2013-11-18 19:41:19 +00:00
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# Lua API documentation
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We the [Lua](http://www.lua.org) script language to customize and
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extend [Lean](http://leanprover.net). This
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[link](http://www.lua.org/docs.html) is a good starting point for
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learning Lua. In this document, we focus on the Lean specific APIs.
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Most of Lean components are exposed in the Lua API.
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**Remark:** the script [md2lua.sh](md2lua.sh) extracts the Lua code
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examples from the `*.md` documentation files in this directory.
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## Hierarchical names
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In Lean, we use _hierarchical names_ for identifying configuration
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options, constants, and kernel objects. A hierarchical name is
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essentially a list of strings and integers.
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The following example demonstrates how to create and manipulate
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hierarchical names using the Lua API.
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```lua
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local x = name("x") -- create a simple hierarchical name
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local y = name("y")
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-- In Lua, 'assert(p)' succeeds if 'p' does not evaluate to false (or nil)
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assert(x == name("x")) -- test if 'x' is equal to 'name("x")'
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assert(x ~= y) -- '~=' is the not equal operator in Lua
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assert(x ~= "x")
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assert(is_name(x)) -- test whether argument is a hierarchical name or not.
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assert(not is_name("x"))
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local x1 = name(x, 1) -- x1 is a name composed of the string "x" and number 1
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assert(tostring(x1) == "x::1")
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assert(x1 ~= name("x::1")) -- x1 is not equal to the string x::1
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assert(x1 == name("x", 1))
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local o = name("lean", "pp", "colors")
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-- The previous construct is syntax sugar for the following expression
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assert(o == name(name(name("lean"), "pp"), "colors"))
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assert(x < y) -- '<' is a total order on hierarchical names
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local h = x:hash() -- retrieve the hash code for 'x'
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assert(h ~= y:hash())
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```
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2013-11-19 05:23:06 +00:00
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## Lua tables
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Tables are the only mutable, non-atomic type of data in Lua. Tables
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are used to implement mappings, arrays, lists, objects, etc. Here is a
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small examples demonstrating how to use Lua tables:
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```lua
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local t = {} -- create an empty table
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t["x"] = 10 -- insert the entry "x" -> 10
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t.x = 20 -- syntax-sugar for t["x"] = 20
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t["y"] = 30 -- insert the entry "y" -> 30
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assert(t["x"] == 20)
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local p = { x = 10, y = 20 } -- create a table with two entries
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assert(p.x == 10)
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assert(p["x"] == 10)
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assert(p.y == 20)
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assert(p["y"] == 20)
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```
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Arrays are implemented by indexing tables with integers.
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The arrays don't have a fixed size and grow dynamically.
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The arrays in Lua usually start at index 1. The Lua libraries
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use this convention. The following example initializes
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an array with 100 elements.
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```lua
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local a = {} -- new array
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for i=1, 100 do
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a[i] = 0
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end
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local b = {2, 4, 6, 8, 10} -- create an array with 5 elements
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assert(#b == 5) -- array has 5 elements
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assert(b[1] == 2)
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assert(b[2] == 4)
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```
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In Lua, we cannot provide custom hash and equality functions to tables.
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So, we cannot effectively use Lua tables to implement mappings where
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the keys are Lean hierarchical names, expressions, etc.
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The following example demonstrates the issue.
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```lua
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local m = {} -- create empty table
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local a = name("a")
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m[a] = 10 -- map the hierarchical name 'a' to 10
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assert(m[a] == 10)
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local a1 = name("a")
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assert(a == a1) -- 'a' and 'a1' are the same hierarchical name
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assert(m[a1] == nil) -- 'a1' is not a key in the mapping 'm'
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assert(m[a] == 10)
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-- 'a' and 'a1' are two instances of the same object
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-- Lua tables assume that different instances are not equal
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```
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## Splay maps
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In Lean, we provide splay maps for implementing mappings where the keys are
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2013-11-19 05:29:48 +00:00
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Lean objects such as hierarchical names. A splay map is implemented using
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a [splay tree](http://en.wikipedia.org/wiki/Splay_tree), a self-adjusting binary
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search tree. We can also use Lua atomic data types
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2013-11-19 05:23:06 +00:00
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as keys in splay maps. However, we should not mix different types in the
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same splay map. The Lean splay map assumes that `<` is a total order on the
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keys inserted in the map.
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```lua
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local m = splay_map() -- create an empty splay map
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assert(#m == 0)
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local a = name("a", 1)
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local a1 = name("a", 1)
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m:insert(a, 10) -- add the entry 'a::1' -> 10
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assert(m:find(a1) == 10)
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m:insert(name("b"), 20)
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assert(#m == 2)
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m:erase(a) -- remove entry with key 'a::1'
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assert(m:find(a) == nil)
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assert(not m:contains(a))
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assert(#m == 1)
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m:insert(name("c"), 30)
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m:for_each( -- traverse the entries in the splay map
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function(k, v) -- executing the given function
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print(k, v)
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end
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)
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local m2 = m:copy() -- the splay maps are copied in constant time
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assert(#m2 == #m)
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m2:insert(name("b", 2), 40)
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assert(#m2 == #m + 1)
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```
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