OOP in Lua: Difference between revisions

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__TOC__
__TOC__
== Introduction and other related pages ==
This is a scripting tutorial teaches you the basics about how to start using an Object-Oriented developing interface with Lua. Originally created by [http://forum.mtasa.com/memberlist.php?mode=viewprofile&u=53356 novo] @adam.mta. - [http://forum.mtasa.com/viewtopic.php?f=148&t=84365 Forum topic].
This is a scripting tutorial teaches you the basics about how to start using an Object-Oriented developing interface with Lua. Originally created by [http://forum.mtasa.com/memberlist.php?mode=viewprofile&u=53356 Adam James] @adam.mta. - [http://forum.mtasa.com/viewtopic.php?f=148&t=84365 Forum topic].
* [[OOP_Introduction|OOP Introduction - MTA-related]] ''by qaisjp3''
* [[OOP|OOP]]
* [[OOP_client|MTA built-in client-sided OO functions]]
* [[OOP_server|MTA built-in server-sided OO functions]]


== Glossary ==
== Glossary ==
Line 17: Line 12:
local array = {}
local array = {}
function array:example (argument)
function array:example (argument)
return "Hello"
    return "Hello" .. argument
end
 
-- The above is syntactic sugar for:
function array.example(self, argument)
    return "Hello" .. argument
end
end
</syntaxhighlight>
</syntaxhighlight>
What we do upon above is defining a ''local'' environment and then declaring the function '''example''' as part of it. Alright, so how should we proceed in order to call the mentioned function? As follows:
What we do upon above is defining a ''local'' environment and then declaring the function '''example''' as part of it. So how do we call ''example''? This is how:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
array:example()
array:example(", world!")
array.example(array, example)
 
-- The above is syntactic sugar for the
-- following line of code. This makes it
-- easier and faster to use OOP in Lua.
array.example(array, ", world!")
</syntaxhighlight>
</syntaxhighlight>
As Lua is so cool, we're able to call a function using two methods: "''':'''" and "'''.'''". As you can see on the example above, if we use a dot we're supposed to send '''self's value''' to the function. Yes, that's right, and in case we use a colon, self's value will be the environment within which we are executing a code, i.e. '''array'''. We can send the self value in case we want a function to override its self and, instead of working as if self was the environment within it's working, it will work over the environment we sent (example under [[#Advanced_examples|advanced examples]]).
We're able to call a function using two ways: "''':'''" and "'''.'''". As you can see on the example above, if we use a dot we're directly accessing the function. We need to manually send the ''self'' value . But if use a colon, ''self'' will be the environment the function is under, i.e. '''array'''. We can send the self value in case we want a function to override the object, read ahead to [[#Advanced_examples|advanced examples]] for more information about this.


=== Variables and further handling ===
=== Variables ===
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
local array = {text = "none"}
local array = {text = "none"}
function array:setKey (key, value)
function array:setKey (key, value)
self[key] = value
    self[key] = value
end
end
function array:getKey (key)
function array:getKey (key)
return self[key]
    return self[key]
end
end


Line 41: Line 45:
array:getKey("text") -- returns "something"
array:getKey("text") -- returns "something"
</syntaxhighlight>
</syntaxhighlight>
What we do here is retrieving and modifying '''text''''s value, which a variable inside array, recurring to functions inside the same environment as the variable is.
 
Since we are doing '''''array''':setKey(..)'', the "secret" self variable set in both functions are set to '''array'''. This means that '''self[key] = value''' is actually setting '''array[key] = value'''.


== Metatables ==
== Metatables ==
Content's provenance: [http://nova-fusion.com/2011/06/30/lua-metatables-tutorial/ NovaFusion]
Content's provenance: [http://nova-fusion.com/2011/06/30/lua-metatables-tutorial/ NovaFusion]
----
----
Knowledge of how to use metatables will allow you to be much more powerful in your use of Lua. Every table can have a metatable attached to it. A metatable is a table which, with some certain keys set, can change the behaviour of the table it's attached to. Let's see an example.
Knowledge of the usage of metatables will allow you to create much more powerful scripts. Every table can have a metatable attached to it. A metatable is a table that can change the behaviour of the table it's attached to. Let's see an example.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
t = {} -- our normal table
local t = {} -- our normal table
mt = {} -- our metatable, which contains nothing right now
local mt = {} -- our metatable, which contains nothing right now
setmetatable(t, mt) -- sets mt to be t's metatable
setmetatable(t, mt) -- set the metatable of *t* to *mt*
getmetatable(t) -- this will return mt
getmetatable(t) -- this will return mt
</syntaxhighlight>
</syntaxhighlight>


