summaryrefslogtreecommitdiff
path: root/doc/manual.html
diff options
context:
space:
mode:
Diffstat (limited to 'doc/manual.html')
-rw-r--r--doc/manual.html5980
1 files changed, 5980 insertions, 0 deletions
diff --git a/doc/manual.html b/doc/manual.html
new file mode 100644
index 00000000..b55232bd
--- /dev/null
+++ b/doc/manual.html
@@ -0,0 +1,5980 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<html>
+
+<head>
+<title>Lua 5.1 Reference Manual</title>
+<LINK REL="stylesheet" TYPE="text/css" HREF="lua.css">
+</head>
+
+<body BGCOLOR="#FFFFFF">
+
+<hr>
+<h1>
+<a href="http://www.lua.org/home.html"><img src="logo.gif" ALT="[Lua logo]" border=0></a>
+Lua 5.1 Reference Manual
+</h1>
+
+by Roberto Ierusalimschy, Luiz Henrique de Figueiredo, Waldemar Celes
+<p>
+<small>
+<a href="http://www.lua.org/copyright.html">Copyright</a>
+&copy; 2005 Lua.org, PUC-Rio. All rights reserved.
+</small>
+<hr>
+
+<p>
+<p>
+<!-- ====================================================================== -->
+
+
+
+<p>
+<a name="1"></a><h1>1 - Introduction</h1>
+
+<p>Lua is an extension programming language designed to support
+general procedural programming with data description
+facilities.
+It also offers good support for object-oriented programming,
+functional programming, and data-driven programming.
+Lua is intended to be used as a powerful, light-weight
+configuration language for any program that needs one.
+Lua is implemented as a library, written in <em>clean</em> C
+(that is, in the common subset of ANSI C and C++).
+
+<p>Being an extension language, Lua has no notion of a "main" program:
+it only works <em>embedded</em> in a host client,
+called the <em>embedding program</em> or simply the <em>host</em>.
+This host program can invoke functions to execute a piece of Lua code,
+can write and read Lua variables,
+and can register C functions to be called by Lua code.
+Through the use of C functions, Lua can be augmented to cope with
+a wide range of different domains,
+thus creating customized programming languages sharing a syntactical framework.
+
+<p>The Lua distribution includes a stand-alone embedding program,
+<code>lua</code>, that uses the Lua library to offer a complete Lua interpreter.
+
+<p>Lua is free software,
+and is provided as usual with no guarantees,
+as stated in its copyright notice.
+The implementation described in this manual is available
+at Lua's official web site, <code>www.lua.org</code>.
+
+<p>Like any other reference manual,
+this document is dry in places.
+For a discussion of the decisions behind the design of Lua,
+see the papers below,
+which are available at Lua's web site.
+<ul>
+<li>
+R. Ierusalimschy, L. H. de Figueiredo, and W. Celes.
+Lua&mdash;an extensible extension language.
+<em>Software: Practice &#038; Experience</em> <b>26</b>:6 (1996) 635&ndash;652.
+<li>
+L. H. de Figueiredo, R. Ierusalimschy, and W. Celes.
+The design and implementation of a language for extending applications.
+<em>Proceedings of XXI Brazilian Seminar on Software and Hardware</em>
+(1994) 273&ndash;283.
+<li>
+L. H. de Figueiredo, R. Ierusalimschy, and W. Celes.
+Lua: an extensible embedded language.
+<em>Dr. Dobb's Journal</em> <b>21</b>:12 (Dec 1996) 26&ndash;33.
+<li>
+R. Ierusalimschy, L. H. de Figueiredo, and W. Celes.
+The evolution of an extension language: a history of Lua,
+<em>Proceedings of V Brazilian Symposium on Programming Languages</em> (2001) B-14&ndash;B-28.
+</ul>
+
+<p>Lua means "moon" in Portuguese and is pronounced LOO-ah.
+
+<p>
+<a name="language"></a><a name="2"></a><h1>2 - The Language</h1>
+
+<p>This section describes the lexis, the syntax, and the semantics of Lua.
+In other words,
+this section describes
+which tokens are valid,
+how they can be combined,
+and what their combinations mean.
+
+<p>The language constructs will be explained using the usual extended BNF,
+in which
+{<em>a</em>} means 0 or more <em>a</em>'s, and
+[<em>a</em>] means an optional <em>a</em>.
+Non-terminals are shown in <em>italics</em>,
+keywords are shown in <b>bold</b>,
+and other terminal symbols are shown in <code>typewriter</code> font,
+enclosed in single quotes.
+
+<p><a name="lexical"></a><a name="2.1"></a><h2>2.1 - Lexical Conventions</h2>
+
+<p><em>Names</em> in Lua can be any string of letters,
+digits, and underscores,
+not beginning with a digit.
+This coincides with the definition of names in most languages.
+(The definition of letter depends on the current locale:
+any character considered alphabetic by the current locale
+can be used in an identifier.)
+
+<p>The following <em>keywords</em> are reserved
+and cannot be used as names:
+
+<PRE>
+ and break do else elseif
+ end false for function if
+ in local nil not or
+ repeat return then true until while
+</PRE>
+
+<p>Lua is a case-sensitive language:
+<code>and</code> is a reserved word, but <code>And</code> and <code>AND</code>
+are two different, valid names.
+As a convention, names starting with an underscore followed by
+uppercase letters (such as <a href="#pdf-_VERSION"><code>_VERSION</code></a>)
+are reserved for internal variables used by Lua.
+
+<p>The following strings denote other tokens:
+<PRE>
+ + - * / % ^ #
+ == ~= &#060;= >= &#060; > =
+ ( ) { } [ ]
+ ; : , . .. ...
+</PRE>
+
+<p><em>Literal strings</em>
+can be delimited by matching single or double quotes,
+and can contain the following C-like escape sequences:
+<ul>
+<li><b><code>\a</code></b> &mdash; bell
+<li><b><code>\b</code></b> &mdash; backspace
+<li><b><code>\f</code></b> &mdash; form feed
+<li><b><code>\n</code></b> &mdash; newline
+<li><b><code>\r</code></b> &mdash; carriage return
+<li><b><code>\t</code></b> &mdash; horizontal tab
+<li><b><code>\v</code></b> &mdash; vertical tab
+<li><b><code>\\</code></b> &mdash; backslash
+<li><b><code>\"</code></b> &mdash; quotation mark
+<li><b><code>\'</code></b> &mdash; apostrophe
+</ul>
+Moreover, a `<code>\</code><em>newline</em>&acute;
+(that is, a backslash followed by a real newline)
+results in a newline in the string.
+A character in a string may also be specified by its numerical value
+using the escape sequence `<code>\</code><em>ddd</em>&acute;,
+where <em>ddd</em> is a sequence of up to three decimal digits.
+Strings in Lua may contain any 8-bit value, including embedded zeros,
+which can be specified as `<code>\0</code>&acute;.
+
+<p>Literal strings can also be defined using a long format
+enclosed by <em>l-brackets</em> (long brackets).
+We define an <em>opening l-bracket of level <em>n</em></em> as an opening
+square bracket followed by <em>n</em> equal signs followed by another
+opening square bracket.
+So, an opening l-bracket of level 0 is written as <code>[[</code>,
+an opening l-bracket of level 1 is written as <code>[=[</code>,
+and so on.
+A <em>closing l-bracket</em> is defined similarly;
+for instance, a closing l-bracket of level 4 is written as <code>]====]</code>.
+A long string starts with an opening l-bracket of any level and
+ends at the first closing l-bracket of the same level.
+Literals in this bracketed form may run for several lines,
+do not interpret any escape sequences,
+and ignore l-brackets of any other level.
+
+<p>For convenience,
+when the opening l-bracket is immediately followed by a newline,
+the newline is not included in the string.
+As an example, in a system using ASCII
+(in which `<code>a</code>&acute; is coded as 97,
+newline is coded as 10, and `<code>1</code>&acute; is coded as 49),
+the four literals below denote the same string:
+<PRE>
+ (1) "alo\n123\""
+ (2) '\97lo\10\04923"'
+ (3) [[alo
+ 123"]]
+ (4) [==[
+ alo
+ 123"]==]
+</PRE>
+
+<p><em>Numerical constants</em> may be written with an optional decimal part
+and an optional decimal exponent.
+Examples of valid numerical constants are
+<PRE>
+ 3 3.0 3.1416 314.16e-2 0.31416E1
+</PRE>
+
+<p><em>Comments</em> start anywhere outside a string with a
+double hyphen (<code>--</code>).
+If the text immediately after <code>--</code> is not an opening l-bracket,
+the comment is a <em>short comment</em>,
+which runs until the end of the line.
+Otherwise, it is a <em>long comment</em>,
+which runs until the corresponding closing l-bracket.
+
+<p><a name="TypesSec"></a><a name="2.2"></a><h2>2.2 - Values and Types</h2>
+
+<p>Lua is a <em>dynamically typed language</em>.
+That means that
+variables do not have types; only values do.
+There are no type definitions in the language.
+All values carry their own type.
+
+<p>There are eight basic types in Lua:
+<em>nil</em>, <em>boolean</em>, <em>number</em>,
+<em>string</em>, <em>function</em>, <em>userdata</em>,
+<em>thread</em>, and <em>table</em>.
+<em>Nil</em> is the type of the value <B>nil</B>,
+whose main property is to be different from any other value;
+usually it represents the absence of a useful value.
+<em>Boolean</em> is the type of the values <B>false</B> and <B>true</B>.
+In Lua, both <B>nil</B> and <B>false</B> make a condition false;
+any other value makes it true.
+<em>Number</em> represents real (double-precision floating-point) numbers.
+(It is easy to build Lua interpreters that use other
+internal representations for numbers,
+such as single-precision float or long integers.
+See file <code>luaconf.h</code>.)
+<em>String</em> represents arrays of characters.
+
+Lua is 8-bit clean:
+Strings may contain any 8-bit character,
+including embedded zeros (<code>'\0'</code>) (see <a href="#lexical">2.1</a>).
+
+<p>Functions are <em>first-class values</em> in Lua.
+That means that functions can be stored in variables,
+passed as arguments to other functions, and returned as results.
+Lua can call (and manipulate) functions written in Lua and
+functions written in C
+(see <a href="#functioncall">2.5.8</a>).
+
+<p>The type <em>userdata</em> is provided to allow arbitrary C data to
+be stored in Lua variables.
+This type corresponds to a block of raw memory
+and has no pre-defined operations in Lua,
+except assignment and identity test.
+However, by using <em>metatables</em>,
+the programmer can define operations for userdata values
+(see <a href="#metatable">2.8</a>).
+Userdata values cannot be created or modified in Lua,
+only through the C API.
+This guarantees the integrity of data owned by the host program.
+
+<p>The type <em>thread</em> represents independent threads of execution
+and it is used to implement coroutines (see <a href="#coroutine">2.11</a>).
+
+<p>The type <em>table</em> implements associative arrays,
+that is, arrays that can be indexed not only with numbers,
+but with any value (except <B>nil</B>).
+Moreover,
+tables can be <em>heterogeneous</em>,
+that is, they can contain values of all types (except <B>nil</B>).
+Tables are the sole data structuring mechanism in Lua;
+they may be used to represent ordinary arrays,
+symbol tables, sets, records, graphs, trees, etc.
+To represent records, Lua uses the field name as an index.
+The language supports this representation by
+providing <code>a.name</code> as syntactic sugar for <code>a["name"]</code>.
+There are several convenient ways to create tables in Lua
+(see <a href="#tableconstructor">2.5.7</a>).
+
+<p>Like indices,
+the value of a table field can be of any type (except <B>nil</B>).
+In particular,
+because functions are first class values,
+table fields may contain functions.
+Thus tables may also carry <em>methods</em> (see <a href="#func-def">2.5.9</a>).
+
+<p>Tables, functions, and userdata values are <em>objects</em>:
+variables do not actually <em>contain</em> these values,
+only <em>references</em> to them.
+Assignment, parameter passing, and function returns
+always manipulate references to such values;
+these operations do not imply any kind of copy.
+
+<p>The library function <a href="#pdf-type"><code>type</code></a> returns a string describing the type
+of a given value.
+
+<p><a name="coercion"></a><a name="2.2.1"></a><h3>2.2.1 - Coercion</h3>
+
+<p>Lua provides automatic conversion between
+string and number values at run time.
+Any arithmetic operation applied to a string tries to convert
+that string to a number, following the usual rules.
+Conversely, whenever a number is used where a string is expected,
+the number is converted to a string, in a reasonable format.
+For complete control of how numbers are converted to strings,
+use the <code>format</code> function from the string library
+(see <a href="#pdf-string.format"><code>string.format</code></a>).
+
+<p><a name="variables"></a><a name="2.3"></a><h2>2.3 - Variables</h2>
+
+<p>Variables are places that store values.
+
+There are three kinds of variables in Lua:
+global variables, local variables, and table fields.
+
+<p>A single name can denote a global variable or a local variable
+(or a formal parameter of a function,
+which is a particular form of local variable):
+<pre>
+ var ::= Name
+</pre>
+Variables are assumed to be global unless explicitly declared local
+(see <a href="#localvar">2.4.7</a>).
+Local variables are <em>lexically scoped</em>:
+Local variables can be freely accessed by functions
+defined inside their scope (see <a href="#visibility">2.6</a>).
+
+<p>Before the first assignment to a variable, its value is <B>nil</B>.
+
+<p>Square brackets are used to index a table:
+<pre>
+ var ::= prefixexp `<b>[</b>&acute; exp `<b>]</b>&acute;
+</pre>
+The first expression (<em>prefixexp</em>) should result in a table value;
+the second expression (<em>exp</em>)
+identifies a specific entry inside that table.
+The expression denoting the table to be indexed has a restricted syntax;
+see <a href="#expressions">2.5</a> for details.
+
+<p>The syntax <code>var.NAME</code> is just syntactic sugar for
+<code>var["NAME"]</code>:
+<pre>
+ var ::= prefixexp `<b>.</b>&acute; Name
+</pre>
+
+<p>The meaning of accesses to global variables
+and table fields can be changed via metatables.
+An access to an indexed variable <code>t[i]</code> is equivalent to
+a call <code>gettable_event(t,i)</code>.
+(See <a href="#metatable">2.8</a> for a complete description of the
+<code>gettable_event</code> function.
+This function is not defined or callable in Lua.
+We use it here only for explanatory purposes.)
+
+<p>All global variables live as fields in ordinary Lua tables,
+called <em>environment tables</em> or simply
+<em>environments</em> (see <a href="#environ">2.9</a>).
+Each function has its own reference to an environment,
+so that all global variables in that function
+will refer to that environment table.
+When a function is created,
+it inherits the environment from the function that created it.
+To replace or get the environment table of a Lua function,
+you call <a href="#pdf-setfenv"><code>setfenv</code></a> or <a href="#pdf-getfenv"><code>getfenv</code></a>.
+(You can only manipulate the environment of C functions
+through the debug library; (see <a href="#libdebug">5.9</a>).)
+
+<p>An access to a global variable <code>x</code>
+is equivalent to <code>_env.x</code>,
+which in turn is equivalent to
+<PRE>
+ gettable_event(_env, "x")
+</PRE>
+where <code>_env</code> is the environment of the running function.
+(See <a href="#metatable">2.8</a> for a complete description of the
+<code>gettable_event</code> function.
+This function is not defined or callable in Lua.
+Similarly, the <code>_env</code> variable is not defined in Lua.
+We use them here only for explanatory purposes.)
+
+<p><a name="stats"></a><a name="2.4"></a><h2>2.4 - Statements</h2>
+
+<p>Lua supports an almost conventional set of statements,
+similar to those in Pascal or C.
+This set includes
+assignment, control structures, procedure calls,
+table constructors, and variable declarations.
+
+<p><a name="chunks"></a><a name="2.4.1"></a><h3>2.4.1 - Chunks</h3>
+
+<p>The unit of execution of Lua is called a <em>chunk</em>.
+A chunk is simply a sequence of statements,
+which are executed sequentially.
+Each statement can be optionally followed by a semicolon:
+<pre>
+ chunk ::= {stat [`<b>;</b>&acute;]}
+</pre>
+
+<p>Lua handles a chunk as the body of an anonymous function
+with a variable number of arguments
+(see <a href="#func-def">2.5.9</a>).
+As such, chunks can define local variables,
+receive arguments, and return values.
+
+<p>A chunk may be stored in a file or in a string inside the host program.
+When a chunk is executed, first it is pre-compiled into opcodes for
+a virtual machine,
+and then the compiled code is executed
+by an interpreter for the virtual machine.
+
+<p>Chunks may also be pre-compiled into binary form;
+see program <code>luac</code> for details.
+Programs in source and compiled forms are interchangeable;
+Lua automatically detects the file type and acts accordingly.
+
+
+<p><a name="2.4.2"></a><h3>2.4.2 - Blocks</h3>
+A block is a list of statements;
+syntactically, a block is equal to a chunk:
+<pre>
+ block ::= chunk
+</pre>
+
+<p>A block may be explicitly delimited to produce a single statement:
+<pre>
+ stat ::= <b>do</b> block <b>end</b>
+</pre>
+Explicit blocks are useful
+to control the scope of variable declarations.
+Explicit blocks are also sometimes used to
+add a <b>return</b> or <b>break</b> statement in the middle
+of another block (see <a href="#control">2.4.4</a>).
+
+
+<p><a name="assignment"></a><a name="2.4.3"></a><h3>2.4.3 - Assignment</h3>
+
+<p>Lua allows multiple assignment.
+Therefore, the syntax for assignment
+defines a list of variables on the left side
+and a list of expressions on the right side.
+The elements in both lists are separated by commas:
+<pre>
+ stat ::= varlist1 `<b>=</b>&acute; explist1
+ varlist1 ::= var {`<b>,</b>&acute; var}
+ explist1 ::= exp {`<b>,</b>&acute; exp}
+</pre>
+Expressions are discussed in <a href="#expressions">2.5</a>.
+
+<p>Before the assignment,
+the list of values is <em>adjusted</em> to the length of
+the list of variables.
+If there are more values than needed,
+the excess values are thrown away.
+If there are fewer values than needed,
+the list is extended with as many <B>nil</B>'s as needed.
+If the list of expressions ends with a function call,
+then all values returned by that function call enter in the list of values,
+before the adjustment
+(except when the call is enclosed in parentheses; see <a href="#expressions">2.5</a>).
+
+<p>The assignment statement first evaluates all its expressions
+and only then are the assignments performed.
+Thus the code
+<PRE>
+ i = 3
+ i, a[i] = i+1, 20
+</PRE>
+sets <code>a[3]</code> to 20, without affecting <code>a[4]</code>
+because the <code>i</code> in <code>a[i]</code> is evaluated (to 3)
+before it is assigned 4.
+Similarly, the line
+<PRE>
+ x, y = y, x
+</PRE>
+exchanges the values of <code>x</code> and <code>y</code>.
+
+<p>The meaning of assignments to global variables
+and table fields can be changed via metatables.
+An assignment to an indexed variable <code>t[i] = val</code> is equivalent to
+<code>settable_event(t,i,val)</code>.
+(See <a href="#metatable">2.8</a> for a complete description of the
+<code>settable_event</code> function.
+This function is not defined or callable in Lua.
+We use it here only for explanatory purposes.)
+
+<p>An assignment to a global variable <code>x = val</code>
+is equivalent to the assignment
+<code>_env.x = val</code>,
+which in turn is equivalent to
+<PRE>
+ settable_event(_env, "x", val)
+</PRE>
+where <code>_env</code> is the environment of the running function.
+(The <code>_env</code> variable is not defined in Lua.
+We use it here only for explanatory purposes.)
+
+<p><a name="control"></a><a name="2.4.4"></a><h3>2.4.4 - Control Structures</h3>
+The control structures
+<b>if</b>, <b>while</b>, and <b>repeat</b> have the usual meaning and
+familiar syntax:
+
+
+
+<pre>
+ stat ::= <b>while</b> exp <b>do</b> block <b>end</b>
+ stat ::= <b>repeat</b> block <b>until</b> exp
+ stat ::= <b>if</b> exp <b>then</b> block {<b>elseif</b> exp <b>then</b> block} [<b>else</b> block] <b>end</b>
+</pre>
+Lua also has a <b>for</b> statement, in two flavors (see <a href="#for">2.4.5</a>).
+
+<p>The condition expression <em>exp</em> of a
+control structure may return any value.
+Both <B>false</B> and <B>nil</B> are considered false.
+All values different from <B>nil</B> and <B>false</B> are considered true
+(in particular, the number 0 and the empty string are also true).
+
+<p>In the <b>repeat</b>&ndash;<b>until</b> loop,
+the inner block does not end at the <b>until</b> keyword,
+but only after the condition.
+That means the condition can refer to local variables
+declared inside the loop.
+
+<p>The <b>return</b> statement is used to return values
+from a function or from a chunk.
+
+Functions and chunks may return more than one value,
+so the syntax for the <b>return</b> statement is
+<pre>
+ stat ::= <b>return</b> [explist1]
+</pre>
+
+<p>The <b>break</b> statement can be used to terminate the execution of a
+<b>while</b>, <b>repeat</b>, or <b>for</b> loop,
+skipping to the next statement after the loop:
+
+<pre>
+ stat ::= <b>break</b>
+</pre>
+A <b>break</b> ends the innermost enclosing loop.
+
+<p>For syntactic reasons, <b>return</b> and <b>break</b>
+statements can only be written as the <em>last</em> statement of a block.
+If it is really necessary to <b>return</b> or <b>break</b> in the
+middle of a block,
+then an explicit inner block can be used,
+as in the idioms
+`<code>do return end</code>&acute; and
+`<code>do break end</code>&acute;,
+because now <b>return</b> and <b>break</b> are the last statements in
+their (inner) blocks.
+
+<p><a name="for"></a><a name="2.4.5"></a><h3>2.4.5 - For Statement</h3>
+
+<p>The <b>for</b> statement has two forms:
+one numeric and one generic.
+
+
+<p>The numeric <b>for</b> loop repeats a block of code while a
+control variable runs through an arithmetic progression.
+It has the following syntax:
+<pre>
+ stat ::= <b>for</b> Name `<b>=</b>&acute; exp `<b>,</b>&acute; exp [`<b>,</b>&acute; exp] <b>do</b> block <b>end</b>
+</pre>
+The <em>block</em> is repeated for <em>name</em> starting at the value of
+the first <em>exp</em>, until it passes the second <em>exp</em> by steps of the
+third <em>exp</em>.
+More precisely, a <b>for</b> statement like
+<PRE>
+ for var = e1, e2, e3 do block end
+</PRE>
+is equivalent to the code:
+<PRE>
+ do
+ local _var, _limit, _step = tonumber(e1), tonumber(e2), tonumber(e3)
+ if not (_var and _limit and _step) then error() end
+ while (_step>0 and _var&#060;=_limit) or (_step&#060;=0 and _var>=_limit) do
+ local var = _var
+ block
+ _var = _var + _step
+ end
+ end
+</PRE>
+Note the following:
+<ul>
+<li> All three control expressions are evaluated only once,
+before the loop starts.
+They must all result in numbers.
+<li> <code>_var</code>, <code>_limit</code>, and <code>_step</code> are invisible variables.
+The names are here for explanatory purposes only.
+<li> If the third expression (the step) is absent,
+then a step of 1 is used.
+<li> You can use <b>break</b> to exit a <b>for</b> loop.
+<li> The loop variable <code>var</code> is local to the loop;
+you cannot use its value after the <b>for</b> ends or is broken.
+If you need the value of the loop variable <code>var</code>,
+then assign it to another variable before breaking or exiting the loop.
+</ul>
+
+<p>The generic <b>for</b> statement works over functions,
+called <em>iterators</em>.
+For each iteration, it calls its iterator function to produce a new value,
+stopping when the new value is <B>nil</B>.
+The generic <b>for</b> loop has the following syntax:
+<pre>
+ stat ::= <b>for</b> Name {`<b>,</b>&acute; Name} <b>in</b> explist1 <b>do</b> block <b>end</b>
+</pre>
+A <b>for</b> statement like
+<PRE>
+ for var_1, ..., var_n in explist do block end
+</PRE>
+is equivalent to the code:
+<PRE>
+ do
+ local _f, _s, _var = explist
+ while true do
+ local var_1, ... , var_n = _f(_s, _var)
+ _var = var_1
+ if _var == nil then break end
+ block
+ end
+ end
+</PRE>
+Note the following:
+<ul>
+<li> <code>explist</code> is evaluated only once.
+Its results are an <em>iterator</em> function,
+a <em>state</em>, and an initial value for the first <em>iterator variable</em>.
+<li> <code>_f</code>, <code>_s</code>, and <code>_var</code> are invisible variables.
+The names are here for explanatory purposes only.
+<li> You can use <b>break</b> to exit a <b>for</b> loop.
+<li> The loop variables <code>var_i</code> are local to the loop;
+you cannot use their values after the <b>for</b> ends.
+If you need these values,
+then assign them to other variables before breaking or exiting the loop.
+</ul>
+
+<p><a name="funcstat"></a><a name="2.4.6"></a><h3>2.4.6 - Function Calls as Statements</h3>
+To allow possible side-effects,
+function calls can be executed as statements:
+<pre>
+ stat ::= functioncall
+</pre>
+In this case, all returned values are thrown away.
+Function calls are explained in <a href="#functioncall">2.5.8</a>.
+
+<p><a name="localvar"></a><a name="2.4.7"></a><h3>2.4.7 - Local Declarations</h3>
+Local variables may be declared anywhere inside a block.
+The declaration may include an initial assignment:
+<pre>
+ stat ::= <b>local</b> namelist [`<b>=</b>&acute; explist1]
+ namelist ::= Name {`<b>,</b>&acute; Name}
+</pre>
+If present, an initial assignment has the same semantics
+of a multiple assignment (see <a href="#assignment">2.4.3</a>).
+Otherwise, all variables are initialized with <B>nil</B>.
+
+<p>A chunk is also a block (see <a href="#chunks">2.4.1</a>),
+so local variables can be declared in a chunk outside any explicit block.
+The scope of such local variables extends until the end of the chunk.
+
+<p>The visibility rules for local variables are explained in <a href="#visibility">2.6</a>.
+
+<p><a name="expressions"></a><a name="2.5"></a><h2>2.5 - Expressions</h2>
+
+<p>
+The basic expressions in Lua are the following:
+<pre>
+ exp ::= prefixexp
+ exp ::= <b>nil</b> | <b>false</b> | <b>true</b>
+ exp ::= Number
+ exp ::= Literal
+ exp ::= function
+ exp ::= tableconstructor
+ exp ::= `<b>...</b>&acute;
+ exp ::= exp binop exp
+ exp ::= unop exp
+ prefixexp ::= var | functioncall | `<b>(</b>&acute; exp `<b>)</b>&acute;
+</pre>
+
+<p>Numbers and literal strings are explained in <a href="#lexical">2.1</a>;
+variables are explained in <a href="#variables">2.3</a>;
+function definitions are explained in <a href="#func-def">2.5.9</a>;
+function calls are explained in <a href="#functioncall">2.5.8</a>;
+table constructors are explained in <a href="#tableconstructor">2.5.7</a>.
+Vararg expressions,
+denoted by three dots (...), can only be used inside
+vararg functions;
+they are explained in <a href="#func-def">2.5.9</a>.
+
+
+<p>Binary operators comprise arithmetic operators (see <a href="#arith">2.5.1</a>),
+relational operators (see <a href="#rel-ops">2.5.2</a>), and logical operators (see <a href="#logic">2.5.3</a>).
+Unary operators comprise the unary minus (see <a href="#arith">2.5.1</a>),
+the unary <b>not</b> (see <a href="#logic">2.5.3</a>),
+and the unary <em>length operator</em> (see <a href="#len-op">2.5.5</a>).
+
+<p>Both function calls and vararg expressions may result in multiple values.
+If the expression is used as a statement (see <a href="#funcstat">2.4.6</a>)
+(only possible for function calls),
+then its return list is adjusted to zero elements,
+thus discarding all returned values.
+If the expression is used inside another expression
+or in the middle of a list of expressions,
+then its result list is adjusted to one element,
+thus discarding all values except the first one.
+If the expression is used as the last element of a list of expressions,
+then no adjustment is made,
+unless the call is enclosed in parentheses.
+
+<p>Here are some examples:
+<PRE>
+ f() -- adjusted to 0 results
+ g(f(), x) -- f() is adjusted to 1 result
+ g(x, f()) -- g gets x plus all values returned by f()
+ a,b,c = f(), x -- f() is adjusted to 1 result (c gets nil)
+ a,b = ... -- a gets the first vararg parameter, b gets
+ -- the second (both a and b may get nil if there is
+ -- no corresponding vararg parameter)
+ a,b,c = x, f() -- f() is adjusted to 2 results
+ a,b,c = f() -- f() is adjusted to 3 results
+ return f() -- returns all values returned by f()
+ return ... -- returns all received vararg parameters
+ return x,y,f() -- returns x, y, and all values returned by f()
+ {f()} -- creates a list with all values returned by f()
+ {...} -- creates a list with all vararg parameters
+ {f(), nil} -- f() is adjusted to 1 result
+</PRE>
+
+<p>An expression enclosed in parentheses always results in only one value.
