (lua_State *L, int index);

Returns 1 if the value at the given index is a function (either C or Lua), and 0 otherwise.

[-0, +0, –]

int lua_islightuserdata (lua_State *L, int index);

Returns 1 if the value at the given index is a light userdata, and 0 otherwise.

[-0, +0, –]

int lua_isnil (lua_State *L, int index);

Returns 1 if the value at the given index is nil, and 0 otherwise.

[-0, +0, –]

int lua_isnone (lua_State *L, int index);

Returns 1 if the given index is not valid, and 0 otherwise.

[-0, +0, –]

int lua_isnoneornil (lua_State *L, int index);

Returns 1 if the given index is not valid or if the value at this index is nil, and 0 otherwise.

[-0, +0, –]

int lua_isnumber (lua_State *L, int index);

Returns 1 if the value at the given index is a number or a string convertible to a number, and 0 otherwise.

[-0, +0, –]

int lua_isstring (lua_State *L, int index);

Returns 1 if the value at the given index is a string or a number (which is always convertible to a string), and 0 otherwise.

[-0, +0, –]

int lua_istable (lua_State *L, int index);

Returns 1 if the value at the given index is a table, and 0 otherwise.

[-0, +0, –]

int lua_isthread (lua_State *L, int index);

Returns 1 if the value at the given index is a thread, and 0 otherwise.

[-0, +0, –]

int lua_isuserdata (lua_State *L, int index);

Returns 1 if the value at the given index is a userdata (either full or light), and 0 otherwise.

[-0, +1, e]

void lua_len (lua_State *L, int index);

Returns the "length" of the value at the given index; it is equivalent to the ' # ' operator in Lua (see §3.4.6). The result is pushed on the stack.

[-0, +1, –]

int lua_load (lua_State *L, lua_Reader reader, void *data, const char *source, const char *mode);

Loads a Lua chunk (without running it). If there are no errors, lua_load pushes the compiled chunk as a Lua function on top of the stack. Otherwise, it pushes an error message.

The return values of lua_load are:

LUA_OK : no errors;

no errors; LUA_ERRSYNTAX : syntax error during precompilation;

syntax error during precompilation; LUA_ERRMEM : memory allocation error;

memory allocation error; LUA_ERRGCMM : error while running a __gc metamethod. (This error has no relation with the chunk being loaded. It is generated by the garbage collector.)

The lua_load function uses a user-supplied reader function to read the chunk (see lua_Reader ). The data argument is an opaque value passed to the reader function.

The source argument gives a name to the chunk, which is used for error messages and in debug information (see §4.9).

lua_load automatically detects whether the chunk is text or binary and loads it accordingly (see program luac ). The string mode works as in function load , with the addition that a NULL value is equivalent to the string " bt ".

lua_load uses the stack internally, so the reader function should always leave the stack unmodified when returning.

If the resulting function has one upvalue, this upvalue is set to the value of the global environment stored at index LUA_RIDX_GLOBALS in the registry (see §4.5). When loading main chunks, this upvalue will be the _ENV variable (see §2.2).

[-0, +0, –]

lua_State *lua_newstate (lua_Alloc f, void *ud);

Creates a new thread running in a new, independent state. Returns NULL if cannot create the thread or the state (due to lack of memory). The argument f is the allocator function; Lua does all memory allocation for this state through this function. The second argument, ud , is an opaque pointer that Lua passes to the allocator in every call.

[-0, +1, e]

void lua_newtable (lua_State *L);

Creates a new empty table and pushes it onto the stack. It is equivalent to lua_createtable(L, 0, 0) .

[-0, +1, e]

lua_State *lua_newthread (lua_State *L);

Creates a new thread, pushes it on the stack, and returns a pointer to a lua_State that represents this new thread. The new thread returned by this function shares with the original thread its global environment, but has an independent execution stack.

There is no explicit function to close or to destroy a thread. Threads are subject to garbage collection, like any Lua object.

[-0, +1, e]

void *lua_newuserdata (lua_State *L, size_t size);

This function allocates a new block of memory with the given size, pushes onto the stack a new full userdata with the block address, and returns this address. The host program can freely use this memory.

[-1, +(2|0), e]

int lua_next (lua_State *L, int index);

Pops a key from the stack, and pushes a key–value pair from the table at the given index (the "next" pair after the given key). If there are no more elements in the table, then lua_next returns 0 (and pushes nothing).

