This library is currently in public beta phase. This documentation should be considered beta as well. Please report any grammatical corrections/spelling corrections.
Luabind is a library that helps you create bindings between C++ and lua. It has the ability to expose functions and classes, written in C++, to lua. It will also supply the functionality to define classes in lua and let them derive from other lua classes or C++ classes. Lua classes can override virtual functions from their C++ base classes. It is written towards lua 5.0, and does not work with lua 4.
It is implemented utilizing template meta programming. That means that you don't need an extra preprocess pass to compile your project (it is done by the compiler). It also means you don't (usually) have to know the exact signature of each function you register, since the library will generate code depending on the compile-time type of the function (which includes the signature). The main drawback of this approach is that the compilation time will increase for the file that does the registration, it is therefore recommended that you register everything in the same cpp-file.
luabind is released under the terms of the MIT license.
We are very interested in hearing about projects that use luabind, please let us know about your project.
Luabind supports:
Luabind has been tested to work on the following compilers:
It has been confirmed not to work with:
Metrowerks 8.3 (Windows) compiles but fails the const-test. This means that const member functions are treated as non-const member functions.
If you have tried luabind with a compiler not listed here, let us know your result with it.
To keep down the compilation-time luabind is built as a library. This means you have to either build it and lika against it, or include its source files in your project. You also have to make sure the luabind directory is somewhere in your compiler's include path. It requires boost 1.30.0 to be installed (only boost headers). It also requires that lua is installed.
There is a makefile in the root-directory that will build the library and the test program. If you are using a UNIX-system (or cygwin) they will make it easy to build luabind as a static library. If you are using Visual Studio it may be easier to include the files in the src directory in your project.
When building luabind you have several options that may streamline the library to better suit your needs. It is extremely important that your application has the same settings as the library was built with. The available options are found in the Configuration section.
If you want to change the settings to differ from the default, it's recommended that you define the settings on the commandline of all your files (in the project settings in visual studio).
To use luabind, you must include lua.h and luabind's main header file.
extern "C" { #include "lua.h" } #include <luabind/luabind.hpp>
This includes support for both registering classes and functions. If you just want to have support for functions or classes you can include <luabind/function.hpp> and <luabind/class.hpp> separately.
#include <luabind/function.hpp> #include <luabind/class.hpp>
The first thing you need to do is to call luabind::open(lua_State*) which will register the functions to create classes from lua, and initialize some state-global structures used by luabind. If you don't call this function you will hit asserts later in the library. There is no corresponding close function because once a class has been registered in lua, there really isn't any good way to remove it. Partly because any remaining instances of that class relies on the class being there. Everything will be cleaned up when the state is closed though.
Note that no luabind header will include "lua.h", this is up to you. You have to include it before any luabind header is included.
Everything that gets registered in lua is registered in a namespace (lua tables) or in the global scope (called module). All registrations must be surrounded by its scope. To define a module, the luabind::module class is used. It is used like this:
module(L) [ // declarations ];
This will register all declared functions or classes in the global namespace in lua. If you want to have a namespace for your module (like the standard libraries) you can give a name to the constructor, like this:
module(L, "my_library") [ // declarations ];
Here all declarations will be put in the my_library table.
If you want nested namespaces you can use the luabind::namespace_ class. It works exactly as luabind::module except that it doesn't take a lua_State* in it's constructor. An example of its usage could look like this:
module(L, "my_library") [ // declarations namespace_("detail") [ // library-private declarations ] ];
As you might have figured out, the following declarations are equivalent:
module(L) [ namespace_("my_library") [ // declarations ] ];
module(L, "my_library") [ // declarations ];
Each declaration must be separated by a comma, like this:
module(L) [ def("f", &f), def("g", &g), class_<A>("A") .def(construcor<int, int>), def("h", &h) ];
More about the actual declarations in the Binding functions to lua and Binding classes to lua sections.
A word of caution, if you are in really bad need for performance, putting your functions in tables will increase the lookup time.
To bind functions to lua you use the function luabind::def(). It has the following synopsis:
template<class F, class policies> void def(const char* name, F f, const Policies&);
An example usage could be if you want to register the function float std::sin(float):
module(L) [ def("sin", &std::sin) ];
If you have more than one function with the same name, and want to register them in lua, you have to explicitly give the signature. This is to let C++ know which function you refer to. For example, if you have two functions, int f(const char*) and void f(int).
module(L) [ def("f", (int(*)(const char*)) &f), def("f", (void(*)(int)) &f) ];
luabind will generate code that checks the lua stack to see if the values there can match your functions' signatures. It will handle implicit typecasts between derived classes, and it will prefer matches with the least number of implicit casts. In a function call, if the function is overloaded and there's no overload that match the parameters better than the other, you have an ambiguity. This will spawn a run-time error, stating that the function call is ambiguous. A simple example of this is to register one function that takes an int and one that takes a float. Since lua don't distinguish between floats and integers, both will always match.
Since all overloads are tested, it will always find the best match (not the first match). This also means that it can handle situations where the only difference in the signature is that one member function is const and the other isn't. For example, if the following function and class is registered:
struct A { void f(); void f() const; }; const A* create_a(); struct B: A {}; struct C: B {}; void g(A*); void g(B*);
(note that create_a() would need an adopt return value policy. How to register classes is described in Binding classes to lua).
And the following lua code is executed:
a1 = create_a() a1:f() -- the const version is called a2 = A() a2:f() -- the non-const version is called a = A() b = B() c = C() g(a) -- calls g(A*) g(b) -- calls g(B*) g(c) -- calls g(B*)
To call a lua function, you can either use call_function(), call_member(), an object or functor.
This calls the global function called name. This function can only call global lua functions. The ... represents a variable number of parameters that are sent to the lua function. This function call may throw luabind::error if the function call fails.