+Thus,
+<code>(f(x,y,z))</code> is always a single value,
+even if <code>f</code> returns several values.
+(The value of <code>(f(x,y,z))</code> is the first value returned by <code>f</code>
+or <B>nil</B> if <code>f</code> does not return any values.)
+
+<p><a name="arith"></a><a name="2.5.1"></a><h3>2.5.1 - Arithmetic Operators</h3>
+Lua supports the usual arithmetic operators:
+the binary <code>+</code> (addition),
+<code>-</code> (subtraction), <code>*</code> (multiplication),
+<code>/</code> (division), <code>%</code> (modulus), and <code>^</code> (exponentiation);
+and unary <code>-</code> (negation).
+If the operands are numbers, or strings that can be converted to
+numbers (see <a href="#coercion">2.2.1</a>),
+then all operations have the usual meaning.
+Exponentiation works for any exponent.
+For instance, <code>x^-0.5</code> computes the inverse of the square root of <code>x</code>.
+Modulus is defined as
+<PRE>
+ a % b == a - math.floor(a/b)*b
+</PRE>
+That is, it is the remaining of a division that rounds
+the quotient towards minus infinity.
+
+<p><a name="rel-ops"></a><a name="2.5.2"></a><h3>2.5.2 - Relational Operators</h3>
+The relational operators in Lua are
+<PRE>
+ == ~= &#060; > &#060;= >=
+</PRE>
+These operators always result in <B>false</B> or <B>true</B>.
+
+<p>Equality (<code>==</code>) first compares the type of its operands.
+If the types are different, then the result is <B>false</B>.
+Otherwise, the values of the operands are compared.
+Numbers and strings are compared in the usual way.
+Objects (tables, userdata, threads, and functions)
+are compared by <em>reference</em>:
+Two objects are considered equal only if they are the <em>same</em> object.
+Every time you create a new object (a table, userdata, or function),
+this new object is different from any previously existing object.
+
+<p>You can change the way that Lua compares tables and userdata
+using the "eq" metamethod (see <a href="#metatable">2.8</a>).
+
+<p>The conversion rules of <a href="#coercion">2.2.1</a>
+<em>do not</em> apply to equality comparisons.
+Thus, <code>"0"==0</code> evaluates to <B>false</B>,
+and <code>t[0]</code> and <code>t["0"]</code> denote different
+entries in a table.
+
+
+<p>The operator <code>~=</code> is exactly the negation of equality (<code>==</code>).
+
+<p>The order operators work as follows.
+If both arguments are numbers, then they are compared as such.
+Otherwise, if both arguments are strings,
+then their values are compared according to the current locale.
+Otherwise, Lua tries to call the "lt" or the "le"
+metamethod (see <a href="#metatable">2.8</a>).
+
+<p><a name="logic"></a><a name="2.5.3"></a><h3>2.5.3 - Logical Operators</h3>
+The logical operators in Lua are
+
+<PRE>
+ and or not
+</PRE>
+Like the control structures (see <a href="#control">2.4.4</a>),
+all logical operators consider both <B>false</B> and <B>nil</B> as false
+and anything else as true.
+
+
+<p>The operator <b>not</b> always returns <B>false</B> or <B>true</B>.
+
+<p>The conjunction operator <b>and</b> returns its first argument
+if this value is <B>false</B> or <B>nil</B>;
+otherwise, <b>and</b> returns its second argument.
+The disjunction operator <b>or</b> returns its first argument
+if this value is different from <B>nil</B> and <B>false</B>;
+otherwise, <b>or</b> returns its second argument.
+Both <b>and</b> and <b>or</b> use short-cut evaluation,
+that is,
+the second operand is evaluated only if necessary.
+For example,
+<PRE>
+ 10 or error() -> 10
+ nil or "a" -> "a"
+ nil and 10 -> nil
+ false and error() -> false
+ false and nil -> false
+ false or nil -> nil
+ 10 and 20 -> 20
+</PRE>
+
+<p><a name="concat"></a><a name="2.5.4"></a><h3>2.5.4 - Concatenation</h3>
+The string concatenation operator in Lua is
+denoted by two dots (`<code>..</code>&acute;).
+If both operands are strings or numbers, then they are converted to
+strings according to the rules mentioned in <a href="#coercion">2.2.1</a>.
+Otherwise, the "concat" metamethod is called (see <a href="#metatable">2.8</a>).
+
+<p><a name="len-op"></a><a name="2.5.5"></a><h3>2.5.5 - The Length Operator</h3>
+
+<p>The length operator is denoted by the prefix <code>#</code>.
+The length of a string is its number of bytes
+(that is, the usual meaning of string length when each
+character is one byte).
+The length of a table <code>t</code> is defined to be any
+integer index <code>n</code>
+such that <code>t[n]</code> is not <B>nil</B> and <code>t[n+1]</code> is <B>nil</B>;
+moreover, if <code>t[1]</code> is <B>nil</B>, <code>n</code> may be zero.
+
+<p>For a regular array, with non-nil values from 1 to a given <code>n</code>,
+its length is exactly that <code>n</code>,
+the index of its last value.
+If the array has "holes"
+(that is, <B>nil</B> values between other non-nil values),
+then <code>#t</code> may be any of the indices that precede a <B>nil</B> value
+(that is, it may consider any such <B>nil</B> value as the end of
+the array).
+
+<p><a name="2.5.6"></a><h3>2.5.6 - Precedence</h3>
+Operator precedence in Lua follows the table below,
+from lower to higher priority:
+<PRE>
+ or
+ and
+ &#060; > &#060;= >= ~= ==
+ ..
+ + -
+ * / %
+ not # - (unary)
+ ^
+</PRE>
+You can use parentheses to change the precedences of an expression.
+The concatenation (`<code>..</code>&acute;) and exponentiation (`<code>^</code>&acute;)
+operators are right associative.
+All other binary operators are left associative.
+
+<p><a name="tableconstructor"></a><a name="2.5.7"></a><h3>2.5.7 - Table Constructors</h3>
+Table constructors are expressions that create tables.
+Every time a constructor is evaluated, a new table is created.
+Constructors can be used to create empty tables,
+or to create a table and initialize some of its fields.
+The general syntax for constructors is
+<pre>
+ tableconstructor ::= `<b>{</b>&acute; [fieldlist] `<b>}</b>&acute;
+ fieldlist ::= field {fieldsep field} [fieldsep]
+ field ::= `<b>[</b>&acute; exp `<b>]</b>&acute; `<b>=</b>&acute; exp | Name `<b>=</b>&acute; exp | exp
+ fieldsep ::= `<b>,</b>&acute; | `<b>;</b>&acute;
+</pre>
+
+<p>Each field of the form <code>[exp1] = exp2</code> adds to the new table an entry
+with key <code>exp1</code> and value <code>exp2</code>.
+A field of the form <code>name = exp</code> is equivalent to
+<code>["name"] = exp</code>.
+Finally, fields of the form <code>exp</code> are equivalent to
+<code>[i] = exp</code>, where <code>i</code> are consecutive numerical integers,
+starting with 1.
+Fields in the other formats do not affect this counting.
+For example,
+<PRE>
+ a = {[f(1)] = g; "x", "y"; x = 1, f(x), [30] = 23; 45}
+</PRE>
+is equivalent to
+<PRE>
+ do
+ local temp = {}
+ temp[f(1)] = g
+ temp[1] = "x" -- 1st exp
+ temp[2] = "y" -- 2nd exp
+ temp.x = 1 -- temp["x"] = 1
+ temp[3] = f(x) -- 3rd exp
+ temp[30] = 23
+ temp[4] = 45 -- 4th exp
+ a = temp
+ end
+</PRE>
+
+<p>If the last field in the list has the form <code>exp</code>
+and the expression is a function call or a vararg expression,
+then all values returned by that expression enter the list consecutively
+(see <a href="#functioncall">2.5.8</a>).
+To avoid this,
+enclose the function call (or the vararg expression)
+in parentheses (see <a href="#expressions">2.5</a>).
+
+<p>The field list may have an optional trailing separator,
+as a convenience for machine-generated code.
+
+<p><a name="functioncall"></a><a name="2.5.8"></a><h3>2.5.8 - Function Calls</h3>
+A function call in Lua has the following syntax:
+<pre>
+ functioncall ::= prefixexp args
+</pre>
+In a function call,
+first <em>prefixexp</em> and <em>args</em> are evaluated.
+If the value of <em>prefixexp</em> has type <em>function</em>,
+then that function is called
+with the given arguments.
+Otherwise, its "call" metamethod is called,
+having as first parameter the value of <em>prefixexp</em>,
+followed by the original call arguments
+(see <a href="#metatable">2.8</a>).
+
+<p>The form
+<pre>
+ functioncall ::= prefixexp `<b>:</b>&acute; Name args
+</pre>
+can be used to call "methods".
+A call <code>v:name(...)</code>
+is syntactic sugar for <code>v.name(v,...)</code>,
+except that <code>v</code> is evaluated only once.
+
+<p>Arguments have the following syntax:
+<pre>
+ args ::= `<b>(</b>&acute; [explist1] `<b>)</b>&acute;
+ args ::= tableconstructor
+ args ::= Literal
+</pre>
+All argument expressions are evaluated before the call.
+A call of the form <code>f{...}</code> is syntactic sugar for
+<code>f({...})</code>, that is,
+the argument list is a single new table.
+A call of the form <code>f'...'</code>
+(or <code>f"..."</code> or <code>f[[...]]</code>) is syntactic sugar for
+<code>f('...')</code>, that is,
+the argument list is a single literal string.
+
+<p>As an exception to the free-format syntax of Lua,
+you cannot put a line break before the `<code>(</code>&acute; in a function call.
+That restriction avoids some ambiguities in the language.
+If you write
+<PRE>
+ a = f
+ (g).x(a)
+</PRE>
+Lua would read that as <code>a = f(g).x(a)</code>.
+So, if you want two statements, you must add a semi-colon between them.
+If you actually want to call <code>f</code>,
+you must remove the line break before <code>(g)</code>.
+
+<p>A call of the form <code>return</code> <em>functioncall</em> is called
+a <em>tail call</em>.
+Lua implements <em>proper tail calls</em>
+(or <em>proper tail recursion</em>):
+In a tail call,
+the called function reuses the stack entry of the calling function.
+Therefore, there is no limit on the number of nested tail calls that
+a program can execute.
+However, a tail call erases any debug information about the
+calling function.
+Note that a tail call only happens with a particular syntax,
+where the <b>return</b> has one single function call as argument;
+this syntax makes the calling function returns exactly
+the returns of the called function.
+So, all the following examples are not tail calls:
+<PRE>
+ return (f(x)) -- results adjusted to 1
+ return 2 * f(x)
+ return x, f(x) -- additional results
+ f(x); return -- results discarded
+ return x or f(x) -- results adjusted to 1
+</PRE>
+
+<p><a name="func-def"></a><a name="2.5.9"></a><h3>2.5.9 - Function Definitions</h3>
+
+<p>The syntax for function definition is
+<pre>
+ function ::= <b>function</b> funcbody
+ funcbody ::= `<b>(</b>&acute; [parlist1] `<b>)</b>&acute; block <b>end</b>
+</pre>
+
+<p>The following syntactic sugar simplifies function definitions:
+<pre>
+ stat ::= <b>function</b> funcname funcbody
+ stat ::= <b>local</b> <b>function</b> Name funcbody
+ funcname ::= Name {`<b>.</b>&acute; Name} [`<b>:</b>&acute; Name]
+</pre>
+The statement
+<PRE>
+ function f () ... end
+</PRE>
+translates to
+<PRE>
+ f = function () ... end
+</PRE>
+The statement
+<PRE>
+ function t.a.b.c.f () ... end
+</PRE>
+translates to
+<PRE>
+ t.a.b.c.f = function () ... end
+</PRE>
+The statement
+<PRE>
+ local function f () ... end
+</PRE>
+translates to
+<PRE>
+ local f; f = function () ... end
+</PRE>
+
+<p>A function definition is an executable expression,
+whose value has type <em>function</em>.
+When Lua pre-compiles a chunk,
+all its function bodies are pre-compiled too.
+Then, whenever Lua executes the function definition,
+the function is <em>instantiated</em> (or <em>closed</em>).
+This function instance (or <em>closure</em>)
+is the final value of the expression.
+Different instances of the same function
+may refer to different external local variables
+and may have different environment tables.
+
+<p>Parameters act as local variables that are
+initialized with the argument values:
+<pre>
+ parlist1 ::= namelist [`<b>,</b>&acute; `<b>...</b>&acute;] | `<b>...</b>&acute;
+</pre>
+When a function is called,
+the list of arguments is adjusted to
+the length of the list of parameters,
+unless the function is a variadic or <em>vararg function</em>,
+which is
+indicated by three dots (`<code>...</code>&acute;) at the end of its parameter list.
+A vararg function does not adjust its argument list;
+instead, it collects all extra arguments and supplies them
+to the function through a <em>vararg expression</em>,
+which is also written as three dots.
+The value of this expression is a list of all actual extra arguments,
+similar to a function with multiple results.
+If a vararg expression is used inside another expression
+or in the middle of a list of expressions,
+then its return list is adjusted to one element.
+If the expression is used as the last element of a list of expressions,
+then no adjustment is made
+(unless the call is enclosed in parentheses).
+
+<p>As an example, consider the following definitions:
+<PRE>
+ function f(a, b) end
+ function g(a, b, ...) end
+ function r() return 1,2,3 end
+</PRE>
+Then, we have the following mapping from arguments to parameters and
+to the vararg expression:
+<PRE>
+ CALL PARAMETERS
+
+ f(3) a=3, b=nil
+ f(3, 4) a=3, b=4
+ f(3, 4, 5) a=3, b=4
+ f(r(), 10) a=1, b=10
+ f(r()) a=1, b=2
+
+ g(3) a=3, b=nil, ... -> (nothing)
+ g(3, 4) a=3, b=4, ... -> (nothing)
+ g(3, 4, 5, 8) a=3, b=4, ... -> 5 8
+ g(5, r()) a=5, b=1, ... -> 2 3
+</PRE>
+
+<p>Results are returned using the <b>return</b> statement (see <a href="#control">2.4.4</a>).
+If control reaches the end of a function
+without encountering a <b>return</b> statement,
+then the function returns with no results.
+
+<p>The <em>colon</em> syntax
+is used for defining <em>methods</em>,
+that is, functions that have an implicit extra parameter <code>self</code>.
+Thus, the statement
+<PRE>
+ function t.a.b.c:f (...) ... end
+</PRE>
+is syntactic sugar for
+<PRE>
+ t.a.b.c.f = function (self, ...) ... end
+</PRE>
+
+<p><a name="visibility"></a><a name="2.6"></a><h2>2.6 - Visibility Rules</h2>
+
+
+<p>Lua is a lexically scoped language.
+The scope of variables begins at the first statement <em>after</em>
+their declaration and lasts until the end of the innermost block that
+includes the declaration.
+For instance:
+<PRE>
+ x = 10 -- global variable
+ do -- new block
+ local x = x -- new `x', with value 10
+ print(x) --> 10
+ x = x+1
+ do -- another block
+ local x = x+1 -- another `x'
+ print(x) --> 12
+ end
+ print(x) --> 11
+ end
+ print(x) --> 10 (the global one)
+</PRE>
+Notice that, in a declaration like <code>local x = x</code>,
+the new <code>x</code> being declared is not in scope yet,
+and so the second <code>x</code> refers to the outside variable.
+
+<p>Because of the lexical scoping rules,
+local variables can be freely accessed by functions
+defined inside their scope.
+For instance:
+<PRE>
+ local counter = 0
+ function inc (x)
+ counter = counter + x
+ return counter
+ end
+</PRE>
+A local variable used by an inner function is called
+an <em>upvalue</em>, or <em>external local variable</em>,
+inside the inner function.
+
+<p>Notice that each execution of a <b>local</b> statement
+defines new local variables.
+Consider the following example:
+<PRE>
+ a = {}
+ local x = 20
+ for i=1,10 do
+ local y = 0
+ a[i] = function () y=y+1; return x+y end
+ end
+</PRE>
+The loop creates ten closures
+(that is, ten instances of the anonymous function).
+Each of these closures uses a different <code>y</code> variable,
+while all of them share the same <code>x</code>.
+
+<p><a name="error"></a><a name="2.7"></a><h2>2.7 - Error Handling</h2>
+
+<p>Because Lua is an extension language,
+all Lua actions start from C code in the host program
+calling a function from the Lua library (see <a href="#lua_pcall"></a>).
+Whenever an error occurs during Lua compilation or execution,
+control returns to C,
+which can take appropriate measures
+(such as print an error message).
+
+<p>Lua code can explicitly generate an error by calling the
+<a href="#pdf-error"><code>error</code></a> function.
+If you need to catch errors in Lua,
+you can use the <a href="#pdf-pcall"><code>pcall</code></a> function.
+
+<p><a name="metatable"></a><a name="2.8"></a><h2>2.8 - Metatables</h2>
+
+<p>Every value in Lua may have a <em>metatable</em>.
+This <em>metatable</em> is an ordinary Lua table
+that defines the behavior of the original value
+under certain special operations.
+You can change several aspects of the behavior
+of operations over a value by setting specific fields in its metatable.
+For instance, when a non-numeric value is the operand of an addition,
+Lua checks for a function in the field <code>"__add"</code> in its metatable.
+If it finds one,
+Lua calls that function to perform the addition.
+
+<p>We call the keys in a metatable <em>events</em>
+and the values <em>metamethods</em>.
+In the previous example, the event is <code>"add"</code>
+and the metamethod is the function that performs the addition.
+
+<p>You can query the metatable of any value
+through the <a href="#pdf-getmetatable"><code>getmetatable</code></a> function.
+
+<p>You can replace the metatable of tables
+through the <a href="#pdf-setmetatable"><code>setmetatable</code></a>
+function.
+You cannot change the metatable of other types from Lua
+(except using the debug library);
+you must use the C API for that.
+
+<p>Tables and userdata have individual metatables
+(although multiple tables and userdata can share
+a same table as their metatable);
+values of all other types share one single metatable per type.
+So, there is one single metatable for all numbers,
+and for all strings, etc.
+
+<p>A metatable may control how an object behaves in arithmetic operations,
+order comparisons, concatenation, and indexing.
+A metatable can also define a function to be called when a userdata
+is garbage collected.
+For each of those operations Lua associates a specific key
+called an <em>event</em>.
+When Lua performs one of those operations over a value,
+it checks whether that value has a metatable with the corresponding event.
+If so, the value associated with that key (the <em>metamethod</em>)
+controls how Lua will perform the operation.
+
+<p>Metatables control the operations listed next.
+Each operation is identified by its corresponding name.
+The key for each operation is a string with its name prefixed by
+two underscores;
+for instance, the key for operation "add" is the
+string <code>"__add"</code>.
+The semantics of these operations is better explained by a Lua function
+describing how the interpreter executes that operation.
+
+<p>The code shown here in Lua is only illustrative;
+the real behavior is hard coded in the interpreter
+and it is much more efficient than this simulation.
+All functions used in these descriptions
+(<a href="#pdf-rawget"><code>rawget</code></a>, <a href="#pdf-tonumber"><code>tonumber</code></a>, etc.)
+are described in <a href="#predefined">5.1</a>.
+In particular, to retrieve the metamethod of a given object,
+we use the expression
+<PRE>
+ metatable(obj)[event]
+</PRE>
+This should be read as
+<PRE>
+ rawget(metatable(obj) or {}, event)
+</PRE>
+That is, the access to a metamethod does not invoke other metamethods,
+and the access to objects with no metatables does not fail
+(it simply results in <B>nil</B>).
+
+<p><ul>
+<li><b>"add":</b>
+the <code>+</code> operation.
+
+<p>The function <code>getbinhandler</code> below defines how Lua chooses a handler
+for a binary operation.
+First, Lua tries the first operand.
+If its type does not define a handler for the operation,
+then Lua tries the second operand.
+<PRE>
+ function getbinhandler (op1, op2, event)
+ return metatable(op1)[event] or metatable(op2)[event]
+ end
+</PRE>
+Using that function,
+the behavior of the <code>op1 + op2</code> is
+<PRE>
+ function add_event (op1, op2)
+ local o1, o2 = tonumber(op1), tonumber(op2)
+ if o1 and o2 then -- both operands are numeric?
+ return o1 + o2 -- `+' here is the primitive `add'
+ else -- at least one of the operands is not numeric
+ local h = getbinhandler(op1, op2, "__add")
+ if h then
+ -- call the handler with both operands
+ return h(op1, op2)
+ else -- no handler available: default behavior
+ error("...")
+ end
+ end
+ end
+</PRE>
+
+<p><li><b>"sub":</b>
+the <code>-</code> operation.
+Behavior similar to the "add" operation.
+
+<p><li><b>"mul":</b>
+the <code>*</code> operation.
+Behavior similar to the "add" operation.
+
+<p><li><b>"div":</b>
+the <code>/</code> operation.
+Behavior similar to the "add" operation.
+
+<p><li><b>"mod":</b>
+the <code>%</code> operation.
+Behavior similar to the "add" operation,
+with the operation
+<code>o1 - floor(o1/o2)*o2</code> as the primitive operation.
+
+<p><li><b>"pow":</b>
+the <code>^</code> (exponentiation) operation.
+Behavior similar to the "add" operation,
+with the function <code>pow</code> (from the C math library)
+as the primitive operation.
+
+<p><li><b>"unm":</b>
+the unary <code>-</code> operation.
+<PRE>
+ function unm_event (op)
+ local o = tonumber(op)
+ if o then -- operand is numeric?
+ return -o -- `-' here is the primitive `unm'
+ else -- the operand is not numeric.
+ -- Try to get a handler from the operand
+ local h = metatable(op).__unm
+ if h then
+ -- call the handler with the operand
+ return h(op)
+ else -- no handler available: default behavior
+ error("...")
+ end
+ end
+ end
+</PRE>
+
+<p><li><b>"concat":</b>
+the <code>..</code> (concatenation) operation.
+<PRE>
+ function concat_event (op1, op2)
+ if (type(op1) == "string" or type(op1) == "number") and
+ (type(op2) == "string" or type(op2) == "number") then
+ return op1 .. op2 -- primitive string concatenation
+ else
+ local h = getbinhandler(op1, op2, "__concat")
+ if h then
+ return h(op1, op2)
+ else
+ error("...")
+ end
+ end
+ end
+</PRE>
+
+<p><li><b>"len":</b>
+the <code>#</code> operation.
+<PRE>
+ function len_event (op)
+ if type(op) == "string" then
+ return strlen(op) -- primitive string length
+ elseif type(op) == "table" then
+ return #op -- primitive table length
+ else
+ local h = metatable(op).__len
+ if h then
+ -- call the handler with the operand
+ return h(op)
+ else -- no handler available: default behavior
+ error("...")
+ end
+ end
+ end
+</PRE>
+See <a href="#len-op">2.5.5</a> for a description of the length of a table.
+
+<p><li><b>"eq":</b>
+the <code>==</code> operation.
+The function <code>getcomphandler</code> defines how Lua chooses a metamethod
+for comparison operators.
+A metamethod only is selected when both objects
+being compared have the same type
+and the same metamethod for the selected operation.
+<PRE>
+ function getcomphandler (op1, op2, event)
+ if type(op1) ~= type(op2) then return nil end
+ local mm1 = metatable(op1)[event]
+ local mm2 = metatable(op2)[event]
+ if mm1 == mm2 then return mm1 else return nil end
+ end
+</PRE>
+The "eq" event is defined as follows:
+<PRE>
+ function eq_event (op1, op2)
+ if type(op1) ~= type(op2) then -- different types?
+ return false -- different objects
+ end
+ if op1 == op2 then -- primitive equal?
+ return true -- objects are equal
+ end
+ -- try metamethod
+ local h = getcomphandler(op1, op2, "__eq")
+ if h then
+ return h(op1, op2)
+ else
+ return false
+ end
+ end
+</PRE>
+<code>a ~= b</code> is equivalent to <code>not (a == b)</code>.
+
+<p><li><b>"lt":</b>
+the <code>&#060;</code> operation.
+<PRE>
+ function lt_event (op1, op2)
+ if type(op1) == "number" and type(op2) == "number" then
+ return op1 &#060; op2 -- numeric comparison
+ elseif type(op1) == "string" and type(op2) == "string" then
+ return op1 &#060; op2 -- lexicographic comparison
+ else
+ local h = getcomphandler(op1, op2, "__lt")
+ if h then
+ return h(op1, op2)
+ else
+ error("...");
+ end
+ end
+ end
+</PRE>
+<code>a > b</code> is equivalent to <code>b &#060; a</code>.
+
+<p><li><b>"le":</b>
+the <code>&#060;=</code> operation.
+<PRE>
+ function le_event (op1, op2)
+ if type(op1) == "number" and type(op2) == "number" then
+ return op1 &#060;= op2 -- numeric comparison
+ elseif type(op1) == "string" and type(op2) == "string" then
+ return op1 &#060;= op2 -- lexicographic comparison
+ else
+ local h = getcomphandler(op1, op2, "__le")
+ if h then
+ return h(op1, op2)
+ else
+ h = getcomphandler(op1, op2, "__lt")
+ if h then
+ return not h(op2, op1)
+ else
+ error("...");
+ end
+ end
+ end
+ end
+</PRE>
+<code>a >= b</code> is equivalent to <code>b &#060;= a</code>.
+Note that, in the absence of a "le" metamethod,
+Lua tries the "lt", assuming that <code>a &#060;= b</code> is
+equivalent to <code>not (b &#060; a)</code>.
+
+<p><li><b>"index":</b>
+The indexing access <code>table[key]</code>.
+<PRE>
+ function gettable_event (table, key)
+ local h
+ if type(table) == "table" then
+ local v = rawget(table, key)
+ if v ~= nil then return v end
+ h = metatable(table).__index
+ if h == nil then return nil end
+ else
+ h = metatable(table).__index
+ if h == nil then
+ error("...");
+ end
+ end
+ if type(h) == "function" then
+ return h(table, key) -- call the handler
+ else return h[key] -- or repeat operation on it
+ end
+ end
+</PRE>
+
+<p><li><b>"newindex":</b>
+The indexing assignment <code>table[key] = value</code>.
+<PRE>
+ function settable_event (table, key, value)
+ local h
+ if type(table) == "table" then
+ local v = rawget(table, key)
+ if v ~= nil then rawset(table, key, value); return end
+ h = metatable(table).__newindex
+ if h == nil then rawset(table, key, value); return end
+ else
+ h = metatable(table).__newindex
+ if h == nil then
+ error("...");
+ end
+ end
+ if type(h) == "function" then
+ return h(table, key,value) -- call the handler
+ else h[key] = value -- or repeat operation on it
+ end
+ end
+</PRE>
+
+<p><li><b>"call":</b>
+called when Lua calls a value.
+<PRE>
+ function function_event (func, ...)
+ if type(func) == "function" then
+ return func(unpack(arg)) -- primitive call
+ else
+ local h = metatable(func).__call
+ if h then
+ return h(func, unpack(arg))
+ else
+ error("...")
+ end
+ end
+ end
+</PRE>
+
+<p></ul>
+
+<p><a name="environ"></a><a name="2.9"></a><h2>2.9 - Environments</h2>
+
+<p>Besides metatables,
+objects of types thread, function, and userdata
+have another table associated with them,
+called <em>environment</em>.
+Like metatables, environments are regular tables and
+multiple objects can share the same environment.
+
+<p>Environments associated with userdata has no meaning for Lua.
+It is only a feature for programmers to associate a table to
+a userdata.
+
+<p>Environments associated with threads are called
+<em>global environments</em>.
+They are used as the default environment for threads and
+non-nested functions created by that thread
+(through <a href="#pdf-loadfile"><code>loadfile</code></a>, <a href="#pdf-loadstring"><code>loadstring</code></a> or <a href="#pdf-load"><code>load</code></a>)
+and can be directly accessed by C code (see <a href="#pseudo-index">3.3</a>).
+
+<p>Environments associated with C functions can be directly
+accessed by C code (see <a href="#pseudo-index">3.3</a>).
+They are used as the default environment for other C functions
+created by that function.
+
+<p>Environments associated with Lua functions are used to resolve
+all accesses to global variables within that function (see <a href="#variables">2.3</a>).
+They are used as the default environment for other Lua functions
+created by that function.
+
+<p>You can change the environment of a Lua function of the
+running thread calling <a href="#pdf-setfenv"><code>setfenv</code></a>.
+You can get the environment of a Lua function or the running thread
+calling <a href="#pdf-getfenv"><code>getfenv</code></a>.
+To manipulate the environment of other objects
+(userdata, C functions, other threads) you must
+use the C API.
+
+<p><a name="GC"></a><a name="2.10"></a><h2>2.10 - Garbage Collection</h2>
+
+<p>Lua does automatic memory management.
+That means that
+you do not have to worry about allocating memory for new objects
+and freeing it when the objects are no longer needed.
