mikepaul-LuaJIT/doc/extensions.html
2011-02-10 03:10:38 +01:00

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<title>Extensions</title>
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<meta name="Author" content="Mike Pall">
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<div id="site">
<a href="http://luajit.org"><span>Lua<span id="logo">JIT</span></span></a>
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<h1>Extensions</h1>
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<p>
LuaJIT is fully upwards-compatible with Lua 5.1. It supports all
<a href="http://www.lua.org/manual/5.1/manual.html#5"><span class="ext">&raquo;</span>&nbsp;standard Lua
library functions</a> and the full set of
<a href="http://www.lua.org/manual/5.1/manual.html#3"><span class="ext">&raquo;</span>&nbsp;Lua/C API
functions</a>.
</p>
<p>
LuaJIT is also fully ABI-compatible to Lua 5.1 at the linker/dynamic
loader level. This means you can compile a C&nbsp;module against the
standard Lua headers and load the same shared library from either Lua
or LuaJIT.
</p>
<p>
LuaJIT extends the standard Lua VM with new functionality and adds
several extension modules. Please note that this page is only about
<em>functional</em> enhancements and not about performance enhancements,
such as the optimized VM, the faster interpreter or the JIT compiler.
</p>
<h2 id="modules">Extensions Modules</h2>
<p>
LuaJIT comes with several built-in extension modules:
</p>
<h3 id="bit"><tt>bit.*</tt> &mdash; Bitwise operations</h3>
<p>
LuaJIT supports all bitwise operations as defined by
<a href="http://bitop.luajit.org"><span class="ext">&raquo;</span>&nbsp;Lua BitOp</a>:
</p>
<pre class="code">
bit.tobit bit.tohex bit.bnot bit.band bit.bor bit.bxor
bit.lshift bit.rshift bit.arshift bit.rol bit.ror bit.bswap
</pre>
<p>
This module is a LuaJIT built-in &mdash; you don't need to download or
install Lua BitOp. The Lua BitOp site has full documentation for all
<a href="http://bitop.luajit.org/api.html"><span class="ext">&raquo;</span>&nbsp;Lua BitOp API functions</a>.
</p>
<p>
Please make sure to <tt>require</tt> the module before using any of
its functions:
</p>
<pre class="code">
local bit = require("bit")
</pre>
<p>
An already installed Lua BitOp module is ignored by LuaJIT.
This way you can use bit operations from both Lua and LuaJIT on a
shared installation.
</p>
<h3 id="ffi"><tt>ffi.*</tt> &mdash; FFI library</h3>
<p>
The <a href="ext_ffi.html">FFI library</a> allows calling external
C&nbsp;functions and the use of C&nbsp;data structures from pure Lua
code.
</p>
<h3 id="jit"><tt>jit.*</tt> &mdash; JIT compiler control</h3>
<p>
The functions in this module
<a href="ext_jit.html">control the behavior of the JIT compiler engine</a>.
</p>
<h3 id="c_api">C API extensions</h3>
<p>
LuaJIT adds some
<a href="ext_c_api.html">extra functions to the Lua/C API</a>.
</p>
<h2 id="library">Enhanced Standard Library Functions</h2>
<h3 id="xpcall"><tt>xpcall(f, err [,args...])</tt> passes arguments</h3>
<p>
Unlike the standard implementation in Lua 5.1, <tt>xpcall()</tt>
passes any arguments after the error function to the function
which is called in a protected context.
</p>
<h3 id="load"><tt>loadfile()</tt> etc. handle UTF-8 source code</h3>
<p>
Non-ASCII characters are handled transparently by the Lua source code parser.
This allows the use of UTF-8 characters in identifiers and strings.
A UTF-8 BOM is skipped at the start of the source code.
</p>
<h3 id="tostring"><tt>tostring()</tt> etc. canonicalize NaN and &plusmn;Inf</h3>
<p>
All number-to-string conversions consistently convert non-finite numbers
to the same strings on all platforms. NaN results in <tt>"nan"</tt>,
positive infinity results in <tt>"inf"</tt> and negative infinity results
in <tt>"-inf"</tt>.
</p>
<h3 id="math_random">Enhanced PRNG for <tt>math.random()</tt></h3>
<p>
LuaJIT uses a Tausworthe PRNG with period 2^223 to implement
<tt>math.random()</tt> and <tt>math.randomseed()</tt>. The quality of
the PRNG results is much superior compared to the standard Lua
implementation which uses the platform-specific ANSI rand().
</p>
<p>
The PRNG generates the same sequences from the same seeds on all
platforms and makes use of all bits in the seed argument.
<tt>math.random()</tt> without arguments generates 52 pseudo-random bits
for every call. The result is uniformly distributed between 0 and 1.
It's correctly scaled up and rounded for <tt>math.random(n&nbsp;[,m])</tt> to
preserve uniformity.
</p>
<h3 id="io"><tt>io.*</tt> functions handle 64&nbsp;bit file offsets</h3>
<p>
The file I/O functions in the standard <tt>io.*</tt> library handle
64&nbsp;bit file offsets. In particular this means it's possible
to open files larger than 2&nbsp;Gigabytes and to reposition or obtain
the current file position for offsets beyond 2&nbsp;GB
(<tt>fp:seek()</tt> method).