As you can see, '''getmetatable''' and '''setmetatable''' are the main functions here; I think it's pretty obvious what they do. Of course, in this case we could contract the first three lines into this:
As you can see, '''getmetatable''' and '''setmetatable''' are the main functions here. This is pretty much self explanatory. A shortened version of this code is this:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
t = setmetatable({}, {})
local t = setmetatable({}, {})
</syntaxhighlight>
</syntaxhighlight>
'''setmetatable''' returns its first argument, therefore we can use this shorter form.
The function '''setmetatable''' returns its first argument, therefore we can use this shorter form.


Now, what do we put in these metatables? Metatables can contain anything, but they respond to certain keys (which are strings of course) which always start with __ (two underscores in a row), such as '''__index''' and '''__newindex'''. The values corresponding to these keys will usually be functions or other tables. An example:
Now, what do we put in these metatables? Metatables can contain anything, like a regular table, but certain keys that always start with __ (two underscores in a row), such as '''__index''' and '''__newindex''' help modify the behaviour of the ''target table''. The values corresponding to these keys will usually be functions or other tables. Here's an example:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
t = setmetatable({}, {
local t = setmetatable({}, {
  __index = function(t, key)
    __index = function(tab, key)
    if key == "foo" then
        if key == "foo" then
      return 0
            return 0
    else
        else
      return table[key]
            return rawget(tab, key)
        end
     end
     end
  end
})
})
</syntaxhighlight>
</syntaxhighlight>
Line 81: Line 86:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
other = { foo = 3 }
other = { foo = 3 }
t = setmetatable({}, { __index = other })
t = setmetatable({hello = "world"}, { __index = other })
t.foo -- 3
t.foo -- 3
t.bar -- nil
t.bar -- nil
t.hello -- "world"
</syntaxhighlight>
</syntaxhighlight>


If '''__index''' contains a function, then it's called, with the table that is being looked up and the key used as parameters. As we saw in the code example above the last one, this allows us to use conditionals on the key, and basically anything else that Lua code can do. Therefore, in that example, if the key was equal to the string "foo" we would return 0, otherwise we look up the '''table''' table with the key that was used; this makes '''t''' an alias of '''table''' that returns 0 when the key "foo" is used.
If '''__index''' contains a function, then it's called, with the table that is being looked up and the key used as parameters. By default, this function is "rawget". As we saw in the code example above the last one, this allows us to use conditionals on the key, and basically anything else that Lua code can do. Therefore, in that example, if the key was equal to the string "foo" we would return 0, otherwise we look up the '''table''' table with the key that was used; this makes '''t''' an alias of '''table''' that returns 0 when the key "foo" is used.


You may be wondering why the table is passed as a first parameter to the '''__index''' function. This comes in handy if you use the same metatable for multiple tables, supporting code re-use and saving computer resources. We'll see an example of this when we take a look at the '''Vector''' class.
You may be wondering why the table is passed as a first parameter to the '''__index''' function. This comes in handy if you use the same metatable for multiple tables, supporting code re-use and saving computer resources. We'll see an example of this when we take a look at the '''Vector''' class.
Line 105: Line 111:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
t = setmetatable({}, {
t = setmetatable({}, {
  __newindex = function(t, key, value)
    __newindex = function(t, key, value)
    if type(value) == "number" then
        if type(value) == "number" then
      rawset(t, key, value * value)
            rawset(t, key, value * value)
    else
        else
      rawset(t, key, value)
            rawset(t, key, value)
        end
     end
     end
  end
})
})


t.foo = "foo"
t.foo = "foo"
print(t.foo) -- "foo"
t.bar = 4
t.bar = 4
print(t.bar) -- 16
t.la = 10
t.la = 10
t.foo -- "foo"
print(t.la) -- 100</syntaxhighlight>
t.bar -- 16
When creating a new key in '''t''', if the value is a number it will be squared, otherwise it will just be set using the default "__newindex" function, '''rawset'''.. This introduces us to our friends, '''rawget''' and '''rawset'''.
t.la -- 100
</syntaxhighlight>
When creating a new key in '''t''', if the value is a number it will be squared, otherwise it will just be set anyway. This introduces us to our friends, '''rawget''' and '''rawset'''.