+Lua manages memory automatically by running
+a <em>garbage collector</em> from time to time
+to collect all <em>dead objects</em>
+(that is, those objects that are no longer accessible from Lua).
+All objects in Lua are subject to automatic management:
+tables, userdata, functions, threads, and strings.
+
+<p>Lua 5.1 implements an incremental mark-and-sweep collector.
+It uses two numbers to control its garbage-collection cycles.
+One number, the <em>garbage-collector pause</em>,
+controls how long the collector waits before starting a new cycle.
+Larger values make the collector less aggressive.
+Values smaller than 1 mean the collector will not wait to
+start a new cycle.
+A value of 2 means that the collector waits more or less to double
+the total memory in use before starting a new cycle.
+
+<p>The other number, the <em>garbage-collector multiplier</em>,
+controls the relative speed of the collector relative to
+memory allocation.
+Larger values make the collector more aggressive but also increases
+the size of each incremental step.
+Values smaller than 1 make the collector too slow and
+may result in the collector never finishing a cycle.
+The default, 2, means that the collector runs at "twice"
+the speed of memory allocation.
+
+<p>You can change those numbers calling <a href="#lua_gc"><code>lua_gc</code></a> in C
+or <a href="#pdf-collectgarbage"><code>collectgarbage</code></a> in Lua.
+Both get as arguments percentage points
+(so an argument 100 means a real value of 1).
+With those functions you can also get direct control
+of the collector (e.g., stop and restart it).
+
+<p><a name="2.10.1"></a><h3>2.10.1 - Garbage-Collection Metamethods</h3>
+
+<p>Using the C API,
+you can set garbage-collector metamethods for userdata (see <a href="#metatable">2.8</a>).
+These metamethods are also called <em>finalizers</em>.
+Finalizers allow you to coordinate Lua's garbage collection
+with external resource management
+(such as closing files, network or database connections,
+or freeing your own memory).
+
+<p>Free userdata with a field <code>__gc</code> in their metatables are not
+collected immediately by the garbage collector.
+Instead, Lua puts them in a list.
+After the collection,
+Lua does the equivalent of the following function
+for each userdata in that list:
+<PRE>
+ function gc_event (udata)
+ local h = metatable(udata).__gc
+ if h then
+ h(udata)
+ end
+ end
+</PRE>
+
+<p>At the end of each garbage-collection cycle,
+the finalizers for userdata are called in <em>reverse</em>
+order of their creation,
+among those collected in that cycle.
+That is, the first finalizer to be called is the one associated
+with the userdata created last in the program.
+
+<p><a name="weak-table"></a><a name="2.10.2"></a><h3>2.10.2 - Weak Tables</h3>
+
+<p>A <em>weak table</em> is a table whose elements are
+<em>weak references</em>.
+A weak reference is ignored by the garbage collector.
+In other words,
+if the only references to an object are weak references,
+then the garbage collector will collect that object.
+
+<p>A weak table can have weak keys, weak values, or both.
+A table with weak keys allows the collection of its keys,
+but prevents the collection of its values.
+A table with both weak keys and weak values allows the collection of
+both keys and values.
+In any case, if either the key or the value is collected,
+the whole pair is removed from the table.
+The weakness of a table is controlled by the value of the
+<code>__mode</code> field of its metatable.
+If the <code>__mode</code> field is a string containing the character `<code>k</code>&acute;,
+the keys in the table are weak.
+If <code>__mode</code> contains `<code>v</code>&acute;,
+the values in the table are weak.
+
+<p>After you use a table as a metatable,
+you should not change the value of its field <code>__mode</code>.
+Otherwise, the weak behavior of the tables controlled by this
+metatable is undefined.
+
+<p><a name="coroutine"></a><a name="2.11"></a><h2>2.11 - Coroutines</h2>
+
+<p>Lua supports coroutines,
+also called <em>collaborative multithreading</em>.
+A coroutine in Lua represents an independent thread of execution.
+Unlike threads in multithread systems, however,
+a coroutine only suspends its execution by explicitly calling
+a yield function.
+
+<p>You create a coroutine with a call to <code>coroutine.create</code>.
+Its sole argument is a function
+that is the main function of the coroutine.
+The <code>create</code> function only creates a new coroutine and
+returns a handle to it (an object of type <em>thread</em>);
+it does not start the coroutine execution.
+
+<p>When you first call <code>coroutine.resume</code>,
+passing as its first argument
+the thread returned by <a href="#pdf-coroutine.create"><code>coroutine.create</code></a>,
+the coroutine starts its execution,
+at the first line of its main function.
+Extra arguments passed to <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a> are given as
+parameters for the coroutine main function.
+After the coroutine starts running,
+it runs until it terminates or <em>yields</em>.
+
+<p>A coroutine can terminate its execution in two ways:
+Normally, when its main function returns
+(explicitly or implicitly, after the last instruction);
+and abnormally, if there is an unprotected error.
+In the first case, <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a> returns <B>true</B>,
+plus any values returned by the coroutine main function.
+In case of errors, <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a> returns <B>false</B>
+plus an error message.
+
+<p>A coroutine yields by calling <code>coroutine.yield</code>.
+When a coroutine yields,
+the corresponding <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a> returns immediately,
+even if the yield happens inside nested function calls
+(that is, not in the main function,
+but in a function directly or indirectly called by the main function).
+In the case of a yield, <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a> also returns <B>true</B>,
+plus any values passed to <a href="#pdf-coroutine.yield"><code>coroutine.yield</code></a>.
+The next time you resume the same coroutine,
+it continues its execution from the point where it yielded,
+with the call to <a href="#pdf-coroutine.yield"><code>coroutine.yield</code></a> returning any extra
+arguments passed to <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a>.
+
+<p>The <code>coroutine.wrap</code> function creates a coroutine
+like <a href="#pdf-coroutine.create"><code>coroutine.create</code></a>,
+but instead of returning the coroutine itself,
+it returns a function that, when called, resumes the coroutine.
+Any arguments passed to that function
+go as extra arguments to resume.
+The function returns all the values returned by resume,
+except the first one (the boolean error code).
+Unlike <a href="#pdf-coroutine.resume"><code>coroutine.resume</code></a>,
+this function does not catch errors;
+any error is propagated to the caller.
+
+<p>As an example,
+consider the next code:
+<PRE>
+function foo1 (a)
+ print("foo", a)
+ return coroutine.yield(2*a)
+end
+
+co = coroutine.create(function (a,b)
+ print("co-body", a, b)
+ local r = foo1(a+1)
+ print("co-body", r)
+ local r, s = coroutine.yield(a+b, a-b)
+ print("co-body", r, s)
+ return b, "end"
+end)
+
+a, b = coroutine.resume(co, 1, 10)
+print("main", a, b)
+a, b, c = coroutine.resume(co, "r")
+print("main", a, b, c)
+a, b, c = coroutine.resume(co, "x", "y")
+print("main", a, b, c)
+a, b = coroutine.resume(co, "x", "y")
+print("main", a, b)
+</PRE>
+When you run it, it produces the following output:
+<PRE>
+co-body 1 10
+foo 2
+main true 4
+co-body r
+main true 11 -9
+co-body x y
+main true 10 end
+main false cannot resume dead coroutine
+</PRE>
+
+<p>
+<a name="API"></a><a name="3"></a><h1>3 - The Application Program Interface</h1>
+
+
+<p>This section describes the C API for Lua, that is,
+the set of C functions available to the host program to communicate
+with Lua.
+All API functions and related types and constants
+are declared in the header file <code>lua.h</code>.
+
+<p>Even when we use the term "function",
+any facility in the API may be provided as a macro instead.
+All such macros use each of its arguments exactly once
+(except for the first argument, which is always a Lua state),
+and so do not generate hidden side-effects.
+
+<p>Like in most C libraries,
+the Lua API functions do not check their arguments.
+However, you can change this behavior by compiling Lua
+with a proper definition for the macro <code>luai_apicheck</code>,
+in file <code>luaconf.h</code>.
+
+<p><a name="3.1"></a><h2>3.1 - The Stack</h2>
+
+<p>Lua uses a <em>virtual stack</em> to pass values to and from C.
+Each element in this stack represents a Lua value
+(<B>nil</B>, number, string, etc.).
+
+<p>Whenever Lua calls C, the called function gets a new stack,
+which is independent of previous stacks and of stacks of
+C functions that are still active.
+That stack initially contains any arguments to the C function,
+and it is where the C function pushes its results
+to be returned to the caller (see <a href="#lua_CFunction"><code>lua_CFunction</code></a>).
+
+<p>For convenience,
+most query operations in the API do not follow a strict stack discipline.
+Instead, they can refer to any element in the stack
+by using an <em>index</em>:
+A positive index represents an <em>absolute</em> stack position
+(starting at 1);
+a negative index represents an <em>offset</em> from the top of the stack.
+More specifically, if the stack has <em>n</em> elements,
+then index 1 represents the first element
+(that is, the element that was pushed onto the stack first)
+and
+index <em>n</em> represents the last element;
+index <em>-1</em> also represents the last element
+(that is, the element at the top)
+and index <em>-n</em> represents the first element.
+We say that an index is <em>valid</em>
+if it lies between 1 and the stack top
+(that is, if <code>1 &#060;= abs(index) &#060;= top</code>).
+
+
+<p><a name="3.2"></a><h2>3.2 - Stack Size</h2>
+
+<p>When you interact with Lua API,
+<em>you are responsible for controlling stack overflow</em>.
+You can use the function <a href="#lua_checkstack"><code>lua_checkstack</code></a>
+to grow the stack size.
+
+<p>Whenever Lua calls C,
+it ensures that at least <code>LUA_MINSTACK</code> stack positions are available.
+<code>LUA_MINSTACK</code> is defined as 20,
+so that usually you do not have to worry about stack space
+unless your code has loops pushing elements onto the stack.
+
+<p>Most query functions accept as indices any value inside the
+available stack space, that is, indices up to the maximum stack size
+you have set through <a href="#lua_checkstack"><code>lua_checkstack</code></a>.
+Such indices are called <em>acceptable indices</em>.
+More formally, we define an <em>acceptable index</em>
+as follows:
+<PRE>
+ (index &#060; 0 &#038;&#038; abs(index) &#060;= top) || (index > 0 &#038;&#038; index &#060;= stackspace)
+</PRE>
+Note that 0 is never an acceptable index.
+
+<p><a name="pseudo-index"></a><a name="3.3"></a><h2>3.3 - Pseudo-Indices</h2>
+
+<p>Unless otherwise noted,
+any function that accepts valid indices can also be called with
+<em>pseudo-indices</em>,
+which represent some Lua values that are accessible to the C code
+but are not in the stack.
+Pseudo-indices are used to access the thread environment,
+the function environment,
+the registry,
+and the upvalues of a C function (see <a href="#c-closure">3.4</a>).
+
+<p>The thread environment (where global variables live) is
+always at pseudo-index <code>LUA_GLOBALSINDEX</code>.
+The environment of the running C function is always
+at pseudo-index <code>LUA_ENVIRONINDEX</code>.
+
+<p>To access and change the value of global variables,
+you can use regular table operations over an environment table.
+For instance, to access the value of a global variable, do
+<PRE>
+ lua_getfield(L, LUA_GLOBALSINDEX, varname);
+</PRE>
+
+<p><a name="c-closure"></a><a name="3.4"></a><h2>3.4 - C Closures</h2>
+
+<p>When a C function is created,
+it is possible to associate some values with it,
+thus creating a <em>C closure</em>;
+these values are then accessible to the function whenever it is called
+(see <a href="#lua_pushcclosure"><code>lua_pushcclosure</code></a>).
+
+<p>Whenever a C function is called,
+its associated values are located at specific pseudo-indices.
+Those pseudo-indices are produced by the macro
+<code>lua_upvalueindex</code>.
+The first value associated with a function is at position
+<code>lua_upvalueindex(1)</code>, and so on.
+Any access to <code>lua_upvalueindex(<em>n</em>)</code>,
+where <em>n</em> is greater than the number of upvalues of the
+current function,
+produces an acceptable (but invalid) index.
+
+<p><a name="registry"></a><a name="3.5"></a><h2>3.5 - Registry</h2>
+
+<p>Lua provides a registry,
+a pre-defined table that can be used by any C code to
+store whatever Lua value it needs to store.
+This table is always located at pseudo-index
+<code>LUA_REGISTRYINDEX</code>.
+Any C library can store data into this table,
+as long as it chooses keys different from other libraries.
+Typically, you should use as key a string containing your library name
+or a light userdata with the address of a C object in your code.
+
+<p>The integer keys in the registry are used by the reference mechanism,
+implemented by the auxiliary library,
+and therefore should not be used by other purposes.
+
+<p><a name="3.6"></a><h2>3.6 - Error Handling in C</h2>
+
+<p>Internally, Lua uses the C <code>longjmp</code> facility to handle errors.
+When Lua faces any error
+(such as memory allocation errors, type errors, syntax errors)
+it <em>raises</em> an error, that is, it does a long jump.
+A <em>protected environment</em> uses <code>setjmp</code>
+to set a recover point;
+any error jumps to the most recent active recover point.
+
+<p>Almost any function in the API may raise an error,
+for instance due to a memory allocation error.
+The following functions run in protected mode
+(that is, they create a protected environment to run),
+so they never raise an error:
+<a href="#lua_newstate"><code>lua_newstate</code></a>, <a href="#lua_close"><code>lua_close</code></a>, <a href="#lua_load"><code>lua_load</code></a>,
+<a href="#lua_pcall"><code>lua_pcall</code></a>, and <a href="#lua_cpcall"><code>lua_cpcall</code></a>.
+
+<p>Inside a C function you can raise an error calling <a href="#lua_error"><code>lua_error</code></a>.
+
+<p><a name="3.7"></a><h2>3.7 - Functions and Types</h2>
+
+<p>Here we list all functions and types from the C API in
+alphabetical order.
+
+<p><a name="lua_Alloc"></a>
+<hr><h3><code>lua_Alloc</code></h3>
+<pre>
+ typedef void * (*lua_Alloc) (void *ud,
+ void *ptr,
+ size_t osize,
+ size_t nsize);
+
+</pre>
+
+
+<p>The allocator function used by Lua states.
+The allocator function must provide a
+functionality similar to <code>realloc</code>,
+but not exactly the same.
+Its arguments are <code>ud</code>,
+the opaque pointer passed to <a href="#lua_newstate"><code>lua_newstate</code></a>;
+<code>ptr</code>, a pointer to the block being allocated/reallocated/freed;
+<code>osize</code>, the original size of the block;
+<code>nsize</code>, the new size of the block.
+<code>ptr</code> is <code>NULL</code> if and only if <code>osize</code> is zero.
+When <code>nsize</code> is zero, the allocator must return <code>NULL</code>;
+if <code>osize</code> is not zero,
+it should free the block pointed by <code>ptr</code>.
+When <code>nsize</code> is not zero, the allocator returns <code>NULL</code>
+if and only if it cannot fill the request.
+When <code>nsize</code> is not zero and <code>osize</code> is zero,
+the allocator behaves like <code>malloc</code>.
+When <code>nsize</code> and <code>osize</code> are not zero,
+the allocator behaves like <code>realloc</code>.
+Lua assumes that the allocator never fails when
+<code>osize >= nsize</code>.
+
+<p>A simple implementation for the allocator function could be like this:
+<PRE>
+static void *l_alloc (void *ud, void *ptr, size_t osize, size_t nsize) {
+ (void)ud; /* not used */
+ (void)osize; /* not used */
+ if (nsize == 0) {
+ free(ptr); /* ANSI ensures that free(NULL) has no effect */
+ return NULL;
+ }
+ else
+ /* ANSI ensures that realloc(NULL, size) == malloc(size) */
+ return realloc(ptr, nsize);
+}
+</PRE>
+
+<p><a name="lua_atpanic"></a>
+<hr><h3><code>lua_atpanic</code></h3>
+<pre>
+ lua_CFunction lua_atpanic (lua_State *L, lua_CFunction panicf);
+</pre>
+
+
+<p>Sets a new panic function and returns the old one.
+
+<p>If an error happens outside any protected environment,
+Lua calls a <em>panic function</em>
+and then calls <code>exit(EXIT_FAILURE)</code>.
+Your new panic function may avoid the application exit by
+never returning (e.g., doing a long jump).
+
+<p>The panic function can access the error message at the top of the stack.
+
+<p><a name="lua_call"></a>
+<hr><h3><code>lua_call</code></h3>
+<pre>
+ void lua_call (lua_State *L, int nargs, int nresults);
+</pre>
+
+
+<p>Calls a function.
+
+<p>To call a function you must use the following protocol:
+First, the function to be called is pushed onto the stack;
+then, the arguments to the function are pushed
+in direct order, that is, the first argument is pushed first.
+Finally you call <a href="#lua_call"><code>lua_call</code></a>;
+<code>nargs</code> is the number of arguments that you pushed onto the stack.
+All arguments and the function value are popped from the stack,
+and the function results are pushed.
+The number of results are adjusted to <code>nresults</code>,
+unless <code>nresults</code> is <code>LUA_MULTRET</code>.
+In that case, <em>all</em> results from the function are pushed.
+Lua takes care that the returned values fit into the stack space.
+The function results are pushed onto the stack in direct order
+(the first result is pushed first),
+so that after the call the last result is on the top.
+
+<p>Any error inside the called function is propagated upwards
+(with a <code>longjmp</code>).
+
+<p>The following example shows how the host program may do the
+equivalent to this Lua code:
+<PRE>
+ a = f("how", t.x, 14)
+</PRE>
+Here it is in C:
+<PRE>
+ lua_getfield(L, LUA_GLOBALSINDEX, "t"); /* global `t' (for later use) */
+ lua_getfield(L, LUA_GLOBALSINDEX, "f"); /* function to be called */
+ lua_pushstring(L, "how"); /* 1st argument */
+ lua_getfield(L, -3, "x"); /* push result of t.x (2nd arg) */
+ lua_pushinteger(L, 14); /* 3rd argument */
+ lua_call(L, 3, 1); /* call function with 3 arguments and 1 result */
+ lua_setfield(L, LUA_GLOBALSINDEX, "a"); /* set global variable `a' */
+ lua_pop(L, 1); /* remove `t' from the stack */
+</PRE>
+Note that the code above is "balanced":
+at its end, the stack is back to its original configuration.
+This is considered good programming practice.
+
+<p><a name="lua_CFunction"></a>
+<hr><h3><code>lua_CFunction</code></h3>
+<pre>
+ typedef int (*lua_CFunction) (lua_State *L);
+</pre>
+
+
+<p>Type for C functions.
+
+<p>In order to communicate properly with Lua,
+a C function must follow the following protocol,
+which defines the way parameters and results are passed:
+A C function receives its arguments from Lua in its stack
+in direct order (the first argument is pushed first).
+So, when the function starts,
+its first argument (if any) is at index 1.
+To return values to Lua, a C function just pushes them onto the stack,
+in direct order (the first result is pushed first),
+and returns the number of results.
+Any other value in the stack below the results will be properly
+discharged by Lua.
+Like a Lua function, a C function called by Lua can also return
+many results.
+
+<p>As an example, the following function receives a variable number
+of numerical arguments and returns their average and sum:
+<PRE>
+ static int foo (lua_State *L) {
+ int n = lua_gettop(L); /* number of arguments */
+ lua_Number sum = 0;
+ int i;
+ for (i = 1; i &#060;= n; i++) {
+ if (!lua_isnumber(L, i)) {
+ lua_pushstring(L, "incorrect argument to function `average'");
+ lua_error(L);
+ }
+ sum += lua_tonumber(L, i);
+ }
+ lua_pushnumber(L, sum/n); /* first result */
+ lua_pushnumber(L, sum); /* second result */
+ return 2; /* number of results */
+ }
+</PRE>
+
+<p><a name="lua_checkstack"></a>
+<hr><h3><code>lua_checkstack</code></h3>
+<pre>
+ int lua_checkstack (lua_State *L, int extra);
+</pre>
+
+
+<p>Grows the stack size to <code>top + extra</code> elements;
+it returns false if it cannot grow the stack to that size.
+This function never shrinks the stack;
+if the stack is already larger than the new size,
+it is left unchanged.
+
+<p><a name="lua_close"></a>
+<hr><h3><code>lua_close</code></h3>
+<pre>
+ void lua_close (lua_State *L);
+</pre>
+
+
+<p>Destroys all objects in the given Lua state
+(calling the corresponding garbage-collection metamethods, if any)
+and frees all dynamic memory used by that state.
+On several platforms, you may not need to call this function,
+because all resources are naturally released when the host program ends.
+On the other hand, long-running programs,
+such as a daemon or a web server,
+might need to release states as soon as they are not needed,
+to avoid growing too large.
+
+<p><a name="lua_concat"></a>
+<hr><h3><code>lua_concat</code></h3>
+<pre>
+ void lua_concat (lua_State *L, int n);
+</pre>
+
+
+<p>Concatenates the <code>n</code> values at the top of the stack,
+pops them, and leaves the result at the top.
+If <code>n</code> is 1, the result is that single string
+(that is, the function does nothing);
+if <code>n</code> is 0, the result is the empty string.
+Concatenation is done following the usual semantics of Lua
+(see <a href="#concat">2.5.4</a>).
+
+<p><a name="lua_cpcall"></a>
+<hr><h3><code>lua_cpcall</code></h3>
+<pre>
+ int lua_cpcall (lua_State *L, lua_CFunction func, void *ud);
+</pre>
+
+
+<p>Calls the C function <code>func</code> in protected mode.
+<code>func</code> starts with only one element in its stack,
+a light userdata containing <code>ud</code>.
+In case of errors,
+<a href="#lua_cpcall"><code>lua_cpcall</code></a> returns the same error codes as <a href="#lua_pcall"><code>lua_pcall</code></a>,
+plus the error object on the top of the stack;
+otherwise, it returns zero, and does not change the stack.
+Any value returned by <code>func</code> is discarded.
+
+<p><a name="lua_createtable"></a>
+<hr><h3><code>lua_createtable</code></h3>
+<pre>
+ void lua_createtable (lua_State *L, int narr, int nrec);
+</pre>
+
+
+<p>Creates a new empty table and pushes it onto the stack.
+The new table has space pre-allocated
+for <code>narr</code> array elements plus <code>nrec</code> non-array elements.
+This pre-allocation is useful when you know exactly how many elements
+the table will have.
+Otherwise you can use the function <a href="#lua_newtable"><code>lua_newtable</code></a>.
+
+<p><a name="lua_dump"></a>
+<hr><h3><code>lua_dump</code></h3>
+<pre>
+ int lua_dump (lua_State *L, lua_Writer writer, void *data);
+</pre>
+
+
+<p>Dumps a function as a binary chunk.
+This function receives a Lua function on the top of the stack
+and produces a binary chunk that,
+if loaded again,
+results in a function equivalent to the one dumped.
+As it produces parts of the chunk,
+<a href="#lua_dump"><code>lua_dump</code></a> calls function <code>writer</code> (see <a href="#lua_Writer"><code>lua_Writer</code></a>)
+to write them.
+
+<p>The value returned is the error code returned by the last
+call to the writer;
+0 means no errors.
+
+<p>This function does not pop the function from the stack.
+
+<p><a name="lua_equal"></a>
+<hr><h3><code>lua_equal</code></h3>
+<pre>
+ int lua_equal (lua_State *L, int index1, int index2);
+</pre>
+
+
+<p>Returns 1 if the two values in acceptable indices <code>index1</code> and
+<code>index2</code> are equal,
+following the semantics of the Lua <code>=</code> operator
+(that is, may call metamethods).
+Otherwise returns 0.
+Also returns 0 if any of the indices are non valid.
+
+<p><a name="lua_error"></a>
+<hr><h3><code>lua_error</code></h3>
+<pre>
+ int lua_error (lua_State *L);
+</pre>
+
+
+<p>Generates a Lua error.
+The error message (which actually can be any type of object)
+must be on the stack top.
+This function does a long jump,
+and therefore never returns.
+
+<p><a name="lua_gc"></a>
+<hr><h3><code>lua_gc</code></h3>
+<pre>
+ int lua_gc (lua_State *L, int what, int data);
+</pre>
+
+
+<p>Controls the garbage collector.
+
+<p>This function performs several tasks,
+according to the value of the parameter <code>what</code>:
+<ul>
+<li> <code>LUA_GCSTOP</code>&mdash; stops the garbage collector.
+<li> <code>LUA_GCRESTART</code>&mdash; restarts the garbage collector.
+<li> <code>LUA_GCCOLLECT</code>&mdash; performs a full garbage-collection cycle.
+<li> <code>LUA_GCCOUNT</code>&mdash; returns the current
+amount of memory (in Kbytes) in use by Lua.
+<li> <code>LUA_GCSTEP</code>&mdash; performs an incremental step of
+garbage collection.
+The step "size" is controlled by <code>data</code>
+(larger values mean more steps) in a non-specified way.
+If you want to control the step size
+you must tune experimentally the value of <code>data</code>.
+The function returns 1 if that step finished a
+garbage-collection cycle.
+<li> <code>LUA_GCSETPAUSE</code>&mdash;
+sets <em><code>data</code>/100</em> as the new value
+for the <em>pause</em> of the collector (see <a href="#GC">2.10</a>).
+<li> <code>LUA_GCSETSTEPMUL</code>&mdash;
+sets <em><code>arg</code>/100</em> as the new value for the <em>step multiplier</em> of
+the collector (see <a href="#GC">2.10</a>).
+</ul>
+
+<p><a name="lua_getallocf"></a>
+<hr><h3><code>lua_getallocf</code></h3>
+<pre>
+ lua_Alloc lua_getallocf (lua_State *L, void **ud);
+</pre>
+
+
+<p>Returns the allocator function of a given state.
+If <code>ud</code> is not <code>NULL</code> Lua stores in <code>*ud</code> the
+opaque pointer passed to <a href="#lua_newstate"><code>lua_newstate</code></a>.
+
+<p><a name="lua_getfenv"></a>
+<hr><h3><code>lua_getfenv</code></h3>
+<pre>
+ void lua_getfenv (lua_State *L, int index);
+</pre>
+
+
+<p>Pushes on the stack the environment table of
+the value at the given index.
+
+<p><a name="lua_getfield"></a>
+<hr><h3><code>lua_getfield</code></h3>
+<pre>
+ void lua_getfield (lua_State *L, int index, const char *k);
+</pre>
+
+
+<p>Pushes onto the stack the value <code>t[k]</code>,
+where <code>t</code> is the value at the given valid index <code>index</code>.
+As in Lua, this function may trigger a metamethod
+for the "index" event (see <a href="#metatable">2.8</a>).
+
+<p><a name="lua_getmetatable"></a>
+<hr><h3><code>lua_getmetatable</code></h3>
+<pre>
+ int lua_getmetatable (lua_State *L, int index);
+</pre>
+
+
+<p>Pushes onto the stack the metatable of the value at the given
+acceptable index.
+If the index is not valid,
+or if the value does not have a metatable,
+returns 0 and pushes nothing on the stack.
+
+<p><a name="lua_gettable"></a>
+<hr><h3><code>lua_gettable</code></h3>
+<pre>
+ void lua_gettable (lua_State *L, int index);
+</pre>
+
+
+<p>Pushes onto the stack the value <code>t[k]</code>,
+where <code>t</code> is the value at the given valid index <code>index</code>
+and <code>k</code> is the value at the top of the stack.
+
+<p>This function pops the key from the stack
+(putting the resulting value in its place).
+As in Lua, this function may trigger a metamethod
+for the "index" event (see <a href="#metatable">2.8</a>).
+
+<p><a name="lua_gettop"></a>
+<hr><h3><code>lua_gettop</code></h3>
+<pre>
+ int lua_gettop (lua_State *L);
+</pre>
+
+
+<p>Returns the index of the top element in the stack.
+Because indices start at 1,
+that result is equal to the number of elements in the stack
+(and so 0 means an empty stack).
+
+<p><a name="lua_insert"></a>
+<hr><h3><code>lua_insert</code></h3>
+<pre>
+ void lua_insert (lua_State *L, int index);
+</pre>
+
+
+<p>Moves the top element into the given valid index,
+shifting up the elements above that position to open space.
+Cannot be called with a pseudo-index,
+because a pseudo-index is not an actual stack position.
+
+<p><a name="lua_Integer"></a>
+<hr><h3><code>lua_Integer</code></h3>
+<pre>
+ typedef ptrdiff_t lua_Integer;
+</pre>
+
+
+<p>The type used by the Lua API to represent integral values.
+
+<p>By default it is a <code>ptrdiff_t</code>,
+which is usually the largest type the machine handles
+"comfortably".
+
+<p><a name="lua_isboolean"></a>
+<hr><h3><code>lua_isboolean</code></h3>
+<pre>
+ int lua_isboolean (lua_State *L, int index);
+</pre>
+
+
+<p>Returns 1 if the value at the given acceptable index has type boolean,
+and 0 otherwise.
