[ACCEPTED]-How to create a class, subclass and properties in Lua?-lua
Here's an example literal transcription 17 of your code, with a helpful Class
library that 16 could be moved to another file.
This is by 15 no means a canonical implementation of Class
; feel 14 free to define your object model however 13 you like.
Class = {}
function Class:new(super)
local class, metatable, properties = {}, {}, {}
class.metatable = metatable
class.properties = properties
function metatable:__index(key)
local prop = properties[key]
if prop then
return prop.get(self)
elseif class[key] ~= nil then
return class[key]
elseif super then
return super.metatable.__index(self, key)
else
return nil
end
end
function metatable:__newindex(key, value)
local prop = properties[key]
if prop then
return prop.set(self, value)
elseif super then
return super.metatable.__newindex(self, key, value)
else
rawset(self, key, value)
end
end
function class:new(...)
local obj = setmetatable({}, self.metatable)
if obj.__new then
obj:__new(...)
end
return obj
end
return class
end
ElectronicDevice = Class:new()
function ElectronicDevice:__new()
self.isOn = false
end
ElectronicDevice.properties.isOn = {}
function ElectronicDevice.properties.isOn:get()
return self._isOn
end
function ElectronicDevice.properties.isOn:set(value)
self._isOn = value
end
function ElectronicDevice:Reboot()
self._isOn = false
self:ResetHardware()
self._isOn = true
end
Router = Class:new(ElectronicDevice)
Modem = Class:new(ElectronicDevice)
function Modem:WarDialNeighborhood(areaCode)
local cisco = Router:new()
cisco:Reboot()
self:Reboot()
if self._isOn then
self:StartDialing(areaCode)
end
end
If you were to stick to get/set 12 methods for properties, you wouldn't need 11 __index
and __newindex
functions, and could just have an 10 __index
table. In that case, the easiest way to 9 simulate inheritance is something like this:
BaseClass = {}
BaseClass.index = {}
BaseClass.metatable = {__index = BaseClass.index}
DerivedClass = {}
DerivedClass.index = setmetatable({}, {__index = BaseClass.index})
DerivedClass.metatable = {__index = DerivedClass.index}
In 8 other words, the derived class's __index
table 7 "inherits" the base class's __index
table. This 6 works because Lua, when delegating to an 5 __index
table, effectively repeats the lookup on 4 it, so the __index
table's metamethods are invoked.
Also, be 3 wary about calling obj.Method(...)
vs obj:Method(...)
. obj:Method(...)
is syntactic sugar 2 for obj.Method(obj, ...)
, and mixing up the two calls can produce 1 unusual errors.
There are a number of ways you can do it 2 but this is how I do (updated with a shot 1 at inheritance):
function newRGB(r, g, b)
local rgb={
red = r;
green = g;
blue = b;
setRed = function(self, r)
self.red = r;
end;
setGreen = function(self, g)
self.green= g;
end;
setBlue = function(self, b)
self.blue= b;
end;
show = function(self)
print("red=",self.red," blue=",self.blue," green=",self.green);
end;
}
return rgb;
end
purple = newRGB(128, 0, 128);
purple:show();
purple:setRed(180);
purple:show();
---// Does this count as inheritance?
function newNamedRGB(name, r, g, b)
local nrgb = newRGB(r, g, b);
nrgb.__index = nrgb; ---// who is self?
nrgb.setName = function(self, n)
self.name = n;
end;
nrgb.show = function(self)
print(name,": red=",self.red," blue=",self.blue," green=",self.green);
end;
return nrgb;
end
orange = newNamedRGB("orange", 180, 180, 0);
orange:show();
orange:setGreen(128);
orange:show();
I don't implement private, protected, etc. although it is possible.
If you don't want to reinvent the wheel, there 2 is a nice Lua library implementing several 1 object models. It's called LOOP.
The way I liked to do it was by implementing 12 a clone() function.