A typical traversal looks like this:

/* table is in the stack at index 't' */ lua_pushnil(L); /* first key */ while (lua_next(L, t) != 0) { /* uses 'key' (at index -2) and 'value' (at index -1) */ printf("%s - %s

", lua_typename(L, lua_type(L, -2)), lua_typename(L, lua_type(L, -1))); /* removes 'value'; keeps 'key' for next iteration */ lua_pop(L, 1); }

While traversing a table, do not call lua_tolstring directly on a key, unless you know that the key is actually a string. Recall that lua_tolstring may change the value at the given index; this confuses the next call to lua_next .

See function next for the caveats of modifying the table during its traversal.

typedef double lua_Number;

The type of numbers in Lua. By default, it is double, but that can be changed in luaconf.h . Through this configuration file you can change Lua to operate with another type for numbers (e.g., float or long).

[-(nargs + 1), +(nresults|1), –]

int lua_pcall (lua_State *L, int nargs, int nresults, int msgh);

Calls a function in protected mode.

Both nargs and nresults have the same meaning as in lua_call . If there are no errors during the call, lua_pcall behaves exactly like lua_call . However, if there is any error, lua_pcall catches it, pushes a single value on the stack (the error message), and returns an error code. Like lua_call , lua_pcall always removes the function and its arguments from the stack.

If msgh is 0, then the error message returned on the stack is exactly the original error message. Otherwise, msgh is the stack index of a message handler. (In the current implementation, this index cannot be a pseudo-index.) In case of runtime errors, this function will be called with the error message and its return value will be the message returned on the stack by lua_pcall .

Typically, the message handler is used to add more debug information to the error message, such as a stack traceback. Such information cannot be gathered after the return of lua_pcall , since by then the stack has unwound.

The lua_pcall function returns one of the following codes (defined in lua.h ):

LUA_OK (0): success.

success. LUA_ERRRUN : a runtime error.

a runtime error. LUA_ERRMEM : memory allocation error. For such errors, Lua does not call the message handler.

memory allocation error. For such errors, Lua does not call the message handler. LUA_ERRERR : error while running the message handler.

error while running the message handler. LUA_ERRGCMM : error while running a __gc metamethod. (This error typically has no relation with the function being called. It is generated by the garbage collector.)

[-(nargs + 1), +(nresults|1), –]

int lua_pcallk (lua_State *L, int nargs, int nresults, int errfunc, int ctx, lua_CFunction k);

This function behaves exactly like lua_pcall , but allows the called function to yield (see §4.7).

[-n, +0, –]

void lua_pop (lua_State *L, int n);

Pops n elements from the stack.

[-0, +1, –]

void lua_pushboolean (lua_State *L, int b);

Pushes a boolean value with value b onto the stack.

[-n, +1, e]

void lua_pushcclosure (lua_State *L, lua_CFunction fn, int n);

Pushes a new C closure onto the stack.

When a C function is created, it is possible to associate some values with it, thus creating a C closure (see §4.4); these values are then accessible to the function whenever it is called. To associate values with a C function, first these values should be pushed onto the stack (when there are multiple values, the first value is pushed first). Then lua_pushcclosure is called to create and push the C function onto the stack, with the argument n telling how many values should be associated with the function. lua_pushcclosure also pops these values from the stack.

The maximum value for n is 255.

When n is zero, this function creates a light C function, which is just a pointer to the C function. In that case, it never throws a memory error.

[-0, +1, –]

void lua_pushcfunction (lua_State *L, lua_CFunction f);

Pushes a C function onto the stack. This function receives a pointer to a C function and pushes onto the stack a Lua value of type function that, when called, invokes the corresponding C function.

Any function to be registered in Lua must follow the correct protocol to receive its parameters and return its results (see lua_CFunction ).

lua_pushcfunction is defined as a macro:

#define lua_pushcfunction(L,f) lua_pushcclosure(L,f,0)

Note that f is used twice.

[-0, +1, e]

const char *lua_pushfstring (lua_State *L, const char *fmt, ...);

Pushes onto the stack a formatted string and returns a pointer to this string. It is similar to the ISO C function sprintf , but has some important differences:

You do not have to allocate space for the result: the result is a Lua string and Lua takes care of memory allocation (and deallocation, through garbage collection).

