programming/lua/classes: prose version
it's much more readable is it not
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content/programming/lua/classes.dj
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content/programming/lua/classes.dj
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title = "Classes in Lua"
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+++
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While reading Lua, you may have stumbled upon something that looks like this:
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```lua
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-- Declare a base `Entity` class...
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local Entity = Object:inherit()
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function Entity:tick() end
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function Entity:draw() end
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-- and an inheriting `Player` class.
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local Player = Entity:inherit()
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```
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This is the way prople generally approach object-oriented programming in the language.
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For someone coming from a language like Java, where classes are a syncactic construct---`class Cat extends Animal`---it can feel weird to see them handled this way---as local variables, using regular functions to implement inheritance.
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But worry not!
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This tutorial will hopefully clear up any confusion you might have, using beginner-friendly language, and simple examples.
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## Metatables
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Before we start, we need to talk about *metatables*.
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These are Lua's way of allowing you to _overload operators_.
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Consider an operation like `+`:
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```lua
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print(1 + 2) --> 3
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```
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The `+` operator, by default, performs arithmetic addition.
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However, with metatables, we can _overload_ its meaning for when it's used with our own table on the left.
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```lua
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local v = { x = 1, y = 2 }
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setmetatable(v, {
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__add = function (t, u)
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return t.x + t.y + u
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end,
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})
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print(v + 3) --> 6
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```
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Overloadable operators in Lua include not only your usual arithmetic `+`, `-`, `*`, `/`, but also things like indexing tables `a[b]`, creating new indices in tables `a[b] = c`, or function calls `a(b, c, d)`.
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Each operator has a special name in the metatable, and each operator's name is prefixed with `__`, to signal that it's special.
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### `__index`
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Today, we'll be focusing on `__index`, because it's arguably the most important of them all.
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It allows us to specify what should be done when the `a[b]` indexing operator _fails_ (is about to return `nil`.)
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Consider this example.
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```lua
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local t = { a = 1 }
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print(t.b) --> nil
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```
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In this case, `t` does not have a key `"b"`, and `t` has no metatable with `__index`, so `nil` is returned.
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So let's try adding that `__index` function, to tell Lua what to do instead.
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```lua
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local fallback = { b = 2 }
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setmetatable(t, {
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-- The first argument is the table that's indexed,
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-- and the second argument is the index.
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-- i.e. the arguments map to `the_table[index]`.
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__index = function (the_table, index)
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return fallback[index]
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end,
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})
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print(t.b) --> 2
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```
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Our function is called, it looks in `fallback` to figure out what to return instead, and indeed---`2` is returned instead of `nil`!
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However, `__index` is special---it does not have to be set to a function.
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We can also set it to a table, as a shorthand for the above form.
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```lua
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setmetatable(t, {
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__index = fallback,
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})
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print(t.b) --> 2
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```
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This way of doing things avoids a lot of typing, as well as an extra memory allocation coming from that local function---which can get costly if you run it many times in a game loop!
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## Method call syntax
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There is one thing we need to get out of the way before we move on, and that is Lua's _method call syntax_ `a:method(b)`.
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This syntax is equivalent to the following.
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```lua
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a.method(a, b)
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```
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Basically, the thing before the colon `:` is passed as the first argument to the thing before `:`'s `method` function.
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Lua also has a syntax sugar for declaring functions on tables:
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```lua
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local t = {}
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function t.do_stuff()
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print("hi")
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end
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-- equivalent to:
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t.do_stuff = function ()
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print("hi")
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end
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```
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So to complement the `:` method call syntax, there's also the `:` function declaration syntax, which inserts a `self` parameter before all the other ones.
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```lua
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function t:do_thing()
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self.aaa = 1
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end
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-- equivalent to:
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function t.do_thing(self)
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self.aaa = 1
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end
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```
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The call and declaration syntaxes are not tied together in any way, so you can call `:`-defined functions with `.` and vice versa, but it's probably better not to.
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Bear in mind that your function definitions also serve the purpose of documentation, and using the `:` syntax in definitions suggests that the way your function is supposed to be called is through the `:` operator.
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With that knowledge, we can more on to modelling classes.
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## Classes
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We can use the `__index` fallback operator to model classes quite easily.
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Let's create a class `Cat`, with two functions `meow` and `feed`.