The return value isn't actually Ret (the template parameter), but a proxy object that will do the function call. This enables you to give policies to the call. You do this with the operator[]. You give the policies within the brackets, like this:
int ret = call_function<int>(L, "a_lua_function", new complex_class())[ adopt(_1) ];
This treats the given object as an instance of a class. The given name is the name of a member function to call. The ... represents a variable number of parameters given to the function. This function may throw luabind::error if the function call fails.
You can give policies to a member function call the same way as you do with call_function.
To register classes you use a class called class_. Its name is supposed to resemble the C++ keyword, to make it look more intuitive. It has an overloaded member function def() that is used to register member functions, operators, constructors, enums and properties on the class. It will return its this-pointer, to let you register more members directly.
Let's start with a simple example. Consider the following C++ class:
class testclass { public: testclass(const std::string& s): m_string(s) {} void print_string() { std::cout << m_string << "\n"; } private: std::string m_string; };
To register it with a lua environment, write as follows (assuming you are using namespace luabind):
module(L) [ class_<testclass>("testclass") .def(constructor<const std::string&>()) .def("print_string", &testclass::print_string) ];
This will register the class with the name testclass and constructor that takes a string as argument and one member function with the name print_string.
-- instantiate the class a = testclass('a string') -- call the member function print_string on it -- this will print 'a string' on stdout a:print_string()
It is also possible to register free functions as member functions. The requirement on the function is that it takes a pointer, const pointer, reference or const reference to the class type as the first parameter. The rest of the parameters are the ones that are visible in lua, while the object pointer is given as the first parameter. If we have the following C++ code:
struct A { int a; }; int plus(A* o, int v) { return o->a + v; }
You can register the plus, function as if it was a member function on A like this:
class_<A>("A") .def("plus", &plus)
plus can now be called as a member function on A with one parameter, int. If the object pointer parameter is const, the function will act as if it was a const member function (it can be called on const objects).
To register a global data member with a class is easily done. Consider the following class:
struct A { int a; };
This class is registered like this:
module(L) [ class_<A>("A") .def_readwrite("a", &A::a) ];
Then it's both readable and writable. You can also register attributes as read-only.
module(L) [ class_<A>("A") .def_readonly("a", &A::a) ];
You can also register getter and setter functions and make them look as if they were a public data member. Consider the following class:
class A { void set_a(int x) { a_ = x; } int get_a() const { return a_; } private: int a_; };
It can be registered as if it had a public data member a like this:
class_<A>("A") .property("a", &A::get_a, &A::set_a)
This way the get_a() and set_a() functions will be called instead of just writing to the data member. If you want to make it read only you can just omit the last parameter.
If your class contains enumerated constants (enums), you can register them as well to make them available in lua. Note that they will not be type safe, all enums are integers in lua, and all functions that takes an enum, will accept any integer. You register them like this:
module(L) [ class_<A>("A") .enum_("constants") [ value("my_enum", 4), value("my_2nd_enum", 7), value("another_enum", 6) ] ];
In lua they are reached like any data member, except that they are read-only and reached on the class itself rather than on an instance of the class.
print(A.my_enum) print(A.another_enum)
In this example the numbers 4 and 6 are printed.
The mechanism for registering operators on your class is pretty simple. You use a global name luabind::self to refer to the class itself and then you just write the operator expression inside the def() call. This class:
struct vec { vec operator+(int s); };
Is registered like this:
module(L) [ class_<vec>("vec") .def(self + int()) ];
This will work regardless if your plus operator is defined inside your class or as a free function.
If you operator is const (or, when defined as a free function, takes a const reference to the class itself) you have to use const_self instead of self. Like this:
module(L) [ class_<vec>("vec") .def(const_self + int()) ];
The operators supported are those available in lua:
This means, no in-place operators. The equality operator (==) has a little hatch, it will not be called if the references are equal. This means that the == operator has to do pretty much what's it's expected to do.
In the above example the other operand type is instantiated by writing int(). If the operand type is a complex type that cannot easily be instantiated you can wrap the type in a class called other. For example:
To register this class, we don't want to instantiate a string just to register the operator.
struct vec { vec operator+(std::string); };
Instead we use the other wrapper like this:
module(L) [ class_<vec>("vec") .def(self + other<std::string>()) ];
To register an application operator:
module(L) [ class_<vec>("vec") .def( self(int()) ) ];
There's one special operator. In lua it's called __tostring, it's not really an operator. It is used for converting objects to strings in a standard way in lua. If you register this functionality, you will be able to use the lua standard function tostring() for converting you object to a string.
To implement this operator in C++ you should supply an operator<< for ostream. Like this example:
class number {}; std::ostream& operator<<(ostream&, number&);
module(L) [ class_<number>("number") .def(tostring(self)) ];
If you want to register classes that derives from other classes, you can specify a template parameter bases<> to the class_ instantiation. The following hierarchy:
struct A {}; struct B: A{};
Would be registered like this:
module(L) [ class_<A>("A"), class_<B, A>("B") ];
If you have multiple inheritance you can specify more than one base. If B would also derive from a class C, it would be registered like this:
module(L) [ class_<B, bases<A, C> >("B") ];
Note that you can omit bases<..> when using single inheritance.
If you don't specify that classes derive from each other, luabind will not be able to implicitly cast pointers between the types. If for example, you forget to tell that B derives from A and we have a function with the following signature:
void f(A*);
The following code will not run:
b = B() f(b) -- error, no function 'f' matches the arguments (B)
Because luabind doesn't know that a B* can be cast to an A*.
