How to identify uninitialized variables in a Lua script, without running it - c++

I'd like to be able to write some Lua code like this:
y=x+1
and be able to get the names of all variables (x and y in this case) so that I can read from/write to them in the calling C++ program. The problem is that x is uninitialized, so this chunk will not execute and therefore neither variable will appear in the globals table. My current work-around is to have the user explicitly declare that they want to initialize x externally (as well as how to initialize it), then I pre-pend the Lua script with an appropriate declaration for x, so that the final script looks like this:
x= /*some value calculated outside of the Lua script*/
y=x+1
Although this works, I'd really like to have a way to automatically list all uninitialized variables in the Lua code and present them to the user, instead of the user having to remember to explicitly declare them. A function that parses the Lua code without executing it would probably be what I want. I've tried the function luaL_loadstring, but x and y don't show up in the globals table.
Since this is a bit vague, I'll give an actual use case. My C++ code basically performs optimizations on functions, such as finding a root or a maximum. I want the user to be able to define custom functions (in the form of Lua scripts), which in general will have one or more inputs and one or more outputs. The user will define which parameters the optimizer should operate on. For example, the user may want to find the minimum of y=x^2. The way I'd like it to work is that the user writes a Lua script consisting of nothing more than y=x^2, and then tells the optimizer to vary x in order to minimize y. On each iteration of the optimizer, the current guess for x would be automatically pasted into the user script, which is then executed, and then the value of y is pulled from the Lua state to be fed back to the optimizer. This is how I have it working now, however it's a bit clumsy from a UX perspective because the user has to manually declare that x is a Lua variable. This gets tedious when there are many variables that require manual declaration. It would be much better if I could automatically scan the script and show the user a list of their undeclared variables so they could then use drag-and-drop and other GUI sugar to do the manual declaration.

Lua isn't meant to work like that. Lua/C interop is intended to be collaborative; it's not supposed to be that C can do whatever it wants.
Using your example, if you have a Lua script that is supposed to take a value from C and return that value + 1, then you spell that in Lua like this:
local x = ... --Get the first parameter to the chunk.
return x + 1 --Adds 1 to the value and returns it.
You compile this string into a Lua chunk and call it like a Lua function. You pass it the value you want to manipulate and get the return value from the Lua stack.
The idea is not that C code can just reach into a Lua script and shove data into it arbitrarily. The above chunk takes parameters from the user and provides return values to the user. That's typically how C interfaces with Lua.
Yes, you can write values to globals and have the Lua script read them, and write its "results" to globals that the external code reads. But this is not the most effective way to interact with scripts.
I'd really like to have a way to automatically list all uninitialized variables
There's no such thing in Lua as an "uninitialized variable". Not in the way that you mean.
Yes, there are globals. But whether that global has a value or not is not something the Lua script can control. A global is global after all; you can set a global variable from outside of the script (for example, see lua_setglobal). If you do, then a script that reads from it will read the value you set. But it doesn't know anything about that.

What you want is a static code analyzer/Lua linter. Take a look at Luacheck:
Luacheck is a static analyzer and a linter for Lua. Luacheck detects
various issues such as usage of undefined global variables, unused
variables, and values, accessing uninitialized variables, unreachable
code and more. Most aspects of checking are configurable: there are
options for defining custom project-related globals, for selecting set
of standard globals (version of Lua standard library), for filtering
warnings by type and name of related variables, etc. The options can
be used on the command line, put into a config or directly into
checked files as Lua comments.
There is also Lualint, and similar Lua linters for Atom, VSCode, or your fav IDE.

