=pod =encoding UTF-8 =head1 NAME Inline::Lua - Perl extension for embedding Lua scripts into Perl code =head1 VERSION version 0.17 =head1 SYNOPSIS use Inline 'Lua'; print "The answer to life, the universe and everything is ", answer(6, 7), "\n"; __END__ __Lua__ function answer (a, b) return a*b end =head1 DESCRIPTION Inline::Lua allows you to write functions in Lua. Those of you who are not yet familiar with Lua should have a cursory glance at L to get a taste of this language. In short: Lua was designed to be embedded into other applications and not so much as a language on its own. However, despite its small set of language features, it is an extremely powerful and expressive language. Its strong areas are an elegant and yet concise syntax, good overall performance and a beautiful implementation of some concepts from the world of functional programming. =head1 USING Inline::Lua Lua code can be included in the usual Inline style. Pass it as string at C time: use Inline Lua => 'function pow (a, b) return a^b end'; print pow(2, 8); # prints 256 Heredocs may come in handy for that: use Inline Lua => < token: use Inline 'Lua'; print pow(2, 8) __END__ __Lua__ function pow (a, b) return a^b end All of those are equivalent. =head2 Exchanging values with Lua functions Lua datatypes map exceptionally well onto Perl types and vice versa. Lua knows about eight distinct types: =over 4 =item * B This is Perl's C =item * B A Perl scalar with a, guess what, number in it. =item * B A Perl scalar with a string in it. =item * B Lua functions act as first class data types. The Perl equivalent is a code-reference. =item * B Lua being an embeddable language uses this one to handle generic C types. As of now, this is not yet supported by Inline::Lua. =item * B Used to implement coroutines. Not yet handled by Inline::Lua =item * B Lua tables act as arrays or hashes depending on what you put into them. Inline::Lua can handle that transparently. =back =head1 PASSING VALUES TO LUA FUNCTIONS Whenever you call a Lua function, Inline::Lua looks at the arguments you passed to the function and converts them accordingly before executing the Lua code. =head2 Plain Perl scalars Scalars either holding a number, a string or C are converted to the corresponding Lua types. Considering that those are all very basic types, this is not a very deep concept: use Inline Lua => <. Lua is less forgiving than Perl in this respect. In particular, C is not silently transformed into a useful value and you'll get a fatal error from Lua when you try lua_print(undef); Inline::Lua offers some means to deal with this problem. See L<"DEALING WITH UNDEF AND NIL"> further below. =head2 Array and hash references Those are turned into Lua tables: use Inline Lua => < 'val1', key2 => 'val2' } ); This should print: array: 1 1 2 2 3 3 hash: key1 val1 key2 val2 Nested Perl arrays are handled as well: print_table( [1, 2, 3, { key1 => 'val' } ] ); will result in 1 1 2 2 3 3 4 table: 0x8148128 =head2 Function references That's the real interesting stuff. You are allowed to call Lua functions with function references as arguments and the Lua code will do the right thing: use Inline Lua => EOLUA function table_foreach (func, tab) for k, v in pairs(tab) do func(k, v) end end EOLUA sub dump { my ($key, $val) = @_; print "$key => $val\n"; } table_foreach( \&dump, { key1 => 1, key2 => 2 } ); Here's a bit of currying. The Lua code calls the code-reference passed to it. This code-reference itself returns a reference to a Perl functions which eventually is triggered by Lua and its result is printed: use Inline Lua => < type for it. If you pass a reference to a filehandle to your Lua function, Inline::Lua will turn it into the thingy that Lua can deal with: use Inline Lua => < < < '1', '3' => '3', '2' => '2', 'key' => 'val' }; A couple of things worthy mention: Lua table indexes start at 1 as opposed to 0 in Perl. Inline::Lua will substract 1 from the index if the table is returned as an array so your Perl array will be 0-based. This does not happen for tables that get returned as a hash-reference as you can see in the above example. Another thing you have to be aware of is potential holes in the array. You can create a Lua table where only the, say, 10000th element is set. Since 10000 is a number, it gets returned as an array. This array naturally will have 9999 undefined elements. In this case it might be better to forcefully turn this key into a string: local ary = { [ tostring(10000) ] = 1 } The tables you return can be arbitrarily deeply nested. The returned Perl structure will then also be nested. What you cannot do is return a Lua table which uses values other