=== rawget and rawset ===
=== rawget and rawset ===


There are times when you need get and set a table's keys without having Lua do it's thing with metatables. As you might guess, [http://www.lua.org/manual/5.1/manual.html#pdf-rawget rawget] allows you to get the value of a key without Lua using '''__index''', and [http://www.lua.org/manual/5.1/manual.html#pdf-rawset rawset] allows you to set the value of a key without Lua using '''__newindex''' (no these don't provide a speed increase to conventional way of doing things). You'll need to use these when you would otherwise get stuck in an infinite loop. For example, in that last code example, the code '''t[key] = value * value''' would set off the same '''__newindex''' function again, which would get you stuck in an infinite loop. Using '''rawset(t, key, value * value)''' avoids this.
There are times when you need get and set a table's keys without dealing with metatables. [http://www.lua.org/manual/5.1/manual.html#pdf-rawget Rawget] and [http://www.lua.org/manual/5.1/manual.html#pdf-rawset rawset] bypass metatables, if you didn't use these when actually getting a value from a table inside a metatable function, an infinite loop will occur. Rawset and rawget do not provide performance enhancements over regular methods, so people don't overuse it to try to gain a performance boost. You may have noticed that the __index arguments are exactly the same as the possible arguments for rawget - this is because rawget/rawset are actually the default metamethods for regular tables.
 
As you probably can see, to use these functions, for parameters we must pass in the target table, the key, and if you're using '''rawset''', the value.


=== Operators ===
=== Operators ===
Line 133: Line 138:
Many of the metatable keys available have to do with operators (as in, '''+''', '''-''', etc.), allowing you to make tables support the use of operators on them. For example, say we wanted a table to support the multiplication operator ('''*'''), this is how we would do it:
Many of the metatable keys available have to do with operators (as in, '''+''', '''-''', etc.), allowing you to make tables support the use of operators on them. For example, say we wanted a table to support the multiplication operator ('''*'''), this is how we would do it:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
t = setmetatable({ 1, 2, 3 }, {
t = setmetatable({}, {
  __mul = function(t, other)
    __mul = function(t, other)
    new = {}
        new = {}
   
        for i = 1, other do
            for _, v in ipairs(t) do table.insert(new, v) end
        end
      
      
    for i = 1, other do
        return new
      for _, v in ipairs(t) do table.insert(new, v) end
     end
     end
   
    return new
  end
})
})
 
t[1] = "M"
t = t * 2 -- { 1, 2, 3, 1, 2, 3 }
t[2] = "T"
t[3] = "A"
t[4] = 1.4
t = t * 2 -- { "M", "T", "A", 1.4, "M", "T", "A", 1.4 }
</syntaxhighlight>
</syntaxhighlight>


This allows us to create a new table with the original replicated a certain amount of times using the multiplication operator. As you can tell, the corresponding key for multiplication is '''__mul'''; unlike '''__index''' and '''__newindex''' the keys for operators can only contain functions. The first parameter these functions always receive is the target table, and then the value on the right hand side (except for the unary - which has the key of '''__unm'''). Here's a list of the supported operators:
This allows us to create a new table with the original replicated a certain amount of times using the multiplication operator. The corresponding key for multiplication is '''__mul'''; unlike '''__index''' and '''__newindex''' the keys for operators can only contain functions. The first parameter these functions always receive is the target table, and then the value on the right hand side (except for the unary - which has the key of '''__unm'''). Here's a list of the supported operators:


* __add: Addition (+)
* __add: Addition (+)
Line 161: Line 169:
* __le: Less than or equal to (<=)
* __le: Less than or equal to (<=)


(There's only '''==''', '''<''', '''<=''' because you can implement full support for the comparison operators with just those; in fact only '''==''' and '''<''' are needed.)
The operators '''>''', '''>=''' and '''~=''' do not exist because these can be calculated by flipping the right values. Lua does this:
* '''>''': More than - '''not __le'''
* '''~=''': Not equal to -- '''not __eq'''
* '''>=''': More than or equal to - '''not __lt'''


=== __call ===
=== __call ===
Line 169: Line 180:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
t = setmetatable({}, {
t = setmetatable({}, {
  __call = function(t, a, b, c, whatever)
    __call = function(t, a, b, c, multiplier)
    return (a + b + c) * whatever
        return (a + b + c) * multiplier
  end
    end
})
})


Line 177: Line 188:
</syntaxhighlight>
</syntaxhighlight>


The function in call is passed the target table as usual, followed by the parameters that we passed in. '''__call''' is very useful for many things. One common thing it's used for is forwarding a call on a table to a function inside that table.
The function in __call passes the target table as usual, followed by the arguments we passed to it. '''__call''' is very useful for many things, it is often used to create new objects.