Note that this is for 11 Lua 5.0. I think 5.1 has more built-in 10 object oriented constructions.
clone = function(object, ...)
local ret = {}
-- clone base class
if type(object)=="table" then
for k,v in pairs(object) do
if type(v) == "table" then
v = clone(v)
end
-- don't clone functions, just inherit them
if type(v) ~= "function" then
-- mix in other objects.
ret[k] = v
end
end
end
-- set metatable to object
setmetatable(ret, { __index = object })
-- mix in tables
for _,class in ipairs(arg) do
for k,v in pairs(class) do
if type(v) == "table" then
v = clone(v)
end
-- mix in v.
ret[k] = v
end
end
return ret
end
You then 9 define a class as a table:
Thing = {
a = 1,
b = 2,
foo = function(self, x)
print("total = ", self.a + self.b + x)
end
}
To instantiate 8 it or to derive from it, you use clone() and 7 you can override things by passing them 6 in another table (or tables) as mix-ins
myThing = clone(Thing, { a = 5, b = 10 })
To 5 call, you use the syntax :
myThing:foo(100);
That will print:
total = 115
To 4 derive a sub-class, you basically define 3 another prototype object:
BigThing = clone(Thing, {
-- and override stuff.
foo = function(self, x)
print("hello");
end
}
This method is 2 REALLY simple, possibly too simple, but 1 it worked well for my project.
It's really easy to do class-like OOP in 10 Lua; just put all the 'methods' in the __index
field 9 of a metatable:
local myClassMethods = {}
local my_mt = {__index=myClassMethods}
function myClassMethods:func1 (x, y)
-- Do anything
self.x = x + y
self.y = y - x
end
............
function myClass ()
return setmetatable ({x=0,y=0}, my_mt)
Personally, I've never needed 8 inheritance, so the above is enough for 7 me. If it's not enough, you can set a metatable 6 for the methods table:
local mySubClassMethods = setmetatable ({}, {__index=myClassMethods})
local my_mt = {__index=mySubClassMethods}
function mySubClassMethods:func2 (....)
-- Whatever
end
function mySubClass ()
return setmetatable ({....}, my_mt)
update: There's an error 5 in your updated code:
Router = {};
mt_for_router = {__index=Router}
--Router inherits from ElectronicDevice
Router = setmetatable({},{__index=ElectronicDevice});
Note that you initialize 4 Router
, and build mt_for_router
from this; but then you reassign 3 Router
to a new table, while mt_for_router
still points to 2 the original Router
.
Replace the Router={}
with the Router = setmetatable({},{__index=ElectronicDevice})
(before 1 the mt_for_router
initialization).
Your updated code is wordy, but should work. Except, you 17 have a typo that is breaking one of the 16 metatables:
--Modem inherits from ElectronicDevice Modem = setmetatable({},{__index,ElectronicDevice});
should read
--Modem inherits from ElectronicDevice Modem = setmetatable({},{__index=ElectronicDevice});
The existing fragment 15 made the Modem
metatable be an array where the 14 first element was almost certainly nil (the 13 usual value of _G.__index
unless you are using strict.lua
or 12 something similar) and the second element 11 is ElectronicDevice
.
The Lua Wiki description will make sense after 10 you've grokked metatables a bit more. One 9 thing that helps is to build a little infrastructure 8 to make the usual patterns easier to get 7 right.
I'd also recommend reading the chapter 6 on OOP in PiL. You will want to re-read the 5 chapters on tables and metatables too. Also, I've 4 linked to the online copy of the 1st edition, but 3 owning a copy of the 2nd is highly recommended. There 2 is also a couple of articles in the Lua Gems book 1 that relate. It, too, is recommended.
Another simple approach for subclass
local super = require("your base class")
local newclass = setmetatable( {}, {__index = super } )
local newclass_mt = { __index = newclass }
function newclass.new(...) -- constructor
local self = super.new(...)
return setmetatable( self, newclass_mt )
end
You 4 still can use the functions from superclass 3 even if overwritten
function newclass:dostuff(...)
super.dostuff(self,...)
-- more code here --
end
don't forget to use ONE 2 dot when pass the self to the superclass 1 function
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