+
+<p><a name="lua_iscfunction"></a>
+<hr><h3><code>lua_iscfunction</code></h3>
+<pre>
+ int lua_iscfunction (lua_State *L, int index);
+</pre>
+
+
+<p>Returns 1 if the value at the given acceptable index is a C function,
+and 0 otherwise.
+
+<p><a name="lua_isfunction"></a>
+<hr><h3><code>lua_isfunction</code></h3>
+<pre>
+ int lua_isfunction (lua_State *L, int index);
+</pre>
+
+
+<p>Returns 1 if the value at the given acceptable index is a function
+(either C or Lua), and 0 otherwise.
+
+<p><a name="lua_islightuserdata"></a>
+<hr><h3><code>lua_islightuserdata</code></h3>
+<pre>
+ int lua_islightuserdata (lua_State *L, int index);
+</pre>
+
+
+<p>Returns 1 if the value at the given acceptable index is a light userdata,
+and 0 otherwise.
+
+<p><a name="lua_isnil"></a>
+<hr><h3><code>lua_isnil</code></h3>
+<pre>
+ int lua_isnil (lua_State *L, int index);
+</pre>
+
+
+<p>Returns 1 if the value at the given acceptable index is <B>nil</B>,
+and 0 otherwise.
+
+<p><a name="lua_isnumber"></a>
+<hr><h3><code>lua_isnumber</code></h3>
+<pre>
+ int lua_isnumber (lua_State *L, int index);
+</pre>
+
+
+<p>Returns 1 if the value at the given acceptable index is a number
+or a string convertible to a number,
+and 0 otherwise.
+
+<p><a name="lua_isstring"></a>
+<hr><h3><code>lua_isstring</code></h3>
+<pre>
+ int lua_isstring (lua_State *L, int index);
+</pre>
+
+
+<p>Returns 1 if the value at the given acceptable index is a string
+or a number (which is always convertible to a string),
+and 0 otherwise.
+
+<p><a name="lua_istable"></a>
+<hr><h3><code>lua_istable</code></h3>
+<pre>
+ int lua_istable (lua_State *L, int index);
+</pre>
+
+
+<p>Returns 1 if the value at the given acceptable index is a table,
+and 0 otherwise.
+
+<p><a name="lua_isthread"></a>
+<hr><h3><code>lua_isthread</code></h3>
+<pre>
+ int lua_isthread (lua_State *L, int index);
+</pre>
+
+
+<p>Returns 1 if the value at the given acceptable index is a thread,
+and 0 otherwise.
+
+<p><a name="lua_isuserdata"></a>
+<hr><h3><code>lua_isuserdata</code></h3>
+<pre>
+ int lua_isuserdata (lua_State *L, int index);
+</pre>
+
+
+<p>Returns 1 if the value at the given acceptable index is a userdata
+(either full or light), and 0 otherwise.
+
+<p><a name="lua_lessthan"></a>
+<hr><h3><code>lua_lessthan</code></h3>
+<pre>
+ int lua_lessthan (lua_State *L, int index1, int index2);
+</pre>
+
+
+<p>Returns 1 if the value in acceptable index <code>index1</code> is smaller
+than the value in acceptable index <code>index2</code>,
+following the semantics of the Lua <code>&#060;</code> operator
+(that is, may call metamethods).
+Otherwise returns 0.
+Also returns 0 if any of the indices are non valid.
+
+<p><a name="lua_load"></a>
+<hr><h3><code>lua_load</code></h3>
+<pre>
+ int lua_load (lua_State *L, lua_Reader reader, void *data,
+ const char *chunkname);
+
+</pre>
+
+
+<p>Loads a Lua chunk.
+If there are no errors,
+<a href="#lua_load"><code>lua_load</code></a> pushes the compiled chunk as a Lua
+function on top of the stack.
+Otherwise, it pushes an error message.
+The return values of <a href="#lua_load"><code>lua_load</code></a> are:
+<ul>
+<li> 0 &mdash; no errors;
+<li> <code>LUA_ERRSYNTAX</code> &mdash;
+syntax error during pre-compilation.
+<li> <code>LUA_ERRMEM</code> &mdash;
+memory allocation error.
+</ul>
+
+<p><a href="#lua_load"><code>lua_load</code></a> automatically detects whether the chunk is text or binary,
+and loads it accordingly (see program <code>luac</code>).
+
+<p><a href="#lua_load"><code>lua_load</code></a> uses a user-supplied <code>reader</code> function to read the chunk
+(see <a href="#lua_Reader"><code>lua_Reader</code></a>).
+The <code>data</code> argument is an opaque value passed to the reader function.
+
+<p>The <code>chunkname</code> argument gives the chunk name.
+It is used for error messages and debug information (see <a href="#debugI">3.8</a>).
+
+<p><a name="lua_newstate"></a>
+<hr><h3><code>lua_newstate</code></h3>
+<pre>
+ lua_State *lua_newstate (lua_Alloc f, void *ud);
+</pre>
+
+
+<p>Creates a new, independent state.
+Returns <code>NULL</code> if cannot create the state
+(not enough memory).
+The argument <code>f</code> is the allocator function;
+Lua does all memory allocation for that state through that function.
+The second argument, <code>ud</code>, is an opaque pointer that Lua
+simply passes to the allocator in every call.
+
+<p><a name="lua_newtable"></a>
+<hr><h3><code>lua_newtable</code></h3>
+<pre>
+ void lua_newtable (lua_State *L);
+</pre>
+
+
+<p>Creates a new empty table and pushes it onto the stack.
+Equivalent to <code>lua_createtable(L, 0, 0)</code>.
+
+<p><a name="lua_newthread"></a>
+<hr><h3><code>lua_newthread</code></h3>
+<pre>
+ lua_State *lua_newthread (lua_State *L);
+</pre>
+
+
+<p>Creates a new thread, pushes it on the stack,
+and returns a pointer to a <a href="#lua_State"><code>lua_State</code></a> that represents this new thread.
+The new state returned by this function shares with the original state
+all global objects (such as tables),
+but has an independent run-time stack.
+
+<p>There is no explicit function to close or to destroy a thread.
+Threads are subject to garbage collection,
+like any Lua object.
+
+<p><a name="lua_newuserdata"></a>
+<hr><h3><code>lua_newuserdata</code></h3>
+<pre>
+ void *lua_newuserdata (lua_State *L, size_t size);
+</pre>
+
+
+<p>This function allocates a new block of memory with the given size,
+pushes on the stack a new full userdata with the block address,
+and returns this address.
+
+<p>Userdata represents C values in Lua.
+A <em>full userdata</em> represents a block of memory.
+It is an object (like a table):
+You must create it, it can have its own metatable,
+and you can detect when it is being collected.
+A full userdata is only equal to itself (under raw equality).
+
+<p>When Lua collects a full userdata,
+it calls the userdata's <code>gc</code> metamethod, if any,
+and then it frees the userdata's corresponding memory.
+
+<p><a name="lua_next"></a>
+<hr><h3><code>lua_next</code></h3>
+<pre>
+ int lua_next (lua_State *L, int index);
+</pre>
+
+
+<p>Pops a key from the stack,
+and pushes a key-value pair from the table
+(the "next" pair after the given key).
+If there are no more elements,
+then <a href="#lua_next"><code>lua_next</code></a> returns 0 (and pushes nothing).
+
+<p>A typical traversal looks like this:
+<PRE>
+ /* table is in the stack at index `t' */
+ lua_pushnil(L); /* first key */
+ while (lua_next(L, t) != 0) {
+ /* `key' is at index -2 and `value' at index -1 */
+ printf("%s - %s\n",
+ lua_typename(L, lua_type(L, -2)), lua_typename(L, lua_type(L, -1)));
+ lua_pop(L, 1); /* removes `value'; keeps `key' for next iteration */
+ }
+</PRE>
+
+<p>While traversing a table,
+do not call <a href="#lua_tolstring"><code>lua_tolstring</code></a> directly on a key,
+unless you know that the key is actually a string.
+Recall that <a href="#lua_tolstring"><code>lua_tolstring</code></a> <em>changes</em>
+the value at the given index;
+this confuses the next call to <a href="#lua_next"><code>lua_next</code></a>.
+
+<p><a name="lua_Number"></a>
+<hr><h3><code>lua_Number</code></h3>
+<pre>
+ typedef double lua_Number;
+</pre>
+
+
+<p>The type of numbers in Lua.
+
+<p>Through the configuration file you can change
+Lua to operate with other type for numbers (e.g., float or long).
+
+<p><a name="lua_objlen"></a>
+<hr><h3><code>lua_objlen</code></h3>
+<pre>
+ size_t lua_objlen (lua_State *L, int index);
+</pre>
+
+
+<p>Returns the "length" of the value at the given acceptable index:
+For strings, this is the string length;
+for tables, this is the result of the length operator (`<code>#</code>&acute;).
+for userdata, this is the size of the block of memory allocated
+for the userdatum.
+For other values, returns 0.
+
+<p><a name="lua_pcall"></a>
+<hr><h3><code>lua_pcall</code></h3>
+<pre>
+ lua_pcall (lua_State *L, int nargs, int nresults, int errfunc);
+</pre>
+
+
+<p>Calls a function in protected mode.
+
+<p>Both <code>nargs</code> and <code>nresults</code> have the same meaning as
+in <a href="#lua_call"><code>lua_call</code></a>.
+If there are no errors during the call,
+<a href="#lua_pcall"><code>lua_pcall</code></a> behaves exactly like <a href="#lua_call"><code>lua_call</code></a>.
+However, if there is any error,
+<a href="#lua_pcall"><code>lua_pcall</code></a> catches it,
+pushes a single value on the stack (the error message),
+and returns an error code.
+Like <a href="#lua_call"><code>lua_call</code></a>,
+<a href="#lua_pcall"><code>lua_pcall</code></a> always removes the function
+and its arguments from the stack.
+
+<p>If <code>errfunc</code> is 0,
+then the error message returned is exactly the original error message.
+Otherwise, <code>errfunc</code> is the stack index of an
+<em>error handler function</em>.
+(In the current implementation, that index cannot be a pseudo-index.)
+In case of runtime errors,
+that function will be called with the error message
+and its return value will be the message returned by <a href="#lua_pcall"><code>lua_pcall</code></a>.
+
+<p>Typically, the error handler function is used to add more debug
+information to the error message, such as a stack traceback.
+Such information cannot be gathered after the return of <a href="#lua_pcall"><code>lua_pcall</code></a>,
+since by then the stack has unwound.
+
+<p>The <a href="#lua_pcall"><code>lua_pcall</code></a> function returns 0 in case of success
+or one of the following error codes
+(defined in <code>lua.h</code>):
+<ul>
+<li> <code>LUA_ERRRUN</code> &mdash; a runtime error.
+<li> <code>LUA_ERRMEM</code> &mdash; memory allocation error.
+For such errors, Lua does not call the error handler function.
+<li> <code>LUA_ERRERR</code> &mdash;
+error while running the error handler function.
+</ul>
+
+<p><a name="lua_pop"></a>
+<hr><h3><code>lua_pop</code></h3>
+<pre>
+ void lua_pop (lua_State *L, int n);
+</pre>
+
+
+<p>Pops <code>n</code> elements from the stack.
+
+<p><a name="lua_pushboolean"></a>
+<hr><h3><code>lua_pushboolean</code></h3>
+<pre>
+ void lua_pushboolean (lua_State *L, int b);
+</pre>
+
+
+<p>Pushes a boolean value with value <code>b</code> onto the stack.
+
+<p><a name="lua_pushcclosure"></a>
+<hr><h3><code>lua_pushcclosure</code></h3>
+<pre>
+ void lua_pushcclosure (lua_State *L, lua_CFunction fn, int n);
+</pre>
+
+
+<p>Pushes a new C closure onto the stack.
+
+<p>When a C function is created,
+it is possible to associate some values with it,
+thus creating a <em>C closure</em> (see <a href="#c-closure">3.4</a>);
+these values are then accessible to the function whenever it is called.
+To associate values with a C function,
+first these values should be pushed onto the stack
+(when there are multiple values, the first value is pushed first).
+Then the function <a href="#lua_pushcclosure"><code>lua_pushcclosure</code></a>
+is used to create and push the C function onto the stack,
+with the argument <code>n</code> telling how many values should be
+associated with the function.
+<a href="#lua_pushcclosure"><code>lua_pushcclosure</code></a> also pops these values from the stack.
+
+<p><a name="lua_pushcfunction"></a>
+<hr><h3><code>lua_pushcfunction</code></h3>
+<pre>
+ void lua_pushcfunction (lua_State *L, lua_CFunction f);
+</pre>
+
+
+<p>Pushes a C function onto the stack.
+This function is equivalent to <code>lua_pushcclosure(L, f, 0);</code>.
+
+<p><a name="lua_pushfstring"></a>
+<hr><h3><code>lua_pushfstring</code></h3>
+<pre>
+ const char *lua_pushfstring (lua_State *L, const char *fmt, ...);
+</pre>
+
+
+<p>Pushes onto the stack a formatted string
+and returns a pointer to that string.
+It is similar to the C function <code>sprintf</code>
+but with some important differences:
+<ul>
+<li> You do not have to allocate the space for the result:
+The result is a Lua string and Lua takes care of memory allocation
+(and deallocation, through garbage collection).
+<li> The conversion specifiers are quite restricted.
+There are no flags, widths, or precisions.
+The conversion specifiers can be simply
+`<code>%%</code>&acute; (inserts a `<code>%</code>&acute; in the string),
+`<code>%s</code>&acute; (inserts a zero-terminated string, with no size restrictions),
+`<code>%f</code>&acute; (inserts a <a href="#lua_Number"><code>lua_Number</code></a>),
+`<code>%p</code>&acute; (inserts a pointer as an hexadecimal numeral),
+`<code>%d</code>&acute; (inserts an <code>int</code>), and
+`<code>%c</code>&acute; (inserts an <code>int</code> as a character).
+</ul>
+
+<p><a name="lua_pushinteger"></a>
+<hr><h3><code>lua_pushinteger</code></h3>
+<pre>
+ void lua_pushinteger (lua_State *L, lua_Integer n);
+</pre>
+
+
+<p>Pushes a number with value <code>n</code> onto the stack.
+
+<p><a name="lua_pushlightuserdata"></a>
+<hr><h3><code>lua_pushlightuserdata</code></h3>
+<pre>
+ void lua_pushlightuserdata (lua_State *L, void *p);
+</pre>
+
+
+<p>Pushes a light userdata onto the stack.
+
+<p>Userdata represents C values in Lua.
+A <em>light userdata</em> represents a pointer.
+It is a value (like a number):
+You do not create it, it has no metatables,
+it is not collected (as it was never created).
+A light userdata is equal to "any"
+light userdata with the same C address.
+
+<p><a name="lua_pushlstring"></a>
+<hr><h3><code>lua_pushlstring</code></h3>
+<pre>
+ void lua_pushlstring (lua_State *L, const char *s, size_t len);
+</pre>
+
+
+<p>Pushes the string pointed by <code>s</code> with size <code>len</code>
+onto the stack.
+Lua makes (or reuses) an internal copy of the given string,
+so the memory at <code>s</code> can be freed or reused immediately after
+the function returns.
+
+<p><a name="lua_pushnil"></a>
+<hr><h3><code>lua_pushnil</code></h3>
+<pre>
+ void lua_pushnil (lua_State *L);
+</pre>
+
+
+<p>Pushes a nil value onto the stack.
+
+<p><a name="lua_pushnumber"></a>
+<hr><h3><code>lua_pushnumber</code></h3>
+<pre>
+ void lua_pushnumber (lua_State *L, lua_Number n);
+</pre>
+
+
+<p>Pushes a number with value <code>n</code> onto the stack.
+
+<p><a name="lua_pushstring"></a>
+<hr><h3><code>lua_pushstring</code></h3>
+<pre>
+ void lua_pushstring (lua_State *L, const char *s);
+</pre>
+
+
+<p>Pushes the zero-terminated string pointed by <code>s</code>
+onto the stack.
+Lua makes (or reuses) an internal copy of the given string,
+so the memory at <code>s</code> can be freed or reused immediately after
+the function returns.
+
+<p><a name="lua_pushvalue"></a>
+<hr><h3><code>lua_pushvalue</code></h3>
+<pre>
+ void lua_pushvalue (lua_State *L, int index);
+</pre>
+
+
+<p>Pushes a copy of the element at the given valid index
+onto the stack.
+
+<p><a name="lua_pushvfstring"></a>
+<hr><h3><code>lua_pushvfstring</code></h3>
+<pre>
+ const char *lua_pushvfstring (lua_State *L, const char *fmt, va_list argp);
+</pre>
+
+
+<p>Equivalent to <a href="#lua_pushfstring"><code>lua_pushfstring</code></a>, except that it receives a <code>va_list</code>
+instead of a variable number of arguments.
+
+<p><a name="lua_rawequal"></a>
+<hr><h3><code>lua_rawequal</code></h3>
+<pre>
+ int lua_rawequal (lua_State *L, int index1, int index2);
+</pre>
+
+
+<p>Returns 1 if the two values in acceptable indices <code>index1</code> and
+<code>index2</code> are primitively equal
+(that is, without calling metamethods).
+Otherwise returns 0.
+Also returns 0 if any of the indices are non valid.
+
+<p><a name="lua_rawget"></a>
+<hr><h3><code>lua_rawget</code></h3>
+<pre>
+ void lua_rawget (lua_State *L, int index);
+</pre>
+
+
+<p>Similar to <a href="#lua_gettable"><code>lua_gettable</code></a>, but doing a raw indexing
+(i.e., without metamethods).
+
+<p><a name="lua_rawgeti"></a>
+<hr><h3><code>lua_rawgeti</code></h3>
+<pre>
+ void lua_rawgeti (lua_State *L, int index, int n);
+</pre>
+
+
+<p>Pushes onto the stack the value <code>t[n]</code>,
+where <code>t</code> is the value at the given valid index <code>index</code>.
+The access is raw,
+that is, it does not invoke metamethods.
+
+<p><a name="lua_rawset"></a>
+<hr><h3><code>lua_rawset</code></h3>
+<pre>
+ void lua_rawset (lua_State *L, int index);
+</pre>
+
+
+<p>Similar to <a href="#lua_settable"><code>lua_settable</code></a>, but doing a raw assignment
+(i.e., without metamethods).
+
+<p><a name="lua_rawseti"></a>
+<hr><h3><code>lua_rawseti</code></h3>
+<pre>
+ void lua_rawseti (lua_State *L, int index, int n);
+</pre>
+
+
+<p>Does the equivalent to <code>t[n] = v</code>,
+where <code>t</code> is the value at the given valid index <code>index</code>
+and <code>v</code> is the value at the top of the stack,
+
+<p>This function pops the value from the stack.
+The assignment is raw,
+that is, it does not invoke metamethods.
+
+<p><a name="lua_Reader"></a>
+<hr><h3><code>lua_Reader</code></h3>
+<pre>
+ typedef const char * (*lua_Reader)
+ (lua_State *L, void *data, size_t *size);
+
+</pre>
+
+
+<p>The reader function used by <a href="#lua_load"><code>lua_load</code></a>.
+Every time it needs another piece of the chunk,
+<a href="#lua_load"><code>lua_load</code></a> calls the reader,
+passing along its <code>data</code> parameter.
+The reader must return a pointer to a block of memory
+with a new piece of the chunk
+and set <code>size</code> to the block size.
+To signal the end of the chunk, the reader returns <code>NULL</code>.
+The reader function may return pieces of any size greater than zero.
+
+<p><a name="lua_remove"></a>
+<hr><h3><code>lua_remove</code></h3>
+<pre>
+ void lua_remove (lua_State *L, int index);
+</pre>
+
+
+<p>Removes the element at the given valid index,
+shifting down the elements above that position to fill the gap.
+Cannot be called with a pseudo-index,
+because a pseudo-index is not an actual stack position.
+
+<p><a name="lua_replace"></a>
+<hr><h3><code>lua_replace</code></h3>
+<pre>
+ void lua_replace (lua_State *L, int index);
+</pre>
+
+
+<p>Moves the top element into the given position (and pops it),
+without shifting any element
+(therefore replacing the value at the given position).
+
+<p><a name="lua_resume"></a>
+<hr><h3><code>lua_resume</code></h3>
+<pre>
+ int lua_resume (lua_State *L, int narg);
+</pre>
+
+
+<p>Starts and resumes a coroutine in a given thread.
+
+<p>To start a coroutine, you first create a new thread
+(see <a href="#lua_newthread"><code>lua_newthread</code></a>);
+then you push on its stack the body function plus any eventual arguments;
+then you call <a href="#lua_resume"><code>lua_resume</code></a>,
+with <code>narg</code> being the number of arguments.
+This call returns when the coroutine suspends or finishes its execution.
+When it returns, the stack contains all values passed to <a href="#lua_yield"><code>lua_yield</code></a>,
+or all values returned by the body function.
+<a href="#lua_resume"><code>lua_resume</code></a> returns 0 if there are no errors running the coroutine,
+or an error code (see <a href="#lua_pcall"><code>lua_pcall</code></a>).
+In case of errors,
+the stack is not unwound,
+so you can use the debug API over it;
+The error message is on the top of the stack.
+To restart a coroutine, you put on its stack only the values to
+be passed as results from <code>yield</code>,
+and then call <a href="#lua_resume"><code>lua_resume</code></a>.
+
+<p><a name="lua_setfenv"></a>
+<hr><h3><code>lua_setfenv</code></h3>
+<pre>
+ int lua_setfenv (lua_State *L, int index);
+</pre>
+
+
+<p>Pops a table from the stack and sets it as
+the new environment for the value at the given index.
+If the value at the given index is
+neither a function nor a thread nor a userdata,
+<a href="#lua_setfenv"><code>lua_setfenv</code></a> returns 0 (false).
+
+<p><a name="lua_setfield"></a>
+<hr><h3><code>lua_setfield</code></h3>
+<pre>
+ void lua_setfield (lua_State *L, int index, const char *k);
+</pre>
+
+
+<p>Does the equivalent to <code>t[k] = v</code>,
+where <code>t</code> is the value at the given valid index <code>index</code>
+and <code>v</code> is the value at the top of the stack,
+
+<p>This function pops the value from the stack.
+As in Lua, this function may trigger a metamethod
+for the "newindex" event (see <a href="#metatable">2.8</a>).
+
+<p><a name="lua_setmetatable"></a>
+<hr><h3><code>lua_setmetatable</code></h3>
+<pre>
+ int lua_setmetatable (lua_State *L, int index);
+</pre>
+
+
+<p>Pops a table from the stack and
+sets it as the new metatable for the value at the given
+acceptable index.
+
+<p><a name="lua_settable"></a>
+<hr><h3><code>lua_settable</code></h3>
+<pre>
+ void lua_settable (lua_State *L, int index);
+</pre>
+
+
+<p>Does the equivalent to <code>t[k] = v</code>,
+where <code>t</code> is the value at the given valid index <code>index</code>,
+<code>v</code> is the value at the top of the stack,
+and <code>k</code> is the value just below the top.
+
+<p>This function pops both the key and the value from the stack.
+As in Lua, this function may trigger a metamethod
+for the "newindex" event (see <a href="#metatable">2.8</a>).
+
+<p><a name="lua_settop"></a>
+<hr><h3><code>lua_settop</code></h3>
+<pre>
+ void lua_settop (lua_State *L, int index);
+</pre>
+
+
+<p>Accepts any acceptable index, or 0,
+and sets the stack top to that index.
+If the new top is larger than the old one,
+then the new elements are filled with <B>nil</B>.
+If <code>index</code> is 0, then all stack elements are removed.
+
+<p><a name="lua_State"></a>
+<hr><h3><code>lua_State</code></h3>
+<pre>
+ typedef struct lua_State lua_State;
+</pre>
+
+
+<p>Opaque structure that keeps the whole state of a Lua interpreter.
+The Lua library is fully reentrant:
+it has no global variables.
+All information about a state is kept in this structure.
+
+<p>A pointer to this state must be passed as the first argument to
+every function in the library, except to <a href="#lua_newstate"><code>lua_newstate</code></a>,
+which creates a Lua state from scratch.
+
+<p><a name="lua_toboolean"></a>
+<hr><h3><code>lua_toboolean</code></h3>
+<pre>
+ int lua_toboolean (lua_State *L, int index);
+</pre>
+
+
+<p>Converts the Lua value at the given acceptable index to a C boolean
+value ((0 or 1).
+Like all tests in Lua,
+<a href="#lua_toboolean"><code>lua_toboolean</code></a> returns 1 for any Lua value
+different from <B>false</B> and <B>nil</B>;
+otherwise it returns 0.
+It also returns 0 when called with a non-valid index.
+(If you want to accept only real boolean values,
+use <a href="#lua_isboolean"><code>lua_isboolean</code></a> to test the value's type.)
+
+<p><a name="lua_tocfunction"></a>
+<hr><h3><code>lua_tocfunction</code></h3>
+<pre>
+ lua_CFunction lua_tocfunction (lua_State *L, int index);
+</pre>
+
+
+<p>Converts a value at the given acceptable index to a C function.
+That value must be a C function;
+otherwise, returns <code>NULL</code>.
+
+<p><a name="lua_tointeger"></a>
+<hr><h3><code>lua_tointeger</code></h3>
+<pre>
+ lua_Integer lua_tointeger (lua_State *L, int idx);
+</pre>
+
+
+<p>Converts the Lua value at the given acceptable index
+to the signed integral type <a href="#lua_Integer"><code>lua_Integer</code></a>.
+The Lua value must be a number or a string convertible to number
+(see <a href="#coercion">2.2.1</a>);
+otherwise, <a href="#lua_tointeger"><code>lua_tointeger</code></a> returns 0.
+
+<p>If the number is not an integer,
+it is truncated in some non-specified way.
+
+<p><a name="lua_tolstring"></a>
+<hr><h3><code>lua_tolstring</code></h3>
+<pre>
+ const char *lua_tolstring (lua_State *L, int index, size_t *len);
+</pre>
+
+
+<p>Converts the Lua value at the given acceptable index to a string
+(<code>const char*</code>).
+If <code>len</code> is not <code>NULL</code>,
+it also sets <code>*len</code> with the string length.
+The Lua value must be a string or a number;
+otherwise, the function returns <code>NULL</code>.
+If the value is a number,
+then <a href="#lua_tolstring"><code>lua_tolstring</code></a> also
+<em>changes the actual value in the stack to a string</em>.
+(This change confuses <a href="#lua_next"><code>lua_next</code></a>
+when <a href="#lua_tolstring"><code>lua_tolstring</code></a> is applied to keys.)
+
+<p><a href="#lua_tolstring"><code>lua_tolstring</code></a> returns a fully aligned pointer
+to a string inside the Lua state.
+This string always has a zero (<code>'\0'</code>)
+after its last character (as in C),
+but may contain other zeros in its body.
+Because Lua has garbage collection,
+there is no guarantee that the pointer returned by <a href="#lua_tolstring"><code>lua_tolstring</code></a>
+will be valid after the corresponding value is removed from the stack.
+
+<p><a name="lua_tonumber"></a>
+<hr><h3><code>lua_tonumber</code></h3>
+<pre>
+ lua_Number lua_tonumber (lua_State *L, int index);
+</pre>
+
+
+<p>Converts the Lua value at the given acceptable index
+to a number (see <a href="#lua_Number"><code>lua_Number</code></a>).
+The Lua value must be a number or a string convertible to number
+(see <a href="#coercion">2.2.1</a>);
+otherwise, <a href="#lua_tonumber"><code>lua_tonumber</code></a> returns 0.
+
+<p><a name="lua_topointer"></a>
+<hr><h3><code>lua_topointer</code></h3>
+<pre>
+ const void *lua_topointer (lua_State *L, int index);
+</pre>
+
+
+<p>Converts the value at the given acceptable index to a generic
+C pointer (<code>void *</code>).
+The value may be a userdata, a table, a thread, or a function;
+otherwise, <a href="#lua_topointer"><code>lua_topointer</code></a> returns <code>NULL</code>.
+Lua ensures that different objects return different pointers.
+There is no direct way to convert the pointer back to its original value.
+
+<p>Typically this function is used for debug information.
+
+<p><a name="lua_tostring"></a>
+<hr><h3><code>lua_tostring</code></h3>
+<pre>
+ const char *lua_tostring (lua_State *L, int index);
+</pre>
+
+
+<p>Equivalent to <a href="#lua_tolstring"><code>lua_tolstring</code></a> with <code>len</code> equal to <code>NULL</code>.
+
+<p><a name="lua_tothread"></a>
+<hr><h3><code>lua_tothread</code></h3>
+<pre>
+ lua_State *lua_tothread (lua_State *L, int index);
+</pre>
+
+
+<p>Converts the value at the given acceptable index to a Lua thread
+(represented as <code>lua_State *</code>).
+This value must be a thread;
+otherwise, the function returns <code>NULL</code>.
+
+<p><a name="lua_touserdata"></a>
+<hr><h3><code>lua_touserdata</code></h3>
+<pre>
+ void *lua_touserdata (lua_State *L, int index);
+</pre>
+
+
+<p>If the value at the given acceptable index is a full userdata,
+returns its block address.
