LuaCOM User Manual
(Version 1.3)
Vinicius Almendra - Renato Cerqueira - Fabio Mascarenhas
LuaCOM is an add-on library to the Lua language that allows Lua
programs to use and implement objects that follow Microsoft's
Component Object Model (COM) specification and use the
Automation technology for property access
and method calls.
Currently, the LuaCOM library supports the following features:
- dynamic instantiation of COM objects registered in the
system registry, via the
CreateObject
method;
- dynamic access to running COM objects via
GetObject
;
- COM method calls as normal Lua function calls and property
accesses as normal table field accesses;
- ability to read type libraries and to generate HTML
documentation on-the-fly for COM objects;
- use of COM objects without type information;
- type conversion between OLE Automation types and Lua types;
- object disposal using Lua garbage collection mechanism;
- implementation of COM interfaces and objects using Lua
tables;
- implementation of OLE controls using Lua tables (needs a Lua
GUI toolkit that can create in-place windows, like IUP);
- use of COM connection point mechanism for bidirectional
communication and event handling;
- fully compatible with Lua 5 and with Lua 4;
- log mechanism to ease the debugging of applications.
This manual is mostly a reference manual. Here we document the
behavior of LuaCOM in a variety of situations, some implementation
decisions that affect the end-user of the library and its
limitations. When facing some strange behavior in an application built
using LuaCOM, the first step is to read all the chapter
5, where the majority of possible problems are
documented. There can be found references to other sections of the
manual, where more detailed information is provided.
For those who are newcomers, we provide a tutorial
section (chapter 2) with a step-by-step guide to
start using LuaCOM. More help and samples can be found in LuaCOM's
home page. Notice that VBScript code can be easily converted to Lua
with LuaCOM.
This manual does not provide information for developers who need
deeper technical information about LuaCOM or who are willing to
modify it for some reason. For this kind of information, please
contact the authors.
This manual presumes some knowledge of
COM and Automation. We don't intend to explain in detail how these
technologies work or how they can be used to solve particular
problems. This information can be found easily in the web or in good
books.
The sample codes shown in this documentation are all for Lua 5,
although most of them should also run in Lua 4. Anyway, Lua 4 specific
samples can be found in the documentation for the previous version of
LuaCOM.
2. Tutorial
LuaCOM is an add-on to the Lua language. To be used, either the binary
library of LuaCOM must be linked with the host program, just like
the Lua library and other add-ons, or you should load a LuaCOMdynamic
library through Lua 5's require/loadlib mechanism. To use dynamic
loading in Lua 4 you should implement a similar mechanism. There
are different versions of the LuaCOM binary for the different
versions of the Lua library, so pay attention to link the right one.
If you are linking LuaCOMto your program, the next step is to modify
the source code of the host program to
call LuaCOM's and COM initialization and termination
functions, which are part of the C/C++ API. To do so, include the
LuaCOM's header -- luacom.h
-- and call these functions
in the proper order: LuaCOM must be initialize after COM and after
Lua; it must be terminated before Lua; COM must be terminated AFTER
Lua2.1. Here is an example of a simple C host program
program using LuaCOM.
/*
* Sample C program using luacom
*/
#include <stdio.h>
#include <ole2.h> // needed for CoInitialize and CoUninitialize
#include <lua.h>
#include "luacom.h"
int main (int argc, char *argv[]) {
/* COM initialization */
CoInitialize(NULL);
/* library initialization */
lua_State *L = lua_open();
luacom_open(L);
if(lua_dofile("luacom_sample.lua") != 0) {
puts("Error running sample!");
exit(1);
}
luacom_close(L);
lua_close(L);
CoUninitialize(NULL);
return 0;
}
Notice that it's necessary to initialize COM before
lua_open
and to terminate it only after the last
lua_close
, otherwise fatal errors may occur.
Using Lua 5 to dynamically load LuaCOM is simpler. Just call require("luacom")
in your Lua script, and make sure the file luacom.lua
is in your LUA_PATH
environment variable, and the Lua and LuaCOM DLLs (lua-5.0.dll
, lualib-5.0.dll
and
luacom-lua5-1.3.dll
, respectively) are in your PATH
.
Then run your script with the Lua standalone interpreter.
Using LuaCOM with the LuaBinaries distribution is even simpler. Just copy the luacom.dll to your package.cpath, then call require("luacom")
in your Lua script. You should run the script with the LuaBinaries standalone Lua interpreter, and the LuaBinaries DLL should be in your PATH.
The first step to use a COM object is to find it. COM objects are
registered in the system registry and are associated with an unique
Class Identifier, known as CLSID. A CLSID may also be associated with
a string known as Programmatic Identifier or ProgID. This last one is
the easiest way to reference a COM object. E.g., the ProgID for
Microsoft© Word© is ``Word.Application''.
If one do not know in advance what is the CLSID or the ProgID of the
object of interest, them it's possible to use tools like OleView to
find the object, although the best place to find it is in the object's
documentation.