When you register a class you can tell luabind that all instances of that class should be held by some kind of smart pointer (boost::shared_ptr for instance). You do this by giving the holder type as an extra template-parameter to the class_ your constructing, like this:
module(L) [ class_<A, boost::shared_ptr<A> >("A"); ];
You also have to supply two functions for your smart pointer. One that returns the type of const version of the smart pointer type (boost::shared_ptr<const A> in this case). And one function that extracts the raw pointer from the smart pointer. The first function is needed because luabind has to allow the non-const -> conversion when passing values from lua to C++. The second function is needed when lua calls member functions on held types, the this pointer must be a raw pointer, it is also needed to allow the smart_pointer -> raw_pointer conversion from lua to C++. They look like this:
namespace luabind { template<class T> T* get_pointer(boost::shared_ptr<T>& p) { return p.get(); } template<class A> boost::shared_ptr<const A>* get_const_holder(boost::shared_ptr<A>*) { return 0; } }
The conversion that works are (given that B is a base class of A):
from lua to C++ |
|
holder_type<A> | A* |
holder_type<A> | B* |
holder_type<A> | const A* |
holder_type<A> | const B* |
holder_type<A> | holder_type<A> |
holder_type<A> | holder_type<const A> |
holder_type<const A> | const A* |
holder_type<const A> | const B* |
holder_type<const A> | holder_type<const A> |
from C++ to lua |
|
holder_type<A> | holder_type<A> |
holder_type<const A> | holder_type<const A> |
const holder_type<A>& | holder_type<A> |
const holder_type<const A>& | holder_type<const A> |
When using a holder type, it can be useful to know if the pointer is valid. For example when using std::auto_ptr, the holder will be invalidated when passed as a parameter to a function. For this purpose there is a member of all object instances in luabind: __ok.
struct test {}; void f(std::auto_ptr<test>); module(L) [ class_<test>("test") .def(constructor<>()), def("f", &f) ]; a = test() f(a) print a.__ok -- prints false
Since functions have to be able to take lua values (of variable type) we need a wrapper around them. This wrapper is called luabind::object. If the function you register takes an object, it will match any lua value. To use it, you need to include <luabind/object.hpp>. The object class has the following synopsis:
class object { public: class iterator; class raw_iterator; class array_iterator; template<class T> object(lua_State*, const T& value); object(const object&); object(lua_State*); object(); ~object(); iterator begin() const; iterator end() const; raw_iterator raw_begin() const; raw_iterator raw_end() const; array_iterator abegin() const; array_iterator aend() const; void set(); lua_State* lua_state() const; void pushvalue() const; bool is_valid() const; operator bool() const; template<class Key> <implementation-defined> operator[](const Key&); template<class Key> object at(const Key&) const; template<class Key> object raw_at(const Key&) const; template<class T> object& operator=(const T&); object& operator=(const object&); template<class T> bool operator==(const T&) const; bool operator==(const object&) const; bool operator<(const object&) const; bool operator<=(const object&) const; bool operator>(const object&) const; bool operator>=(const object&) const; bool operator!=(const object&) const; void swap(object&); int type() const; <implementation-defined> operator()(); template<class A0> <implementation-defined> operator()(const A0& a0); template<class A0, class A1> <implementation-defined> operator()(const A0& a0, const A1& a1); /* ... */ };
When you have a lua object, you can assign it a new value with the assignment operator (=). When you do this, the default_policy will be used to make the conversion from C++ value to lua. If your luabind::object is a table you can access its members through the operator[] or the iterators. The value returned from the operator[] is a proxy object that can be used both for reading and writing values into the table (using operator=). Note that it is impossible to know if a lua value is indexable or not (lua_gettable doesn't fail, it succeeds or crashes). This means that if you're trying to index something that cannot be indexed, you're on your own. Lua will call its panic() function (you can define your own panic function using lua_setpanicf). The at() and raw_at() functions returns the value at the given table position (like operator[] but only for reading).
The ordinary object::iterator uses lua_gettable to extract the values from the table, the standard way that will invoke metamethods if any. The object::raw_iterator uses lua_rawget and object::array_iterator uses lua_rawgeti. The latter will only iterate over numberical keys starting at 1 and continue until the first nil value.
The lua_state() function returns the lua state where this object is stored. If you want to manipulate the object with lua functions directly you can push it onto the lua stack by calling pushvalue(). And set the object's value by calling set(), which will pop the top value from the lua stack and assign it to the object.
The operator== will run lua_equal() on the operands and return its result.
The int type() member function will return the lua type of the object. It will return the same values as lua_type().
The is_valid function tells you whether the object has been initialized or not. When created with its default constructor, objects are invalid. To make an object valid, you can assign it a value. If you want to invalidate an object you can simply assign it an invalid object.
The operator bool() isn't really an implicit cast to bool, but an implicit cast to a member pointer, since member pointers don't have any arithmetic operators on them (which can cause hard to find errors). The functionality of the cast-operator is equivalent to is_valid(). This means that:
object o; // ... if (o.is_valid()) { // ... }
is equivalent to:
object o; // ... if (o) { // ... }
The application operator will call the value as if it was a function. You can give it any number of parameters (currently the default_policy will be used for the conversion). The returned object refers to the return value (currently only one return value is supported). This operator may throw luabind::error if the function call fails. If you want to specify policies to your function call, you can use index-operator (operator[]) on the function call, and give the policies within the [ and ]. Like this:
my_function_object(2, 8, new my_complex_structure(6)) [ adopt(_3) ];
This tells luabind to make lua adopt the ownership and responsibility for the pointer passed in to the lua-function.
It's important that all instances of object have been destructed by the time the lua state is closed. The object will keep a pointer to the lua state and release its lua object in its destructor.
Here's an example of how a function can use a table.
void my_function(const object& table) { if (table.type() == LUA_TTABLE) { table["time"] = std::clock(); table["name"] = std::rand() < 500 ? "unusual" : "usual"; std::cout << object_cast<std::string>(table[5]) << "\n"; } }
If you take a luabind::object as a parameter to a function, any lua value will match that parameter. That's why we have to make sure it's a table before we index into it.
The iterators, that are returned by the begin() and end() (and their variants) are (almost) models of the ForwardIterator concept. The exceptions are that operator-> and post increment doesn't exist on them.