+If the value is a light userdata,
+returns its pointer.
+Otherwise, returns <code>NULL</code>.
+
+<p><a name="lua_type"></a>
+<hr><h3><code>lua_type</code></h3>
+<pre>
+ int lua_type (lua_State *L, int index);
+</pre>
+
+
+<p>Returns the type of a value in the given acceptable index,
+or <code>LUA_TNONE</code> for a non-valid index
+(that is, an index to an "empty" stack position).
+The types returned by <a href="#lua_type"><code>lua_type</code></a> are coded by the following constants
+defined in <code>lua.h</code>:
+<code>LUA_TNIL</code>,
+<code>LUA_TNUMBER</code>,
+<code>LUA_TBOOLEAN</code>,
+<code>LUA_TSTRING</code>,
+<code>LUA_TTABLE</code>,
+<code>LUA_TFUNCTION</code>,
+<code>LUA_TUSERDATA</code>,
+<code>LUA_TTHREAD</code>,
+<code>LUA_TLIGHTUSERDATA</code>.
+
+<p><a name="lua_Writer"></a>
+<hr><h3><code>lua_Writer</code></h3>
+<pre>
+ typedef int (*lua_Writer)
+ (lua_State *L, const void* p, size_t sz, void* ud);
+
+</pre>
+
+
+<p>The writer function used by <a href="#lua_dump"><code>lua_dump</code></a>.
+Every time it produces another piece of chunk,
+<a href="#lua_dump"><code>lua_dump</code></a> calls the writer,
+passing along the buffer to be written (<code>p</code>),
+its size (<code>sz</code>),
+and the <code>data</code> parameter supplied to <a href="#lua_dump"><code>lua_dump</code></a>.
+
+<p>The writer returns an error code:
+0 means no errors;
+any other value means an error and stops <a href="#lua_dump"><code>lua_dump</code></a> from
+calling the writer again.
+
+<p><a name="lua_xmove"></a>
+<hr><h3><code>lua_xmove</code></h3>
+<pre>
+ void lua_xmove (lua_State *from, lua_State *to, int n);
+</pre>
+
+
+<p>Exchange values between different threads of the same global state.
+
+<p>This function pops <code>n</code> values from the stack <code>from</code>,
+and pushes them into the stack <code>to</code>.
+
+<p><a name="lua_yield"></a>
+<hr><h3><code>lua_yield</code></h3>
+<pre>
+ int lua_yield (lua_State *L, int nresults);
+</pre>
+
+
+<p>Yields a coroutine.
+
+<p>This function can only be called as the
+return expression of a C function, as follows:
+<PRE>
+ return lua_yield (L, nresults);
+</PRE>
+When a C function calls <a href="#lua_yield"><code>lua_yield</code></a> in that way,
+the running coroutine suspends its execution,
+and the call to <a href="#lua_resume"><code>lua_resume</code></a> that started this coroutine returns.
+The parameter <code>nresults</code> is the number of values from the stack
+that are passed as results to <a href="#lua_resume"><code>lua_resume</code></a>.
+
+<p>
+<a name="debugI"></a><a name="3.8"></a><h2>3.8 - The Debug Interface</h2>
+
+<p>Lua has no built-in debugging facilities.
+Instead, it offers a special interface
+by means of functions and <em>hooks</em>.
+This interface allows the construction of different
+kinds of debuggers, profilers, and other tools
+that need "inside information" from the interpreter.
+
+<p><a name="lua_Debug"></a>
+<hr><h3><code>lua_Debug</code></h3>
+<pre>
+ typedef struct lua_Debug {
+ int event;
+ const char *name; /* (n) */
+ const char *namewhat; /* (n) */
+ const char *what; /* (S) */
+ const char *source; /* (S) */
+ int currentline; /* (l) */
+ int nups; /* (u) number of upvalues */
+ int linedefined; /* (S) */
+ int lastlinedefined; /* (S) */
+ char short_src[LUA_IDSIZE]; /* (S) */
+
+<p> /* private part */
+ ...
+ } lua_Debug;
+
+</pre>
+
+
+<p>A structure used to carry different pieces of
+information about an active function.
+<a href="#lua_getstack"><code>lua_getstack</code></a> fills only the private part
+of this structure, for later use.
+To fill the other fields of <a href="#lua_Debug"><code>lua_Debug</code></a> with useful information,
+call <a href="#lua_getinfo"><code>lua_getinfo</code></a>.
+
+<p>The fields of <a href="#lua_Debug"><code>lua_Debug</code></a> have the following meaning:
+<ul>
+<li><b><code>source</code></b>
+If the function was defined in a string,
+then <code>source</code> is that string.
+If the function was defined in a file,
+then <code>source</code> starts with a `<code>@</code>&acute; followed by the file name.
+
+<p><li><b><code>short_src</code></b>
+A "printable" version of <code>source</code>, to be used in error messages.
+
+<p><li><b><code>linedefined</code></b>
+the line number where the definition of the function starts.
+
+<p><li><b><code>lastlinedefined</code></b>
+the line number where the definition of the function ends.
+
+<p><li><b><code>what</code></b> the string <code>"Lua"</code> if this is a Lua function,
+<code>"C"</code> if this is a C function,
+<code>"main"</code> if this is the main part of a chunk,
+and <code>"tail"</code> if this was a function that did a tail call.
+In the latter case,
+Lua has no other information about this function.
+
+<p><li><b><code>currentline</code></b>
+the current line where the given function is executing.
+When no line information is available,
+<code>currentline</code> is set to <em>-1</em>.
+
+<p><li><b><code>name</code></b>
+a reasonable name for the given function.
+Because functions in Lua are first class values,
+they do not have a fixed name:
+Some functions may be the value of multiple global variables,
+while others may be stored only in a table field.
+The <code>lua_getinfo</code> function checks how the function was
+called to find a suitable name.
+If it cannot find a name,
+then <code>name</code> is set to <code>NULL</code>.
+
+<p><li><b><code>namewhat</code></b>
+Explains the <code>name</code> field.
+The value of <code>namewhat</code> can be
+<code>"global"</code>, <code>"local"</code>, <code>"method"</code>,
+<code>"field"</code>, <code>"upvalue"</code>, or <code>""</code> (the empty string),
+according to how the function was called.
+(Lua uses the empty string when no other option seems to apply.)
+
+<p><li><b><code>nups</code></b>
+The number of upvalues of the function.
+
+<p></ul>
+
+<p><a name="lua_gethook"></a>
+<hr><h3><code>lua_gethook</code></h3>
+<pre>
+ lua_Hook lua_gethook (lua_State *L);
+</pre>
+
+
+<p>Returns the current hook function.
+
+<p><a name="lua_gethookcount"></a>
+<hr><h3><code>lua_gethookcount</code></h3>
+<pre>
+ int lua_gethookcount (lua_State *L);
+</pre>
+
+
+<p>Returns the current hook count.
+
+<p><a name="lua_gethookmask"></a>
+<hr><h3><code>lua_gethookmask</code></h3>
+<pre>
+ int lua_gethookmask (lua_State *L);
+</pre>
+
+
+<p>Returns the current hook mask.
+
+<p><a name="lua_getinfo"></a>
+<hr><h3><code>lua_getinfo</code></h3>
+<pre>
+ int lua_getinfo (lua_State *L, const char *what, lua_Debug *ar);
+</pre>
+
+
+<p>Fills the fields of <a href="#lua_Debug"><code>lua_Debug</code></a> with useful information.
+
+<p>This function returns 0 on error
+(for instance, an invalid option in <code>what</code>).
+Each character in the string <code>what</code>
+selects some fields of the structure <code>ar</code> to be filled,
+as indicated by the letter in parentheses in the definition of <a href="#lua_Debug"><code>lua_Debug</code></a>:
+`<code>S</code>&acute; fills in the fields <code>source</code>, <code>linedefined</code>,
+<code>lastlinedefined</code>,
+and <code>what</code>;
+`<code>l</code>&acute; fills in the field <code>currentline</code>, etc.
+Moreover, `<code>f</code>&acute; pushes onto the stack the function that is
+running at the given level.
+
+<p>To get information about a function that is not active
+(that is, not in the stack),
+you push it onto the stack
+and start the <code>what</code> string with the character `<code>></code>&acute;.
+For instance, to know in which line a function <code>f</code> was defined,
+you can write the following code:
+<PRE>
+ lua_Debug ar;
+ lua_getfield(L, LUA_GLOBALSINDEX, "f"); /* get global `f' */
+ lua_getinfo(L, ">S", &#038;ar);
+ printf("%d\n", ar.linedefined);
+</PRE>
+
+<p><a name="lua_getlocal"></a>
+<hr><h3><code>lua_getlocal</code></h3>
+<pre>
+ const char *lua_getlocal (lua_State *L, const lua_Debug *ar, int n);
+</pre>
+
+
+<p>Gets information about a local variable of a given activation record.
+The parameter <code>ar</code> must be a valid activation record that was
+filled by a previous call to <a href="#lua_getstack"><code>lua_getstack</code></a> or
+given as argument to a hook (see <a href="#lua_Hook"><code>lua_Hook</code></a>).
+The index <code>n</code> selects which local variable to inspect
+(1 is the first parameter or active local variable, and so on,
+until the last active local variable).
+<a href="#lua_getlocal"><code>lua_getlocal</code></a> pushes the variable's value onto the stack,
+and returns its name.
+
+<p>Returns <code>NULL</code> (and pushes nothing)
+when the index is greater than
+the number of active local variables.
+
+<p><a name="lua_getstack"></a>
+<hr><h3><code>lua_getstack</code></h3>
+<pre>
+ int lua_getstack (lua_State *L, int level, lua_Debug *ar);
+</pre>
+
+
+<p>Get information about the interpreter runtime stack.
+
+<p>This function fills parts of a <a href="#lua_Debug"><code>lua_Debug</code></a> structure with
+an identification of the <em>activation record</em>
+of the function executing at a given level.
+Level 0 is the current running function,
+whereas level <em>n+1</em> is the function that has called level <em>n</em>.
+When there are no errors, <a href="#lua_getstack"><code>lua_getstack</code></a> returns 1;
+when called with a level greater than the stack depth,
+it returns 0.
+
+<p><a name="lua_getupvalue"></a>
+<hr><h3><code>lua_getupvalue</code></h3>
+<pre>
+ const char *lua_getupvalue (lua_State *L, int funcindex, int n);
+</pre>
+
+
+<p>Gets information about a closure's upvalue.
+(For Lua functions,
+upvalues are the external local variables that the function uses,
+and that consequently are included in its closure.)
+<a href="#lua_getupvalue"><code>lua_getupvalue</code></a> gets the index <code>n</code> of an upvalue,
+pushes the upvalue's value onto the stack,
+and returns its name.
+<code>funcindex</code> points to the closure in the stack.
+(Upvalues have no particular order,
+as they are active through the whole function.)
+
+<p>Returns <code>NULL</code> (and pushes nothing)
+when the index is greater than the number of upvalues.
+For C functions, this function uses the empty string <code>""</code>
+as a name for all upvalues.
+
+<p><a name="lua_Hook"></a>
+<hr><h3><code>lua_Hook</code></h3>
+<pre>
+ typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar);
+</pre>
+
+
+<p>Type for debugging hook functions.
+
+<p>Whenever a hook is called, its <code>ar</code> argument has its field
+<code>event</code> set to the specific event that triggered the hook.
+Lua identifies these events with the following constants:
+<code>LUA_HOOKCALL</code>, <code>LUA_HOOKRET</code>,
+<code>LUA_HOOKTAILRET</code>, <code>LUA_HOOKLINE</code>,
+and <code>LUA_HOOKCOUNT</code>.
+Moreover, for line events, the field <code>currentline</code> is also set.
+To get the value of any other field in <code>ar</code>,
+the hook must call <a href="#lua_getinfo"><code>lua_getinfo</code></a>.
+For return events, <code>event</code> may be <code>LUA_HOOKRET</code>,
+the normal value, or <code>LUA_HOOKTAILRET</code>.
+In the latter case, Lua is simulating a return from
+a function that did a tail call;
+in this case, it is useless to call <a href="#lua_getinfo"><code>lua_getinfo</code></a>.
+
+<p>While Lua is running a hook, it disables other calls to hooks.
+Therefore, if a hook calls back Lua to execute a function or a chunk,
+that execution occurs without any calls to hooks.
+
+<p><a name="lua_sethook"></a>
+<hr><h3><code>lua_sethook</code></h3>
+<pre>
+ int lua_sethook (lua_State *L, lua_Hook func, int mask, int count);
+</pre>
+
+
+<p>Sets the debugging hook function.
+
+<p><code>func</code> is the hook function.
+<code>mask</code> specifies on which events the hook will be called:
+It is formed by a disjunction of the constants
+<code>LUA_MASKCALL</code>,
+<code>LUA_MASKRET</code>,
+<code>LUA_MASKLINE</code>,
+and <code>LUA_MASKCOUNT</code>.
+The <code>count</code> argument is only meaningful when the mask
+includes <code>LUA_MASKCOUNT</code>.
+For each event, the hook is called as explained below:
+<ul>
+<li><b>The call hook</b> is called when the interpreter calls a function.
+The hook is called just after Lua enters the new function.
+<li><b>The return hook</b> is called when the interpreter returns from a function.
+The hook is called just before Lua leaves the function.
+<li><b>The line hook</b> is called when the interpreter is about to
+start the execution of a new line of code,
+or when it jumps back in the code (even to the same line).
+(This event only happens while Lua is executing a Lua function.)
+<li><b>The count hook</b> is called after the interpreter executes every
+<code>count</code> instructions.
+(This event only happens while Lua is executing a Lua function.)
+</ul>
+
+<p>A hook is disabled by setting <code>mask</code> to zero.
+
+<p><a name="lua_setlocal"></a>
+<hr><h3><code>lua_setlocal</code></h3>
+<pre>
+ const char *lua_setlocal (lua_State *L, const lua_Debug *ar, int n);
+</pre>
+
+
+<p>Sets the value of a local variable of a given activation record.
+Parameters <code>ar</code> and <code>n</code> are like in <a href="#lua_getlocal"><code>lua_getlocal</code></a>
+(see <a href="#lua_getlocal"></a>).
+<a href="#lua_setlocal"><code>lua_setlocal</code></a> assigns the value at the top of the stack
+to the variable and returns its name.
+It also pops the value from the stack.
+
+<p>Returns <code>NULL</code> (and pops nothing)
+when the index is greater than
+the number of active local variables.
+
+<p><a name="lua_setupvalue"></a>
+<hr><h3><code>lua_setupvalue</code></h3>
+<pre>
+ const char *lua_setupvalue (lua_State *L, int funcindex, int n);
+</pre>
+
+
+<p>Sets the value of a closure's upvalue.
+Parameters <code>funcindex</code> and <code>n</code> are like in <a href="#lua_getupvalue"><code>lua_getupvalue</code></a>
+(see <a href="#lua_getupvalue"></a>).
+It assigns the value at the top of the stack
+to the upvalue and returns its name.
+It also pops the value from the stack.
+
+<p>Returns <code>NULL</code> (and pops nothing)
+when the index is greater than the number of upvalues.
+
+<p>
+<a name="4"></a><h1>4 - The Auxiliary Library</h1>
+
+<p>
+The <em>auxiliary library</em> provides several convenient functions
+to interface C with Lua.
+While the basic API provides the primitive functions for all
+interactions between C and Lua,
+the auxiliary library provides higher-level functions for some
+common tasks.
+
+<p>All functions from the auxiliary library
+are defined in header file <code>lauxlib.h</code> and
+have a prefix <code>luaL_</code>.
+
+<p>All functions in the auxiliary library are build on
+top of the basic API, so they provide nothing that cannot
+be done with that API.
+
+<p>Several functions in the auxiliary library are used to
+check C function arguments.
+Their names are always <code>luaL_check*</code> or <code>luaL_opt*</code>.
+All those functions raise an error if the check is not satisfied.
+Because the error message is formatted for arguments
+(e.g., <code>"bad argument #1"</code>),
+you should not use those functions for other stack values.
+
+<p><a name="4.1"></a><h2>4.1 - Functions and Types</h2>
+
+<p>Here we list all functions and types from the auxiliary library
+in alphabetical order.
+
+<p><a name="luaL_addchar"></a>
+<hr><h3><code>luaL_addchar</code></h3>
+<pre>
+ void luaL_addchar (luaL_Buffer B, char c);
+</pre>
+
+
+<p>Adds the character <code>c</code> to the buffer <code>B</code>
+(see <a href="#luaL_Buffer"><code>luaL_Buffer</code></a>).
+
+<p><a name="luaL_addlstring"></a>
+<hr><h3><code>luaL_addlstring</code></h3>
+<pre>
+ void luaL_addlstring (luaL_Buffer *B, const char *s, size_t l);
+</pre>
+
+
+<p>Adds the string pointed by <code>s</code> with length <code>l</code> to
+the buffer <code>B</code>
+(see <a href="#luaL_Buffer"><code>luaL_Buffer</code></a>).
+
+<p><a name="luaL_addsize"></a>
+<hr><h3><code>luaL_addsize</code></h3>
+<pre>
+ void luaL_addsize (luaL_Buffer B, size_t n);
+</pre>
+
+
+<p>Adds a string of length <code>n</code> previously copied to the
+buffer area (see <a href="#luaL_prepbuffer"><code>luaL_prepbuffer</code></a>) to the buffer <code>B</code>
+(see <a href="#luaL_Buffer"><code>luaL_Buffer</code></a>).
+
+<p><a name="luaL_addstring"></a>
+<hr><h3><code>luaL_addstring</code></h3>
+<pre>
+ void luaL_addstring (luaL_Buffer *B, const char *s);
+</pre>
+
+
+<p>Adds the zero-terminated string pointed by <code>s</code>
+to the buffer <code>B</code>
+(see <a href="#luaL_Buffer"><code>luaL_Buffer</code></a>).
+
+<p><a name="luaL_addvalue"></a>
+<hr><h3><code>luaL_addvalue</code></h3>
+<pre>
+ void luaL_addvalue (luaL_Buffer *B);
+</pre>
+
+
+<p>Adds the value at the top of the stack
+to the buffer <code>B</code>
+(see <a href="#luaL_Buffer"><code>luaL_Buffer</code></a>).
+Pops the value.
+
+<p>This is the only function on string buffers that can (and must)
+be called with an extra element on the stack,
+which is the value to be added to the buffer.
+
+<p><a name="luaL_argcheck"></a>
+<hr><h3><code>luaL_argcheck</code></h3>
+<pre>
+ void luaL_argcheck (lua_State *L, int cond, int numarg,
+ const char *extramsg);
+</pre>
+
+
+<p>Checks whether <code>cond</code> is true.
+If not, raise an error with message
+<code>"bad argument #&#060;numarg> to &#060;func> (&#060;extramsg>)"</code>,
+where <code>func</code> is retrieved from the call stack.
+
+<p><a name="luaL_argerror"></a>
+<hr><h3><code>luaL_argerror</code></h3>
+<pre>
+ int luaL_argerror (lua_State *L, int numarg, const char *extramsg);
+</pre>
+
+
+<p>Raises an error with message
+<code>"bad argument #&#060;numarg> to &#060;func> (&#060;extramsg>)"</code>,
+where <code>func</code> is retrieved from the call stack.
+
+<p>This function never returns.
+
+<p><a name="luaL_Buffer"></a>
+<hr><h3><code>luaL_Buffer</code></h3>
+<pre>
+ typedef struct luaL_Buffer luaL_Buffer;
+</pre>
+
+
+<p>Type for a <em>string buffer</em>.
+
+<p>A string buffer allows C code to build Lua strings piecemeal.
+Its pattern of use is as follows:
+<ul>
+<li> Fist you declare a variable <code>b</code> of type <a href="#luaL_Buffer"><code>luaL_Buffer</code></a>.
+<li> Then you initialize it with a call <code>luaL_buffinit(L, &#038;b);</code>.
+<li> Then you add string pieces to the buffer calling any of
+the <code>luaL_add*</code> functions.
+<li> You finish calling <code>luaL_pushresult(&#038;b)</code>.
+That call leaves the final string on the top of the stack.
+</ul>
+
+<p>During its normal operation a string buffer uses a
+variable number of stack slots.
+So, while using a buffer, you cannot assume that you know where
+is the top of the stack.
+You can use the stack between successive calls to buffer operations,
+as long as that use is balanced, that is,
+when you call a buffer operation the stack is at the same level
+it was immediately after the previous buffer operation.
+(The only exception to this rule is <a href="#luaL_addvalue"><code>luaL_addvalue</code></a>.)
+After calling <a href="#luaL_pushresult"><code>luaL_pushresult</code></a> the stack is back to its
+level when the buffer was initialized,
+plus the final string on its top.
+
+<p><a name="luaL_buffinit"></a>
+<hr><h3><code>luaL_buffinit</code></h3>
+<pre>
+ void luaL_buffinit (lua_State *L, luaL_Buffer *B);
+</pre>
+
+
+<p>Initializes a buffer <code>B</code>.
+This function does not allocate any space;
+the buffer must be declared as a variable
+(see <a href="#luaL_Buffer"><code>luaL_Buffer</code></a>).
+
+<p><a name="luaL_callmeta"></a>
+<hr><h3><code>luaL_callmeta</code></h3>
+<pre>
+ int luaL_callmeta (lua_State *L, int obj, const char *e);
+</pre>
+
+
+<p>Calls a metamethod.
+
+<p>If the object at index <code>obj</code> has a metatable and that
+metatable has a field <code>e</code>,
+calls that field passing the object as argument.
+In that case the function returns 1 and pushes on the
+stack the value returned by the call.
+If there is no metatable or no metamethod returns 0
+(without pushing any value on the stack).
+
+<p><a name="luaL_checkany"></a>
+<hr><h3><code>luaL_checkany</code></h3>
+<pre>
+ void luaL_checkany (lua_State *L, int narg);
+</pre>
+
+
+<p>Checks whether the function has an argument <code>narg</code>.
+
+<p><a name="luaL_checkint"></a>
+<hr><h3><code>luaL_checkint</code></h3>
+<pre>
+ int luaL_checkint (lua_State *L, int narg);
+</pre>
+
+
+<p>Checks whether the function argument <code>narg</code> is a number
+and returns that number casted to an <code>int</code>.
+
+<p><a name="luaL_checkinteger"></a>
+<hr><h3><code>luaL_checkinteger</code></h3>
+<pre>
+ lua_Integer luaL_checkinteger (lua_State *L, int numArg);
+</pre>
+
+
+<p>Checks whether the function argument <code>narg</code> is a number
+and returns that number casted to a <a href="#lua_Integer"><code>lua_Integer</code></a>.
+
+<p><a name="luaL_checklong"></a>
+<hr><h3><code>luaL_checklong</code></h3>
+<pre>
+ long luaL_checklong (lua_State *L, int narg);
+</pre>
+
+
+<p>Checks whether the function argument <code>narg</code> is a number
+and returns that number casted to a <code>long</code>.
+
+<p><a name="luaL_checklstring"></a>
+<hr><h3><code>luaL_checklstring</code></h3>
+<pre>
+ const char *luaL_checklstring (lua_State *L, int numArg, size_t *l);
+</pre>
+
+
+<p>Checks whether the function argument <code>narg</code> is a string
+and returns that string;
+if <code>l</code> is not <code>NULL</code> fills the position <code>*l</code>
+with the string's length.
+
+<p><a name="luaL_checknumber"></a>
+<hr><h3><code>luaL_checknumber</code></h3>
+<pre>
+ lua_Number luaL_checknumber (lua_State *L, int numArg);
+</pre>
+
+
+<p>Checks whether the function argument <code>narg</code> is a number
+and returns that number.
+
+<p><a name="luaL_checkoption"></a>
+<hr><h3><code>luaL_checkoption</code></h3>
+<pre>
+ int luaL_checkoption (lua_State *L, int narg, const char *def,
+ const char *const lst[]);
+</pre>
+
+
+<p>Checks whether the function argument <code>narg</code> is a string and
+searches for that string into the array <code>lst</code>
+(which must be NULL-terminated).
+If <code>def</code> is not <code>NULL</code>,
+uses <code>def</code> as a default value when
+the function has no argument <code>narg</code> or if that argument is <B>nil</B>.
+
+<p>Returns the index in the array where the string was found.
+Raises an error if the argument is not a string or
+if the string cannot be found.
+
+<p><a name="luaL_checkstack"></a>
+<hr><h3><code>luaL_checkstack</code></h3>
+<pre>
+ void luaL_checkstack (lua_State *L, int sz, const char *msg);
+</pre>
+
+
+<p>Grows the stack size to <code>top + sz</code> elements,
+raising an error if the stack cannot grow to that size.
+<code>msg</code> is an additional text to go into the error message.
+
+<p><a name="luaL_checkstring"></a>
+<hr><h3><code>luaL_checkstring</code></h3>
+<pre>
+ const char *luaL_checkstring (lua_State *L, int narg);
+</pre>
+
+
+<p>Checks whether the function argument <code>narg</code> is a string
+and returns that string.
+
+<p><a name="luaL_checktype"></a>
+<hr><h3><code>luaL_checktype</code></h3>
+<pre>
+ void luaL_checktype (lua_State *L, int narg, int t);
+</pre>
+
+
+<p>Checks whether the function argument <code>narg</code> has type <code>t</code>.
+
+<p><a name="luaL_checkudata"></a>
+<hr><h3><code>luaL_checkudata</code></h3>
+<pre>
+ void *luaL_checkudata (lua_State *L, int ud, const char *tname);
+</pre>
+
+
+<p>Checks whether the function argument <code>narg</code> is a userdata
+of the type <code>tname</code> (see <a href="#luaL_newmetatable"><code>luaL_newmetatable</code></a>).
+
+<p><a name="luaL_error"></a>
+<hr><h3><code>luaL_error</code></h3>
+<pre>
+ int luaL_error (lua_State *L, const char *fmt, ...);
+</pre>
+
+
+<p>Raises an error.
+The error message format is given by <code>fmt</code>
+plus any extra argument,
+following the same rules of <a href="#lua_pushfstring"><code>lua_pushfstring</code></a>.
+It also adds at the beginning of the message the file name and
+the line number where the error occurred,
+if that information is available.
+
+<p>This function never returns.
+
+<p><a name="luaL_getmetafield"></a>
+<hr><h3><code>luaL_getmetafield</code></h3>
+<pre>
+ int luaL_getmetafield (lua_State *L, int obj, const char *e);
+</pre>
+
+
+<p>Pushes on the stack the field <code>e</code> from the metatable
+of the object at index <code>obj</code>.
+If the object does not have a metatable,
+or if the metatable does not have that field,
+returns 0 (false) and pushes nothing.
+
+<p><a name="luaL_getmetatable"></a>
+<hr><h3><code>luaL_getmetatable</code></h3>
+<pre>
+ void luaL_getmetatable (lua_State *L, const char *tname);
+</pre>
+
+
+<p>Pushes on the stack the metatable associated to name <code>tname</code>
+in the registry (see <a href="#luaL_newmetatable"><code>luaL_newmetatable</code></a>).
+
+<p><a name="luaL_gsub"></a>
+<hr><h3><code>luaL_gsub</code></h3>
+<pre>
+ const char *luaL_gsub (lua_State *L, const char *s,
+ const char *p, const char *r);
+</pre>
+
+
+<p>Creates a copy of string <code>s</code> changing any occurrence of <code>p</code>
+by the string <code>r</code>.
+Pushes the resulting string on the stack and returns it.
+
+<p><a name="luaL_loadbuffer"></a>
+<hr><h3><code>luaL_loadbuffer</code></h3>
+<pre>
+ int luaL_loadbuffer (lua_State *L, const char *buff,
+ size_t sz, const char *name);
+</pre>
+
+
+<p>Loads a buffer as a Lua chunk.
+This function uses <a href="#lua_load"><code>lua_load</code></a> to load the chunk in the
+buffer pointed by <code>buff</code> with size <code>sz</code>.
+
+<p>This function returns the same results as <a href="#lua_load"><code>lua_load</code></a>.
+<code>name</code> is the chunk name,
+used for debug information and error messages.
+
+<p><a name="luaL_loadfile"></a>
+<hr><h3><code>luaL_loadfile</code></h3>
+<pre>
+ int luaL_loadfile (lua_State *L, const char *filename);
+</pre>
+
+
+<p>Loads a file as a Lua chunk.
+This function uses <a href="#lua_load"><code>lua_load</code></a> to load the chunk in the file
+named <code>filename</code>.
+If the file's first line starts with a <code>#</code> it is ignored.
+
+<p>This function returns the same results as <a href="#lua_load"><code>lua_load</code></a>,
+but it has an extra error code <code>LUA_ERRFILE</code>
+if it cannot open the file.
+
+<p><a name="luaL_loadstring"></a>
+<hr><h3><code>luaL_loadstring</code></h3>
+<pre>
+ int luaL_loadstring (lua_State *L, const char *s);
+</pre>
+
+
+<p>Loads a string as a Lua chunk.
+This function uses <a href="#lua_load"><code>lua_load</code></a> to load the chunk in
+the zero-terminated string <code>s</code>.