Related

ELF INIT section code to prepopulate objects used at runtime

I'm fairly new to c++ and am really interested in learning more. Have been reading quite a bit. Recently discovered the init/fini elf sections.
I started to wonder if & how one would use the init section to prepopulate objects that would be used at runtime. Say for example you wanted
to add performance measurements to your code, recording the time, filename, linenumber, and maybe some ID (monotonic increasing int for ex) or name.
You would place for example:
PROBE(0,"EventProcessing",__FILE__,__LINE__)
...... //process event
PROBE(1,"EventProcessing",__FILE__,__LINE__)
......//different processing on same event
PROBE(2,"EventProcessing",__FILE__,__LINE__)
The PROBE could be some macro that populates a struct containing this data (maybe on an array/list, etc using the id as an indexer).
Would it be possible to have code in the init section that could prepopulate all of this data for each PROBE (except for the time of course), so only the time would need to be retrieved/copied at runtime?
As far as I know the __attribute__((constructor)) can not be applied to member functions?
My initial idea was to create some kind of
linked list with each node pointing to each probe and code in the init secction could iterate it populating the id, file, line, etc, but
that idea assumed I could use a member function that could run in the "init" section, but that does not seem possible. Any tips appreciated!
As far as I understand it, you do not actually need an ELF constructor here. Instead, you could emit descriptors for your probes using extended asm statements (using data, instead of code). This also involves switching to a dedicated ELF section for the probe descriptors, say __probes.
The linker will concatenate all the probes and in an array, and generate special symbols __start___probes and __stop___probes, which you can use from your program to access thes probes. See the last paragraph in Input Section Example.
Systemtap implements something quite similar for its userspace probes:
User Space Probe Implementation
Adding User Space Probing to an Application (heapsort example)
Similar constructs are also used within the Linux kernel for its self-patching mechanism.
There's a pretty simple way to have code run on module load time: Use the constructor of a global variable:
struct RunMeSomeCode
{
RunMeSomeCode()
{
// your code goes here
}
} do_it;
The .init/.fini sections basically exist to implement global constructors/destructors as part of the ABI on some platforms. Other platforms may use different mechanisms such as _start and _init functions or .init_array/.deinit_array and .preinit_array. There are lots of subtle differences between all these methods and which one to use for what is a question that can really only be answered by the documentation of your target platform. Not all platforms use ELF to begin with…
The main point to understand is that things like the .init/.fini sections in an ELF binary happen way below the level of C++ as a language. A C++ compiler may use these things to implement certain behavior on a certain target platform. On a different platform, a C++ compiler will probably have to use different mechanisms to implement that same behavior. Many compilers will give you tools in the form of language extensions like __attributes__ or #pragmas to control such platform-specific details. But those generally only make sense and will only work with that particular compiler on that particular platform.
You don't need a member function (which gets a this pointer passed as an arg); instead you can simply create constructor-like functions that reference a global array, like
#define PROBE(id, stuff, more_stuff) \
__attribute__((constructor)) void \
probeinit##id(){ probes[id] = {id, stuff, 0/*to be written later*/, more_stuff}; }
The trick is having this macro work in the middle of another function. GNU C / C++ allows nested functions, but IDK if you can make them constructors.
You don't want to declare a static int dummy#id = something because then you're adding overhead to the function you profile. (gcc has to emit a thread-safe run-once locking mechanism.)
Really what you'd like is some kind of separate pass over the source that identifies all the PROBE macros and collects up their args to declare
struct probe global_probes[] = {
{0, "EventName", 0 /*placeholder*/, filename, linenum},
{1, "EventName", 0 /*placeholder*/, filename, linenum},
...
};
I'm not confident you can make that happen with CPP macros; I don't think it's possible to #define PROBE such that every time it expands, it redefines another macro to tack on more stuff.
But you could easily do that with an awk/perl/python / your fave scripting language program that scans your program and constructs a .c that declares an array with static storage.
Or better (for a single-threaded program): keep the runtime timestamps in one array, and the names and stuff in a separate array. So the cache footprint of the probes is smaller. For a multi-threaded program, stores to the same cache line from different threads is called false sharing, and creates cache-line ping-pong.
So you'd have #define PROBE(id, evname, blah blah) do { probe_times[id] = now(); }while(0)
and leave the handling of the later args to your separate preprocessing.

How can I make a Stata plugin not depend on the order of variables?