With the ProgID or the CLSID of an object, it's now possible to create
a new instance of it or to get a running instance. To do so, the
easiest way is to use the method CreateObject of the Lua API:
word = luacom.CreateObject("Word.Application")
assert(word)
word.Visible = true
If there is an already running instance of the object you want,
GetObject must be used to use it. The following code
illustrates this:
-- If there is an instance of Word(r) running,
-- it will end it
word = luacom.GetObject("Word.Application")
if word then
word:Quit()
word = nil
end
To use a COM object, the first thing one must know is its
interface, that is, its set of methods and properties. This
information normally is available in the documentation of the object,
but sometimes one do not have access to this documentation. LuaCOM
can offer some help if the object has type information. If the object
has an associated help file, LuaCOM can launch it using the method
ShowHelp:
word = luacom.CreateObject("Word.Application")
assert(word)
luacom.ShowHelp(word)
If the object has an associated type library, LuaCOM can generate
and display an HTML file describing it. This information can also be
read using other type library browsers, as OleView.
The method DumpTypeInfo can be used in console applications to
list the methods and properties of the interface. It does not give
much information, but can be helpful when playing with an object.
After creating an object, the next step is to use it. This is
primarily done through method calls and property
accesses. To call a method of the object, do it as if the method was
a function stored in a Lua table whose key is the method name:
-- Here we call the method 'Show' of the COM object
myobj:Show()
-- A method with a return value
result = myobj:CheckState()
-- A method with parameters
file = myobj:LoadFile("test.xyz", 1)
-- A method with output values
x, y = myobj:UpdatePosition(x, y)
To read or write simple properties, one must simply use them as if
they were normal table fields.
-- Reading properties
value1 = obj1.Value
value1 = obj2.Value
-- writing a property
obj3.Value = value1 + value2
Automation includes support to parametrized properties. These
can be accessed (or written) using accessor functions.
value = obj:getMatrixValue(1,1)
value = value*0,125
obj:setMatrixValue(1, 1, value)
Objects are automatically released using Lua's garbage collection
mechanism, that is, when there are no references to them in
Lua. However, some objects may demand an explicit termination method
call, like ``Quit''.
obj = luacom.CreateObject("MyApp.MyObj")
-- Here we force an immediate release of the object
obj = nil
collectgarbage()
Notice that if there is any references to the COM object alive in
Lua then the application (or library) that implements it will not
exit.
LuaCOM is composed by the following elements:
- LuaCOM objects, which make COM objects available in Lua;
- LuaCOM API, a set of functions used to do a variety of
tasks (library initialization, object creation, implementation of
Automation interfaces in Lua, manipulation of connection points
etc.);
- Automation binding, which translates accesses on LuaCOM
objects to COM interface calls and COM accesses on an interface
implemented in Lua to Lua function calls or table accesses;
- LuaCOM type conversion rules, which govern the type conversion
between Lua and Automation types;
- LuaCOM parameter passing rules, which describe how LuaCOM
translate a Lua parameter list to a COM one and vice versa;
- other objects, like typelib, typeinfo, enumerator etc.
The LuaCOM API is divided in two parts: the standard API and the
extended API. The standard API comprises the core functionality
needed to use COM objects. The extended API includes more advanced
features to Lua API that simplify the development of applications
using LuaCOM. This distinction has been made due to the possible
unbounded growth of features, which could end up cluttering the
library and making it bigger and bigger and more and more difficult
to use. For now, the extended API is entirely implemented in Lua 5
and can be easily removed without trouble.
The standard API is further divided in two classes: the Lua API and
the C/C++ API. The C/C++ API is used primarily for initialization of
the library and for low-level construction of LuaCOM objects. It
is declared in the header file luacomh. The Lua API
permits Lua programs to access all the functionality of LuaCOM. It
is implemented as a set of functions inside a global table named
luacom
; hereafter these functions will be called LuaCOM
methods. This table is created and populated when the C/C++ API function
luacom_open is called. Below there is summary of
the LuaCOM API. Detailed information on these methods is available
in chapter 6.
Standard Lua API |
|
|
CreateObject |
Creates a LuaCOM object.
|
NewObject |
Creates a LuaCOM object implemented in Lua.
|
NewControl |
Creates a LuaCOM OLE control implemented in Lua.
|
GetObject |
Creates a LuaCOM object associated with an
instance of an already running COM object.
|
ExposeObject |
Exposes a LuaCOM object or OLE control, so
that other applications can get a reference to it.
|
RevokeObject |
Undoes the operation of ExposeObject.
|
RegisterObject |
Fills in the registry entries necessary for exposing a
COM object or OLE control.
|
UnRegisterObject |
Removes the registry entries necessary for exposing a
COM object or OLE control.
|
Connect |
Creates a connection point between an object and a Lua table.
|
ImplInterface |
Implements an IDispatch
interface using a Lua table.
|
ImplInterfaceFromTypelib |
Implements an
IDispatch interface described in a Type Library using a Lua table.
|
addConnection |
Connects two LuaCOM objects.
|
releaseConnection |
Disconnects a LuaCOM object from its
connection point.
|
isMember |
Checks whether a name correspond to a method
or a property of an LuaCOM object.
|
ProgIDfromCLSID |
Gets the ProgID associated with a CLSID.
|
CLSIDfromProgID |
Gets the CLSID associated with a ProgID.
|
GetIUnknown |
Returns an IUnknown interface to a LuaCOM
object as a full userdata.
|
DumpTypeInfo |
Dumps to the console the type
information of the specified LuaCOM object. This method should
be used only for debugging purposes.
|
Standard Lua API (continued) |
|
|
GetCurrentDirectory |
Returns the current directory.
|
CreateLuaCOM |
Transforms an IUnknown full userdata
into a LuaCOM object.
|
ImportIUnknown |
Converts a light userdata (pointer)
to an IUnknown full userdata.
|
DetectAutomation |
Used to implement COM servers.