than strings or numbers as keys. In Lua, a key can be any object, including a table, a function or whatever. There is no sensible way to mimick this behaviour in Perl so you will get a runtime error if you try something like this: return { [{1, 2, 3}] = 1 } There is no limitation on the values you put into a Lua table, though. =head2 Functions If your Lua function returns a function, the function is turned into a Perl function reference. If you are tired of having Perl calulcate the n-th Fibonacci number, let Lua do the hard work. This snippet below shows how a Lua function can return a Fibonacci number generator to Perl: use Inline Lua => <(11); __END__ 144 You can get as fancy as you want. Return a Lua function that itself returns a Lua function that returns another Lua function and so on. There should be no limitations at all. =head2 Filehandles Just as you can pass filehandles to Lua functions, you may also return them: use Inline Lua => <) { ... } It's a fatal error if your Lua code tries to return a closed filehandle. =head1 DEALING WITH UNDEF AND NIL You can change C's default conversion so that Inline::Lua wont transform it to C when passing the value to Lua: use Inline Lua => 'DATA', # source code after the __END__ token Undef => 0; With the above, every C value is turned into a Lua number with the value 0. Likewise use Inline Lua => 'DATA', Undef => ''; This will turn C into the empty string. Any valid Perl scalar can be specified for I, this includes references to hashes, arrays, functions etc. A basic example: use Inline Lua => 'DATA', Undef => 'Undefined value'; print_values(1, 2, 3, undef, 4, 5); __END__ __Lua__ function print_values (...) for k, v in pairs {...} do print(k, v) end end This would come out as 1 1 2 2 3 3 4 Undefined value 5 5 6 6 Sometimes however it is important to return a real C to Lua. Inline::Lua provides a Perl value which is always converted to C: C<$Inline::Lua::Nil>. =head1 LUA FUNCTION PROTOTYPES Lua functions have prototypes. When compiling those functions to bytecode, Inline::Lua looks at their prototype. When calling one of those functions later, it makes sure that the function arguments are padded with C if you supply less arguments than mentioned in the prototype: use Inline Lua => <s are also handled accordingly to the value of I. Also note that C<...> in a prototype is never padded (as you can see in the above). =head1 LUA SCRIPTS AS INLINE CODE You are allowed to provide whole Lua scripts in your Inline section. Anything outside a function is then run at compile-time: use Inline 'Lua'; __END__ __Lua__ print(1, 2) Moreover, Lua scripts may return values to their caller. You can get these values at any point with C<"Inline::Lua->main_returns">: use Inline 'Lua'; my @ret = Inline::Lua->main_returns; __END__ __Lua__ print("I return a list of values") return 1, 2, 3 Note that a Lua script's return value is only retrieved once at compile-time. Hence something like this might B do what you expect: use Inline 'Lua'; print join "+", Inline::Lua->main_returns; luafunc(); print "\n"; print join "+", Inline::Lua->main_returns; __END__ __Lua__ a = 1 b = 2 function luafunc () a = a + 1 b = b + 1 end return a, b This will print 1+2 1+2 and not 1+2 2+3 as you might expect. =head1 BUGS There must be some. My first suspicion is memory leaks that may hide somewhere in the code. Checking for memory leaks is on my agenda for the next release. Other than that, you might enjoy an occasional segfault. If you encounter any of the above, please report it to me. =head1 TODO =over 4 =item * Check for memory leaks. =item * Find a smart way to handle objects elegantly. =item * Look closer at the I type and figure out whether a sensible conversion exists. =item * Improve error messages. So far you get messages such as Attempt to pass unsupported reference type (SCALAR) to Lua at (eval 3) line 6. =item * In general: Have Inline::Lua croak less often. =back =head1 FAQ =head2 What do I do if I want to sandbox my code? Many solutions exist for this, and determining which one to use depends on your needs. Please consult http://lua-users.org/wiki/SandBoxes for more information. =head1 SEE ALSO L Lua's home can be found at L. =head1 AUTHOR Rob Hoelz =head1 COPYRIGHT AND LICENSE This software is copyright (c) 2014 by Rob Hoelz. This is free software; you can redistribute it and/or modify it under the same terms as the Perl 5 programming language system itself. =head1 BUGS Please report any bugs or feature requests on the bugtracker website L When submitting a bug or request, please include a test-file or a patch to an existing test-file that illustrates the bug or desired feature. =cut