This first edition was written for Lua 5.0. While still largely relevant for later versions, there are some differences.
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Programming in Lua | ||
Part II. Tables and Objects Chapter 16. Object-Oriented Programming |
A particular case of the previous approach for OO programming occurs when an object has a single method. In such cases, we do not need to create an interface table; instead, we can return this single method as the object representation. If this sounds a little weird, it is worth remembering Section 7.1, where we saw how to construct iterator functions that keep state as closures. An iterator that keeps state is nothing more than a single-method object.
Another interesting case of single-method objects occurs when this single-method is actually a dispatch method that performs different tasks based on a distinguished argument. A possible implementation for such object is as follows:
function newObject (value) return function (action, v) if action == "get" then return value elseif action == "set" then value = v else error("invalid action") end end endIts use is straightforward:
d = newObject(0) print(d("get")) --> 0 d("set", 10) print(d("get")) --> 10
This unconventional implementation for objects is quite effective.
The syntax d("set",10)
,
although peculiar,
is only two characters longer than
the more conventional d:set(10)
.
Each object uses one single closure,
which is cheaper than one table.
There is no inheritance, but we have full privacy:
The only way to access an object state is through its sole method.
Tcl/Tk uses a similar approach for its widgets. The name of a widget in Tk denotes a function (a widget command) that can perform all kinds of operations over the widget.
Copyright © 2003–2004 Roberto Ierusalimschy. All rights reserved. |