They look like this:
class object::iterator { iterator(); iterator(const iterator&); iterator& operator++(); bool operator!=(const iterator&) const; iterator& operator=(const iterator&); object key() const; implementation-defined operator*(); };
The implementation defined return value from the dereference operator is a proxy object that can be used as if it was an object, it can also be used to assign the specific table entry with a new value. If you want to assign a value to an entry pointed to by an iterator, just use the assignment operator on the dereferenced iterator:
*iter = 5;
The key() member returns the key used by the iterator when indexing the associated lua table.
There are a couple of functions related to objects and tables.
The object_cast function casts the value of an object to a C++ value. You can supply a policy to handle the conversion from lua to C++. If the cast cannot be made a cast_failed exception will be thrown. If you have defined LUABIND_NO_ERROR_CHECKING (see configuration) no checking will occur, and if the cast is invalid the application may very well crash. The nothrow versions will return an uninitialized boost::optional<T> object, to indicate that the cast could not be performed.
These functions return the global environment table and the registry table respectively.
This function creates a new table and returns an object to it.
The functor class is similar to object, with the exception that it can only be used to store functions. If you take it as a parameter, it will only match functions.
To use it you need to include its header:
#include <luabind/functor.hpp>
It takes one template parameter, the return value of the lua function it represents. Currently the functor can have at most one return value (unlike lua functions). It has the following synopsis:
template<class Ret> class functor { public: functor(lua_State*, const char* name); functor(const functor&); ~functor(); bool is_valid() const; operator bool() const; lua_State* lua_state() const; void pushvalue() const; bool operator==(const functor<Ret>&); bool operator!=(const functor<Ret>&); <implementation-defined> operator()() const; template<class A0> <implementation-defined> operator()(const A0&) const; template<class A0, class A1> <implementation-defined> operator()(const A0&, const A1&) const; /* ... */ };
The application operator takes any parameters. The parameters are converted into lua and the function is called. The return value will act as if it was the type Ret, with the exception that you can use the return value to give policies to the call. You do this the same way as you do with objects, using the operator[], and giving the policies inside the brackets.
The is_valid() function works just like the one on object, it tells you if the functor has been assigned with a valid lua function. The operator bool() is an alias for this member function and also works just as the one found in object.
For example, if you have the following lua function:
function f(a, b) return a + b end
You can expose it to C++ like this:
functor<int> f(L, "f"); std::cout << f(3, 5) << "\n";
This will print out the sum of 3 and 5. Note that you can pass any parameters to the application operator of luabind::functor, this is because lua doesn't have signatures for its functions. All lua functions take any number of parameters of any type.
If we have a C++ function that takes a luabind::functor and registers it, it will accept lua functions passed to it. This enables us to expose APIs that requires you to register callbacks. For example, if your C++ API looks like this:
void set_callback(void(*)(int, int));
object o; // ... if (o.is_valid()) { // ... }
And you want to expose it to lua, you have to wrap the call to the lua function inside a real C++ function, like this:
functor<void> lua_callback; void callback_wrapper(int a, int b) { lua_callback(a, b); } void set_callback_wrapper(const functor<void>& f) { lua_callback = f; set_callback(&callback_wrapper); }
And then register set_callback_wrapper instead of registering set_callback. This will have the effect that when one tries to register the callback from lua, your set_callback_wrapper will be called instead and first set the lua functor to the given function. It will then call the real set_callback with the callback_wrapper. The callback_wrapper will be called whenever the callback should be called, and it will simply call the lua function that we registered.
You can also use object_cast to cast an object to a functor.
In addition to binding C++ functions and classes with lua, luabind also provide an oo-system in lua.
class 'lua_testclass' function lua_testclass:__init(name) self.name = name end function lua_testclass:print() print(self.name) end a = lua_testclass('example') a:print()
Inheritance can be used between lua-classes:
class 'derived' (lua_testclass) function derived:__init() super('derived name') end function derived:print() print('Derived:print() -> ') lua_testclass.print(self) end
Here the super keyword is used in the constructor to initialize the base class. The user is required to call super first in the constructor.
As you can see in this example, you can call the base class' member functions. You can find all member functions in the base class, but you will have to give the this-pointer (self) as first argument.
It is also possible to derive lua classes from C++ classes, and override virtual functions with lua functions. To do this we have to create a wrapper class for our C++ base class. This is the class that will hold the lua object when we instantiate a lua class.
The wrapper class has to provide the same constructors as the base class, with the addition of one extra parameter: luabind::object. This is the reference to the lua object that should be held by the wrapper, and should be stored in a member variable as done in the sample below.
class base class { public: baseclass(const char* s) { std::cout << s << "\n"; } virtual void f(int a) { std::cout << "f(" << a << ")\n"; } }; struct baseclass_wrapper: baseclass { luabind::object m_l; baseclass_wrapper(luabind::object l, const char* s): baseclass(s), m_l(l) {} virtual void f(int a) { call_member<void>(m_l, "f", a); } static void f_static(baseclass* ptr, int a) { return ptr->baseclass::f(a); } };
module(L) [ class_<baseclass, baseclass_wrapper>("baseclass") .def(constructor<const char*>()) .def("f", &baseclass_wrapper::f_static) ];
Note that if you have both base classes and a base class wrapper, you must give both bases and the base class wrapper type as template parameter to class_. The order in which you specify them is not important.
If we didn't have a class wrapper, it would not be possible to pass a lua class back to C++. Since the entry points of the virtual functions would still point to the C++ base class, and not to the functions defined in lua. That's why we need one function that calls the base class' real function (used if the lua class doesn't redefine it) and one virtual function that dispatches the call into luabind, to allow it to select if a lua function should be called, or if the original function should be called. If you don't intend to derive from a C++ class, or if it doesn't have any virtual member functions, you can register it without a class wrapper.