Looks in the command-line for /Register or /UnRegister /Automation (not case-sensitive)
and calls user-defined functions to register, unregister, or expose objects, entering
a message loop in the latter case. If there is no command-line then assume it is being
run in-process, calls the expose function and returns.
|
Extended Lua API |
|
|
CreateLocalObject |
Creates a LuaCOM object as an out-of-process server.
|
CreateInprocObject |
Creates a LuaCOM object as an in-process server.
|
ExportConstants |
Exports all the constants of a type
library (standalone or bound to a LuaCOM object) to the global
environment (or optionally to a table).
|
DumpTypeLib |
Creates an HTML file describing a type library.
|
GetType |
Returns a string describing the type of object, in the
case its an object belonging to the LuaCOM library.
|
ViewTypeLib |
Runs DumpTypeLib and shows the created file using
Internet Explorer©.
|
pairs |
Does the same as pairs for COM Enumerators.
|
FillTypeLib |
Creates a table describing a type
library.
|
FillTypeInfo |
Creates a table describing a type info.
|
Standard C/C++ API |
|
|
luacom_open |
Initializes the LuaCOM library in a
Lua state. It must be called before any use of LuaCOM
features.
|
luacom_close |
LuaCOM's termination function.
|
luacom_detectAutomation |
This function is a helper to create COM servers. It looks
in the command line for the switches ``/Automation'' and
``/Register'' and call some user-defined Lua functions accordingly.
|
luacom_IDispatch2LuaCOM |
Takes an IDispatch interface and creates a LuaCOM
object to expose it, pushing the object on the Lua stack.
|
LuaCOM deals with LuaCOM objects, which are no more than
a Lua table with the LuaCOM metatable and a reference to the
LuaCOM C++ object; this one is, in turn, a proxy for the COM
object: it holds an IDispatch pointer to the object and translates
Lua accesses to Automation calls and property accesses. Here is a
sample where a LuaCOM object is used:
-- Instantiate a Microsoft(R) Calendar Object
calendar = luacom.CreateObject("MSCAL.Calendar")
-- Error check
if calendar == nil then
print("Error creating object")
exit(1)
end
-- Method call
calendar:AboutBox()
-- Property Get
current_day = calendar.Day
-- Property Put
calendar.Month = calendar.Month + 1
print(current_day)
print(calendar.Month)
Every time LuaCOM needs to convert an IDispatch pointer to Lua it
creates a LuaCOM object. There are two situations where this
happens:
- when calling LuaCOM API functions that return COM objects
(CreateObject, GetObject, NewObject,
Connect etc.) and
- when receiving return values from COM, where some of the values
are IDispatch pointers.
Follows a sample of these situations:
-- First, we get a luacom object using LuaCOM API
excel = luacom.CreateObject("Excel.Application")
assert(luacom.GetType(excel) == "LuaCOM")
-- now we get one from a method call
sheets = excel.Sheets
assert(luacom.GetType(sheets) == "LuaCOM")
A LuaCOM object may be passed as a parameter to method calls on
other LuaCOM objects, if these methods expect an argument of type
dispinterface. Here is a sample to illustrate this situation:
-- Gets a running instance of Excel
excel = luacom.GetObject("Excel.Application")
-- Gets the set of worksheets
sheets = excel.Worksheets
-- gets the first two sheets
sheet1 = sheets:Item(1)
sheet2 = sheets:Item(2)
-- Exchange them (here we pass the second sheet as a parameter
-- to a method)
sheet1:Move(nil, sheet2)
There are two kinds of LuaCOM objects: typed and
generic ones. The typed ones are those whose COM object has
type information. The generic ones are those whose COM object does not
supply any type information. This distinction is important in some
situations.
3.2.1 Object Disposal
LuaCOM objects are released through Lua's garbage collection
mechanism, so there isn't any explicit API method to destroy them.
LuaCOM only tracks references to COM objects. It
does not work with the concepts of ``application'', ``component'',
``process'' etc. It does not know even which objects are part of the
same component or application. This has some consequences on the
object disposal:
- a component may only consider as ``finished'' its relationship
with LuaCOM when all references to its objects are released, not
only the one created with CreateObject;
- some components have a ``Quit'' method. This may close the
component's interface, but it could remain running if there are any
references to it. Nevertheless, these references cannot be reliably
used after the ``Quit'' method has been called. To release the
component, one must assign nil to all references to the
component (and its sub-objects) and then call collectgarbage.
The Automation binding is responsible for translating the table
accesses to the LuaCOM object into COM interface calls. Besides
that, it also provides a mechanism for implementing dispinterfaces
using ordinary Lua tables.
The Automation binding has a C++ class called
tLuaDispatch that implements a generic IDispatch
interface. The implementation of this class translates the method
calls and property accesses done on the objects of this class to Lua
calls and table accesses. So, one may implement a dispinterface
entirely in Lua, provided it has a type library describing it. This
type library may be a stand-alone one (referenced by its location on
the file system) or may be associated with some registered
component. In this case, it may be referenced by the ProgID of
the component.
The C++ objects of this class can be used in any place where
an IDispatch or IUnknown interface is expected. LuaCOM
takes care of these conversion. Follows a sample implementation of a
dispinterface in Lua.