I am writing a plugin for Stata in C++, and it seems to me that accessing the data depends on the order of variables passed to the plugin, as SF_vdata() only takes integer arguments to index the variables.
The best solution I have at the moment, is to first run ds, store the macro containing all variable names, and then call my plugin. My plugin can then search the macro for the variable that it is interested in, and get the index base don its position in the list.
This works, but I would like my plugin not to depend on certain Stata commands being run first. I know this is silly, as the plugin requires the dataset to be formatted in a specific way, but something feels wrong about first having to call ds and store a macro before calling my plugin.
Is there anyway to access the order of variable names from inside the plugin if ds is not called first?
I agree with Nick. Unfortunately your macro solution is the only answer, and is what I use. You can only access the data directly using the SF_data functions, as a "matrix", and that's all you get by default, there are no headers like in a table. I use macros to save all the data information and pass the whole dataset, reading the variable I'm interested in, just like you, and even wrote translators to retain the format settings, but have not yet used the value labels.

Name variable Lua

I have the following code in Lua:
ABC:
test (X)
The test function is implemented in C + +. My problem is this: I need to know what the variable name passed as parameter (in this case X). In C + + only have access to the value of this variable, but I must know her name.
Help please
Functions are not passed variables; they are passed values. Variables are just locations that store values.
When you say X somewhere in your Lua code, that means to get the value from the variable X (note: it's actually more complicated than that, but I won't get into that here).
So when you say test(X), you're saying, "Get the value from the variable X and pass that value as the first parameter to the function test."
What it seems like you want to do is change the contents of X, right? You want to have the test function modify X in some way. Well, you can't really do that directly in Lua. Nor should you.
See, in Lua, you can return values from functions. And you can return multiple values. Even from C++ code, you can return multiple values. So whatever it is you wanted to store in X can just be returned:
X = test(X)
This way, the caller of the function decides what to do with the value, not the function itself. If the caller wants to modify the variable, that's fine. If the caller wants to stick it somewhere else, that's also fine. Your function should not care one way or the other.
Also, this allows the user to do things like test(5). Here, there is no variable; you just pass a value directly. That's one reason why functions cannot modify the "variable" that is passed; because it doesn't have to be a variable. Only values are passed, so the user could simply pass a literal value rather than one stored in a variable.
In short: you can't do it, and you shouldn't want to.
The correct answer is that Lua doesn't really support this, but there is the debug interface. See this question for the solution you're looking for. If you can't get a call to debug to work directly from C++, then wrap your function call with a Lua function that first extracts the debug results and then calls your C++ function.
If what you're after is a string representation of the argument, then you're kind of stuck in lua.
I'm thinking something like in C:
assert( x==y );
Which generates a nice message on failure. In C this is done through macros.
Something like this (untested and probably broken).
#define assert(X) if(!(X)) { printf("ASSERION FAILED: %s\n", #X ); abort(); }
Here #X means the string form of the arguments. In the example above that is "x==y". Note that this is subtly different from a variable name - its just the string used in the parser when expanding the macro.
Unfortunately there's no such corresponding functionality in lua. For my lua testing libraries I end up passing the stringified version as part of the expression, so in lua my code looks something like this:
assert( x==y, "x==y")
There may be ways to make this work as assert("x==y") using some kind of string evaluation and closure mechanism, but it seemed to tricky to be worth doing to me.
EDIT:
While this doesn't appear to be possible in pure lua, there's a patched version that does seem to support macros: http://lua-users.org/wiki/LuaMacros . They even have an example of a nicer assert.

let the user use a function in c++ [duplicate]