You don't need to have a class wrapper in order to derive from a class, but if it has virtual functions you may have silent errors. The rule of thumb is: If your class has virtual functions, create a wrapper type, if it doesn't don't create a wrapper type.
You can overload most operators in lua for your classes. You do this by simply declaring a member function with the same name as an operator (the name of the metamethods in lua). The operators you can overload are:
__tostring isn't really an operator, but it's the metamethod that is called by the standard library's tostring() function. There's one strange behavior regarding binary operators. You are not guaranteed that the self pointer you get actually refers to an instance of your class. This is because lua doesn't distinguish the two cases where you get the other operand as left hand value or right hand value. Consider the following examples:
class 'my_class' function my_class:__init(v) self.val = v end function my_class:__sub(v) return my_class(self.val - v.val) end function my_class:__tostring() return self.val end
This will work well as long as you only subtracts instances of my_class with each other. But If you want to be able to subtract ordinary numbers from your class too, you have to manually check the type of both operands, including the self object.
function my_class:__sub(v) if (type(self) == 'number') then return my_class(self - v.val) elseif (type(v) == 'number') then return my_class(self.val - v) else -- assume both operands are instances of my_class return my_class(self.val - v.val) end end
The reason why __sub is used as an example is because subtraction is not commutative (the order of the operands matter). That's why luabind cannot change order of the operands to make the self reference always refer to the actual class instance.
If you have two different lua classes with an overloaded operator, the operator of the right hand side type will be called. If the other operand is a C++ class with the same operator overloaded, it will be prioritized over the lua class' operator. If none of the C++ overloads matches, the lua class' operator will be called.
If an object needs to perform actions when it's collected we provide a __finalize function that can be overridden in lua-classes. The __finalize functions will be called on all classes in the inheritance chain, starting with the most derived type.
... function lua_testclass:__finalize() -- called when the an object is collected end
If any of the functions you register throws an exception when called, that exception will be caught by luabind and converted to an error string and lua_error will be invoked. If the exception is a std::exception or a const char* the string that is pushed on the lua stack, as error message, will be the what() or the string itself respectively. If the exception is unknown, a generic string saying that the function threw an exception will be pushed.
Exceptions thrown from user defined functions have to be caught by luabind. If they weren't they would be thrown through lua itself, which is usually compiled as C code and doesn't support the stack-unwinding that exceptions imply.
Any function that invokes lua code may throw luabind::error. This exception means that a lua run-time error occurred. The error message is found on top of the lua stack. The reason why the exception doesn't contain the error string itself is because it would then require heap allocation which may fail. If an exception class throws an exception while it is being thrown itself, the application will be terminated.
Error's synopsis is:
class error: std::exception { public: error(lua_State*); lua_State* state() const throw(); virtual const char* what() const throw(); };
The state function returns a pointer to the lua state in which the error was thrown. This pointer may be invalid if you catch this exception after the lua state is destructed. If the lua state is valid you can use it to retrieve the error message from the top of the lua stack.
An example of where the lua state pointer may point to an invalid state follows:
struct lua_state { lua_state(lua_State* L): m_L(L) {} ~lua_state() { lua_close(m_L); } operator lua_State*() { return m_L; } lua_State* m_L; }; int main() { try { lua_state L = lua_open(); /* ... */ } catch(luabind::error& e) { lua_State* L = e.state(); // L will now point to the destructed // lua state and be invalid /* ... */ } }
There's another exception that luabind may throw. luabind::cast_failed, this exception is thrown from call_function, call_member or when functor is invoked. It means that the return value from the lua function couldn't be converted to a C++ value. It is also thrown from object_cast if the cast cannot be made.
The synopsis for luabind::cast_failed is:
class cast_failed: std::exception { public: cast_failed(lua_State*); lua_State* state() const throw(); LUABIND_TYPE_INFO info() const throw(); virtual const char* what() const throw(); };
Again, the state member function returns a pointer to the lua state where the error occurred. See the example above to see where this pointer may be invalid.
The info member function returns the user defined LUABIND_TYPE_INFO, which defaults to a const std::type_info*. This type info describes the type that we tried to cast a lua value to.
If you have defined LUABIND_NO_EXCEPTIONS none of these exceptions will be thrown, instead you can set two callback functions that are called instead. These two functions are only defined if LUABIND_NO_EXCEPTIONS are defined.
The function you set will be called when a runtime-error occur in lua code. You can find an error message on top of the lua stack. This function is not expected to return, if it does luabind will call std::terminate().
The function you set is called instead of throwing cast_failed. This function is not expected to return, if it does luabind will call std::terminate().
Sometimes it is necessary to control how luabind passes arguments and return value, to do this we have policies. These are the policies that can be used:
This will make a copy of the parameter. This is the default behavior when passing parameters by-value. Note that this can only be used when passing from C++ to lua. This policy requires that the parameter type has a copy constructor.
To use this policy you need to include <luabind/copy_policy.hpp>.
This will transfer ownership of the parameter.
Consider making a factory function in C++ and exposing it to lua:
base* create_base() { return new base(); }
module(L) [ def("create_base", create_base) ];
Here we need to make sure lua understands that it should adopt the pointer returned by the factory-function. This can be done using the adopt-policy.
module(L) [ def(L, "create_base", adopt(return_value)) ];
To specify multiple policies we just separate them with '+'.
base* set_and_get_new(base* ptr) { base_ptrs.push_back(ptr); return new base(); }
module(L) [ def(L, "set_and_get_new", &set_and_get_new, adopt(return_value) + adopt(_1)) ];
When lua adopts a pointer, it will call delete on it. This means that it cannot adopt pointers allocated with another allocator than new (no malloc for example).
To use this policy you need to include <luabind/adopt_policy.hpp>.