-- Creates and fills the Lua table that will implement the
-- COM interface
events_table = {}
function events_table:AfterUpdate()
print("AfterUpdate called!")
end
-- Here we implement the interface DCalendarEvents, which is part
-- of the Microsoft(R) Calendar object, whose ProgID is MSCAL.Calendar
events_obj = luacom.ImplInterface(
events_table,
"MSCAL.Calendar",
"DCalendarEvents")
-- Checks for errors
--
if events_obj == nil then
print("Implementation failed")
exit(1)
end
-- Tests the interface: this must generate a call to the events:AfterUpdate
-- defined above
--
events_obj:AfterUpdate()
If the interface to be implemented is described in a stand-alone
type library, the method ImplInterfaceFromTypelib
must be used instead:
-- Creates and fills the Lua table that will implement the
-- Automation interface
hello_table = {}
function hello:Hello()
print("Hello World!")
end
-- Here we implement the interface IHello
--
hello_obj = luacom.ImplInterfaceFromTypelib(hello_table, "hello.tlb", "IHello")
-- Checks for errors
--
if hello_obj == nil then
print("Implementation failed")
os.exit(1)
end
-- Tests the interface
--
hello_obj:Hello()
Both methods return a LuaCOM object, whose corresponding
IDispatch interface is implemented by the supplied table. This
LuaCOM object can be passed as an argument to COM methods who
expect a dispinterface or to LuaCOM API methods (like
addConnection
).
One can also use the NewObject
method, which is best suited
to the situation where one needs to create a complete component in
Lua and wants to export it, so that it can be accessed through COM
by any running application.
3.3.2 Using Methods and Properties
The dispinterfaces have two ``types'' of members: properties and
methods. LuaCOM deals with both.
Method accesses are done in the same way as calling Lua functions
stored in a table and having a ``self'' parameter:
obj = luacom.CreateObject("TEST.Test")
if obj == nil then
exit(1)
end
-- method call
a = obj:Teste(1,2)
-- another one
obj:Teste2(a+1)
It's important to notice the need of using the colon - ``:'' - for
method calls. Although LuaCOM does not use the self
parameter that Lua passes in this case, its presence is assumed,
that is, LuaCOM always skips the first parameter in the case of
method calls; forgetting it may cause nasty bugs. Notice that this
rule doesn't apply when using the default method of a LuaCOM object
stored in a table or in a property of another LuaCOM object (see
section 2 below).
Accessing properties is much like the same of accessing fields in
Lua tables:
obj = luacom.CreateObject("TEST.Test")
if obj == nil then
exit(1)
end
-- property access
a = obj.TestData
-- property setting
obj.TestData = a + 1
Properties may also be accessed as methods. This is mandatory when
dealing with parameterized properties, that it, ones that accept (or
demand) parameters. A common example of this situation is the ``Item''
property of collections.
-- property access
a = obj:TestData()
-- Parametrized property access
b = obj:TestInfo(2)
-- Accessing collections
c = obj.Files:Item(2)
Notice that the colon - ``:'' - must also be used in this situation.
When accessing properties with method calls, LuaCOM always
translates the method call to a read access (property get). To set the
value of a property using a method call, it's necessary append the
prefix ``set''3.1 to the property name and the new value must be
supplied as the last argument.
-- property access
a = obj:TestData()
-- Setting the property
b = obj:setTestInfo(2)
-- Setting a parametrized property
c = obj.Files:setItem(2, "test.txt")
The prefix ``get'' may also be used, to clarify the code, although
it's not necessary, as the default behavior is to make a read access.
-- property access
a = obj:getTestData()
b = obj:getTestInfo(2)
c = obj.Files:getItem(2)
3.3.2.1 Extensible interfaces
LuaCOM allows the use of properties as simple Lua fields just for
objects that have type information. Nevertheless, some objects that
have type information describing their interfaces implement
properties that are not described in the type library: these objects
implement extensible interfaces. Those properties can only be
used with accessor functions, as shown in section
2. An example of such behaviour is found in
WMI objects (Windows Management Instrumentation).
3.3.2.2 Default methods
A dispinterface can have a default method or property, that is, one
that is called when the client does not specify the method
name. LuaCOM calls the default method when the object itself is used
as a function.
excel = luacom.CreateObject("Excel.Application")
excel.Visible = true
excel.Workbooks:Add()
-- Here we call the default method
-- notice we DID NOT use the colon, as
-- the object used is Sheets, not excel
sheet = excel.Sheets(1)
print(sheet.Name)
-- Here we also call the default method
-- We must supply the self parameter
sheets = excel.Sheets
sheet2 = sheets(2)
print(sheet2.Name)
-- Setting values
excel.Sheets(1).Name = "MySheet1"
excel:Quit()
This can be very useful when dealing with collections, as commonly
they have a default Item property.
WARNING: one must be careful not to put the colon when using default methods of
LuaCOM objects contained in table or in other LuaCOM objects (see
the sample above).