+
+<p>This function returns the same results as <a href="#lua_load"><code>lua_load</code></a>.
+
+<p><a name="luaL_newmetatable"></a>
+<hr><h3><code>luaL_newmetatable</code></h3>
+<pre>
+ int luaL_newmetatable (lua_State *L, const char *tname);
+</pre>
+
+
+<p>If the register already has the key <code>"tname"</code>,
+returns 0.
+Otherwise,
+creates a new table to be used as metatables for userdata,
+adds it to the register with key <code>"tname"</code>,
+and returns 1.
+
+<p>In both cases pushes on the stack the final value associated
+with <code>"tname"</code> in the registry.
+
+<p><a name="luaL_newstate"></a>
+<hr><h3><code>luaL_newstate</code></h3>
+<pre>
+ lua_State *luaL_newstate (void);
+</pre>
+
+
+<p>Creates a new Lua state, calling <a href="#lua_newstate"><code>lua_newstate</code></a> with an
+allocation function based on the standard C <code>realloc</code> function
+and setting a panic function ((see <a href="#lua_atpanic"><code>lua_atpanic</code></a>)) that prints
+an error message to the standard error output in case of fatal
+errors.
+
+<p>Returns the new state,
+or <code>NULL</code> if there is a memory allocation error.
+
+<p><a name="luaL_optint"></a>
+<hr><h3><code>luaL_optint</code></h3>
+<pre>
+ int luaL_optint (lua_State *L, int narg, int d);
+</pre>
+
+
+<p>If the function argument <code>narg</code> is a number,
+returns that number casted to an <code>int</code>.
+If that argument is absent or is <B>nil</B>,
+returns <code>d</code>.
+Otherwise, raise an error.
+
+<p><a name="luaL_optinteger"></a>
+<hr><h3><code>luaL_optinteger</code></h3>
+<pre>
+ lua_Integer luaL_optinteger (lua_State *L, int nArg, lua_Integer d);
+</pre>
+
+
+<p>If the function argument <code>narg</code> is a number,
+returns that number casted to a <a href="#lua_Integer"><code>lua_Integer</code></a>.
+If that argument is absent or is <B>nil</B>,
+returns <code>d</code>.
+Otherwise, raise an error.
+
+<p><a name="luaL_optlong"></a>
+<hr><h3><code>luaL_optlong</code></h3>
+<pre>
+ long luaL_optlong (lua_State *L, int narg, long d);
+</pre>
+
+
+<p>If the function argument <code>narg</code> is a number,
+returns that number casted to a <code>long</code>.
+If that argument is absent or is <B>nil</B>,
+returns <code>d</code>.
+Otherwise, raise an error.
+
+<p><a name="luaL_optlstring"></a>
+<hr><h3><code>luaL_optlstring</code></h3>
+<pre>
+ const char *luaL_optlstring (lua_State *L, int numArg,
+ const char *d, size_t *l);
+</pre>
+
+
+<p>If the function argument <code>narg</code> is a string,
+returns that string.
+If that argument is absent or is <B>nil</B>,
+returns <code>d</code>.
+Otherwise, raise an error.
+
+<p>If <code>l</code> is not <code>NULL</code> fills the position <code>*l</code>
+with the results's length.
+
+<p><a name="luaL_optnumber"></a>
+<hr><h3><code>luaL_optnumber</code></h3>
+<pre>
+ lua_Number luaL_optnumber (lua_State *L, int nArg, lua_Number d);
+</pre>
+
+
+<p>If the function argument <code>narg</code> is a number,
+returns that number.
+If that argument is absent or is <B>nil</B>,
+returns <code>d</code>.
+Otherwise, raise an error.
+
+<p><a name="luaL_optstring"></a>
+<hr><h3><code>luaL_optstring</code></h3>
+<pre>
+ const char *luaL_optstring (lua_State *L, int narg, const char *d);
+</pre>
+
+
+<p>If the function argument <code>narg</code> is a string,
+returns that string.
+If that argument is absent or is <B>nil</B>,
+returns <code>d</code>.
+Otherwise, raise an error.
+
+<p><a name="luaL_prepbuffer"></a>
+<hr><h3><code>luaL_prepbuffer</code></h3>
+<pre>
+ char *luaL_prepbuffer (luaL_Buffer *B);
+</pre>
+
+
+<p>Returns an address to a space of size <code>LUAL_BUFFERSIZE</code>
+wherein you can copy a string to be added to buffer <code>B</code>
+(see <a href="#luaL_Buffer"><code>luaL_Buffer</code></a>).
+After copying the string into that space you must call
+<a href="#luaL_addsize"><code>luaL_addsize</code></a> with the size of the string to actually add
+it to the buffer.
+
+<p><a name="luaL_pushresult"></a>
+<hr><h3><code>luaL_pushresult</code></h3>
+<pre>
+ void luaL_pushresult (luaL_Buffer *B);
+</pre>
+
+
+<p>Finishes the use of buffer <code>B</code> leaving the final string on
+the top of the stack.
+
+<p><a name="luaL_ref"></a>
+<hr><h3><code>luaL_ref</code></h3>
+<pre>
+ int luaL_ref (lua_State *L, int t);
+</pre>
+
+
+<p>Creates and returns a <em>reference</em>,
+in the table at index <code>t</code>,
+for the object at the top of the stack (and pops the object).
+
+<p>A reference is a unique integer key.
+As long as you do not add integer keys into table <code>t</code>,
+<a href="#luaL_ref"><code>luaL_ref</code></a> ensures the uniqueness of the key it returns.
+You can retrieve an object referred by reference <code>r</code>
+calling <code>lua_rawgeti(L, t, r)</code>.
+Function <a href="#luaL_unref"><code>luaL_unref</code></a> frees a reference and its associated object.
+
+<p>Whenever the object at the top of the stack is <B>nil</B>,
+<a href="#luaL_ref"><code>luaL_ref</code></a> returns the same reference <code>LUA_REFNIL</code>.
+The constant <code>LUA_NOREF</code> is garanteed to be different
+from any reference returned by <a href="#luaL_ref"><code>luaL_ref</code></a>.
+
+<p><a name="luaL_Reg"></a>
+<hr><h3><code>luaL_Reg</code></h3>
+<pre>
+ typedef struct luaL_Reg {
+ const char *name;
+ lua_CFunction func;
+ } luaL_Reg;
+
+</pre>
+
+
+<p>Format for arrays of functions to be registered by
+<a href="#luaL_register"><code>luaL_register</code></a>.
+<code>name</code> is the function name and <code>func</code> is a pointer to
+the function.
+Any array of <a href="#luaL_Reg"><code>luaL_Reg</code></a> must end with an sentinel entry
+wherein both <code>name</code> and <code>func</code> are <code>NULL</code>.
+
+<p><a name="luaL_register"></a>
+<hr><h3><code>luaL_register</code></h3>
+<pre>
+ void luaL_register (lua_State *L, const char *libname,
+ const luaL_Reg *l);
+</pre>
+
+
+<p>Opens a library.
+
+<p>When called with <code>libname</code> equal to <code>NULL</code>,
+simply registers all functions in the list <code>l</code>
+(see <a href="#luaL_Reg"><code>luaL_Reg</code></a>) into the table on the top of the stack.
+
+<p>When called with a non-null <code>libname</code>,
+creates a new table <code>t</code>,
+sets it as the value of the variable <code>libname</code>,
+sets it as the value of <code>package.loaded[libname]</code>,
+and registers on it all functions in the list <code>l</code>.
+If there is a table in <code>package.loaded[libname]</code> or in
+variable <code>libname</code>,
+reuses that table instead of creating a new one.
+
+<p>In any case the function leaves the table
+on the top of the stack.
+
+<p><a name="luaL_typename"></a>
+<hr><h3><code>luaL_typename</code></h3>
+<pre>
+ const char *luaL_typename (lua_State *L, int idx);
+</pre>
+
+
+<p>Returns the name of the type of the value at index <code>idx</code>.
+
+<p><a name="luaL_typerror"></a>
+<hr><h3><code>luaL_typerror</code></h3>
+<pre>
+ int luaL_typerror (lua_State *L, int narg, const char *tname);
+</pre>
+
+
+<p>Generates an error with a message like
+<PRE>
+&#060;location>: bad argument &#060;narg> to &#060;function> (&#060;tname> expected, got &#060;realt>)
+</PRE>
+where <code>&#060;location></code> is produced by <a href="#luaL_where"><code>luaL_where</code></a>,
+<code>&#060;function></code> is the name of the current function,
+and <code>&#060;realt></code> is the type name of the actual argument.
+
+<p><a name="luaL_unref"></a>
+<hr><h3><code>luaL_unref</code></h3>
+<pre>
+ void luaL_unref (lua_State *L, int t, int ref);
+</pre>
+
+
+<p>Releases reference <code>ref</code> from the table at index <code>t</code>
+(see <a href="#luaL_ref"><code>luaL_ref</code></a>).
+The entry is removed from the table,
+so that the referred object can be collected.
+The reference <code>ref</code> is also freed to be used again.
+
+<p>If <code>ref</code> is <code>LUA_NOREF</code> or <code>LUA_REFNIL</code>,
+<a href="#luaL_unref"><code>luaL_unref</code></a> does nothing.
+
+<p><a name="luaL_where"></a>
+<hr><h3><code>luaL_where</code></h3>
+<pre>
+ void luaL_where (lua_State *L, int lvl);
+</pre>
+
+
+<p>Pushes on the stack a string identifying the current position
+of the control at level <code>lvl</code> in the call stack.
+Typically this string has the format <code>&#060;chunkname>:&#060;currentline>:</code>.
+Level 0 is the running function,
+level 1 is the function that called the running function.
+
+<p>This function is used to build a prefix for error messages.
+
+<p>
+<a name="libraries"></a><a name="5"></a><h1>5 - Standard Libraries</h1>
+
+<p>The standard libraries provide useful functions
+that are implemented directly through the C API.
+Some of these functions provide essential services to the language
+(e.g., <a href="#pdf-type"><code>type</code></a> and <a href="#pdf-getmetatable"><code>getmetatable</code></a>);
+others provide access to "outside" services (e.g., I/O);
+and others could be implemented in Lua itself,
+but are quite useful or have critical performance to
+deserve an implementation in C (e.g., <code>sort</code>).
+
+<p>All libraries are implemented through the official C API
+and are provided as separate C modules.
+Currently, Lua has the following standard libraries:
+<ul>
+<li> basic library;
+<li> package library;
+<li> string manipulation;
+<li> table manipulation;
+<li> mathematical functions (sin, log, etc.);
+<li> input and output;
+<li> operating system facilities;
+<li> debug facilities.
+</ul>
+Except for the basic and package libraries,
+each library provides all its functions as fields of a global table
+or as methods of its objects.
+
+<p>To have access to these libraries,
+the C host program must first call the function
+<code>luaL_openlibs</code>;
+or else it can open them individually calling
+<code>luaopen_base</code> (for the basic library),
+<code>luaopen_package</code> (for the package library),
+<code>luaopen_string</code> (for the string library),
+<code>luaopen_table</code> (for the table library),
+<code>luaopen_math</code> (for the mathematical library),
+<code>luaopen_io</code> (for the I/O and the Operating System libraries),
+and <code>luaopen_debug</code> (for the debug library).
+These functions are declared in <code>lualib.h</code>.
+
+<p><a name="predefined"></a><a name="5.1"></a><h2>5.1 - Basic Functions</h2>
+
+<p>The basic library provides some core functions to Lua.
+If you do not include this library in your application,
+you should check carefully whether you need to provide some alternative
+implementation for some of its facilities.
+
+<p><a name="pdf-assert"></a><hr><h3><code>assert (v [, message])</code></h3>
+Issues an error when
+the value of its argument <code>v</code> is <B>nil</B> or <B>false</B>;
+otherwise, returns all its arguments.
+<code>message</code> is an error message;
+when absent, it defaults to "assertion failed!"
+
+<p><a name="pdf-collectgarbage"></a><hr><h3><code>collectgarbage (opt [, arg])</code></h3>
+
+<p>This function is a generic interface to the garbage collector.
+It performs different functions according to its first argument, <code>opt</code>:
+<ul>
+<li><b>"stop"</b> stops the garbage collector.
+<li><b>"restart"</b> restarts the garbage collector.
+<li><b>"collect"</b> performs a full garbage-collection cycle.
+<li><b>"count"</b> returns the total memory in use by Lua (in Kbytes).
+<li><b>"step"</b> performs a garbage-collection step.
+The step "size" is controlled by <code>arg</code>
+(larger values mean more steps) in a non-specified way.
+If you want to control the step size
+you must tune experimentally the value of <code>arg</code>.
+<li><b>"steppause"</b>
+sets <em><code>arg</code>/100</em> as the new value for the <em>pause</em> of
+the collector (see <a href="#GC">2.10</a>).
+<li><b>"setstepmul"</b>
+sets <em><code>arg</code>/100</em> as the new value for the <em>step multiplier</em> of
+the collector (see <a href="#GC">2.10</a>).
+</ul>
+
+<p><a name="pdf-dofile"></a><hr><h3><code>dofile (filename)</code></h3>
+Opens the named file and executes its contents as a Lua chunk.
+When called without arguments,
+<a href="#pdf-dofile"><code>dofile</code></a> executes the contents of the standard input (<code>stdin</code>).
+Returns any value returned by the chunk.
+In case of errors, <a href="#pdf-dofile"><code>dofile</code></a> propagates the error
+to its caller (that is, it does not run in protected mode).
+
+<p><a name="pdf-error"></a><hr><h3><code>error (message [, level])</code></h3>
+Terminates the last protected function called
+and returns <code>message</code> as the error message.
+Function <a href="#pdf-error"><code>error</code></a> never returns.
+
+<p>Usually, <a href="#pdf-error"><code>error</code></a> adds some information about the error position
+at the beginning of the message.
+The <code>level</code> argument specifies how to get the error position.
+With level 1 (the default), the error position is where the
+<a href="#pdf-error"><code>error</code></a> function was called.
+Level 2 points the error to where the function
+that called <a href="#pdf-error"><code>error</code></a> was called; and so on.
+Passing a level 0 avoids the addition of error position information
+to the message.
+
+<p><a name="pdf-_G"></a><hr><h3><code>_G</code></h3>
+A global variable (not a function) that
+holds the global environment (that is, <code>_G._G = _G</code>).
+Lua itself does not use this variable;
+changing its value does not affect any environment.
+(Use <a href="#pdf-setfenv"><code>setfenv</code></a> to change environments.)
+
+<p><a name="pdf-getfenv"></a><hr><h3><code>getfenv (f)</code></h3>
+Returns the current environment in use by the function.
+<code>f</code> can be a Lua function or a number,
+which specifies the function at that stack level:
+Level 1 is the function calling <a href="#pdf-getfenv"><code>getfenv</code></a>.
+If the given function is not a Lua function,
+or if <code>f</code> is 0,
+<a href="#pdf-getfenv"><code>getfenv</code></a> returns the global environment.
+The default for <code>f</code> is 1.
+
+<p><a name="pdf-getmetatable"></a><hr><h3><code>getmetatable (object)</code></h3>
+
+<p>If <code>object</code> does not have a metatable, returns <B>nil</B>.
+Otherwise,
+if the object's metatable has a <code>"__metatable"</code> field,
+returns the associated value.
+Otherwise, returns the metatable of the given object.
+
+<p><a name="pdf-ipairs"></a><hr><h3><code>ipairs (t)</code></h3>
+
+<p>Returns an iterator function, the table <code>t</code>, and 0,
+so that the construction
+<PRE>
+ for i,v in ipairs(t) do ... end
+</PRE>
+will iterate over the pairs (<code>1,t[1]</code>), (<code>2,t[2]</code>), ...,
+up to the first integer key with a nil value in the table.
+
+<p><a name="pdf-load"></a><hr><h3><code>load (func [, chunkname])</code></h3>
+
+<p>Loads a chunk using function <code>func</code> to get its pieces.
+Each call to <code>func</code> must return a string that concatenates
+with previous results.
+A return of <B>nil</B> (or no value) signals the end of the chunk.
+
+<p>If there are no errors,
+returns the compiled chunk as a function;
+otherwise, returns <B>nil</B> plus the error message.
+The environment of the returned function is the global environment.
+
+<p><code>chunkname</code> is used as the chunk name for error messages
+and debug information.
+
+<p><a name="pdf-loadfile"></a><hr><h3><code>loadfile (filename)</code></h3>
+
+<p>Similar to <a href="#pdf-load"><code>load</code></a>,
+but gets the chunk from file <code>filename</code>.
+
+<p><a name="pdf-loadstring"></a><hr><h3><code>loadstring (string [, chunkname])</code></h3>
+
+<p>Similar to <a href="#pdf-load"><code>load</code></a>,
+but gets the chunk from the given string.
+
+<p>To load and run a given string, use the idiom
+<PRE>
+ assert(loadstring(s))()
+</PRE>
+
+<p><a name="pdf-next"></a><hr><h3><code>next (table [, index])</code></h3>
+
+<p>Allows a program to traverse all fields of a table.
+Its first argument is a table and its second argument
+is an index in this table.
+<a href="#pdf-next"><code>next</code></a> returns the next index of the table and the
+value associated with the index.
+When called with <B>nil</B> as its second argument,
+<a href="#pdf-next"><code>next</code></a> returns the first index
+of the table and its associated value.
+When called with the last index,
+or with <B>nil</B> in an empty table,
+<a href="#pdf-next"><code>next</code></a> returns <B>nil</B>.
+If the second argument is absent, then it is interpreted as <B>nil</B>.
+
+<p>Lua has no declaration of fields;
+There is no difference between a
+field not present in a table or a field with value <B>nil</B>.
+Therefore, <a href="#pdf-next"><code>next</code></a> only considers fields with non-<B>nil</B> values.
+The order in which the indices are enumerated is not specified,
+<em>even for numeric indices</em>.
+(To traverse a table in numeric order,
+use a numerical <b>for</b> or the <a href="#pdf-ipairs"><code>ipairs</code></a> function.)
+
+<p>The behavior of <a href="#pdf-next"><code>next</code></a> is <em>undefined</em> if,
+during the traversal,
+you assign any value to a non-existent field in the table.
+
+<p><a name="pdf-pairs"></a><hr><h3><code>pairs (t)</code></h3>
+
+<p>Returns the <a href="#pdf-next"><code>next</code></a> function and the table <code>t</code> (plus a <B>nil</B>),
+so that the construction
+<PRE>
+ for k,v in pairs(t) do ... end
+</PRE>
+will iterate over all key&ndash;value pairs of table <code>t</code>.
+
+<p><a name="pdf-pcall"></a><hr><h3><code>pcall (f, arg1, arg2, ...)</code></h3>
+
+<p>Calls function <code>f</code> with
+the given arguments in protected mode.
+That means that any error inside <code>f</code> is not propagated;
+instead, <a href="#pdf-pcall"><code>pcall</code></a> catches the error
+and returns a status code.
+Its first result is the status code (a boolean),
+which is true if the call succeeds without errors.
+In such case, <a href="#pdf-pcall"><code>pcall</code></a> also returns all results from the call,
+after this first result.
+In case of any error, <a href="#pdf-pcall"><code>pcall</code></a> returns <B>false</B> plus the error message.
+
+<p><a name="pdf-print"></a><hr><h3><code>print (e1, e2, ...)</code></h3>
+Receives any number of arguments,
+and prints their values in <code>stdout</code>,
+using the <a href="#pdf-tostring"><code>tostring</code></a> function to convert them to strings.
+This function is not intended for formatted output,
+but only as a quick way to show a value,
+typically for debugging.
+For formatted output, use <code>format</code> (see <a href="#format">5.4</a>).
+
+<p><a name="pdf-rawequal"></a><hr><h3><code>rawequal (v1, v2)</code></h3>
+Checks whether <code>v1</code> is equal to <code>v2</code>,
+without invoking any metamethod.
+Returns a boolean.
+
+<p><a name="pdf-rawget"></a><hr><h3><code>rawget (table, index)</code></h3>
+Gets the real value of <code>table[index]</code>,
+without invoking any metamethod.
+<code>table</code> must be a table;
+<code>index</code> is any value different from <B>nil</B>.
+
+<p><a name="pdf-rawset"></a><hr><h3><code>rawset (table, index, value)</code></h3>
+Sets the real value of <code>table[index]</code> to <code>value</code>,
+without invoking any metamethod.
+<code>table</code> must be a table,
+<code>index</code> is any value different from <B>nil</B>,
+and <code>value</code> is any Lua value.
+
+<p><a name="pdf-select"></a><hr><h3><code>select (index, ...)</code></h3>
+
+<p>If <code>index</code> is a number,
+returns all argument after argument number <code>index</code>.
+Otherwise, <code>index</code> must be the string <code>"#"</code>,
+and <code>select</code> returns the total number of extra arguments it received.
+
+<p><a name="setfenv"></a><a name="pdf-setfenv"></a><hr><h3><code>setfenv (f, table)</code></h3>
+
+<p>Sets the environment to be used by the given function.
+<code>f</code> can be a Lua function or a number,
+which specifies the function at that stack level:
+Level 1 is the function calling <a href="#pdf-setfenv"><code>setfenv</code></a>.
+<a href="#pdf-setfenv"><code>setfenv</code></a> returns the given function.
+
+<p>As a special case, when <code>f</code> is 0 <a href="#pdf-setfenv"><code>setfenv</code></a> changes
+the environment of the running thread.
+In this case, <a href="#pdf-setfenv"><code>setfenv</code></a> returns no values.
+
+<p><a name="pdf-setmetatable"></a><hr><h3><code>setmetatable (table, metatable)</code></h3>
+
+<p>Sets the metatable for the given table.
+(You cannot change the metatable of other types from Lua.)
+If <code>metatable</code> is <B>nil</B>,
+removes the metatable of the given table.
+If the original metatable has a <code>"__metatable"</code> field,
+raises an error.
+
+<p>This function returns <code>table</code>.
+
+<p><a name="pdf-tonumber"></a><hr><h3><code>tonumber (e [, base])</code></h3>
+Tries to convert its argument to a number.
+If the argument is already a number or a string convertible
+to a number, then <a href="#pdf-tonumber"><code>tonumber</code></a> returns that number;
+otherwise, it returns <B>nil</B>.
+
+<p>An optional argument specifies the base to interpret the numeral.
+The base may be any integer between 2 and 36, inclusive.
+In bases above 10, the letter `<code>A</code>&acute; (in either upper or lower case)
+represents 10, `<code>B</code>&acute; represents 11, and so forth,
+with `<code>Z</code>&acute; representing 35.
+In base 10 (the default), the number may have a decimal part,
+as well as an optional exponent part (see <a href="#coercion">2.2.1</a>).
+In other bases, only unsigned integers are accepted.
+
+<p><a name="pdf-tostring"></a><hr><h3><code>tostring (e)</code></h3>
+Receives an argument of any type and
+converts it to a string in a reasonable format.
+For complete control of how numbers are converted,
+use <a href="#pdf-string.format"><code>string.format</code></a> (see <a href="#format">5.4</a>).
+
+<p>If the metatable of <code>e</code> has a <code>"__tostring"</code> field,
+<a href="#pdf-tostring"><code>tostring</code></a> calls the corresponding value
+with <code>e</code> as argument,
+and uses the result of the call as its result.
+
+<p><a name="pdf-type"></a><hr><h3><code>type (v)</code></h3>
+Returns the type of its only argument, coded as a string.
+The possible results of this function are
+<code>"nil"</code> (a string, not the value <B>nil</B>),
+<code>"number"</code>,
+<code>"string"</code>,
+<code>"boolean</code>,
+<code>"table"</code>,
+<code>"function"</code>,
+<code>"thread"</code>,
+and <code>"userdata"</code>.
+
+<p><a name="pdf-unpack"></a><hr><h3><code>unpack (list [, i [, j]])</code></h3>
+Returns the elements from the given list.
+This function is equivalent to
+<PRE>
+ return list[i], list[i+1], ..., list[j]
+</PRE>
+except that the above code can be written only for a fixed number
+of elements.
+By default, <code>i</code> is 1 and <code>j</code> is the length of the list,
+as defined by the length operator.
+
+<p><a name="pdf-_VERSION"></a><hr><h3><code>_VERSION</code></h3>
+A global variable (not a function) that
+holds a string containing the current interpreter version.
+The current contents of this variable is <code>"Lua 5.1"</code>.
+
+<p><a name="pdf-xpcall"></a><hr><h3><code>xpcall (f, err)</code></h3>
+
+<p>This function is similar to <a href="#pdf-pcall"><code>pcall</code></a>,
+except that you can set a new error handler.
+
+<p><a href="#pdf-xpcall"><code>xpcall</code></a> calls function <code>f</code> in protected mode,
+using <code>err</code> as the error handler.
+Any error inside <code>f</code> is not propagated;
+instead, <a href="#pdf-xpcall"><code>xpcall</code></a> catches the error,
+calls the <code>err</code> function with the original error object,
+and returns a status code.
+Its first result is the status code (a boolean),
+which is true if the call succeeds without errors.
+In such case, <a href="#pdf-xpcall"><code>xpcall</code></a> also returns all results from the call,
+after this first result.
+In case of any error,
+<a href="#pdf-xpcall"><code>xpcall</code></a> returns false plus the result from <code>err</code>.
+
+<p><a name="5.2"></a><h2>5.2 - Coroutine Manipulation</h2>
+
+<p>The operations related to coroutines comprise a sub-library of
+the basic library and come inside the table <code>coroutine</code>.
+See <a href="#coroutine">2.11</a> for a general description of coroutines.
+
+<p><a name="pdf-coroutine.create"></a><hr><h3><code>coroutine.create (f)</code></h3>
+
+<p>Creates a new coroutine, with body <code>f</code>.
+<code>f</code> must be a Lua function.
+Returns this new coroutine,
+an object with type <code>"thread"</code>.
+
+<p><a name="pdf-coroutine.resume"></a><hr><h3><code>coroutine.resume (co, val1, ...)</code></h3>
+
+<p>Starts or continues the execution of coroutine <code>co</code>.
+The first time you resume a coroutine,
+it starts running its body.
+The arguments <code>val1</code>, ... go as the arguments to the body function.
+If the coroutine has yielded,
+<code>resume</code> restarts it;
+the arguments <code>val1</code>, ... go as the results from the yield.
+
+<p>If the coroutine runs without any errors,
+<code>resume</code> returns <B>true</B> plus any values passed to <code>yield</code>
+(if the coroutine yields) or any values returned by the body function
+(if the coroutine terminates).
+If there is any error,
+<code>resume</code> returns <B>false</B> plus the error message.
+
+<p><a name="pdf-coroutine.running"></a><hr><h3><code>coroutine.running ()</code></h3>
+
+<p>Returns the running coroutine,
+or <B>nil</B> when called by the main thread.
+
+<p><a name="pdf-coroutine.status"></a><hr><h3><code>coroutine.status (co)</code></h3>
+
+<p>Returns the status of coroutine <code>co</code>, as a string:
+<code>"running"</code>,
+if the coroutine is running (that is, it called <code>status</code>);
+<code>"suspended"</code>, if the coroutine is suspended in a call to <code>yield</code>,
+or if it has not started running yet;
+<code>"normal"</code> if the coroutine is active but not running
+(that is, it has resumed another coroutine);
+and <code>"dead"</code> if the coroutine has finished its body function,
+or if it has stopped with an error.
+
+<p><a name="pdf-coroutine.wrap"></a><hr><h3><code>coroutine.wrap (f)</code></h3>
+
+<p>Creates a new coroutine, with body <code>f</code>.
+<code>f</code> must be a Lua function.
+Returns a function that resumes the coroutine each time it is called.
+Any arguments passed to the function behave as the
+extra arguments to <code>resume</code>.
+Returns the same values returned by <code>resume</code>,
+except the first boolean.
+In case of error, propagates the error.
+
+<p><a name="pdf-coroutine.yield"></a><hr><h3><code>coroutine.yield (val1, ...)</code></h3>
+
+<p>Suspends the execution of the calling coroutine.
+The coroutine cannot be running neither a C function,
+nor a metamethod, nor an iterator.
+Any arguments to <code>yield</code> go as extra results to <code>resume</code>.
+
+<p><a name="5.3"></a><h2>5.3 - Packages and Modules</h2>
+
+<p>The package library provides basic
+facilities for packages and modules in Lua.
+It exports two of its functions directly in the global environment:
+<a href="#pdf-require"><code>require</code></a> and <a href="#pdf-module"><code>module</code></a>.
+Everything else is exported in a table <code>package</code>.
+
+<p><a name="pdf-module"></a><hr><h3><code>module (name [, ...])</code></h3>
+
+<p>Creates a module.
+If there is a table in <code>package.loaded[name]</code>,
+that table is the module.
+Otherwise, if there is a global table <code>t</code> with the given name,
+that table is the module.
+Otherwise creates a new table <code>t</code> and
+sets it as the value of the global <code>name</code> and
+the value of <code>package.loaded[name]</code>.
