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For instance:<PRE> local counter = 0 function inc (x) counter = counter + x return counter end</PRE>A local variable used by an inner function is calledan <em>upvalue</em>, or <em>external local variable</em>,inside the inner function.<p>Notice that each execution of a <b>local</b> statementdefines new local variables.Consider the following example:<PRE> a = {} local x = 20 for i=1,10 do local y = 0 a[i] = function () y=y+1; return x+y end end</PRE>The loop creates ten closures(that is, ten instances of the anonymous function).Each of these closures uses a different <code>y</code> variable,while all of them share the same <code>x</code>.<p><a name="error"><a name="2.7"><h2>2.7 - Error Handling</h2></a></a><p>Because Lua is an extension language,all Lua actions start from C code in the host programcalling a function from the Lua library (see <a href="#lua_pcall">3.15</a>).Whenever an error occurs during Lua compilation or execution,control returns to C,which can take appropriate measures(such as print an error message).<p>Lua code can explicitly generate an error by calling the<code>error</code> function (see <a href="#pdf-error">5.1</a>).If you need to catch errors in Lua,you can use the <code>pcall</code> function (see <a href="#pdf-pcall">5.1</a>).<p><a name="metatable"><a name="2.8"><h2>2.8 - Metatables</h2></a></a><p>Every table and userdata object in Lua may have a <em>metatable</em>.This <em>metatable</em> is an ordinary Lua tablethat defines the behavior of the original table and userdataunder certain special operations.You can change several aspects of the behaviorof an object by setting specific fields in its metatable.For instance, when an object is the operand of an addition,Lua checks for a function in the field <code>"__add"</code> in its metatable.If it finds one,Lua calls that function to perform the addition.<p>We call the keys in a metatable <em>events</em>and the values <em>metamethods</em>.In the previous example, the event is <code>"add"</code> and the metamethod is the function that performs the addition.<p>You can query and change the metatable of an objectthrough the <code>set/getmetatable</code>functions (see <a href="#pdf-getmetatable">5.1</a>).<p>A metatable may control how an object behaves in arithmetic operations,order comparisons, concatenation, and indexing.A metatable can also define a function to be called when a userdatais garbage collected.For each of those operations Lua associates a specific keycalled an <em>event</em>.When Lua performs one of those operations over a table or a userdata,it checks whether that object has a metatable with the corresponding event.If so, the value associated with that key (the <em>metamethod</em>)controls how Lua will perform the operation.<p>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 bytwo underscores;for instance, the key for operation "add" is thestring <code>"__add"</code>.The semantics of these operations is better explained by a Lua functiondescribing how the interpreter executes that operation.<p>The code shown here in Lua is only illustrative;the real behavior is hard coded in the interpreterand it is much more efficient than this simulation.All functions used in these descriptions(<code>rawget</code>, <code>tonumber</code>, etc.)are described in <a href="#predefined">5.1</a>.In particular, to retrieve the metamethod of a given object,we use the expression<PRE> metatable(obj)[event]</PRE>This should be read as<PRE> rawget(metatable(obj) or {}, event)</PRE>That is, the access to a metamethod does not invoke other metamethods,and the access to objects with no metatables does not fail(it simply results in <B>nil</B>).<p><ul><p><li><b>"add":</b>the <code>+</code> operation.<p>The function <code>getbinhandler</code> below defines how Lua chooses a handlerfor 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.<PRE> function getbinhandler (op1, op2, event) return metatable(op1)[event] or metatable(op2)[event] end</PRE>Using that function,the behavior of the <code>op1 + op2</code> is<PRE> 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</PRE><p><li><b>"sub":</b>the <code>-</code> operation.Behavior similar to the "add" operation.<p><li><b>"mul":</b>the <code>*</code> operation.Behavior similar to the "add" operation.<p><li><b>"div":</b>the <code>/</code> operation.Behavior similar to the "add" operation.<p><li><b>"pow":</b>the <code>^</code> (exponentiation) operation.<PRE> function pow_event (op1, op2) local o1, o2 = tonumber(op1), tonumber(op2) if o1 and o2 then -- both operands are numeric? return __pow(o1, o2) -- call global `__pow' else -- at least one of the operands is not numeric local h = getbinhandler(op1, op2, "__pow") if h then -- call the handler with both operands return h(op1, op2) else -- no handler available: default behavior error("...") end end end</PRE><p><li><b>"unm":</b>the unary <code>-</code> operation.<PRE> 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 and nil return h(op, nil) else -- no handler available: default behavior error("...") end end end</PRE><p><li><b>"concat":</b>the <code>..</code> (concatenation) operation.<PRE> 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</PRE><p><li><b>"eq":</b>the <code>==</code> operation.The function <code>getcomphandler</code> defines how Lua chooses a metamethodfor comparison operators.A metamethod only is selected when both objectsbeing compared have the same typeand the same metamethod for the selected operation.<PRE> function getcomphandler (op1, op2, event) if type(op1) ~= type(op2) then return nil end local mm1 = metatable(op1)[event] local mm2 = metatable(op2)[event] if mm1 == mm2 then return mm1 else return nil end end</PRE>The "eq" event is defined as follows:<PRE> function eq_event (op1, op2) if type(op1) ~= type(op2) then -- different types? return false -- different objects end if op1 == op2 then -- primitive equal? return true -- objects are equal end -- try metamethod local h = getcomphandler(op1, op2, "__eq") if h then return h(op1, op2) else return false end end</PRE><code>a ~= b</code> is equivalent to <code>not (a == b)</code>.<p><li><b>"lt":</b>the <code><</code> operation.<PRE> 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 = getcomphandler(op1, op2, "__lt") if h then return h(op1, op2) else error("..."); end end end</PRE><code>a > b</code> is equivalent to <code>b < a</code>.<p><li><b>"le":</b>the <code><=</code> operation.<PRE> 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 = getcomphandler(op1, op2, "__le") if h then return h(op1, op2) else h = getcomphandler(op1, op2, "__lt") if h then return not h(op2, op1) else error("..."); end end end end</PRE><code>a >= b</code> is equivalent to <code>b <= a</code>.Note that, in the absence of a "le" metamethod,Lua tries the "lt", assuming that <code>a <= b</code> isequivalent to <code>not (b < a)</code>.<p><li><b>"index":</b>The indexing access <code>table[key]</code>.<PRE> function gettable_event (table, key) local h if type(table) == "table" then local v = rawget(table, key) 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</PRE><p><li><b>"newindex":</b>The indexing assignment <code>table[key] = value</code>.<PRE> function settable_event (table, key, value) local h if type(table) == "table" then local v = rawget(table, key) 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 return h(table, key,value) -- call the handler else h[key] = value -- or repeat operation on it end</PRE><p><li><b>"call":</b>called when Lua calls a value.<PRE> function function_event (func, ...) if type(func) == "function" then return func(unpack(arg)) -- primitive call else local h = metatable(func).__call if h then return h(func, unpack(arg)) else error("...") end end end</PRE><p></ul><p><a name="GC"><a name="2.9"><h2>2.9 - Garbage Collection</h2></a></a><p>Lua does automatic memory management.That means thatyou do not have to worry about allocating memory for new objectsand freeing it when the objects are no longer needed.Lua manages memory automatically by runninga <em>garbage collector</em> from time to timeto collect all <em>dead objects</em>
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