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Whenever the luajr
R package opens a new Lua state, it
opens all the standard Lua
libraries in that state, as well as the luajr
module,
which is designed to provide some key capabilities for your Lua code to
interface well with R code. This vignette documents the
luajr
module.
The vector types are modelled after C++’s std::vector
class. A vector type is what you end up with if you pass an argument
into a Lua function using lua_func()
with arg code
"v"
, but you can also create new vectors within Lua.
Like their C++ counterparts, vector types all maintain an internal “capacity” which is equal to or greater than their “length”, or actual number of elements. The exception is the character vector, which is implemented internally as a Lua table but has the same interface as the other vector types.
Note that for vector types, indexes start at 1, not at 0. You must be
very careful not to access or write out of these bounds, as the
luajr
module does not do bounds checking.
Going out of bounds will cause crashes or other undefined behaviour.
Unlike Lua tables, vector types can only be indexed with integers from 1
to the vector length, not with strings or any other types.
luajr.logical(a, b)
,
luajr.integer(a, b)
, luajr.numeric(a, b)
,
luajr.character(a, b)
These functions can be used to create “vector types” in Lua code. The
meaning of a
and b
depends on their type. For
example:
luajr.numeric() -- Empty numeric vector
luajr.numeric(n, x) -- Size-n numeric vector, all entries equal to x
luajr.numeric(v) -- Copied from vector v
luajr.numeric(z) -- Copied from "vector-ish" object z
Above, n
is a nonnegative number, x
is a
boolean, number, string (as appropriate for the vector type) or
nil
, v
is another vector object of the same
type, and z
is a table, vector type, or reference type.
If x == nil
in the (n, x)
form of the above
functions, then the values of the vector are left uninitialized (except
for luajr.character
, where the values are set to the empty
string).
luajr.is_logical(obj)
,
luajr.is_integer(obj)
, luajr.is_numeric(obj)
,
luajr.is_character(obj)
Check whether a value obj
is one of the corresponding
vector types. These return true
if obj
is of
the corresponding type, and false
otherwise.
All the vector types have the following methods:
#v
Returns the length of the vector.
x = v[i]
, v[i] = x
Get or set the i
th element of the vector.
Again: Note that for vector types, indexes start at 1, not at 0. You
must be very careful not to access or write out of these bounds, as the
luajr
module does not do bounds checking.
Going out of bounds will cause crashes or other undefined behaviour.
Unlike Lua tables, vector types can only be indexed with integers from 1
to the vector length, not with strings or any other types.
pairs(v)
, ipairs(v)
Use with a Lua for
loop to iterate over the values of
the vector. For example:
Note that for vector types, pairs
and
ipairs
are interchangeable and the same loop above can be
written as
v:assign(a, b)
Assign a new value to the vector; a
and b
have the same meaning as in the vector type
constructors.
v:print()
Print each value of the vector next to its index, each value on a new line.
v:concat(sep)
Returns a string comprised of the elements of the vector converted
into strings and concatenated together with sep
as a
separator. If sep
is missing, the default is
","
.
v:debug_str()
Returns a compact string representation of the vector, useful mainly for debugging. This contains the length of the vector, then the capacity of the vector, then each of the vector elements separated by commas.
v:reserve(n)
If n
is larger than the vector’s current capacity,
suggests that the vector be enlarged to a capacity of n
.
Otherwise, does nothing.
v:capacity()
Returns the capacity of the vector.
v:shrink_to_fit()
If the vector’s capacity is larger than its length, reallocates the vector so that its capacity is equal to its length.
v:clear()
Sets the size of the vector to 0.
v:resize(n, val)
Sets the size of the vector to n
. If n
is
smaller than the vector’s current length, removes elements at the end of
the vector. If n
is larger than the vector’s current
length, adds new elements at the end equal to val
.
val
can be nil
or missing.
v:push_back(val)
Adds val
to the end of the vector.
v:pop_back()
Removes one element from the end of the vector.
v:insert(i, a, b)
Inserts new elements before position i
, which must be
between 1 and #v + 1
. a
and b
have the same meaning as in the vector type
constructors.
v:erase(first, last)
Removes elements from position first
to position
last
, inclusive (e.g. so that v:erase(1, #v)
erases the whole vector). If last
is nil
or
missing, just erases the single element at position
first
.