This question already has answers here:
Closed 12 years ago.
Possible Duplicate:
Dynamic source code in C++
is it possible to let the user type in a function and then run that function without using a lot of if's or a huge switch?
It is not possible to execute arbitrary c++ code in your program, since you than need a c++ compiler inside your program. But you could try to embed Python to your program. Boost python makes this relatively easy. The user can than write a python function that is executed and can interact with the classes and functions of your program. You need to make your functions explicitely visible to python.
What ever a user types in will be text, or a string. The only way I know to have it get mapped to a function is to use if/else or switch statements. That or the cringe inducing option of mapping each of your functions to a UI widget.
The end of the story, is it's your code. You have to write, and live with it. Just be careful, your program may be wildly successful, and you may not write code anymore, and then someone else will have to maintain your code. So be nice to the maintenance programmer who may follow you, and write code that isn't too tricky to figure out.
I assume you want something like eval from php.
You can try to play with command design pattern, but I doubt it will be an easy task. Basically you need to write simple C++ interpreter.
What type of function do you mean? A C++ function? If so, then you will have to either (1)interpret it or (2)compile and execute it. Interpretation would be the more likely choice here. I'm not sure if there are libraries out there already to do this but I'd assume there are.
If you don't like mega-if's or huge switches, you may be SoL on any solution for anything ever, but then again there is seldom one perfect way to do things. Consider looking in to various logic structures and algorithms to see how to do something that would normally be the job of a 23-case switch could be done another way. Like I said initially, however, sometimes you really do just need a million nested if's to do what you want to.
No, in C++ this is not possible. C++ is a compiled language. When the program runs, the compiler doesn't need to be accessible, or even installed on the machine that runs the program.
If you want to do this in C++, you need to write your own interpreter that parses whatever the user enters.
Here is my best idea, but it is a tad memory intensive.
First, create a class, lets call it MyFuncPtr to store a union of several different types of pointers to functions and an integer to tell which type it is. Overload the () operator to call the function stored with a variable length argument list. Make sure to include some sort of run-time argument checking.
Finally create a map of strings to MyFuncPtrs. Store your functions in this map along with their names. Then all you need to do is feed the name into the [] command to get a function that can be easily called. Templates could probably be used to aid in the making of MyFuncPtr instances.
This would be the easiest if it were plain C functions and no name mangling is performed on the symbols (use extern "C" { ... })
With some platform-specific code you can get the address of a function by its name. Then you cast the address as a function pointer which you can use to call the function.
On windows you must be using GetProcAddress and dlsym on Posix compliant platforms.

isDefined function?

In C++ is there any function that returns "true" when the variable is defined or false in vice versa. Something like this:
bool isDefined(string varName)
{
if (a variable called "varName" is defined)
return true;
else
return false;
}
C++ is not a dynamic language. Which means, that the answer is no. You know this at compile time, not runtime.
There is no such a thing in runtime as it doesn't make sense in a non-dynamic language as C++.
However you can use it inside a sizeof to test if it exists on compile time without side-effects.
(void)sizeof(variable);
That will stop compilation if var doesn't exist.
As already stated, the C++ runtime system does not support the querying of whether or not a variable is declared or not. In general a C++ binary doesn't contain information on variable symbols or their mappings to their location. Technically, this information would be available in a binary compiled with debugging information, and you could certainly query the debugging information to see if a variable name is present at a given location in code, but it would be a dirty hack at best (If you're curious to see what it might look at, I posted a terrible snippet # Call a function named in a string variable in C which calls a C function by a string using the DWARF debugging information. Doing something like this is not advised)
Microsoft has two extensions to C++ named: __if_exists and __if_not_exists. They can be useful in some cases, but they don't take string arguments.
If you really need such a functionality you can add all your variables to a set and then query that set for variable existance.
Already mentioned that C++ doesn't provide such facility.
On the other hand there are cases where the OS implement mechanisms close to isDefined(),
like the GetProcAddress Function, on Windows.
No. It's not like you have a runtime system around C++ which keeps remembers variables with names in some sort of table (meta data) and lets you access a variable through a dynamically generated string. If you want this, you have to build it yourself, for example using a std::map that maps strings to some objects.
Some compile-time mechanism would fit into the language. But I don't think that it would be any useful.
In order to achieve this first you need to implement a dynamic variable handling system, or at least find some on the internet. As previously mentioned the C++ is designed to be a native language so there are no built-in facilities to do this.
What I can suggest for the most easy solution to create a std::map with string keys storing global variables of interest with a boost::any, wxVariant or something similar, and store your variables in this map. You can make your life a bit easier with a little preprocessor directive to define a variables by their name, so you don't need to retype the name of the variable twice. Also, to make life easier I suggest to create a little inline function which access this variable map, and checks if the given string key is contained by the map.
There are implementation such a functionality in many places, the runtime property handling systems are available in different fashion, but if you need just this functionality I suggest to implement by yourself, because most of these solutions are quite general what you probably don't need.
You can make such function, but it wouldn't operate strings. You would have to send variable name. Such a function would try to add 0 to the variable. If it doesn't exists, an error would occur, so you might want to try to make exception handling with try...throw...catch . But because I'm on the phone, I don't know if this wouldn't throw an error anyways when trying to send non-existing variable to the function...