</p>
<h3 id="debug_meta"><tt>debug.*</tt> functions identify metamethods</h3>
<p>
<tt>debug.getinfo()</tt> and <tt>lua_getinfo()</tt> also return information
about invoked metamethods. The <tt>namewhat</tt> field is set to
<tt>"metamethod"</tt> and the <tt>name</tt> field has the name of
the corresponding metamethod (e.g. <tt>"__index"</tt>).
</p>
<h2 id="resumable">Fully Resumable VM</h2>
<p>
The LuaJIT 2.x VM is fully resumable. This means you can yield from a
coroutine even across contexts, where this would not possible with
the standard Lua&nbsp;5.1 VM: e.g. you can yield across <tt>pcall()</tt>
and <tt>xpcall()</tt>, across iterators and across metamethods.
</p>
<p>
Note however that LuaJIT 2.x doesn't use
<a href="http://coco.luajit.org/"><span class="ext">&raquo;</span>&nbsp;Coco</a> anymore. This means the
overhead for creating coroutines is much smaller and no extra
C&nbsp;stacks need to be allocated. OTOH you can no longer yield
across arbitrary C&nbsp;functions. Keep this in mind when
upgrading from LuaJIT 1.x.
</p>
<h2 id="exceptions">C++ Exception Interoperability</h2>
<p>
LuaJIT has built-in support for interoperating with C++&nbsp;exceptions.
The available range of features depends on the target platform and
the toolchain used to compile LuaJIT:
</p>
<table class="exc">
<tr class="exchead">
<td class="excplatform">Platform</td>
<td class="exccompiler">Compiler</td>
<td class="excinterop">Interoperability</td>
</tr>
<tr class="odd separate">
<td class="excplatform">POSIX/x64, DWARF2 unwinding</td>
<td class="exccompiler">GCC 4.3+</td>
<td class="excinterop"><b style="color: #00a000;">Full</b></td>
</tr>
<tr class="even">
<td class="excplatform">Other platforms, DWARF2 unwinding</td>
<td class="exccompiler">GCC</td>
<td class="excinterop"><b style="color: #c06000;">Limited</b></td>
</tr>
<tr class="odd">
<td class="excplatform">Windows/x64</td>
<td class="exccompiler">MSVC or WinSDK</td>
<td class="excinterop"><b style="color: #00a000;">Full</b></td>
</tr>
<tr class="even">
<td class="excplatform">Windows/x86</td>
<td class="exccompiler">Any</td>
<td class="excinterop"><b style="color: #a00000;">No</b></td>
</tr>
<tr class="odd">
<td class="excplatform">Other platforms</td>
<td class="exccompiler">Other compilers</td>
<td class="excinterop"><b style="color: #a00000;">No</b></td>
</tr>
</table>
<p>
<b style="color: #00a000;">Full interoperability</b> means:
</p>
<ul>
<li>C++&nbsp;exceptions can be caught on the Lua side with <tt>pcall()</tt>,
<tt>lua_pcall()</tt> etc.</li>
<li>C++&nbsp;exceptions will be converted to the generic Lua error
<tt>"C++&nbsp;exception"</tt>, unless you use the
<a href="ext_c_api.html#mode_wrapcfunc">C&nbsp;call wrapper</a> feature.</li>
<li>It's safe to throw C++&nbsp;exceptions across non-protected Lua frames
on the C&nbsp;stack. The contents of the C++&nbsp;exception object
pass through unmodified.</li>
<li>Lua errors can be caught on the C++ side with <tt>catch(...)</tt>.
The corresponding Lua error message can be retrieved from the Lua stack.</li>
<li>Throwing Lua errors across C++ frames is safe. C++ destructors
will be called.</li>
</ul>
<p>
<b style="color: #c06000;">Limited interoperability</b> means:
</p>
<ul>
<li>C++&nbsp;exceptions can be caught on the Lua side with <tt>pcall()</tt>,
<tt>lua_pcall()</tt> etc.</li>
<li>C++&nbsp;exceptions will be converted to the generic Lua error
<tt>"C++&nbsp;exception"</tt>, unless you use the
<a href="ext_c_api.html#mode_wrapcfunc">C&nbsp;call wrapper</a> feature.</li>
<li>C++&nbsp;exceptions will be caught by non-protected Lua frames and
are rethrown as a generic Lua error. The C++&nbsp;exception object will
be destroyed.</li>
<li>Lua errors <b>cannot</b> be caught on the C++ side.</li>
<li>Throwing Lua errors across C++ frames will <b>not</b> call
C++ destructors.</li>
</ul>
<p>
<b style="color: #a00000;">No interoperability</b> means:
</p>
<ul>
<li>It's <b>not</b> safe to throw C++&nbsp;exceptions across Lua frames.</li>
<li>C++&nbsp;exceptions <b>cannot</b> be caught on the Lua side.</li>
<li>Lua errors <b>cannot</b> be caught on the C++ side.</li>
<li>Throwing Lua errors across C++ frames will <b>not</b> call
C++ destructors.</li>
<li>Additionally, on Windows/x86 with SEH-based C++&nbsp;exceptions:
it's <b>not</b> safe to throw a Lua error across any frames containing
a C++ function with any try/catch construct or using variables with
(implicit) destructors. This also applies to any functions which may be
inlined in such a function. It doesn't matter whether <tt>lua_error()</tt>
is called inside or outside of a try/catch or whether any object actually
needs to be destroyed: the SEH chain is corrupted and this will eventually
lead to the termination of the process.</li>
</ul>
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</div>
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Copyright &copy; 2005-2011 Mike Pall
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