The dependency policy is used to create life-time dependencies between values. Consider the following example:
struct A { B m_member; const B& get_member() { return m_member; } };
When wrapping this class, we would do something like:
module(L) [ class_<A>("A") .def(constructor<>()) .def("get_member", &A::get_member) ];
However, since the return value of get_member is a reference to a member of A, this will create some life-time issues. For example:
a = A() b = a:get_member() -- b points to a member of a a = nil collectgarbage(0) -- since there are no references left to a, it is removed -- at this point, b is pointing into a removed object
When using the dependency-policy, it is possible to tell luabind to tie the lifetime of one object to another, like this:
module(L) [ class_<A>("A") .def(constructor<>()) .def("get_member", &A::get_member, dependency(result, self)) ];
This will create a dependency between the return-value of the function, and the self-object. This means that the self-object will be kept alive as long as the result is still alive.
a = A() b = a:get_member() -- b points to a member of a a = nil collectgarbage(0) -- a is dependent on b, so it isn't removed b = nil collectgarbage(0) -- all dependencies to a gone, a is removed
To use this policy you need to include <luabind/dependency_policy.hpp>.
It is very common to return references to arguments or the this-pointer to allow for chaining in C++.
struct A { float m_val; A& set(float v) { m_val = v; return *this; } };
When luabind generates code for this, it will create a new object for the return-value, pointing to the self-object. This isn't a problem, but could be a bit inefficient. When using the return_reference_to-policy we have the ability to tell luabind that the return-value is already on the lua stack.
module(L) [ class_<A>("A") .def(constructor<>()) .def("set", &A::set, return_reference_to(self)) ];
Instead of creating a new object, luabind will just copy the object that is already on the stack.
NOTE! This policy ignores all type information and should be used only it situations where the parameter type is a perfect match to the return-type (such as in the example).
To use this policy you need to include <luabind/return_reference_to_policy.hpp>.
This policy makes it possible to wrap functions that take non const references as its parameters with the intention to write return values to them.
void f(float& val) { val = val + 10.f; }or
void f(float* val) { *val = *val + 10.f; }
Can be wrapped by doing:
module(L) [ def("f", &f, out_value(_1)) ];
When invoking this function from lua it will return the value assigned to its parameter.
a = f(10) -- a is now 20
When this policy is used in conjunction with user define types we often need to do ownership transfers.
struct A { }; void f(A*& obj) { obj = new A(); } or void f(A** obj) { *obj = new A(); }
Here we need to make sure luabind takes control over object returned, for this we use the adopt policy
module(L) [ class_<A>("A"), def("f", &f, out_value(_1, adopt(_2))) ];
Here we are using adopt as an internal policy to out_value. The index specified, _2, means adopt will be used to convert the value back to lua. Using _1 means the policy will be used when converting from lua to C++.
To use this policy you need to include <luabind/out_value_policy.hpp>.
This policy works in exactly the same way as out_value, except that it replaces the parameters with default-constructed objects.
void get(float& x, float& y) { x = 3.f; y = 4.f; }
module(L) [ def("get", &get, pure_out_value(_1) + pure_out_value(_2)) ];
x,y = get() print(x,y) -- prints '3 4'
Like out_value, it is possible to specify an internal policy used then converting the values back to lua.
void get(test_class*& obj) { obj = new test_class(); }
module(L) [ def("get", &get, pure_out_value(_1, adopt(_1))) ];
This is a very simple policy which makes it possible to throw away the value returned by a C++ function, instead of converting it to lua. This example makes sure the this reference never gets converted to lua
struct simple { simple& set_name(const std::string& n) { name = n; return *this; } std::string name; };
module(L) [ class_<simple>("simple") .def("set_name", &simple::set_name, discard_result) ];
To use this policy you need to include <luabind/discard_result_policy.hpp>.
This policy converts an STL container to a generator function that can be used in lua to iterate over the container. It works on any container that defines begin() and end() member functions (they have to return iterators). It can be used like this:
struct A { std::vector<std::string> names; };
module(L) [ class_<A>("A") .def_readwrite("names", &A::names, return_stl_iterator) ];
The lua code to iterate over the container:
a = A() for name in a.names do print(name) end
To use this policy you need to include <luabind/iterator_policy.hpp>
This policy will cause the function to always yield the current thread when returning. See the lua manual for restrictions on yield.
module(L) [ def("f", &f, yield) ];
The policies don't have a stable API yet. See the examples directory.
The policies don't have a stable API yet. See the examples directory.
This section contains examples of how a class and function bind could look like in C++ and how they can be used from lua. Most of these examples requires some external libraries that they bind to lua.
These examples will also be found in the distribution along with makefiles.
Class Library for Numbers (CLN) is a library that implements large values and arithmetic operations on them, see its homepage for more details.
This example bind a very small part of the library.