The reference types are similar to the vector types, but they are more “low-level” and hence are missing much of the functionality of the vector types. They map directly onto memory managed by R, so judicious use of reference types when passing to or returning from Lua can avoid unnecessary memory allocations and copies.
Although reference types are missing lots of methods that the vector types have, they do have one feature that the vector types don’t have, namely that you can set and get the attributes associated with the underlying R value.
A reference type is what you end up with if you pass an argument into
a Lua function using lua_func()
with arg code
"r"
, but you can also create new reference types within
Lua.
As with the vector types, indexes start at 1, not at 0, and you must be very careful not to access or write out of these bounds.
Finally, because reference types depend upon R, they are not
completely thread safe and therefore they cannot safely be used with
lua_parallel()
.
luajr.logical_r(a, b)
,
luajr.integer_r(a, b)
, luajr.numeric_r(a, b)
,
luajr.character_r(a, b)
These functions can be used to create “vector types” in Lua code. The
meaning of a
and b
depends on their type.
Namely:
luajr.numeric_r(n, x) -- Size n, all entries equal to x if x ~= nil
luajr.numeric_r(z) -- Copied from "vector-ish" object z
Above, n
is a nonnegative number, x
is a
boolean, number, or string (as appropriate for the vector type) or
nil
, and z
is a table, vector type, or
reference type.
luajr.is_logical_r(obj)
,
luajr.is_integer_r(obj)
,
luajr.is_numeric_r(obj)
,
luajr.is_character_r(obj)
Check whether a value obj
is one of the corresponding
reference types. These return true
if obj
is
of the corresponding type, and false
otherwise.
All the reference types have the following methods:
#v
Returns the length of the referenced vector.
x = v[i]
, v[i] = x
Get or set the i
th element of the referenced vector.
pairs(v)
, ipairs(v)
Use with a Lua for
loop to iterate over the values of
the vector.
x = v(attr)
,
v(attr, x)
Get or set the attribute named attr
. The second form,
with two arguments, sets the attribute to x
. Note that even
though you can get and manipulate the names
attribute, you
cannot access a reference vector’s elements by their names.
A list is a special kind of Lua table that can be indexed either with positive integers or with strings. Unlike a Lua table, a list remembers the order in which you have added elements to it, like an R list does.
luajr.list()
Creates a new, empty list.
luajr.is_list(obj)
Check whether a value obj
is a list. Returns
true
if obj
is a list, and false
otherwise.
Lists have the following methods:
#v
Returns the length of the list, including both integer- and
string-keyed entries. This differs from the behaviour of the
#
operator on normal Lua tables, which only report the
number of integer-keyed entries.
x = v[i]
, v[i] = x
Get or set element i
of the list. i
can be
either a positive integer or a string. Note that you cannot write to any
integer keys greater than #v + 1
.
pairs(v)
, ipairs(v)
Use with a Lua for
loop to iterate over the values of
the vector. Unlike with vector and reference types, pairs
and ipairs
are not exactly the same when applied to lists;
the former will provide either string or number keys as you iterate
through the list (strings if they are present, numbers otherwise) and
the latter will give number keys only. Either one iterates through every
element of the list and both iterate through the list in the same
order.
x = v(attr)
,
v(attr, x)
Get or set the attribute named attr
. The second form,
with two arguments, sets the attribute to x
. Note that, for
a list, the "names"
attribute is not a simple vector of
names, like in R, but is an associative array linking keys to their
indices. For example, for a list with elements a = 1
,
2
, and c = 3
, v("names")
is equal
to { "a" = 1, "c" = 3 }
. However, when a list is returned
to R, its "names"
attribute has the normal R format.