+This function also initializes <code>t._NAME</code> with the given name,
+<code>t._M</code> with the module (<code>t</code> itself),
+and <code>t._PACKAGE</code> with the package name
+(the full module name minus last component; see below).
+Finally, <code>module</code> sets <code>t</code> as the new environment
+of the current function and the new value of <code>package.loaded[name]</code>,
+so that <a href="#pdf-require"><code>require</code></a> returns <code>t</code>.
+
+<p>If <code>name</code> is a compound name
+(that is, one with components separated by dots)
+<code>module</code> creates (or reuses, if they already exists)
+tables for each component.
+For instance, if <code>name</code> is <code>a.b.c</code>,
+<code>module</code> stores the module table in field <code>c</code> of
+field <code>b</code> of global <code>a</code>.
+
+<p>This function may receive optional <em>options</em> after
+the module name,
+where each option is a function to be applied over the module.
+
+<p><a name="pdf-require"></a><hr><h3><code>require (modname)</code></h3>
+
+<p>Loads the given module.
+The function starts by looking into the table <code>package.loaded</code>
+to determine whether <code>modname</code> is already loaded.
+If it is, then <a href="#pdf-require"><code>require</code></a> returns the value stored
+at <code>package.loaded[modname]</code>.
+Otherwise, it tries to find a loader for that module.
+
+<p>To find a loader,
+first <a href="#pdf-require"><code>require</code></a> queries <code>package.preload[modname]</code>.
+If it is a true value,
+that value (which should be a function) is the loader.
+Otherwise <a href="#pdf-require"><code>require</code></a> searches for a Lua loader using the
+path stored in <code>package.path</code>.
+if that also fails, it searches for a C loader using the
+path stored in <code>package.cpath</code>.
+If that also fails,
+it tries an <em>all-in-one</em> loader.
+
+<p>When loading a C library,
+<a href="#pdf-require"><code>require</code></a> first uses a dynamic link facility to link the
+application with the library.
+Then it tries to find a C function inside that library to
+be used as the loader.
+The name of that C function is the string <code>"luaopen_"</code>
+concatenated with a copy of the module name wherein each dot
+is replaced by an underscore.
+Moreover, if the module name has a colon,
+its prefix up to (and including) the first colon is removed.
+For instance, if the module name is <code>a.v1:b.c</code>,
+the function name will be <code>luaopen_b_c</code>.
+
+<p>If <a href="#pdf-require"><code>require</code></a> finds neither a Lua library nor a
+C library for a module,
+it calls the <em>all-in-one loader</em>.
+That loader searches the C path for a library for
+the root name of the given module.
+For instance, when requiring <code>a.b.c</code>,
+it will search for a C library for <code>a</code>.
+If found, it looks into it for an open function for
+the submodule;
+in our example, that would be <code>luaopen_a_b_c</code>.
+With that facility, a package can pack several C submodules
+into one single library,
+with each submodule keeping its original open function.
+
+<p>Once a loader is found,
+<a href="#pdf-require"><code>require</code></a> calls the loader with a sinle argument, <code>modname</code>.
+If the loader returns any value,
+<a href="#pdf-require"><code>require</code></a> assigns it to <code>package.loaded[modname]</code>.
+If the loader returns no value and
+has not assigned any value to <code>package.loaded[modname]</code>,
+<a href="#pdf-require"><code>require</code></a> assigns <b>true</b> to that entry.
+In any case, require returns the
+final value of <code>package.loaded[modname]</code>.
+
+<p>If there is any error loading or running the module,
+or if it cannot find any loader for that module,
+then <a href="#pdf-require"><code>require</code></a> signals an error.
+
+<p><a name="pdf-package.cpath"></a><hr><h3><code>package.cpath</code></h3>
+
+<p>The path used by <a href="#pdf-require"><code>require</code></a> to search for a C loader.
+
+<p>Lua initializes the C path <code>package.cpath</code> in the same way
+it initializes the Lua path <a href="#pdf-package.path"><code>package.path</code></a>,
+using the environment variable <code>LUA_CPATH</code>
+(plus another compiled-defined default path).
+
+<p><a name="pdf-package.loaded"></a><hr><h3><code>package.loaded</code></h3>
+
+<p>A table used by <a href="#pdf-require"><code>require</code></a> to control which
+modules are already loaded.
+When you require a module <code>modname</code> and
+<code>package.loaded[modname]</code> is not false,
+<a href="#pdf-require"><code>require</code></a> simply returns the value stored there.
+
+<p><a name="pdf-package.loadlib"></a><hr><h3><code>package.loadlib (libname, funcname)</code></h3>
+
+<p>Links the program with the dynamic C library <code>libname</code>.
+Inside this library, looks for a function <code>funcname</code>
+and returns this function as a C function.
+
+<p><code>libname</code> must be the complete file name of the C library,
+including any eventual path and extension.
+
+<p>This function is not supported by ANSI C.
+As such, it is only available on some platforms
+(Windows, Linux, Solaris, BSD, plus other Unix systems that
+support the <code>dlfcn</code> standard).
+
+<p><a name="pdf-package.path"></a><hr><h3><code>package.path</code></h3>
+
+<p>The path used by <a href="#pdf-require"><code>require</code></a> to search for a Lua loader.
+
+<p>At start-up, Lua initializes this variable with
+the value of the environment variable <code>LUA_PATH</code> or
+with a compiled-defined default path,
+if the environment variable is not defined.
+Any <code>";;"</code> in the value of the environment variable
+is replaced by the default path.
+
+<p>A path is a sequence of <em>templates</em> separated by semicolons.
+For each template, <a href="#pdf-require"><code>require</code></a> will change each interrogation
+mark in the template by <code>filename</code>,
+which is <code>modname</code> with each dot replaced by a
+"directory separator" (such as <code>"/"</code> in Unix);
+then it will try to load the resulting file name.
+So, for instance, if the Lua path is
+<PRE>
+ "./?.lua;./?.lc;/usr/local/?/init.lua"
+</PRE>
+the search for a Lua loader for module <code>mod</code>
+will try to load the files
+<code>./mod.lua</code>, <code>./mod.lc</code>, and
+<code>/usr/local/mod/init.lua</code>, in that order.
+
+<p><a name="pdf-package.preload"></a><hr><h3><code>package.preload</code></h3>
+
+<p>A table to store loaders for specific modules
+(see <a href="#pdf-require"><code>require</code></a>).
+
+<p><a name="pdf-package.seeall"></a><hr><h3><code>package.seeall (module)</code></h3>
+
+<p>Sets a metatable for <code>module</code> with
+its <code>__index</code> field refering to the global environment,
+so that this module inherits undefined values
+from the global environment.
+To be used as an option to function <a href="#pdf-module"><code>module</code></a>.
+
+<p><a name="5.4"></a><h2>5.4 - String Manipulation</h2>
+
+<p>This library provides generic functions for string manipulation,
+such as finding and extracting substrings, and pattern matching.
+When indexing a string in Lua, the first character is at position 1
+(not at 0, as in C).
+Indices are allowed to be negative and are interpreted as indexing backwards,
+from the end of the string.
+Thus, the last character is at position <em>-1</em>, and so on.
+
+<p>The string library provides all its functions inside the table
+<code>string</code>.
+It also sets a metatable for strings
+wherein <code>__index</code> points to itself.
+Therefore, you can use the string function is object-oriented style.
+For instance, <code>string.byte(s, i)</code>
+can be written as <code>s:byte(i)</code>.
+
+<p><a name="pdf-string.byte"></a><hr><h3><code>string.byte (s [, i [, j]])</code></h3>
+Returns the internal numerical codes of the characters <code>s[i]</code>,
+<code>s[i+1]</code>, ..., <code>s[j]</code>.
+The default value for <code>i</code> is 1;
+the default value for <code>j</code> is <code>i</code>.
+
+<p>Note that numerical codes are not necessarily portable across platforms.
+
+<p><a name="pdf-string.char"></a><hr><h3><code>string.char (i1, i2, ...)</code></h3>
+Receives 0 or more integers.
+Returns a string with length equal to the number of arguments,
+in which each character has the internal numerical code equal
+to its correspondent argument.
+
+<p>Note that numerical codes are not necessarily portable across platforms.
+
+<p><a name="pdf-string.dump"></a><hr><h3><code>string.dump (function)</code></h3>
+
+<p>Returns a binary representation of the given function,
+so that a later <a href="#pdf-loadstring"><code>loadstring</code></a> on that string returns
+a copy of the function.
+<code>function</code> must be a Lua function.
+
+<p><a name="pdf-string.find"></a><hr><h3><code>string.find (s, pattern [, init [, plain]])</code></h3>
+Looks for the first <em>match</em> of
+<code>pattern</code> in the string <code>s</code>.
+If it finds one, then <code>find</code> returns the indices of <code>s</code>
+where this occurrence starts and ends;
+otherwise, it returns <B>nil</B>.
+A third, optional numerical argument <code>init</code> specifies
+where to start the search;
+its default value is 1 and may be negative.
+A value of <B>true</B> as a fourth, optional argument <code>plain</code>
+turns off the pattern matching facilities,
+so the function does a plain "find substring" operation,
+with no characters in <code>pattern</code> being considered "magic".
+Note that if <code>plain</code> is given, then <code>init</code> must be given too.
+
+<p><a name="format"></a><a name="pdf-string.format"></a><hr><h3><code>string.format (formatstring, e1, e2, ...)</code></h3>
+Returns a formatted version of its variable number of arguments
+following the description given in its first argument (which must be a string).
+The format string follows the same rules as the <code>printf</code> family of
+standard C functions.
+The only differences are that the options/modifiers
+<code>*</code>, <code>l</code>, <code>L</code>, <code>n</code>, <code>p</code>,
+and <code>h</code> are not supported,
+and there is an extra option, <code>q</code>.
+The <code>q</code> option formats a string in a form suitable to be safely read
+back by the Lua interpreter:
+The string is written between double quotes,
+and all double quotes, newlines, and backslashes in the string
+are correctly escaped when written.
+For instance, the call
+<PRE>
+ string.format('%q', 'a string with "quotes" and \n new line')
+</PRE>
+will produce the string:
+<PRE>
+"a string with \"quotes\" and \
+ new line"
+</PRE>
+
+<p>The options <code>c</code>, <code>d</code>, <code>E</code>, <code>e</code>, <code>f</code>,
+<code>g</code>, <code>G</code>, <code>i</code>, <code>o</code>, <code>u</code>, <code>X</code>, and <code>x</code> all
+expect a number as argument,
+whereas <code>q</code> and <code>s</code> expect a string.
+
+<p>This function does not accept string values
+containing embedded zeros.
+
+<p><a name="pdf-string.gmatch"></a><hr><h3><code>string.gmatch (s, pat)</code></h3>
+Returns an iterator function that,
+each time it is called,
+returns the next captures from pattern <code>pat</code> over string <code>s</code>.
+
+<p>If <code>pat</code> specifies no captures,
+then the whole match is produced in each call.
+
+<p>As an example, the following loop
+<PRE>
+ s = "hello world from Lua"
+ for w in string.gmatch(s, "%a+") do
+ print(w)
+ end
+</PRE>
+will iterate over all the words from string <code>s</code>,
+printing one per line.
+The next example collects all pairs <code>key=value</code> from the
+given string into a table:
+<PRE>
+ t = {}
+ s = "from=world, to=Lua"
+ for k, v in string.gmatch(s, "(%w+)=(%w+)") do
+ t[k] = v
+ end
+</PRE>
+
+<p><a name="pdf-string.gsub"></a><hr><h3><code>string.gsub (s, pat, repl [, n])</code></h3>
+Returns a copy of <code>s</code>
+in which all occurrences of the pattern <code>pat</code> have been
+replaced by a replacement string specified by <code>repl</code>.
+<code>gsub</code> also returns, as a second value,
+the total number of substitutions made.
+
+<p>If <code>repl</code> is a string, then its value is used for replacement.
+The character <code>%</code> works as an escape character:
+Any sequence in <code>repl</code> of the form <code>%</code><em>n</em>,
+with <em>n</em> between 1 and 9,
+stands for the value of the <em>n</em>-th captured substring (see below).
+The sequence <code>%0</code> stands for the whole match.
+The sequence <code>%%</code> stands for a single <code>%</code>.
+
+<p>If <code>repl</code> is a function, then this function is called every time a
+match occurs, with all captured substrings passed as arguments,
+in order;
+if the pattern specifies no captures,
+then the whole match is passed as a sole argument.
+If the value returned by this function is a string,
+then it is used as the replacement string;
+otherwise, the replacement string is the empty string.
+
+<p>The optional last parameter <code>n</code> limits
+the maximum number of substitutions to occur.
+For instance, when <code>n</code> is 1 only the first occurrence of
+<code>pat</code> is replaced.
+
+<p>Here are some examples:
+<PRE>
+ x = string.gsub("hello world", "(%w+)", "%1 %1")
+ --> x="hello hello world world"
+
+ x = string.gsub("hello world", "%w+", "%0 %0", 1)
+ --> x="hello hello world"
+
+ x = string.gsub("hello world from Lua", "(%w+)%s*(%w+)", "%2 %1")
+ --> x="world hello Lua from"
+
+ x = string.gsub("home = $HOME, user = $USER", "%$(%w+)", os.getenv)
+ --> x="home = /home/roberto, user = roberto"
+
+ x = string.gsub("4+5 = $return 4+5$", "%$(.-)%$", function (s)
+ return loadstring(s)()
+ end)
+ --> x="4+5 = 9"
+
+ local t = {name="lua", version="5.0"}
+ x = string.gsub("$name_$version.tar.gz", "%$(%w+)", function (v)
+ return t[v]
+ end)
+ --> x="lua_5.0.tar.gz"
+</PRE>
+
+<p><a name="pdf-string.len"></a><hr><h3><code>string.len (s)</code></h3>
+Receives a string and returns its length.
+The empty string <code>""</code> has length 0.
+Embedded zeros are counted,
+so <code>"a\000bc\000"</code> has length 5.
+
+<p><a name="pdf-string.lower"></a><hr><h3><code>string.lower (s)</code></h3>
+Receives a string and returns a copy of that string with all
+uppercase letters changed to lowercase.
+All other characters are left unchanged.
+The definition of what is an uppercase letter depends on the current locale.
+
+<p><a name="pdf-string.match"></a><hr><h3><code>string.match (s, pattern [, init])</code></h3>
+Looks for the first <em>match</em> of
+<code>pattern</code> in the string <code>s</code>.
+If it finds one, then <code>match</code> returns
+the captures from the pattern;
+otherwise it returns <B>nil</B>.
+If <code>pattern</code> specifies no captures,
+then the whole match is returned.
+A third, optional numerical argument <code>init</code> specifies
+where to start the search;
+its default value is 1 and may be negative.
+
+<p><a name="pdf-string.rep"></a><hr><h3><code>string.rep (s, n)</code></h3>
+Returns a string that is the concatenation of <code>n</code> copies of
+the string <code>s</code>.
+
+<p><a name="pdf-string.reverse"></a><hr><h3><code>string.reverse (s)</code></h3>
+Returns a string that is the string <code>s</code> reversed.
+
+<p><a name="pdf-string.sub"></a><hr><h3><code>string.sub (s, i [, j])</code></h3>
+Returns the substring of <code>s</code> that
+starts at <code>i</code> and continues until <code>j</code>;
+<code>i</code> and <code>j</code> may be negative.
+If <code>j</code> is absent, then it is assumed to be equal to <em>-1</em>
+(which is the same as the string length).
+In particular,
+the call <code>string.sub(s,1,j)</code> returns a prefix of <code>s</code>
+with length <code>j</code>,
+and <code>string.sub(s, -i)</code> returns a suffix of <code>s</code>
+with length <code>i</code>.
+
+<p><a name="pdf-string.upper"></a><hr><h3><code>string.upper (s)</code></h3>
+Receives a string and returns a copy of that string with all
+lowercase letters changed to uppercase.
+All other characters are left unchanged.
+The definition of what is a lowercase letter depends on the current locale.
+
+<p><a name="pm"></a><h3>Patterns</h3>
+
+<p><p>
+A <em>character class</em> is used to represent a set of characters.
+The following combinations are allowed in describing a character class:
+<ul>
+<li><b><em>x</em></b> (where <em>x</em> is not one of the magic characters
+<code>^$()%.[]*+-?</code>)
+&mdash; represents the character <em>x</em> itself.
+<li><b><code>.</code></b> &mdash; (a dot) represents all characters.
+<li><b><code>%a</code></b> &mdash; represents all letters.
+<li><b><code>%c</code></b> &mdash; represents all control characters.
+<li><b><code>%d</code></b> &mdash; represents all digits.
+<li><b><code>%l</code></b> &mdash; represents all lowercase letters.
+<li><b><code>%p</code></b> &mdash; represents all punctuation characters.
+<li><b><code>%s</code></b> &mdash; represents all space characters.
+<li><b><code>%u</code></b> &mdash; represents all uppercase letters.
+<li><b><code>%w</code></b> &mdash; represents all alphanumeric characters.
+<li><b><code>%x</code></b> &mdash; represents all hexadecimal digits.
+<li><b><code>%z</code></b> &mdash; represents the character with representation 0.
+<li><b><code>%<em>x</em></code></b> (where <em>x</em> is any non-alphanumeric character) &mdash;
+represents the character <em>x</em>.
+This is the standard way to escape the magic characters.
+Any punctuation character (even the non magic)
+can be preceded by a `<code>%</code>&acute;
+when used to represent itself in a pattern.
+
+<p><li><b><code>[<em>set</em>]</code></b> &mdash;
+represents the class which is the union of all
+characters in <em>set</em>.
+A range of characters may be specified by
+separating the end characters of the range with a `<code>-</code>&acute;.
+All classes <code>%</code><em>x</em> described above may also be used as
+components in <em>set</em>.
+All other characters in <em>set</em> represent themselves.
+For example, <code>[%w_]</code> (or <code>[_%w]</code>)
+represents all alphanumeric characters plus the underscore,
+<code>[0-7]</code> represents the octal digits,
+and <code>[0-7%l%-]</code> represents the octal digits plus
+the lowercase letters plus the `<code>-</code>&acute; character.
+
+<p>The interaction between ranges and classes is not defined.
+Therefore, patterns like <code>[%a-z]</code> or <code>[a-%%]</code>
+have no meaning.
+
+<p><li><b><code>[^<em>set</em>]</code></b> &mdash;
+represents the complement of <em>set</em>,
+where <em>set</em> is interpreted as above.
+</ul>
+For all classes represented by single letters (<code>%a</code>, <code>%c</code>, etc.),
+the corresponding uppercase letter represents the complement of the class.
+For instance, <code>%S</code> represents all non-space characters.
+
+<p>The definitions of letter, space, and other character groups
+depend on the current locale.
+In particular, the class <code>[a-z]</code> may not be equivalent to <code>%l</code>.
+
+<p><p>
+A <em>pattern item</em> may be
+<ul>
+<li>
+a single character class,
+which matches any single character in the class;
+<li>
+a single character class followed by `<code>*</code>&acute;,
+which matches 0 or more repetitions of characters in the class.
+These repetition items will always match the longest possible sequence;
+<li>
+a single character class followed by `<code>+</code>&acute;,
+which matches 1 or more repetitions of characters in the class.
+These repetition items will always match the longest possible sequence;
+<li>
+a single character class followed by `<code>-</code>&acute;,
+which also matches 0 or more repetitions of characters in the class.
+Unlike `<code>*</code>&acute;,
+these repetition items will always match the <em>shortest</em> possible sequence;
+<li>
+a single character class followed by `<code>?</code>&acute;,
+which matches 0 or 1 occurrence of a character in the class;
+<li>
+<code>%<em>n</em></code>, for <em>n</em> between 1 and 9;
+such item matches a substring equal to the <em>n</em>-th captured string
+(see below);
+<li>
+<code>%b<em>xy</em></code>, where <em>x</em> and <em>y</em> are two distinct characters;
+such item matches strings that start with <em>x</em>, end with <em>y</em>,
+and where the <em>x</em> and <em>y</em> are <em>balanced</em>.
+This means that, if one reads the string from left to right,
+counting <em>+1</em> for an <em>x</em> and <em>-1</em> for a <em>y</em>,
+the ending <em>y</em> is the first <em>y</em> where the count reaches 0.
+For instance, the item <code>%b()</code> matches expressions with
+balanced parentheses.
+</ul>
+
+<p><p>
+A <em>pattern</em> is a sequence of pattern items.
+A `<code>^</code>&acute; at the beginning of a pattern anchors the match at the
+beginning of the subject string.
+A `<code>$</code>&acute; at the end of a pattern anchors the match at the
+end of the subject string.
+At other positions,
+`<code>^</code>&acute; and `<code>$</code>&acute; have no special meaning and represent themselves.
+
+<p><p>
+A pattern may contain sub-patterns enclosed in parentheses;
+they describe <em>captures</em>.
+When a match succeeds, the substrings of the subject string
+that match captures are stored (<em>captured</em>) for future use.
+Captures are numbered according to their left parentheses.
+For instance, in the pattern <code>"(a*(.)%w(%s*))"</code>,
+the part of the string matching <code>"a*(.)%w(%s*)"</code> is
+stored as the first capture (and therefore has number 1);
+the character matching <code>.</code> is captured with number 2,
+and the part matching <code>%s*</code> has number 3.
+
+<p>As a special case, the empty capture <code>()</code> captures
+the current string position (a number).
+For instance, if we apply the pattern <code>"()aa()"</code> on the
+string <code>"flaaap"</code>, there will be two captures: 3 and 5.
+
+<p>A pattern cannot contain embedded zeros. Use <code>%z</code> instead.
+
+<p><a name="5.5"></a><h2>5.5 - Table Manipulation</h2>
+This library provides generic functions for table manipulation.
+It provides all its functions inside the table <code>table</code>.
+
+<p>Most functions in the table library assume that the table
+represents an array or a list.
+For those functions, when we talk about "the length" of a table
+we mean the result of the length operator.
+
+<p><a name="pdf-table.concat"></a><hr><h3><code>table.concat (table [, sep [, i [, j]]])</code></h3>
+Returns <code>table[i]..sep..table[i+1] ... sep..table[j]</code>.
+The default value for <code>sep</code> is the empty string,
+the default for <code>i</code> is 1,
+and the default for <code>j</code> is the length of the table.
+If <code>i</code> is greater than <code>j</code>, returns the empty string.
+
+<p><a name="pdf-table.sort"></a><hr><h3><code>table.sort (table [, comp])</code></h3>
+Sorts table elements in a given order, <em>in-place</em>,
+from <code>table[1]</code> to <code>table[n]</code>,
+where <code>n</code> is the length of the table.
+If <code>comp</code> is given,
+then it must be a function that receives two table elements,
+and returns true
+when the first is less than the second
+(so that <code>not comp(a[i+1],a[i])</code> will be true after the sort).
+If <code>comp</code> is not given,
+then the standard Lua operator <code>&#060;</code> is used instead.
+
+<p>The sort algorithm is not stable,
+that is, elements considered equal by the given order
+may have their relative positions changed by the sort.
+
+<p><a name="pdf-table.insert"></a><hr><h3><code>table.insert (table, [pos,] value)</code></h3>
+
+<p>Inserts element <code>value</code> at position <code>pos</code> in <code>table</code>,
+shifting up other elements to open space, if necessary.
+The default value for <code>pos</code> is <code>n+1</code>,
+where <code>n</code> is the length of the table (see <a href="#len-op">2.5.5</a>),
+so that a call <code>table.insert(t,x)</code> inserts <code>x</code> at the end
+of table <code>t</code>.
+
+<p><a name="pdf-table.remove"></a><hr><h3><code>table.remove (table [, pos])</code></h3>
+
+<p>Removes from <code>table</code> the element at position <code>pos</code>,
+shifting down other elements to close the space, if necessary.
+Returns the value of the removed element.
+The default value for <code>pos</code> is <code>n</code>,
+where <code>n</code> is the length of the table,
+so that a call <code>table.remove(t)</code> removes the last element
+of table <code>t</code>.
+
+<p><a name="mathlib"></a><a name="5.6"></a><h2>5.6 - Mathematical Functions</h2>
+
+<p>This library is an interface to the standard C math library.
+It provides all its functions inside the table <code>math</code>.
+The library provides the following functions:
+
+
+
+
+
+
+
+<PRE>
+ math.abs math.acos math.asin math.atan math.atan2
+ math.ceil math.cosh math.cos math.deg math.exp
+ math.floor math.fmod math.frexp math.ldexp math.log
+ math.log10 math.max math.min math.modf math.pow
+ math.rad math.random math.randomseed math.sin
+ math.sinh math.sqrt math.tan math.tanh
+</PRE>
+plus a variable <code>math.pi</code> and
+a variable <code>math.huge</code>,
+with the value <code>HUGE_VAL</code>.
+Most of those functions
+are only interfaces to the corresponding functions in the C library.
+All trigonometric functions work in radians.
+The functions <code>math.deg</code> and <code>math.rad</code> convert
+between radians and degrees.
+
+<p>The function <code>math.max</code> returns the maximum
+value of its numeric arguments.
+Similarly, <code>math.min</code> computes the minimum.
+Both can be used with 1, 2, or more arguments.
+
+<p>The function <code>math.modf</code> corresponds to the <code>modf</code> C function.
+It returns two values:
+The integral part and the fractional part of its argument.
+The function <code>math.frexp</code> also returns 2 values:
+The normalized fraction and the exponent of its argument.
+
+<p>The functions <code>math.random</code> and <code>math.randomseed</code>
+are interfaces to the simple random generator functions
+<code>rand</code> and <code>srand</code> that are provided by ANSI C.
+(No guarantees can be given for their statistical properties.)
+When called without arguments,
+<code>math.random</code> returns a pseudo-random real number
+in the range <em>[0,1)</em>.
+When called with a number <em>n</em>,
+<code>math.random</code> returns
+a pseudo-random integer in the range <em>[1,n]</em>.
+When called with two arguments,
+<em>l</em> and <em>u</em>,
+<code>math.random</code> returns a pseudo-random
+integer in the range <em>[l,u]</em>.
+The <code>math.randomseed</code> function sets a "seed"
+for the pseudo-random generator:
+Equal seeds produce equal sequences of numbers.
+
+<p><a name="libio"></a><a name="5.7"></a><h2>5.7 - Input and Output Facilities</h2>
+
+<p>The I/O library provides two different styles for file manipulation.
+The first one uses implicit file descriptors,
+that is, there are operations to set a default input file and a
+default output file,
+and all input/output operations are over those default files.
+The second style uses explicit file descriptors.
+
+<p>When using implicit file descriptors,
+all operations are supplied by table <code>io</code>.
+When using explicit file descriptors,
+the operation <a href="#pdf-io.open"><code>io.open</code></a> returns a file descriptor
+and then all operations are supplied as methods of the file descriptor.
+
+<p>The table <code>io</code> also provides
+three predefined file descriptors with their usual meanings from C:
+<code>io.stdin</code>, <code>io.stdout</code>, and <code>io.stderr</code>.
+
+<p>Unless otherwise stated,
+all I/O functions return <B>nil</B> on failure
+(plus an error message as a second result)
+and some value different from <B>nil</B> on success.
+
+<p><a name="pdf-io.close"></a><hr><h3><code>io.close ([file])</code></h3>
+
+<p>Equivalent to <code>file:close()</code>.
+Without a <code>file</code>, closes the default output file.
+
+<p><a name="pdf-io.flush"></a><hr><h3><code>io.flush ()</code></h3>
+
+<p>Equivalent to <code>file:flush</code> over the default output file.
+
+<p><a name="pdf-io.input"></a><hr><h3><code>io.input ([file])</code></h3>
+
+<p>When called with a file name, it opens the named file (in text mode),
+and sets its handle as the default input file.
+When called with a file handle,
+it simply sets that file handle as the default input file.
+When called without parameters,
+it returns the current default input file.
+
+<p>In case of errors this function raises the error,
+instead of returning an error code.
+
+<p><a name="pdf-io.lines"></a><hr><h3><code>io.lines ([filename])</code></h3>
+
+<p>Opens the given file name in read mode
+and returns an iterator function that,
+each time it is called,
+returns a new line from the file.
+Therefore, the construction
+<PRE>
+ for line in io.lines(filename) do ... end
+</PRE>
+will iterate over all lines of the file.
+When the iterator function detects the end of file,
+it returns <B>nil</B> (to finish the loop) and automatically closes the file.
+
+<p>The call <code>io.lines()</code> (without a file name) is equivalent
+to <code>io.input():lines()</code>, that is, it iterates over the
+lines of the default input file.
+In that case it does not close the file when the loop ends.
+
+<p><a name="pdf-io.open"></a><hr><h3><code>io.open (filename [, mode])</code></h3>
+
+<p>This function opens a file,
+in the mode specified in the string <code>mode</code>.
+It returns a new file handle,
+or, in case of errors, <B>nil</B> plus an error message.
+
+<p>The <code>mode</code> string can be any of the following:
+<ul>
+<li><b>"r"</b> read mode (the default);
+<li><b>"w"</b> write mode;
+<li><b>"a"</b> append mode;
+<li><b>"r+"</b> update mode, all previous data is preserved;
+<li><b>"w+"</b> update mode, all previous data is erased;
+<li><b>"a+"</b> append update mode, previous data is preserved,
+ writing is only allowed at the end of file.