=== __tostring ===
=== __tostring ===
Line 185: Line 196:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
t = setmetatable({ 1, 2, 3 }, {
t = setmetatable({ 1, 2, 3 }, {
  __tostring = function(t)
    __tostring = function(t)
    sum = 0
        sum = 0
    for _, v in pairs(t) do sum = sum + v end
        for _, v in pairs(t) do sum = sum + v end
    return "Sum: " .. sum
        return "Sum: " .. sum
  end
    end
})
})


Line 196: Line 207:


=== Building the Vector Class ===
=== Building the Vector Class ===
 
{{Note|This section is just an example, use the official [[Vector]] functions instead.}}
To wrap everything up, we'll write a class encapsulating a 2D vector. It's too large to put here, but you can see the full code at [https://gist.github.com/1055480 gist #1055480]. I've positioned all the stuff to do with metatables first in the file, as that's the most important stuff. (Be warned, this may be a bit confusing if you've never encountered Object-Oriented Programming before.)
To wrap everything up, we'll write a class encapsulating a 2D vector. It's too large to put here, but you can see the full code at [https://gist.github.com/1055480 gist #1055480]. I've positioned all the stuff to do with metatables first in the file, as that's the most important stuff. (Be warned, this may be a bit confusing if you've never encountered Object-Oriented Programming before.)


Line 300: Line 311:
</syntaxhighlight>
</syntaxhighlight>


= Useful links =
* [[OOP_Introduction|Official MTA OOP Introduction]]
* [[OOP|OOP]]


== Latest modifications ==
[[Category:Tutorials]]
--[[User:Novo|Novo]] ([[User talk:Novo|talk]]) 03:43, 18 January 2015 (UTC) (Adam James @adam.mta)

Latest revision as of 12:46, 17 August 2017

This is a scripting tutorial teaches you the basics about how to start using an Object-Oriented developing interface with Lua. Originally created by novo @adam.mta. - Forum topic.

Glossary

  • environment: either a table or an array containing values.
  • self: predefined variable referring to the environment within which we are executing the code.

Initialising

There is a basic and simple predefined variables we should recognize and know: self.

Our first environment

local array = {}
function array:example (argument)
    return "Hello" .. argument
end

-- The above is syntactic sugar for:
function array.example(self, argument)
    return "Hello" .. argument
end

What we do upon above is defining a local environment and then declaring the function example as part of it. So how do we call example? This is how:

array:example(", world!")

-- The above is syntactic sugar for the
-- following line of code. This makes it
-- easier and faster to use OOP in Lua.
array.example(array, ", world!")

We're able to call a function using two ways: ":" and ".". As you can see on the example above, if we use a dot we're directly accessing the function. We need to manually send the self value . But if use a colon, self will be the environment the function is under, i.e. array. We can send the self value in case we want a function to override the object, read ahead to advanced examples for more information about this.

Variables

local array = {text = "none"}
function array:setKey (key, value)
    self[key] = value
end
function array:getKey (key)
    return self[key]
end

array:getKey("text") -- returns "none"
array:setKey("text", "something") -- sets "text"'s value to 'something'
array:getKey("text") -- returns "something"

Since we are doing array:setKey(..), the "secret" self variable set in both functions are set to array. This means that self[key] = value is actually setting array[key] = value.

Metatables

Content's provenance: NovaFusion


Knowledge of the usage of metatables will allow you to create much more powerful scripts. Every table can have a metatable attached to it. A metatable is a table that can change the behaviour of the table it's attached to. Let's see an example.

local t = {} -- our normal table
local mt = {} -- our metatable, which contains nothing right now
setmetatable(t, mt) -- set the metatable of *t* to *mt*
getmetatable(t) -- this will return mt

As you can see, getmetatable and setmetatable are the main functions here. This is pretty much self explanatory. A shortened version of this code is this:

local t = setmetatable({}, {})

The function setmetatable returns its first argument, therefore we can use this shorter form.