3.3.2.3 Generic LuaCOM objects
To read or write properties in generic LuaCOM objects, it's
necessary access them as method calls with the right prefix
(get/set). The simpler semantic of table field access does not work
here.
obj_typ = luacom.CreateObject("Some.TypedObject")
obj_untyp = luacom.CreateObject("Untyped.Object")
-- property read (get)
a = obj_typ.Value
b = obj_untyp:getValue()
-- property write (set)
obj.typ = a + 1
obj_untyp:setValue(b + 1)
When implementing a COM
interface in Lua, LuaCOM also supports the concept of property and
of indexed properties. LuaCOM translate property reads and writes to
table field accesses:
interface = {}
interface.Test = 1
interface.TestIndex = {2,3}
obj = luacom.ImplInterface(interface, "TEST.Test", "ITest")
-- must print "1"
print(obj.Test)
-- must print nil (if there is no member named Test2)
print(obj.Test2)
-- this writes the filed Test
obj.Test = 1
-- Indexed property read. Must return 3 (remember that
-- indexed tables start at 1 in Lua)
i = obj:TestIndex(2)
-- Sets the indexed field
obj:setTestIndex(2,4)
-- Now must return 4
i = obj:TestIndex(2)
3.3.3 Connection Points: handling events
The connection points are part of a standard ActiveX
mechanism whose primary objective is to allow the ActiveX object
to notify its owner of any kind of events. The connection point
works as an ``event sink'', where events and notifications go
through.
To establish a connection using LuaCOM, the owner of the ActiveX object
must create a table to implement the connection interface,
whose description is provided by the ActiveX object (this interface
is called a source interface) and then call the API method
Connect
, passing as arguments the LuaCOM object
for the ActiveX object and the implementation table. Doing this,
LuaCOM will automatically find the default source interface, create
a LuaCOM object implemented by the supplied table and then connect
this object to the ActiveX object. Here follows a sample:
-- Creates the COM object
--
calendar = luacom.CreateObject("MSCAL.Calendar")
if calendar == nil then
os.exit(1)
end
-- Creates implementation table
--
calendar_events = {}
function calendar_events:AfterUpdate()
print("Calendar updated!")
end
-- Connects object and table
--
res, cookie = luacom.Connect(calendar, calendar_events)
if res == nil then
exit(1)
end
-- This should trigger the AfterUpdate event
--
calendar:NextMonth()
The cookie returned by Connect
identifies this connection, and can
later be used to release the Connection. A COM object can have several event
sinks connected to it simultaneously.
It's also possible to separately create a LuaCOM object implementing the
connection point source interface and then connect it to the object using
addConnection
.
-- Instances the COM object
--
calendar = luacom.CreateObject("MSCAL.Calendar")
if calendar == nil then
print("Error instantiating calendar")
os.exit(1)
end
-- Creates implementation table
--
calendar_events = {}
function calendar_events:AfterUpdate()
print("Calendar updated!")
end
-- Creates LuaCOM object implemented by calendar_events
--
event_handler = luacom.ImplInterface(calendar_events,
"MSCAL.Calendar",
"DCalendarEvents")
if event_handler == nil then
print("Error implementing DCalendarEvents")
exit(1)
end
-- Connects both objects
--
cookie = luacom.addConnection(calendar, event_handler)
-- This should trigger the AfterUpdate event
--
calendar:NextMonth()
-- This disconnects the connection point established
--
luacom.releaseConnection(calendar, event_handler, cookie)
-- This should NOT trigger the AfterUpdate event
--
calendar:NextMonth()
Notice that addConnection
also returns a cookie. A call to
releaseConnection
needs both the event sink and the cookie to release the
connection. The old (pre-1.3) syntax of releaseConnection
(ommiting the event sink
and cookie) still works, but will only release the last connection made (but there will
not be leaks, all connections are released when the object is garbage-collected).
To receive events, it is necessary to have a message loop in the thread
that owns the object that is receiving the events. All events are dispatched
through a Windows message queue created
during COM initialization. Without a message loop, the event objects
implemented by LuaCOM , will never
receive method calls from the COM objects they are registered with. Out-of-process
COM servers implemented with LuaCOM also need a message loop to be able to service
method calls (one is provided by calling luacom.DetectAutomation
).
LuaCOM has some policies concerning parameter passing. They
specify how LuaCOM will translate COM parameter lists to Lua
and vice-versa. There are two different situations to which these
policies apply: calling a method of a COM object from Lua and
calling a Lua function from COM. The main question here is how to
deal with the different types of parameters supported by COM
(``in'' parameters, ``out'' parameters, ``in-out'' parameters,
``optional'' parameters and ``defaultvalue'' parameters). There is
also a special policy concerning generic LuaCOM objects.
This situation happens when accessing a property or calling a method
of a COM object through the LuaCOM object. Here follows a
sample:
word = luacom.GetObject("Word.Application")
-- Here we are calling the "Move" method of the Application object of
-- a running instance of Microsoft(R) Word(R)
word:Move(100,100)
In this situation, there are two steps in the parameter passing
process:
- convert Lua parameters to COM (this will be called the
``lua2com'' situation);
- convert COM's return value and output values back to
Lua (this will be called the ``com2lua'' situation).
The translation is done based on the
type information of the method (or property); it's done following the
order the parameters appear in the type information of the method. The
Lua parameters are used in the same order. For each parameter there
are three possibilities:
- The parameter is an ``in'' parameter
- LuaCOM gets the first
Lua parameter not yet converted and converts it to COM using
LuaCOM type conversion engine.
- The parameter is an ``out'' parameter
- LuaCOM ignores this
parameter, as it will only be filled by the called method. That is,
the ``out'' parameters SHOULD NOT appear in the Lua parameter list.
- The parameter is an ``in-out'' parameter
- LuaCOM does the
same as for ``in'' parameters.
When the caller of the method wants to omit a parameter, it must pass
the nil value; LuaCOM then proceeds accordingly, informing
the called method about the omission of the parameter. If the
parameter has a default value, it is used instead. Notice that
LuaCOM does not complain when one omits non-optional parameters. In
fact, LuaCOM ignores the fact that a parameter is or isn't
optional. It leaves the responsibility for checking this to the
implementation of the called method.