The conversion specifiers are quite restricted. There are no flags, widths, or precisions. The conversion specifiers can only be ' %% ' (inserts a ' % ' in the string), ' %s ' (inserts a zero-terminated string, with no size restrictions), ' %f ' (inserts a lua_Number ), ' %p ' (inserts a pointer as a hexadecimal numeral), ' %d ' (inserts an int ), and ' %c ' (inserts an int as a byte).

[-0, +1, –]

void lua_pushglobaltable (lua_State *L);

Pushes the global environment onto the stack.

[-0, +1, –]

void lua_pushinteger (lua_State *L, lua_Integer n);

Pushes a number with value n onto the stack.

[-0, +1, –]

void lua_pushlightuserdata (lua_State *L, void *p);

Pushes a light userdata onto the stack.

Userdata represent C values in Lua. A light userdata represents a pointer, a void* . It is a value (like a number): you do not create it, it has no individual metatable, and it is not collected (as it was never created). A light userdata is equal to "any" light userdata with the same C address.

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const char *lua_pushliteral (lua_State *L, const char *s);

This macro is equivalent to lua_pushlstring , but can be used only when s is a literal string. It automatically provides the string length.

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const char *lua_pushlstring (lua_State *L, const char *s, size_t len);

Pushes the string pointed to by s with size len onto the stack. Lua makes (or reuses) an internal copy of the given string, so the memory at s can be freed or reused immediately after the function returns. The string can contain any binary data, including embedded zeros.

Returns a pointer to the internal copy of the string.

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void lua_pushnil (lua_State *L);

Pushes a nil value onto the stack.

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void lua_pushnumber (lua_State *L, lua_Number n);

Pushes a number with value n onto the stack.

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const char *lua_pushstring (lua_State *L, const char *s);

Pushes the zero-terminated string pointed to by s onto the stack. Lua makes (or reuses) an internal copy of the given string, so the memory at s can be freed or reused immediately after the function returns.

Returns a pointer to the internal copy of the string.

If s is NULL , pushes nil and returns NULL .

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int lua_pushthread (lua_State *L);

Pushes the thread represented by L onto the stack. Returns 1 if this thread is the main thread of its state.

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void lua_pushunsigned (lua_State *L, lua_Unsigned n);

Pushes a number with value n onto the stack.

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void lua_pushvalue (lua_State *L, int index);

Pushes a copy of the element at the given index onto the stack.

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const char *lua_pushvfstring (lua_State *L, const char *fmt, va_list argp);

Equivalent to lua_pushfstring , except that it receives a va_list instead of a variable number of arguments.

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int lua_rawequal (lua_State *L, int index1, int index2);

Returns 1 if the two values in indices index1 and index2 are primitively equal (that is, without calling metamethods). Otherwise returns 0. Also returns 0 if any of the indices are non valid.

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void lua_rawget (lua_State *L, int index);

Similar to lua_gettable , but does a raw access (i.e., without metamethods).

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void lua_rawgeti (lua_State *L, int index, int n);

Pushes onto the stack the value t[n] , where t is the table at the given index. The access is raw; that is, it does not invoke metamethods.

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void lua_rawgetp (lua_State *L, int index, const void *p);

Pushes onto the stack the value t[k] , where t is the table at the given index and k is the pointer p represented as a light userdata. The access is raw; that is, it does not invoke metamethods.

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size_t lua_rawlen (lua_State *L, int index);

Returns the raw "length" of the value at the given index: for strings, this is the string length; for tables, this is the result of the length operator (' # ') with no metamethods; for userdata, this is the size of the block of memory allocated for the userdata; for other values, it is 0.

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void lua_rawset (lua_State *L, int index);

Similar to lua_settable , but does a raw assignment (i.e., without metamethods).

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void lua_rawseti (lua_State *L, int index, int n);

Does the equivalent of t[n] = v , where t is the table at the given index and v is the value at the top of the stack.

This function pops the value from the stack. The assignment is raw; that is, it does not invoke metamethods.

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void lua_rawsetp (lua_State *L, int index, const void *p);

Does the equivalent of t[k] = v , where t is the table at the given index, k is the pointer p represented as a light userdata, and v is the value at the top of the stack.

This funct