Now, what do we put in these metatables? Metatables can contain anything, like a regular table, but certain keys that always start with __ (two underscores in a row), such as __index and __newindex help modify the behaviour of the target table. The values corresponding to these keys will usually be functions or other tables. Here's an example:

local t = setmetatable({}, {
    __index = function(tab, key)
        if key == "foo" then
            return 0
        else
            return rawget(tab, key)
        end
    end
})

So as you can see, we assign a function to the __index key. Now let's have a look at what this key is all about.

__index

The most used metatable key is most likely __index; it can contain either a function or table.

When you look up a table with a key, regardless of what the key is (t[4], t.foo, and t["foo"], for example), and a value hasn't been assigned for that key, Lua will look for an __index key in the table's metatable (if it has a metatable). If __index contains a table, Lua will look up the key originally used in the table belonging to __index. This probably sounds confusing, so here's an example:

other = { foo = 3 }
t = setmetatable({hello = "world"}, { __index = other })
t.foo -- 3
t.bar -- nil
t.hello -- "world"

If __index contains a function, then it's called, with the table that is being looked up and the key used as parameters. By default, this function is "rawget". As we saw in the code example above the last one, this allows us to use conditionals on the key, and basically anything else that Lua code can do. Therefore, in that example, if the key was equal to the string "foo" we would return 0, otherwise we look up the table table with the key that was used; this makes t an alias of table that returns 0 when the key "foo" is used.

You may be wondering why the table is passed as a first parameter to the __index function. This comes in handy if you use the same metatable for multiple tables, supporting code re-use and saving computer resources. We'll see an example of this when we take a look at the Vector class.

__newindex

Next in line is __newindex, which is similar to __index. Like __index, it can contain either a function or table.

When you try to set a value in a table that is not already present, Lua will look for a __newindex key in the metatable. It's the same sort of situation as __index; if __newindex is a table, the key and value will be set in the table specified:

other = {}
t = setmetatable({}, { __newindex = other })
t.foo = 3
other.foo -- 3
t.foo -- nil

As would be expected, if __newindex is a function, it will be called with the table, key, and value passed as parameters:

t = setmetatable({}, {
    __newindex = function(t, key, value)
        if type(value) == "number" then
            rawset(t, key, value * value)
        else
            rawset(t, key, value)
        end
    end
})

t.foo = "foo"
print(t.foo) -- "foo"

t.bar = 4
print(t.bar) -- 16

t.la = 10
print(t.la) -- 100

When creating a new key in t, if the value is a number it will be squared, otherwise it will just be set using the default "__newindex" function, rawset.. This introduces us to our friends, rawget and rawset.

rawget and rawset

There are times when you need get and set a table's keys without dealing with metatables. Rawget and rawset bypass metatables, if you didn't use these when actually getting a value from a table inside a metatable function, an infinite loop will occur. Rawset and rawget do not provide performance enhancements over regular methods, so people don't overuse it to try to gain a performance boost. You may have noticed that the __index arguments are exactly the same as the possible arguments for rawget - this is because rawget/rawset are actually the default metamethods for regular tables.

Operators

Many of the metatable keys available have to do with operators (as in, +, -, etc.), allowing you to make tables support the use of operators on them. For example, say we wanted a table to support the multiplication operator (*), this is how we would do it:

t = setmetatable({}, {
    __mul = function(t, other)
        new = {}
    
        for i = 1, other do
            for _, v in ipairs(t) do table.insert(new, v) end
        end
    
        return new
    end
})
t[1] = "M"
t[2] = "T"
t[3] = "A"
t[4] = 1.4
t = t * 2 -- { "M", "T", "A", 1.4, "M", "T", "A", 1.4 }

This allows us to create a new table with the original replicated a certain amount of times using the multiplication operator. The corresponding key for multiplication is __mul; unlike __index and __newindex the keys for operators can only contain functions. The first parameter these functions always receive is the target table, and then the value on the right hand side (except for the unary - which has the key of __unm). Here's a list of the supported operators:

  • __add: Addition (+)
  • __sub: Subtraction (-)
  • __mul: Multiplication (*)
  • __div: Division (/)
  • __mod: Modulos (%)
  • __unm: Unary -, used for negation on numbers
  • __concat: Concatenation (..)
  • __eq: Equality (==)
  • __lt: Less than (<)
  • __le: Less than or equal to (<=)

The operators >, >= and ~= do not exist because these can be calculated by flipping the right values. Lua does this:

  • >: More than - not __le
  • ~=: Not equal to -- not __eq
  • >=: More than or equal to - not __lt

__call

Next comes the __call key, which allows you to call tables as functions. A code example:

t = setmetatable({}, {
    __call = function(t, a, b, c, multiplier)
        return (a + b + c) * multiplier
    end
})

t(1, 2, 3, 4) -- 24

The function in __call passes the target table as usual, followed by the arguments we passed to it. __call is very useful for many things, it is often used to create new objects.