When the called method finishes,
LuaCOM translates the return value and the output values (that is,
the values of the ``out'' and ``in-out'' parameters) to Lua return
values. That is, the method return value is returned to the Lua code
as the first return value; the output values are returned in the order
they appear in the parameter list (notice that here we use the Lua
feature of multiple return values). If the method does not have return
values, that is, is a ``void'' method, the return values will
be the output values. If there are no output values either, then there
will be no return values.
The called method can omit the return value or the output values;
LuaCOM them will return nil for each omitted value.
To illustrate these concepts, here follows a sample of these
situations. First, we show an excerpt of an ODL file
describing a method of a COM object:
HRESULT TestShort(
[in] short p1, // an "in" parameter
[out] short* p2, // an "out" parameter
[in,out] short* p3, // an "in-out" parameter
[out,retval] short* retval); // the return value
Now follows a sample of what happens when calling the method:
-- assume that "com" is a LuaCOM object
-- Here we set p1 = 1, p3 = 2 and leave p2 uninitialized
-- When the method returns, r1 = retval and r2 = p2 and r3 = p3
r1, r2, r3 = com:TestShort(1,2)
-- WRONG! The are only two in/in-out parameters! Out parameters
-- are ignored in the lua2com parameter translation
r1, r2, r3 = com:TestShort(1,2,3) -- WRONG!
-- Here p1 = 1, p2 is uninitialized and p3 is omitted.
r1, r2, r3 = com:TestShort(1)
-- Here we ignore the output value p3
r1,r2 = com:TestShort(1)
-- Here we ignore all output values (including the return value)
com:TestShort(1,2)
When dealing with generic LuaCOM objects, the binding adopts a
different policy: all Lua parameters are converted to COM ones
as ``in-out'' parameters. LuaCOM assumes that these methods always
return a value; if the called method does not return anything,
LuaCOM pushes a nil value3.2. As all parameters are
set as ``in-out'', all of them will be returned back to Lua, modified
or not by the called method.
This situation happens when one implements a COM dispinterface
in Lua. The ActiveX binding has to translate the COM method
calls to Lua function calls. The policy here concerning parameter
list translation is the same as the one above, just exchanging
``Lua'' for ``COM'' and vice-versa. That is, all ``in'' an
``in-out'' COM parameters are translated to parameters to the
Lua function call (the output parameters are ignored). When the
call finishes, the first return value is translated as the return
value of the COM method and the other return values are translated
as the ``in-out'' and ``out'' values, following the order they
appear in the method's type information. Continuing the previous
example, here we show the implementation of a method callable from
COM:
implementation = {}
-- This method receives TWO in/in-out parameters
function implementation:TestShort(p1, p2)
-- the first one is the retval, the second the first out param
-- the third the second out param (in fact, an in-out param)
return p1+p2, p1-p2, p1*p2
end
-- Implements an interface
obj = luacom.ImplInterface(implementation, "TEST.Test", ITest)
-- calls the function implementation:TestShort via COM
r1, r2, r3 = obj:TestShort(1,2)
When a run time error occurr when using LuaCOM's methods or objects,
there are two possible actions LuaCOM can take:
- to signal the error using
lua_error
;
- ignore the error, just doing nothing or returning some kind of
error value.
The run time errors can be divided into three types:
- errors inside API calls, like CreateObject;
- errors when using LuaCOM objects (COM method calls);
- errors inside COM objects implemented in Lua.
The third type of error is always translated into a COM exception
returned to the server. To ease debugging, these errors are also
logged (if the logging facility has been activated), as the server can
silenty ignore these exceptions, specially in events.
If the LuaCOM library is compiled with VERBOSE
defined, then
a lot of informative messages are logged and all errors are displayed
within a dialog box. This helps debug errors inside events on the fly,
as these errors are commonly ignored by the server. Notice that this
options slows down LuaCOM and can generate very big log files.
The behaviour of LuaCOM for the other two types can be
customized. There is a table called config inside the LuaCOM
table. This table holds three fields related to error handling:
- abort_on_API_error
- if false, LuaCOM silently
fails on errors inside API calls. This is NOT true for errors caused
by supplying bad parameters: these always generate calls to
lua_error
. The default value for this field is false.
- abort_on_error
- if false, errors inside method calls
and property accesses are also ignored, possibly return
nil
where a return value is expected. The default value for this field is
true.
- last_error
- every time a run time error occurr LuaCOM
sets this field with the text describing the error. This field can be
used to check if some operation failed; just remember to set it to
nil before the operation of interest.
-- to make all LuaCOM errors runtime errors
luacom.config.abort_on_error = true
luacom.config.abort_on_API_error = true
-- to silently ignore all errors
luacom.config.abort_on_error = false
luacom.config.abort_on_API_error = false
-- catching an ignored error
luacom.config.last_error = nil
obj:RunMethod(x,y)
if luacom.config.last_error then
print("Error!")
exit(1)
end
All errors are also logged. Notice that some of the logged exceptions
are not really errors: they are side-effects of the extensive use of
exception handling inside LuaCOM code.
3.4 Type Conversion
LuaCOM is responsible for converting values from COM to Lua and
vice versa. Most of the types can be mapped from COM to Lua and vice
versa without trouble. But there are some types for which the mapping
is not obvious. LuaCOM then uses some predefined rules to do the
type conversion. These rules must be known to avoid misinterpretation
of the conversion results and to avoid errors.