Note that lists have this interface for setting and getting
attributes, but unlike the reference types (which also have this
capability), they are not internally managed by R. This means that they
are safe to use with lua_parallel()
, as long as they don’t
contain any reference types.
There are a handful of additional types based on the above types, but which have some special behaviour when returned to R.
A data frame can be created with
This is just a luajr.list
with the "class"
attribute set to "data.frame"
. However, when a list with
this class gets returned to R, it gets turned into a data frame.
A matrix can be created with
This is a special kind of luajr.numeric_r
with the
"dim"
attribute set to
luajr.integer_r({ nrow, ncol })
. It gets recognized as a
matrix when returned to R. However, you can only access elements with a
single index that starts at 1 and goes in column-major order. So, for
example, for a 2x2 matrix, the top-left element has index 1, bottom-left
has index 2, top-right has index 3 and bottom-right has index 4.
Note that it is a reference type.
A data matrix can be created with
This is similar to luajr.matrix_r
, but it has
names
as column names. names
can be passed in
as a Lua table (e.g. { "foo", "bar" }
) or as a
luajr.character
or luajr.character_r
object.
Using a data matrix is very slightly faster than using a data frame because only one memory allocation needs to be made, but this difference is on the order of microseconds for normal sized data. Also, if you are just going to convert the returned matrix into a data frame anyway, you lose the speed advantage. So don’t worry about it too much.
The column names can be get and set within Lua using the special
attribute name "/matrix/colnames"
.
The following constants are defined in the luajr
table:
luajr.TRUE
luajr.FALSE
luajr.NA_logical_
luajr.NA_integer_
luajr.NA_real_
luajr.NA_character_
luajr.NULL
Note that Lua’s semantics in dealing with logical types and NA values are very different from R’s semantics. Lua does not “understand” NA values in the same way that R does, and it sees the R logical type as fundamentally an integer, not a boolean.
Specifically, whereas in R you could do the following:
in Lua you have to do this:
x = luajr.logical({ luajr.TRUE, luajr.FALSE, luajr.NA_logical_ })
if x[1] == luajr.TRUE then print("First element of x is TRUE!") end
This is because under the hood, R’s TRUE is defined as the integer 1
(though any nonzero integer besides NA will also test as TRUE), FALSE is
defined as 0, and NA (when logical or integer) is defined as a special
‘flag’ value of -2147483648 (i.e. -2^31). However, in Lua, anything
other than nil
or false
evaluates as
true
, meaning that the following Lua code
x = luajr.logical({ luajr.TRUE, luajr.FALSE, luajr.NA_logical_ })
for i = 1, #x do
if x[i] then print("Element", i, "of x is TRUE!") end
end
will incorrectly claim that luajr.TRUE
,
luajr.FALSE
, and luajr.NA_logical_
are all
“TRUE
”. So, instead, explicitly set logical values to
either luajr.TRUE
, or luajr.FALSE
, or
luajr.NA_logical_
, and explicitly test them against the
same values.
Note that the different NA constants are not interchangeable. So,
when testing for NA in Lua, you have to check if a value is equal to
(==
) or not equal to (~=
) the corresponding NA
constant above, depending on the type of the variable in question.
All of this only applies to the vector and reference types described
above. Lua also has its own boolean type (with possible values
true
and false
) which will never compare equal
with either luajr.TRUE
, luajr.FALSE
or any of
the NA values. A Lua string can never compare equal with
luajr.NA_character_
, but conversely a Lua number may
sometimes compare equal with luajr.NA_logical_
,
luajr.NA_integer_
, or luajr.NA_real_
, so do be
careful not to mix Lua types and these R constants.
Finally, luajr.NULL
can be used to represent a
NULL
value, either on its own or as part of a table or
luajr.list
that gets returned to R. If you pass NULL in to
Lua through arg code "s"
, it will come out as
nil
in Lua; but if you use arg code "r"
or
"v"
, it will come out as luajr.NULL
.
These binaries (installable software) and packages are in development.
They may not be fully stable and should be used with caution. We make no claims about them.