__tostring

Last of all is __tostring. If implemented, it's used by tostring to convert a table into a string, most handy when using a function like print. Normally, when you try to convert a table to a string, you something in the format of "table: 0x<hex-code-here>", but you can change that using __tostring. An example:

t = setmetatable({ 1, 2, 3 }, {
    __tostring = function(t)
        sum = 0
        for _, v in pairs(t) do sum = sum + v end
        return "Sum: " .. sum
    end
})

print(t) -- prints out "Sum: 6"

Building the Vector Class

[[{{{image}}}|link=|]] Note: This section is just an example, use the official Vector functions instead.

To wrap everything up, we'll write a class encapsulating a 2D vector. It's too large to put here, but you can see the full code at gist #1055480. I've positioned all the stuff to do with metatables first in the file, as that's the most important stuff. (Be warned, this may be a bit confusing if you've never encountered Object-Oriented Programming before.)

Vector = {}
Vector.__index = Vector

This code sets up the table for the Vector class, and sets the __index key to point back at itself. Now, what's going on here? You've probably noticed that we've put all the metatable methods inside the Vector class. What you're seeing is the simplest way to achieve OOP (Object-Oriented Programming) in Lua. The Vector table represents the class, which contains all the functions that instances can use. Vector.new (shown below) creates a new instance of this class.

function Vector.new(x, y)
  return setmetatable({ x = x or 0, y = y or 0 }, Vector)
end

It creates a new table with x and y properties, and then sets the metatable to the Vector class. As we know, Vector contains all the metamethods and especially the __index key. This means that we can use all the functions we define in Vector through this new table. We'll come back to this in a moment.

Another important thing is the last line:

setmetatable(Vector, { __call = function(_, ...) return Vector.new(...) end })

This means that we can create a new Vector instance by either calling Vector.new or just Vector.

The last important thing that you may not be aware of is the colon syntax. When we define a function with a colon, like this:

function t:method(a, b, c)
  -- ...
end

What we are really doing is defining this function:

function t.method(self, a, b, c)
  -- ...
end

This is syntactic sugar to help with OOP. We can then use the colon syntax when calling functions:

-- these are the same
t:method(1, 2, 3)
t.method(t, 1, 2, 3)

Now, how do we use this Vector class? Here's a final example:

a = Vector.new(10, 10)
b = Vector(20, 11)
c = a + b
print(a:len()) -- 14.142135623731
print(a) -- (10, 10)
print(c) -- (30, 21)
print(a < c) -- true
print(a == b) -- false

Because of the __index in Vector, we can use all the methods defined in the class through the instances.

Advanced examples

Overriding self's value:

local array = {text = "none"}
local array2 = {text = "none2"}
function array:setKey (key, value)
	self[key] = value
end
function array:getKey (key)
	return self[key]
end
array.getKey(array2, "text") -- returns "none2"
array.setKey(array2, "text", "something2") -- sets array2's "text" value to 'something2'
array.getKey(array2, "text") -- returns "something"
array:getKey("text") -- returns "none"
array.getKey(array, "text") -- same as above

A simple backpacks example:

local backpack = {list = {}}
function backpack:create (owner, slots)
	if self.list[owner] then return end -- return false in case this player already owns a backpack
		local new = {
		items = {},
		slots = slots or 100,
		owner = owner
	}
	setmetatable(new.items, 
	{
		__newindex = function(table, key, value) -- this is called once a new value/item is added into the player's table/backpack
			if #table >= new.slots then return end -- return false in case there isn't any free slot left
			return rawset(table, key, value)
		end
	}
	)
	self.list[owner] = new
end

function backpack:addItem (player, item, value)
	if not self.list[player] then return end
	self.list[player][item] = value
end

Useful links