3.4.1 Boolean values
LuaCOM uses the boolean values true
and false
, but
does not works with the older convention (nil
and
non-nil
; see paragraph below).
This version of Lua uses the nil value as false and
non-nil values as true. As LuaCOM gives a special meaning
for nil values in the parameter list, it can't use Lua
convention for true and false values; instead, LuaCOM uses the
C convention: the true value is a number different from zero
and the false value is the number zero. Here follows a sample:
-- This function alters the state of the of the window.
-- state is a Lua boolean value
-- window is a LuaCOM object
function showWindow(window, state)
if state then
window.Visible = 1
-- this has the same result
windows.Visible = -10
else
window.Visible = 0
end
end
-- Shows window
showWindow(window, 1)
-- Hides window
showWindow(window, nil)
A pointer to IDispatch is converted to a LuaCOMobject whose
implementation is provided by this pointer. If the object is implemented by local
Lua table, then the pointer is converted to this table. A LuaCOMobject is
converted to COM simply passing its interface implementation to
COM.
LuaCOM just allows passing and receiving IUnknown pointers;
it does not operate on them. They are converted from/to userdatas with a
specific metatable.
If the table does not have a tocom
tag method (for Lua 4) or
__tocom
metamethod (for Lua 5), LuaCOM first checks if the
table can be describing a variant. A table is a variant if it has a
Type
field. This field must have a string that tells how the
Value
field of the table must be converted. Possible values
for Type
are string
, bool
, error
,
null
, currency
, decimal
, double
,
float
, int8
, uint8
, int4
, uint4
,
int2
, uint2
, int1
, verb+uint1+, int
, and
uint
. Each corresponds to a variant type.
If the table is not describing a variant, then it may be describing
a date. A table is a date if it has one of those fields: Day
,
DayOfWeek
, Month
, Year
, Hour
,
Minute
, Second
, Milliseconds
. LuaCOM
initializes the date with the fields that are present; the others
are kept at their default values.
If the table is not a date, LuaCOM converts Lua tables to SAFEARRAY's and
vice-versa. To be converted, Lua tables must be ``array-like'', that
is, all of its elements must be or ``scalars'' or tables of the same
length. These tables must also be ``array-like''. Here are some
samples of how is this conversion done:
Lua table |
Safe Array |
table = {"name", "phone"} |
|
table = {{1,2},{4,9}} |
|
If the table has the conversion tag/metamethod, LuaCOM uses it
to guide the conversion. If the tag/metamethod is a method, LuaCOM
calls it, passing the table and the COM type. The method should return a COM object
that LuaCOM will pass on. If the tag/metamethod is a table, LuaCOM will
look for a typelib
field, an interface
field , and a coclass
field,
and pass those as arguments to the ImplInterfaceFromTypelib
API call. If the table
does not have a typelib
field, LuaCOM will look for a progid
field and
an interface
field, and pass those to the ImplInterface
API call. Either way,
LuaCOM will pass the returned object to COM.
The CURRENCY values are converted to Lua as numbers. When
converting a value to COM where a CURRENCY is expected,
LuaCOM accepts both numbers and strings formatted using the current
locale for currency values. Notice that this is highly dependent on
the configuration and LuaCOM just uses the VARIANT conversion
functions.
When converting from COM to Lua, the default behavior is to transform DATE
values to strings formatted according to the current locale. The
converse is true: LuaCOM converts strings formatted according to the
current locale to DATE values.
The script can change the conversion from strings to tables by
setting the DateFormat
field of the luacom
table (the
LuaCOM namespace) to the string "table"
. The table will
have Day
, DayOfWeek
, Month
, Year
,
Hour
, Minute
, Second
, and Milliseconds
fields. To return the conversion to strings, set the
DateFormat
field to "string"
. Be careful with this
feature, as it may break compatibility with other scripts.
When converting from COM to Lua, the default behavior is to
transform variant values to the closest Lua type. The script can
change the conversion from Lua types to a table describing the
variant, by setting the TableVariants
field of the
luacom
table(the LuaCOM namespace) to true
. The
tables will have a Type
field telling the original type of
the variant, and a Value
field containing the conversion to
the closest Lua type. Be careful with this feature, as it may break
compatibility with other scripts.
When LuaCOM cannot convert a value from or to COM it issues an
exception, that may be translated to a lua_error
or to a COM
exception, depending on who is the one being called.
LuaCOM deals with other objects besides COM Automation ones. Here we
describe them briefly.
This object is a proxy for a COM object that implements the
IEnumVARIANT interface. It translates the calls made to fields
of the table to method calls using that interface. Enumerators arise
often when dealing with collections. To obtain an enumerator for a
collection, use the Lua API method GetEnumerator. Example:
--
-- Sample use of enumerators
--
-- Gets an instance
word = luacom.GetObject("Word.Application")
-- Gets an enumerator for the Documents collection
docs_enum = luacom.GetEnumerator(word.Documents)
-- Prints the names of all open documents
doc = docs_enum:Next()
while doc do
print(doc.Name)
doc = docs_enum:Next()
end
The Extended Lua API method pairs allows the traversal of the
enumeration using Lua's for statement. The sample above can be
rewritten this way:
--
-- Sample use of enumerators
--
-- Gets an instance
word = luacom.GetObject("Word.Application")
-- Prints the names of all open documents
for index, doc in luacom.pairs(word.Documents) do
print(doc.Name)
end
This object allows a COM object implemented using LuaCOM to send
events to its client. It's used primarily when implementing COM object
in Lua, so see chapter 4 for more
information.
