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