#include <cln/cln.h> extern "C" { #include "lua.h" #include "lualib.h" #include "lauxlib.h" } #include <luabind/luabind.hpp> void bind_cln(lua_State* L) { using namespace luabind; using namespace cln; module(L) [ // real numbers class_<cl_R>("cl_R") .def(constructor<>()) .def(constructor<const cl_I&>()) .def(constructor<float>()) .def(constructor<const char*>()) .def(tostring(const_self)) .def(-self) .def(const_self + const_self) .def(const_self - const_self) .def(const_self * const_self) .def(const_self / const_self) .def(const_self <= const_self) .def(const_self < const_self) .def(const_self == const_self) .def(other<int>() + const_self) .def(other<int>() - const_self) .def(other<int>() * const_self) .def(other<int>() / const_self) .def(other<int>() <= const_self) .def(other<int>() < const_self) .def(const_self + other<int>()) .def(const_self - other<int>()) .def(const_self * other<int>()) .def(const_self / other<int>()) .def(const_self <= other<int>()) .def(const_self < other<int>()) , // rational numbers class_<cl_RA, cl_R>("cl_RA") .def(constructor<>()) .def(constructor<const cl_I&>()) .def(constructor<int>()) .def(constructor<const char*>()) .def(tostring(const_self)) .def(-self) .def(const_self + const_self) .def(const_self - const_self) .def(const_self * const_self) .def(const_self / const_self) .def(const_self <= const_self) .def(const_self < const_self) .def(const_self == const_self) .def(other<int>() + const_self) .def(other<int>() - const_self) .def(other<int>() * const_self) .def(other<int>() / const_self) .def(other<int>() <= const_self) .def(other<int>() < const_self) .def(const_self + other<int>()) .def(const_self - other<int>()) .def(const_self * other<int>()) .def(const_self / other<int>()) .def(const_self <= other<int>()) .def(const_self < other<int>()) , // integers class_<cl_I, cl_RA>("cl_I") .def(constructor<>()) .def(constructor<const cl_I&>()) .def(constructor<int>()) .def(constructor<const char*>()) .def(tostring(const_self)) .def(-self) .def(const_self + const_self) .def(const_self - const_self) .def(const_self * const_self) .def(const_self <= const_self) .def(const_self < const_self) .def(const_self == const_self) .def(other<int>() + const_self) .def(other<int>() - const_self) .def(other<int>() * const_self) .def(other<int>() <= const_self) .def(other<int>() < const_self) .def(const_self + other<int>()) .def(const_self - other<int>()) .def(const_self * other<int>()) .def(const_self <= other<int>()) .def(const_self < other<int>()) , def("factorial", &cln::factorial), def("sqrt", (const cl_R(*)(const cl_R&))&cln::sqrt) ]; } int main() { lua_State* L = lua_open(); lua_baselibopen(L); lua_mathlibopen(L); luabind::open(L); bind_cln(L); lua_dofile(L, "cln_test.lua"); lua_close(L); return 0; }cln_test.lua may look like this:
a = factorial(41) b = factorial(42) print('a = fac(41) = ' .. tostring(a)) print('b = fac(42) = ' .. tostring(b)) print('b / a = ' .. tostring(b / a)) c = a * 42 d = sqrt(cl_R(10)) print('d = sqrt(10) = ' .. tostring(d))As you might have figured out, the factorial of 41 will be a really large number. The output from this script will be:
a = fac(41) = 33452526613163807108170062053440751665152000000000 b = fac(42) = 1405006117752879898543142606244511569936384000000000 b / a = 42 d = sqrt(10) = 3.1622777
There are a number of configuration options available when building luabind. It is very important that your project has the exact same conmfiguration options as the ones given when the library was build! The exceptions are the LUABIND_MAX_ARITY and LUABIND_MAX_BASES which are template-based options and only matters when you use the library (which means they can differ from the settings of the library).
The default settings can be found in luabind/config.hpp they will be used if no other settings are given.
If you want to change the settings of the library, you can modify the config-file. It is included and used by all make-files. You can change paths to lua and boost in there as well.
Controls the maximum arity of functions that are registered with luabind. You can't register functions that takes more parameters than the number this macro is set to. It defaults to 5, so, if your functions have greater arity you have to redefine it. A high limit will increase compilation time.
Controls the maximum number of classes one class can derive from in luabind (the number of classes specified within bases<>). LUABIND_MAX_BASES defaults to 4. A high limit will increase compilation time.
If this macro is defined, all the lua code is expected only to make legal calls. If illegal function calls are made (e.g. giving parameters that doesn't match the function signature) they will not be detected by luabind and the application will probably crash. Error checking could be disabled when shipping a release build (given that no end-user has access to write custom lua code). Note that function parameter matching will be done if a function is overloaded, since otherwise it's impossible to know which one was called. Functions will still be able to throw exceptions when error checking is disabled.
If a functions throws an exception it will be caught by luabind and propagated with lua_error().
If this macro is defined, luabind will expect that all strings given to the def() methods are static constant strings (given as string constants for example). luabind will not copy the strings if you enable this setting, but just keep the char pointers. This may be especially useful for embedded systems or consoles where heap allocations should be minimized.
This define will disable all usage of try, catch and throw in luabind. This will in many cases disable run-time errors, when performing invalid casts or calling lua-functions that fails or returns values that cannot be converted by the given policy. luabind requires that no function called directly or indirectly by luabind throws an exception (throwing exceptions through lua has undefined behavior).
Where exceptions are the only way to get an error report from luabind, they will be replaced with calls to the callback functions set byt set_error_callback() and set_cast_failed_callback().
If you want to link dynamically against lua, you can set this define to the import-keyword on your compiler and platform. On windows in devstudio this should be __declspec(dllimport) if you want to link against lua as a dll.
If you want to link against luabind as a dll (in devstudio), you can define LUABIND_EXPORT to __declspec(dllexport) and LUABIND_IMPORT to __declspec(dllimport). Note that you have o link against lua as a dll aswell, to make it work.
If you don't want to use the RTTI supplied by C++ you can supply your own type-info structure with the LUABIND_TYPE_INFO define. Your type-info structure must be copyable and must be able to compare itself against other type-info structures. You supply the compare function through the LUABIND_TYPE_INFO_EQUAL() define. It should compare the two type-info structures it is given and return true if they represent the same type and false otherwise. You also have to supply a function to generate your type-info structure. You do this through the LUABIND_TYPEID() define. It should return your type-info structure and it takes a type as its parameter. That is, a compile time parameter. LUABIND_INVALID_TYPE_INFO macro should be defined to an invalid type. No other type should be able to produce this type info. To use it you probably have to make a traits class with specializations for all classes that you have type-info for. Like this:
class A; class B; class C; template<class T> struct typeinfo_trait; template<> struct typeinfo_trait<A> { enum { type_id = 0 }; }; template<> struct typeinfo_trait<B> { enum { type_id = 1 }; }; template<> struct typeinfo_trait<C> { enum { type_id = 2 }; };
If you have set up your own RTTI system like this (by using integers to identify types) you can have luabind use it with the following defines
#define LUABIND_TYPE_INFO int #define LUABIND_TYPE_INFO_EQUAL(i1, i2) i1 == i2 #define LUABIND_TYPEID(t) typeinfo_trait<t>::type_id #define LUABIND_INVALID_TYPE_INFO -1
The default behavior, if you don't define any of these three, is to use the built-in RTTI support in C++.