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```lua
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local Cat = {}
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function Cat:meow()
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print("meow")
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end
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function Cat:feed()
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self.food = self.food + 1
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end
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```
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We will also need a function for creating cats, which we'll name `new`.
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```lua
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function Cat:new()
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local cat = {}
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cat.food = 10
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return cat
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end
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```
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We can now use the API like so:
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```lua
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local kitty = Cat:new()
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Cat.meow(kitty)
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Cat.feed(kitty)
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print(kitty.food) --> 11
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```
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However, note how we have to namespace the `Cat` functions explicitly, and we cannot use the `:` method call operator yet.
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The table returned by `Cat:new()` does not have the functions `meow` and `feed` for that to work.
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So to provide it with these functions, we can use our handy `__index` metamethod.
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```lua
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function Cat:new()
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local cat = {}
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cat.food = 10
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-- setmetatable returns its first argument. How convenient!
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return setmetatable(cat, { __index = Cat })
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end
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```
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Now, we're able to create cats that can meow on their own.
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```lua
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kitty = Cat:new()
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kitty:meow()
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kitty:feed()
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print(kitty.food) --> 11
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```
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However, creating an extra metatable every single time we create a cat is pretty inefficient!
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We can exploit the fact that Lua doesn't really care about metatable fields it doesn't know about, and make `Cat` itself into a metatable.
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```lua
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Cat.__index = Cat
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function Cat:new()
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local cat = {}
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cat.food = 10
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return setmetatable(cat, Cat)
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end
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```
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But note how we've declared `Cat:new` with the special method syntax.
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We call the function like `Cat:new()`, which is equivalent to `Cat.new(Cat)`, which means that the implicit `self` parameter _is_ the `Cat` table already!
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Thus, we can simplify the call to `setmetatable`, to remove the redundant reference to `Cat`.
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```lua
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return setmetatable(cat, self)
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```
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With all these improvements, here's how the code looks so far.
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```lua
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local Cat = {}
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Cat.__index = Cat
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function Cat:new()
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local cat = {}
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cat.food = 10
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return setmetatable(cat, self)
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end
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function Cat:meow()
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print("meow!")
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end
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function Cat:feed()
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self.food = self.food + 1
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end
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```
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## Inheritance
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Given this fairly simple way of creating classes, we can now expand this idea to inheritance.
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Conceptually, inheriting froma class is pretty straightforward: what we want to do, is to have all of the parent class's methods available on the child class.
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I think you might see where this is going now: all we need to do to create a subclass, is to create a new class, whose metatable's `__index` points to the parent class.
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Let's rewrite our example with the kitty to generalise animals under a single class.
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- class `Animal`, abstract
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- variable `food`: integer
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- function `speak()`
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- function `feed()`
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- class `Cat`, extends `Animal`
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- function `speak()`
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Starting with the base `Animal` class...
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```lua
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local Animal = {}
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Animal.__index = Animal
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-- We don't create a `new` method, because we don't want people
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-- creating "generic" animals. This makes our class _abstract_.
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-- speak() is a function that must be overridden by all subclasses,
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-- so we make it error by default when called.
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function Animal:speak() error("not implemented") end
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function Animal:feed()
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self.food = self.food + 1
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end
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```
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We can define `Cat` to be a subclass of `Animal`, and have it inherit `Animal`'s keys, by using `__index`.
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```lua
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local Cat = {}
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-- We still need to override __index, so that the metatable
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-- we set in our own constructor has our overridden `speak()` method.
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Cat.__index = Cat
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-- To be able to call `Animal` methods from `Cat`, we set it
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-- as its metatable. Remember that `Animal.__index == Animal`.
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setmetatable(Cat, Animal)
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function Cat:new()
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-- Ultra-shorthand way of initializing a class instance!
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-- No need to declare any temporary locals, we can pass
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-- the table into `setmetatable` right away, and it will
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-- return back the table we passed to it.
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return setmetatable({
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food = 1,
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}, self)
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end
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-- Don't forget to override speak(), otherwise calling it
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-- will error out!
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function Cat:speak()
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print("meow")
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end
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```
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Note now how declaring `speak` _does not modify `Animal`_.
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For that, we would need to set the `__newindex` metamethod on the `Animal`, not just `__index`.
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Now we can create instances of `Cat`, and it will inherit the `feed` method from `Animal`.