+</ul>
+The <code>mode</code> string may also have a <code>b</code> at the end,
+which is needed in some systems to open the file in binary mode.
+This string is exactly what is used in the
+standard C function <code>fopen</code>.
+
+<p><a name="pdf-io.output"></a><hr><h3><code>io.output ([file])</code></h3>
+
+<p>Similar to <a href="#pdf-io.input"><code>io.input</code></a>, but operates over the default output file.
+
+<p><a name="pdf-io.popen"></a><hr><h3><code>io.popen ([prog [, mode]])</code></h3>
+
+<p>Starts program <code>prog</code> in a separated process and returns
+a file handle that you can use to read data from that program
+(if <code>mode</code> is <code>"r"</code>, the default)
+or to write data to that program
+(if <code>mode</code> is <code>"w"</code>).
+
+<p>This function is system dependent and is not available
+in all platforms.
+
+<p><a name="pdf-io.read"></a><hr><h3><code>io.read (format1, ...)</code></h3>
+
+<p>Equivalent to <code>io.input():read</code>.
+
+<p><a name="pdf-io.tmpfile"></a><hr><h3><code>io.tmpfile ()</code></h3>
+
+<p>Returns a handle for a temporary file.
+This file is open in update mode
+and it is automatically removed when the program ends.
+
+<p><a name="pdf-io.type"></a><hr><h3><code>io.type (obj)</code></h3>
+
+<p>Checks whether <code>obj</code> is a valid file handle.
+Returns the string <code>"file"</code> if <code>obj</code> is an open file handle,
+<code>"closed file"</code> if <code>obj</code> is a closed file handle,
+and <B>nil</B> if <code>obj</code> is not a file handle.
+
+<p><a name="pdf-io.write"></a><hr><h3><code>io.write (value1, ...)</code></h3>
+
+<p>Equivalent to <code>io.output():write</code>.
+
+<p><a name="pdf-file:close"></a><hr><h3><code>file:close ()</code></h3>
+
+<p>Closes <code>file</code>.
+Note that files are automatically closed when garbage collected,
+but that takes an unpredictable time to happen.
+
+<p><a name="flush"></a><a name="pdf-file:flush"></a><hr><h3><code>file:flush ()</code></h3>
+
+<p>Saves any written data to <code>file</code>.
+
+<p><a name="pdf-file:lines"></a><hr><h3><code>file:lines ()</code></h3>
+
+<p>Returns an iterator function that,
+each time it is called,
+returns a new line from the file.
+Therefore, the construction
+<PRE>
+ for line in file:lines() do ... end
+</PRE>
+will iterate over all lines of the file.
+(Unlike <a href="#pdf-io.lines"><code>io.lines</code></a>, this function does not close the file
+when the loop ends.)
+
+<p><a name="pdf-file:read"></a><hr><h3><code>file:read (format1, ...)</code></h3>
+
+<p>Reads the file <code>file</code>,
+according to the given formats, which specify what to read.
+For each format,
+the function returns a string (or a number) with the characters read,
+or <B>nil</B> if it cannot read data with the specified format.
+When called without formats,
+it uses a default format that reads the entire next line
+(see below).
+
+<p>The available formats are
+<ul>
+<li><b>"*n"</b> reads a number;
+this is the only format that returns a number instead of a string.
+<li><b>"*a"</b> reads the whole file, starting at the current position.
+On end of file, it returns the empty string.
+<li><b>"*l"</b> reads the next line (skipping the end of line),
+returning <B>nil</B> on end of file.
+This is the default format.
+<li><b><em>number</em></b> reads a string with up to that number of characters,
+returning <B>nil</B> on end of file.
+If number is zero,
+it reads nothing and returns an empty string,
+or <B>nil</B> on end of file.
+</ul>
+
+<p><a name="pdf-file:seek"></a><hr><h3><code>file:seek ([whence] [, offset])</code></h3>
+
+<p>Sets and gets the file position,
+measured from the beginning of the file,
+to the position given by <code>offset</code> plus a base
+specified by the string <code>whence</code>, as follows:
+<ul>
+<li><b>"set"</b> base is position 0 (beginning of the file);
+<li><b>"cur"</b> base is current position;
+<li><b>"end"</b> base is end of file;
+</ul>
+In case of success, function <code>seek</code> returns the final file position,
+measured in bytes from the beginning of the file.
+If this function fails, it returns <B>nil</B>,
+plus a string describing the error.
+
+<p>The default value for <code>whence</code> is <code>"cur"</code>,
+and for <code>offset</code> is 0.
+Therefore, the call <code>file:seek()</code> returns the current
+file position, without changing it;
+the call <code>file:seek("set")</code> sets the position to the
+beginning of the file (and returns 0);
+and the call <code>file:seek("end")</code> sets the position to the
+end of the file, and returns its size.
+
+<p><a name="pdf-file:setvbuf"></a><hr><h3><code>file:setvbuf (mode [, size])</code></h3>
+
+<p>Sets the buffering mode for an output file.
+There are three available modes:
+<ul>
+<li><b>"no"</b> no buffering; any output operation appear immediately.
+<li><b>"full"</b> full buffering; output operation is performed only
+when the buffer is full (or when you <code>flush</code> the file (see <a href="#flush">5.7</a>)).
+<li><b>"line"</b> line buffering; output is buffered until a newline is
+output or there is any input from some special files
+(such as a terminal device).
+</ul>
+For the last two cases, <code>sizes</code>
+specifies the size of the buffer, in bytes.
+The default is an appropriate size.
+
+<p><a name="pdf-file:write"></a><hr><h3><code>file:write (value1, ...)</code></h3>
+
+<p>Writes the value of each of its arguments to
+the filehandle <code>file</code>.
+The arguments must be strings or numbers.
+To write other values,
+use <a href="#pdf-tostring"><code>tostring</code></a> or <a href="#pdf-string.format"><code>string.format</code></a> before <code>write</code>.
+
+<p><a name="libiosys"></a><a name="5.8"></a><h2>5.8 - Operating System Facilities</h2>
+
+<p>This library is implemented through table <code>os</code>.
+
+<p><a name="pdf-os.clock"></a><hr><h3><code>os.clock ()</code></h3>
+
+<p>Returns an approximation of the amount of CPU time
+used by the program, in seconds.
+
+<p><a name="pdf-os.date"></a><hr><h3><code>os.date ([format [, time]])</code></h3>
+
+<p>Returns a string or a table containing date and time,
+formatted according to the given string <code>format</code>.
+
+<p>If the <code>time</code> argument is present,
+this is the time to be formatted
+(see the <a href="#pdf-os.time"><code>os.time</code></a> function for a description of this value).
+Otherwise, <code>date</code> formats the current time.
+
+<p>If <code>format</code> starts with `<code>!</code>&acute;,
+then the date is formatted in Coordinated Universal Time.
+After that optional character,
+if <code>format</code> is <code>*t</code>,
+then <code>date</code> returns a table with the following fields:
+<code>year</code> (four digits), <code>month</code> (1--12), <code>day</code> (1--31),
+<code>hour</code> (0--23), <code>min</code> (0--59), <code>sec</code> (0--61),
+<code>wday</code> (weekday, Sunday is 1),
+<code>yday</code> (day of the year),
+and <code>isdst</code> (daylight saving flag, a boolean).
+
+<p>If <code>format</code> is not <code>*t</code>,
+then <code>date</code> returns the date as a string,
+formatted according to the same rules as the C function <code>strftime</code>.
+
+<p>When called without arguments,
+<code>date</code> returns a reasonable date and time representation that depends on
+the host system and on the current locale
+(that is, <code>os.date()</code> is equivalent to <code>os.date("%c")</code>).
+
+<p><a name="pdf-os.difftime"></a><hr><h3><code>os.difftime (t2, t1)</code></h3>
+
+<p>Returns the number of seconds from time <code>t1</code> to time <code>t2</code>.
+In Posix, Windows, and some other systems,
+this value is exactly <code>t2</code><em>-</em><code>t1</code>.
+
+<p><a name="pdf-os.execute"></a><hr><h3><code>os.execute (command)</code></h3>
+
+<p>This function is equivalent to the C function <code>system</code>.
+It passes <code>command</code> to be executed by an operating system shell.
+It returns a status code, which is system-dependent.
+
+<p><a name="pdf-os.exit"></a><hr><h3><code>os.exit ([code])</code></h3>
+
+<p>Calls the C function <code>exit</code>,
+with an optional <code>code</code>,
+to terminate the host program.
+The default value for <code>code</code> is the success code.
+
+<p><a name="pdf-os.getenv"></a><hr><h3><code>os.getenv (varname)</code></h3>
+
+<p>Returns the value of the process environment variable <code>varname</code>,
+or <B>nil</B> if the variable is not defined.
+
+<p><a name="pdf-os.remove"></a><hr><h3><code>os.remove (filename)</code></h3>
+
+<p>Deletes the file with the given name.
+If this function fails, it returns <B>nil</B>,
+plus a string describing the error.
+
+<p><a name="pdf-os.rename"></a><hr><h3><code>os.rename (oldname, newname)</code></h3>
+
+<p>Renames file named <code>oldname</code> to <code>newname</code>.
+If this function fails, it returns <B>nil</B>,
+plus a string describing the error.
+
+<p><a name="pdf-os.setlocale"></a><hr><h3><code>os.setlocale (locale [, category])</code></h3>
+
+<p>Sets the current locale of the program.
+<code>locale</code> is a string specifying a locale;
+<code>category</code> is an optional string describing which category to change:
+<code>"all"</code>, <code>"collate"</code>, <code>"ctype"</code>,
+<code>"monetary"</code>, <code>"numeric"</code>, or <code>"time"</code>;
+the default category is <code>"all"</code>.
+The function returns the name of the new locale,
+or <B>nil</B> if the request cannot be honored.
+
+<p><a name="pdf-os.time"></a><hr><h3><code>os.time ([table])</code></h3>
+
+<p>Returns the current time when called without arguments,
+or a time representing the date and time specified by the given table.
+This table must have fields <code>year</code>, <code>month</code>, and <code>day</code>,
+and may have fields <code>hour</code>, <code>min</code>, <code>sec</code>, and <code>isdst</code>
+(for a description of these fields, see the <a href="#pdf-os.date"><code>os.date</code></a> function).
+
+<p>The returned value is a number, whose meaning depends on your system.
+In Posix, Windows, and some other systems, this number counts the number
+of seconds since some given start time (the "epoch").
+In other systems, the meaning is not specified,
+and the number returned by <code>time</code> can be used only as an argument to
+<code>date</code> and <code>difftime</code>.
+
+<p><a name="pdf-os.tmpname"></a><hr><h3><code>os.tmpname ()</code></h3>
+
+<p>Returns a string with a file name that can
+be used for a temporary file.
+The file must be explicitly opened before its use
+and removed when no longer needed.
+
+<p><a name="libdebug"></a><a name="5.9"></a><h2>5.9 - The Reflexive Debug Interface</h2>
+
+<p>The <em>debug library</em> provides
+the functionality of the debug interface to Lua programs.
+You should exert care when using this library.
+The functions provided here should be used exclusively for debugging
+and similar tasks, such as profiling.
+Please resist the temptation to use them as a
+usual programming tool:
+They can be very slow.
+Moreover, several of its functions
+violate some assumptions about Lua code
+(e.g., that local variables cannot be accessed from outside or
+that userdata metatables cannot be changed by Lua code)
+and therefore can compromise some otherwise secure code.
+
+<p>All functions in this library are provided
+inside a <code>debug</code> table.
+
+<p><a name="pdf-debug.debug"></a><hr><h3><code>debug.debug ()</code></h3>
+
+<p>Enters an interactive mode with the user,
+running each string that the user enters.
+Using simple commands and other debug facilities,
+the user can inspect global and local variables,
+change their values, evaluate expressions, and so on.
+A line containing only the word <code>cont</code> finishes this function,
+so that the caller continues its execution.
+
+<p>Note that commands for <a href="#pdf-debug.debug"><code>debug.debug</code></a> are not lexically nested
+with any function, so they have no direct access to local variables.
+
+<p><a name="pdf-debug.getfenv"></a><hr><h3><code>debug.getfenv (o)</code></h3>
+Returns the environment of object <code>o</code>.
+
+<p><a name="pdf-debug.gethook"></a><hr><h3><code>debug.gethook ()</code></h3>
+
+<p>Returns the current hook settings, as three values:
+the current hook function, the current hook mask,
+and the current hook count
+(as set by the <a href="#pdf-debug.sethook"><code>debug.sethook</code></a> function).
+
+<p><a name="pdf-debug.getinfo"></a><hr><h3><code>debug.getinfo (function [, what])</code></h3>
+
+<p>This function returns a table with information about a function.
+You can give the function directly,
+or you can give a number as the value of <code>function</code>,
+which means the function running at level <code>function</code> of the call stack:
+Level 0 is the current function (<code>getinfo</code> itself);
+level 1 is the function that called <code>getinfo</code>;
+and so on.
+If <code>function</code> is a number larger than the number of active functions,
+then <code>getinfo</code> returns <B>nil</B>.
+
+<p>The returned table contains all the fields returned by <a href="#lua_getinfo"><code>lua_getinfo</code></a>,
+with the string <code>what</code> describing which fields to fill in.
+The default for <code>what</code> is to get all information available.
+If present,
+the option `<code>f</code>&acute;
+adds a field named <code>func</code> with the function itself.
+
+<p>For instance, the expression <code>debug.getinfo(1,"n").name</code> returns
+the name of the current function, if a reasonable name can be found,
+and <code>debug.getinfo(print)</code> returns a table with all available information
+about the <a href="#pdf-print"><code>print</code></a> function.
+
+<p><a name="pdf-debug.getlocal"></a><hr><h3><code>debug.getlocal (level, local)</code></h3>
+
+<p>This function returns the name and the value of the local variable
+with index <code>local</code> of the function at level <code>level</code> of the stack.
+(The first parameter or local variable has index 1, and so on,
+until the last active local variable.)
+The function returns <B>nil</B> if there is no local
+variable with the given index,
+and raises an error when called with a <code>level</code> out of range.
+(You can call <a href="#pdf-debug.getinfo"><code>debug.getinfo</code></a> to check whether the level is valid.)
+
+<p><a name="pdf-debug.getmetatable"></a><hr><h3><code>debug.getmetatable (object)</code></h3>
+
+<p>If <code>object</code> does not have a metatable, returns <B>nil</B>.
+Otherwise, returns the metatable of the given object.
+
+<p><a name="pdf-debug.getupvalue"></a><hr><h3><code>debug.getupvalue (func, up)</code></h3>
+
+<p>This function returns the name and the value of the upvalue
+with index <code>up</code> of the function <code>func</code>.
+The function returns <B>nil</B> if there is no upvalue with the given index.
+
+<p><a name="pdf-debug.setfenv"></a><hr><h3><code>debug.setfenv (o, table)</code></h3>
+
+<p>Sets the environment of the given object.
+
+<p><a name="pdf-debug.sethook"></a><hr><h3><code>debug.sethook (hook, mask [, count])</code></h3>
+
+<p>Sets the given function as a hook.
+The string <code>mask</code> and the number <code>count</code> describe
+when the hook will be called.
+The string mask may have the following characters,
+with the given meaning:
+<ul>
+<li><b><code>"c"</code></b> The hook is called every time Lua calls a function;
+<li><b><code>"r"</code></b> The hook is called every time Lua returns from a function;
+<li><b><code>"l"</code></b> The hook is called every time Lua enters a new line of code.
+</ul>
+With a <code>count</code> different from zero,
+the hook is called after every <code>count</code> instructions.
+
+<p>When called without arguments,
+the <a href="#pdf-debug.sethook"><code>debug.sethook</code></a> function turns off the hook.
+
+<p>When the hook is called, its first parameter is always a string
+describing the event that triggered its call:
+<code>"call"</code>, <code>"return"</code> (or <code>"tail return"</code>),
+<code>"line"</code>, and <code>"count"</code>.
+Moreover, for line events,
+it also gets as its second parameter the new line number.
+Inside a hook,
+you can call <code>getinfo</code> with level 2 to get more information about
+the running function
+(level 0 is the <code>getinfo</code> function,
+and level 1 is the hook function),
+unless the event is <code>"tail return"</code>.
+In this case, Lua is only simulating the return,
+and a call to <code>getinfo</code> will return invalid data.
+
+<p><a name="pdf-debug.setlocal"></a><hr><h3><code>debug.setlocal (level, local, value)</code></h3>
+
+<p>This function assigns the value <code>value</code> to the local variable
+with index <code>local</code> of the function at level <code>level</code> of the stack.
+The function returns <B>nil</B> if there is no local
+variable with the given index,
+and raises an error when called with a <code>level</code> out of range.
+(You can call <code>getinfo</code> to check whether the level is valid.)
+Otherwise, it returns the name of the local variable.
+
+<p><a name="pdf-debug.setmetatable"></a><hr><h3><code>debug.setmetatable (o, metatable)</code></h3>
+
+<p>Sets the metatable for the given object.
+
+<p><a name="pdf-debug.setupvalue"></a><hr><h3><code>debug.setupvalue (func, up, value)</code></h3>
+
+<p>This function assigns the value <code>value</code> to the upvalue
+with index <code>up</code> of the function <code>func</code>.
+The function returns <B>nil</B> if there is no upvalue
+with the given index.
+Otherwise, it returns the name of the upvalue.
+
+<p><a name="pdf-debug.traceback"></a><hr><h3><code>debug.traceback ([message])</code></h3>
+
+<p>Returns a string with a traceback of the call stack.
+An optional <code>message</code> string is appended
+at the beginning of the traceback.
+This function is typically used with <a href="#pdf-xpcall"><code>xpcall</code></a> to produce
+better error messages.
+
+<p>
+<a name="lua-sa"></a><a name="6"></a><h1>6 - Lua Stand-alone</h1>
+
+<p>Although Lua has been designed as an extension language,
+to be embedded in a host C program,
+it is also frequently used as a stand-alone language.
+An interpreter for Lua as a stand-alone language,
+called simply <code>lua</code>,
+is provided with the standard distribution.
+The stand-alone interpreter includes
+all standard libraries plus the reflexive debug interface.
+Its usage is:
+<PRE>
+ lua [options] [script [args]]
+</PRE>
+The options are:
+<ul>
+<li><b><code>-</code> </b> executes <code>stdin</code> as a file;
+<li><b><code>-e</code> <em>stat</em></b> executes string <em>stat</em>;
+<li><b><code>-l</code> <em>mod</em></b> "requires" <em>mod</em>;
+<li><b><code>-i</code></b> enters interactive mode after running <em>script</em>;
+<li><b><code>-v</code></b> prints version information;
+<li><b><code>--</code></b> stop handling options.
+</ul>
+After handling its options, <code>lua</code> runs the given <em>script</em>,
+passing to it the given <em>args</em>.
+When called without arguments,
+<code>lua</code> behaves as <code>lua -v -i</code> when <code>stdin</code> is a terminal,
+and as <code>lua -</code> otherwise.
+
+<p>Before running any argument,
+the interpreter checks for an environment variable <code>LUA_INIT</code>.
+If its format is @<em>filename</em>,
+then lua executes the file.
+Otherwise, lua executes the string itself.
+
+<p>All options are handled in order, except <code>-i</code>.
+For instance, an invocation like
+<PRE>
+ $ lua -e'a=1' -e 'print(a)' script.lua
+</PRE>
+will first set <code>a</code> to 1, then print <code>a</code>,
+and finally run the file <code>script.lua</code>.
+(Here <code>$</code> is the shell prompt. Your prompt may be different.)
+
+<p>Before starting to run the script,
+<code>lua</code> collects all arguments in the command line
+in a global table called <code>arg</code>.
+The script name is stored in index 0,
+the first argument after the script name goes to index 1,
+and so on.
+Any arguments before the script name
+(that is, the interpreter name plus the options)
+go to negative indices.
+For instance, in the call
+<PRE>
+ $ lua -la.lua b.lua t1 t2
+</PRE>
+the interpreter first runs the file <code>a.lua</code>,
+then creates a table
+<PRE>
+ arg = { [-2] = "lua", [-1] = "-la.lua", [0] = "b.lua",
+ [1] = "t1", [2] = "t2" }
+</PRE>
+and finally runs the file <code>b.lua</code>.
+The script is called with <code>arg[1]</code>, <code>arg[2]</code>, ...
+as arguments;
+it can access those arguments with the vararg expression <code>...</code>.
+
+<p>In interactive mode,
+if you write an incomplete statement,
+the interpreter waits for its completion.
+
+<p>If the global variable <code>_PROMPT</code> is defined as a string,
+then its value is used as the prompt.
+Therefore, the prompt can be changed directly on the command line:
+<PRE>
+ $ lua -e"_PROMPT='myprompt> '" -i
+</PRE>
+(the outer pair of quotes is for the shell,
+the inner is for Lua),
+or in any Lua programs by assigning to <code>_PROMPT</code>.
+Note the use of <code>-i</code> to enter interactive mode; otherwise,
+the program would end just after the assignment to <code>_PROMPT</code>.
+
+<p>To allow the use of Lua as a
+script interpreter in Unix systems,
+the stand-alone interpreter skips
+the first line of a chunk if it starts with <code>#</code>.
+Therefore, Lua scripts can be made into executable programs
+by using <code>chmod +x</code> and the <code>#!</code> form,
+as in
+<PRE>
+#!/usr/local/bin/lua
+</PRE>
+(Of course,
+the location of the Lua interpreter may be different in your machine.
+If <code>lua</code> is in your <code>PATH</code>,
+then
+<PRE>
+#!/usr/bin/env lua
+</PRE>
+is a more portable solution.)
+
+<p><hr>
+
+<p><h1>Incompatibilities with Previous Version</h1>
+
+
+<p>Here we list the incompatibilities when moving a program
+from Lua 5.0 to Lua 5.1.
+You can avoid most of the incompatibilities compiling Lua with
+appropriate options.
+However,
+all those compatibility options will be removed in the next version.
+
+<p><h2>Incompatibilities with version 5.0</h2>
+
+<p><h3>Changes in the Language</h3>
+<ul>
+<li>
+The vararg system changed from the pseudo-argument <code>arg</code> with a
+table with the extra arguments to the vararg expression.
+(Option <code>LUA_COMPAT_VARARG</code>)
+
+<p><li>
+There was a subtle change in the scope of the implicit
+variables of the <b>for</b> constructor.
+
+<p><li>
+The long string/long comment syntax (<code>[[...]]</code>) does not allow nesting.
+You can use the new syntax (<code>[=[...]=]</code>) in those cases.
+(Option <code>LUA_COMPAT_LSTR</code>)
+
+<p></ul>
+
+<p><h3>Changes in the Libraries</h3>
+<ul>
+<li>
+Function <a href="#pdf-string.find"><code>string.find</code></a> does not return its captures.
+Use <a href="#pdf-string.match"><code>string.match</code></a> for that.
+(Option <code>LUA_COMPAT_FIND</code>)
+
+<p><li>
+Function <code>string.gfind</code> was renamed <a href="#pdf-string.gmatch"><code>string.gmatch</code></a>.
+(Option <code>LUA_COMPAT_GFIND</code>)
+
+<p><li>
+Function <code>table.setn</code> was deprecated.
+Function <code>table.getn</code> corresponds
+to the new length operator (<code>#</code>);
+use the operator instead of the function.
+(Option <code>LUA_COMPAT_GETN</code>)
+
+<p><li>
+Function <code>loadlib</code> was renamed <a href="#pdf-package.loadlib"><code>package.loadlib</code></a>.
+(Option <code>LUA_COMPAT_LOADLIB</code>)
+
+<p><li>
+Function <code>math.mod</code> was renamed <a href="#pdf-math.fmod"><code>math.fmod</code></a>.
+(Option <code>LUA_COMPAT_MOD</code>)
+
+<p><li>
+There was substantial changes in function <a href="#pdf-require"><code>require</code></a> due to
+the new module system.
+However, the new behavior is mostly compatible with the old,
+but it gets the path from <a href="#pdf-package.path"><code>package.path</code></a> instead
+of from <code>LUA_PATH</code>.
+
+<p><li>
+Function <a href="#pdf-collectgarbage"><code>collectgarbage</code></a> has different arguments.
+Function <code>gcinfo</code> is deprecated;
+use <code>collectgarbage("count")</code> instead.
+
+<p></ul>
+
+<p><h3>Changes in the API</h3>
+<ul>
+<li>
+Function <code>lua_open</code> was replaced by <a href="#lua_newstate"><code>lua_newstate</code></a> to
+allow the user to set an allocation function.
+You can use <a href="#luaL_newstate"><code>luaL_newstate</code></a> from the standard library to
+create a state with a standard allocation function
+(based on <code>realloc</code>).
+
+<p><li>
+Functions <code>luaL_getn</code> and <code>luaL_setn</code>
+(from the auxiliary library) are deprecated.
+Use <a href="#lua_objlen"><code>lua_objlen</code></a> instead of <code>luaL_getn</code>
+and nothing instead of <code>luaL_setn</code>.
+
+<p><li>
+Function <code>luaL_openlib</code> was replaced by <a href="#luaL_register"><code>luaL_register</code></a>.
+
+<p></ul>
+
+<p>
+
+<a name="BNF"></a><h1>The Complete Syntax of Lua</h1>
+
+
+<p>
+
+<p><pre>
+
+<p> chunk ::= {stat [`<b>;</b>&acute;]}
+
+<p> block ::= chunk
+
+<p> stat ::= varlist1 `<b>=</b>&acute; explist1 | functioncall | <b>do</b> block <b>end</b> | <b>while</b> exp <b>do</b> block <b>end</b> | <b>repeat</b> block <b>until</b> exp | <b>if</b> exp <b>then</b> block {<b>elseif</b> exp <b>then</b> block} [<b>else</b> block] <b>end</b> | <b>return</b> [explist1] | <b>break</b> | <b>for</b> Name `<b>=</b>&acute; exp `<b>,</b>&acute; exp [`<b>,</b>&acute; exp] <b>do</b> block <b>end</b> | <b>for</b> namelist <b>in</b> explist1 <b>do</b> block <b>end</b> | <b>function</b> funcname funcbody | <b>local</b> <b>function</b> Name funcbody | <b>local</b> namelist [init]
+
+<p> funcname ::= Name {`<b>.</b>&acute; Name} [`<b>:</b>&acute; Name]
+
+<p> varlist1 ::= var {`<b>,</b>&acute; var}
+
+<p> var ::= Name | prefixexp `<b>[</b>&acute; exp `<b>]</b>&acute; | prefixexp `<b>.</b>&acute; Name
+
+<p> namelist ::= Name {`<b>,</b>&acute; Name}
+
+<p> init ::= `<b>=</b>&acute; explist1
+
+<p> explist1 ::= {exp `<b>,</b>&acute;} exp
+
+<p> exp ::= <b>nil</b> | <b>false</b> | <b>true</b> | Number | Literal | `<b>...</b>&acute; | function | prefixexp | tableconstructor | exp binop exp | unop exp
+
+<p> prefixexp ::= var | functioncall | `<b>(</b>&acute; exp `<b>)</b>&acute;
+
+<p> functioncall ::= prefixexp args | prefixexp `<b>:</b>&acute; Name args
+
+<p> args ::= `<b>(</b>&acute; [explist1] `<b>)</b>&acute; | tableconstructor | Literal
+
+<p> function ::= <b>function</b> funcbody
+
+<p> funcbody ::= `<b>(</b>&acute; [parlist1] `<b>)</b>&acute; block <b>end</b>
+
+<p> parlist1 ::= namelist [`<b>,</b>&acute; `<b>...</b>&acute;] | `<b>...</b>&acute;
+
+<p> tableconstructor ::= `<b>{</b>&acute; [fieldlist] `<b>}</b>&acute;
+ fieldlist ::= field {fieldsep field} [fieldsep]
+ field ::= `<b>[</b>&acute; exp `<b>]</b>&acute; `<b>=</b>&acute; exp | name `<b>=</b>&acute; exp | exp
+ fieldsep ::= `<b>,</b>&acute; | `<b>;</b>&acute;
+
+<p> binop ::= `<b>+</b>&acute; | `<b>-</b>&acute; | `<b>*</b>&acute; | `<b>/</b>&acute; | `<b>^</b>&acute; | `<b>%</b>&acute; | `<b>..</b>&acute; | `<b>&#060;</b>&acute; | `<b>&#060;=</b>&acute; | `<b>></b>&acute; | `<b>>=</b>&acute; | `<b>==</b>&acute; | `<b>~=</b>&acute; | <b>and</b> | <b>or</b>
+
+<p> unop ::= `<b>-</b>&acute; | <b>not</b> | `<b>#</b>&acute;
+
+<p></pre>
+
+<p>
+
+<p>
+
+<HR>
+<SMALL>
+Last update:
+Wed Sep 7 13:53:49 BRT 2005
+</SMALL>
+
+</body></html>