#define LUABIND_TYPE_INFO const std::type_info* #define LUABIND_TYPEID(t) &typeid(t) #define LUABIND_TYPE_INFO_EQUAL(i1, i2) *i1 == *i2 #define LUABIND_INVALID_TYPE_INFO &typeid(detail::null_type)
currently the type given through LUABIND_TYPE_INFO must be less-than comparable!
This define will disable all asserts and should be defined in a release build.
The classes and objects are implemented as user data in lua. To make sure that the user data really is the internal structure it is supposed to be, we tag their metatables. A user data who's metatable contains a boolean member named "__luabind_classrep" is expected to be a class exported by luabind. A user data who's metatable contains a boolean member named "__luabind_class" is expected to be an instantiation of a luabind class.
This means that if you make your own user data and tags its metatable with the exact same names, you can very easily fool luabind and crash the application.
In the lua registry, luabind keeps an entry called "__luabind_classes". It should not be removed or overwritten.
In the global table, a variable called super is used every time a constructor in a lua-class is called. This is to make it easy for that constructor to call its base class' constructor. So, if you have a global variable named super it may very well be overwritten. This is probably not the best solution, and this restriction may very well be removed in the future.
Luabind uses two upvalues for functions that it registers. The first is a userdata containing a list of overloads for the function, the other is a light userdata with the value 0x1337, this last value is used to identify functions registered by luabind. It should be virtually impossible to have such a pointer as secondary upvalue by pure chance. This means, if you are trying to replace an existing function with a luabind function, luabind will see that the secondary upvalue isn't the magical id number and replaces it.
Inside the luabind namespace, there's another namespace called detail. This namespace contains non-public classes and are not supposed to be used directly.
There is no data member named <attribute-name> in the class <class-name>, or there's no setter-method registered on that property name. See the properties section.
The class' constructor or member function threw an unknown exception. Known exceptions are const char*, std::exception. See the exceptions section.
No function/operator with the given name takes the parameters you gave it. You have either misspelled the function name, or given it incorrect parameters. This error is followed by a list of possible candidate functions to help you figure out what parameter has the wrong type. If the candidate list is empty there's no function at all with that name. See the signature matching section.
This means that the function/operator you are trying to call has at least one other overload that matches the arguments just as good as the first overload.
You are trying to derive a lua class from a C++ class that doesn't have a wrapped type. You have to give your C++ class a wrapped type when you register it with lua. See the deriving in lua section.
The attribute you are trying to set is registered as read only. If you want it to be writeable you have to change your class registration and use def_readwrite() instead of def_readonly(). Alternatively (if your attribute is a property with getter and setter functions), you have to give a setter function when declaring your attribute. See the properties section.
You will get this error message if you are trying to access an enum that doesn't exist. Read about how to declare enums.
You have written a malformed class definition in lua. The format is: class '<class-name>' [<base-class>]. If you don't want to derive from a base class, you have to break the line directly after the class declaration.
You have written a malformed class definition in lua. The class function expects a string as argument. That string is the name of the lua class to define.
If you're having problem with functions that cannot be converted from 'void (__stdcall *)(int,int)' to 'void (__cdecl *)(int,int)'. You can change the project settings to make the compiler generate functions with __cdecl calling conventions. This is a problem in developer studio.
You cannot register a function with ellipses in its signature. Since ellipses don't preserve type safety, those should be avoided anyway.
If you, in visual studio, get fatal error C1204: compiler limit : internal structure overflow. You should try to split that compilation unit up in smaller ones.
Visual Studio doesn't like anonymous namespaces in its precompiled headers. If you encounter this problem you can disable precompiled headers for the compilation unit (cpp-file) that uses luabind.
In visual studio you will probably hit this error. To fix it you have to increase the internal heap with a command-line option. We managed to compile the test suit with /Zm300, but you may need a larger heap then that.
It seems that this error occurs when too many assert() are used in a program, or more specifically, the __LINE__ macro. It seems to be fixed by changing /ZI (Program database for edit and continue) to /Zi (Program database).
If you're compiling in debug mode, you will probably have a lot of debug-info and symbols (luabind consists of a lot of functions). Also, if built in debug mode, no optimizations were applied, luabind relies on that the compiler is able to inline functions. If you built in release mode, try running strip on your executable to remove export-symbols, this will trim down the size.
Our tests suggests that cygwin's gcc produces much bigger executables compared to gcc on other platforms and other compilers.
// check the magic number that identifies luabind's functionsYes you can, but you can only register explicit instantiations of the class. Because there's no lua counterpart to C++ templates. For example, you can register an explicit instantiation of std::vector like this:
module(L) [ class_<std::vector<int> >("vector") .def(constructor<int>) .def("push_back", &std::vector<int>::push_back) ];
Note that the space between the two > is required by C++.
No, the destructor of a class is always called by luabind when an object is collected. Note that lua has to own the object to collect it. If you pass it to C++ and gives up ownership (with adopt policy) it will no longer be owned by lua, and not collected.
If you have a class hierarchy, you should make the destructor virtual if you want to be sure that the correct destructor is called (this apply to C++ in general).
VC6.5 chokes on warnings, if you are getting alot of warnings from your code try suppressing them with a pragma directive, this should solve the problem.
When you build luabind, lua and you project, make sure you link against the runtime dynamically (as a dll).
This is because there is no way to get a reference to a lua value. Have a look at out_value and pure_out_value policies.
This library was written by Daniel Wallin and Arvid Norberg. © Copyright 2003. All rights reserved.
This library was inspired by Dave Abrahams' Boost.Python library which can be found in the boost library.