Object Oriented Programming in Lua

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Object oriented programming in Lua uses the same concepts as OOP in other languages: classes, instances, methods, etc. The implementation of a class is done with plain Lua tables and functions, and (perhaps a new concept for you) metatables.

A quick example: let's create a Car class that can create new cars for a specified manufacturer

Car = {}
Car.__index = Car

function Car.new(class, manufacturer)
  local new_car = {}
  new_car.manufacturer = manufacturer
  setmetatable(new_car, class)
  return new_car
end

my_car = Car.new(Car, "Volvo")
print(my_car.manufacturer)   -- Volvo

We can see the class is just a table with one member, a function named new. The new function creates a table, adds a member to it, does some magic, and then returns the table. We will see what __index and setmetatable do a little further down. This "new" function is acting as the constructor for the class, creating a new instance.

Note

Why did I have to pass Car as the first argument to new? This is a convention to enable something called "colon notation".

Colon notation

Lua has a bit of "syntactic sugar" that allows us to have a more OO-like syntax. We can write

my_car = Car.new(Car, "Volvo")

or, with colon notation, we can write

my_car = Car:new("Volvo")

The colon notation can pass the left-hand side of the colon as the first argument.

The constructor itself can be written with colon notation. In this case self is enforced to be the name of the class.

function Car:new(manufacturer)
  local new_car = {}
  new_car.manufacturer = manufacturer
  setmetatable(new_car, self)         -- <<< here
  return new_car
end

We will be defining methods using this colon notation.

Methods

We have a new car, but it can't do anything. Let's add a method to the class.

function Car:honk()
  print("The " .. self.manufacturer .. " car goes: beep!")
end

my_car:honk()       -- The Volvo car goes: beep!

How does the car instance know where to find the honk method? The Car "new" constructor did not add a honk function to the instance table.

Method lookup

This is where metatables come in to the picture.

It goes like this.

  1. Does my_car have a honk member? No.
  2. Does my_car have a metatable? Yes, we set the metatable for my_car to be Car.
  3. Does the metatable have an __index element? Yes, we wrote Car.__index = Car
  4. Does Car (the "metavalue" for the __index "metamethod") have a honk member? Yes!

This is how my_car:honk() can be resolved to Car.honk(my_car).

See this guide for more details about metatables.

Inheritance

We can add a base class for Car by setting a metatable on the class, expanding the method lookup path.

Vehicle = {}
Vehicle.__index = Vehicle

setmetatable(Car, Vehicle)

function Vehicle:drive()
  print("The " .. self.manufacturer .. " vehicle advances.")
end

my_car:drive()         -- The Volvo vehicle advances.

Alternate instance construction

Sometimes you might prefer to construct an instance without a specific new method. You might prefer to write it this way.

my_other_car = Car("Porsche")

Lua "metamethods" can do this. We need to tell Lua what to do when someone calls the Car table.

We do this by adding a __call element to Car's metatable, and the value for __call will be a function

Vehicle.__call = function(class, ...) return class:new(...) end

Now:

my_other_car = Car("Porsche")
my_other_car:drive()        -- The Porsche vehicle advances.
Note

A couple of footnotes here:

  1. If our class does not already have a metatable, we can specify it like this.

    setmetatable(MyClass, {
      __call = function(class, ...) return class:new(...) end
    })
    
  2. ... is real Lua syntax: use it to capture "variadic arguments" into a list. This is described in the manual.

  3. There are several other metamethods available that can control how your objects react to arithmetic operators, comparison operators, and other operations. As usual, details are in the manual,

Summary

To create a class, you can use this 6-step convention.

-- A Robot module

local Robot = {}        -- 1. name the class
Robot.__index = Robot   -- 2. set the index for the class

function Robot:new(attributes)
  local robot = {}    -- 3. name the new instance

  -- 4. set the metatable
  --    since `new` is called on the class, `self` is the class
  setmetatable(robot, self)

  -- 5. do stuff with the attributes
  robot.name = attributes.name or "Anonymous"

  -- `robot` is a "proper" instance now, so it's OK to call methods on it here.

  return robot        -- 6. return the new instance
end

local my_robot = Robot:new({ name = "Robbie" })

return Robot

Read more details in the (sadly archived) LuaUsersWiki.

6th Nov 2024 · Found it useful?