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```lua
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local kitty = Cat:new()
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kitty:speak()
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kitty:feed() -- inherited!
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print(kitty.food) --> 2
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```
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## Packing it up into a nice box
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With all this, we are now ready to pack this subclassing functionality into a nicer package.
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Speaking of package, let's create a module `class.lua`.
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```lua
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local Class = {}
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Class.__index = Class
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return Class
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```
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Now, let's create a function for inheriting from the class.
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```lua
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-- insert above `return Class`
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function Class:inherit()
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local Subclass = {}
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Subclass.__index = Subclass
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-- Note how `self` in this instance is the parent class,
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-- as we call the function like `SomeClass:inherit()`.
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setmetatable(Subclass, self)
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return subclass
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end
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```
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This is going to let us cleanly inherit from classes, without needing to copy and paste all the `__index` and `setmetatable` boilerplate into all subclasses.
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```lua
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local Class = require "class"
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local Sub = Class:inherit()
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```
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The other boilerplatey bit was initialisation, so let's take care of that.
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```lua
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-- insert below the `end` of `function Class:inherit()`
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-- By default, let's make the base `Class` impossible to instantiate.
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-- This should catch bugs if a subclass forgets to override `initialize`.
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function Class:initialize()
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error("this class cannot be initialized")
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end
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-- `...` is Lua's notation for collecting a variable number of arguments
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function Class:new(...)
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local instance = {}
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-- `self` is the class we're instantiating, as this function
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-- is called like `MyClass:new()`
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setmetatable(instance, self)
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-- We pass the instance to the class's `initialize()` method,
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-- along with all the arguments we received in `new()`.
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self.initialize(instance, ...)
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return instance
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end
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```
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Having that, we can now rewrite our `Animal` example to use our super simple class library.
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```lua
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local Class = require "class"
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---
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local Animal = Class:inherit()
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-- We'll provide a convenience function for implementers,
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-- for initialising the food value, as well as any other
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-- base fields that may come up.
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function Animal:_initialize()
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self.food = 1
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end
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-- However, we do not want to override initialize(), as
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-- that would make our class concrete rather than abstract!
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-- Remember that we don't want to make it possible to create
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-- Animal instances on their own.
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function Animal:speak()
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error("unimplemented")
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end
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function Animal:feed()
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self.food = self.food + 1
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end
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---
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local Cat = Animal:inherit()
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-- Instead, we override initialize() in Cat.
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function Cat:initialize()
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self:_initialize()
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end
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function Cat:speak()
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print("meow")
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end
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```
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Having a class library like this makes things a lot more convenient, as we no longer have to mess with raw metatables!
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All we need to do is call `inherit()` and `new()`, and the magic is done for us.
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```lua
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local kitty = Cat:new()
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kitty:speak()
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kitty:feed()
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print(kitty.food)
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```
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## Wrapping up
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If you followed this tutorial from beginning to end, you now have a simple library for object-oriented programming in Lua, which supports creating classes and inheriting from them.
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To further your understanding, you may want to think about the following:
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- How would you call the superclass's implementation of a function overridden by the subclass?
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Can you think of ways to make it convenient and easy to remember?
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- Our class library implements a Ruby-style `Object:new(args)` function for constructing new instances of our class.
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Python, however, uses the syntax `Object(args)` for constructing instances of objects.
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Can you think of a way to make your class library use the Python-style syntax?
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- Define a 2D vector class using our class library.
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Can you think of a way to make use of Lua's native `+`, `-`, `*`, `/` math operators, instead of named functions like `:add()`, `:sub()`, `:mul()`, `:div()`?
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- Try implementing an `object:instanceof(Class)` function, which checks that an object instance inherits from a given class.
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- Lua is a minimalistic, multi-paradigm language.
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Can you think of the benefits and drawbacks towards doing object-oriented programming in Lua?
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- What are some problems for which this style of programming would lend itself as particularly good?
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- and likewise, what are some areas in which this style might not work so well?
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## Further reading
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You may wanna check these links out for additional reference.
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- [The Lua documentation on metatables](https://www.lua.org/manual/5.4/manual.html#2.4)---there's lots of other operators you can overload!
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- [rxi's `classic` module](https://github.com/rxi/classic/blob/master/classic.lua)---it's an example of a good, but small class library that has all the features you'd ever need.
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