These objects allow the navigation through the type descriptions of a
LuaCOM object or of a type library. They are proxies for the
interfaces ITypeLib and ITypeInfo, although not all
methods are available. For more information, see sections
6.5 and 6.6.
4. Implementing COM objects and controls in Lua
With LuaCOM it is possible to implement full-fledged COM objects
and OLE controls using Lua. Here we understand a COM object as a
composite of these parts:
- a server, which implements one or more COM objects;
- registry information, which associates a CLSID (Class ID) to
a triple server - type library - default interface;
- a ProgID (Programmatic Identifier) which is a name associated to
a CLSID;
- a type library containing a CoClass element.
The registry information maps a ProgID to a CLSID, which is, in
turn, mapped to a server. The type information describes the
component, that is, which interfaces it exposes and what is the
default interface.
LuaCOM simplifies these tasks providing some helper functions to
deal with registration and instantiation of COM servers. LuaCOM suports
both local (EXE) and in-process (DLL) servers.
LuaCOM also provides helper functions to register and instantiate
OLE controls (with their user interface embedded in the hosting
application). This kind of object needs an in-process server, and a
supported Lua GUI toolkit (IUP, for now).
Some might argue that it would be better to implement COM object in
languages like C++ or Visual Basic©. That's true in many
situations, and false in several others. First, dealing with COM is
not easy and LuaCOM hides most its complexities; besides that, there
is another compelling reason for using LuaCOM at least in some
situations: the semantics of Lua tables and the way LuaCOM is
implemented allows one to do some neat things:
- to expose as a COM object any object that can be accessed via
Lua through a table. These might be CORBA objects, C++ objects, C
structures, Lua code etc. Using this feature, a legacy application or
library may be ``upgraded'' to COM world with little extra work;
- to use COM objects anywhere a Lua table is expected. For
example, a COM object might be ``exported'' as a CORBA object,
accessible through a network;
- to add and to redefine methods of an instance of a COM
object. This might be very useful in the preceding situations: an
object of interest might be incremented and them exported to another
client.
Of course all this flexibility comes at some cost, primarily
performance. Anyway, depending on the application, the performance
drawback might be negligible.
LuaCOM does not solve all problems: there is still the need of a
type library, which must be build using third party tools.
To avoid misunderstandings, here we'll supply the meaning we give to
some terms used in this chapter. We don't provide formal definitions:
we just want to ease the understanding of some concepts. To better
understand these concepts, see COM's documentation.
- Component
- a piece of software with some functionality that can
be used by other components. It's composed by a set of objects that
implement this functionality.
- Component Object
- an object through which all the functionality
of a component can be accessed, including its other objects. This
object may have many interfaces.
- Application Object
- A component object with a interface that
comprises all the top-level functionality of a component; the client
does not need to use other interfaces of the component object. This
concept simplifies the understanding of a component, as it puts all
its functionalities in an hierarchical manner (an application object
together with its sub-objects, which can only be accessed through
methods and properties of the application object).
- COM server
- Some piece of code that implements one or more
component objects. A COM server must tell the other applications and
components which component objects it makes available. It does so
exposing them.
- OLE control
- An object that has an user interface, and can be
embedded inside other applications that have OLE containers
(usually C++ or VB applications).
- CoClass
- A type library describing a component should have a
CoClass entry, specifying some information about the component:
- a name, differentiating one CoClass from others in the same
type library;
- its CLSID, the unique identifier that distinguishes this
component from all others;
- the interfaces of the component object, telling which one is
the default. In a typical situation, only one interface will be
supplied; thus the component object could be called an Application
object for that component;
- the source interface, that is, the interface the component
uses to send events to the client. This interface is not implemented
by the component: it just uses objects that implement this
interface.
- Lua Application Object
- It's the Lua table used to implement
the Application Object.
There are some steps to build a COM server using LuaCOM:
- specify the component;
- identify what is going to be exported: Lua application object
and its sub-objects;
- build a type library for the component;
- define the registration information for the component;
- register the Component object;
- implement and expose the COM objects;
- add COM initialization and termination code.
This is the first step: to define what functionality the component
will expose. This functionality is represented by an hierarchy of
objects, rooted in the Application object. Each of these objects
should implement an interface.
Suppose we have a Lua library that implements the
access of databases contained in a specific DBMS. This library has
three types of objects: databases, queries and records. In COM world,
this could be represented by an Application object that opens
databases and returns a Database Object. A Database object has, among
others, a Query method. This method receives a SQL statement and
returns a Query object. The Query object is a collection, which can be
iterated using the parameterized property Records, which returns an
object of type Record.
The objects to be exported are those belonging to the hierarchy rooted
in the Application object. In Lua world, objects are ordinarily
represented as tables or userdatas. So it's necessary to identify (or
to implement) the Lua tables used to implement the objects to be
exported.
The type library should contain entries for all the interfaces of
exported objects and an entry for the CoClass, specifying the
interface of the Application object and the interface used to send
events.
The most common way to build a type library is to write an IDL
describing the type library and them use an IDL compiler, such as
Microsoft's© MIDL. Notice that all the interfaces must be
dispinterfaces, that is, must inherit from IDispatch, and must have
the flag oleautomation.
Here we must specify the information that is used by COM to locate the
component. See documentation of RegisterObject
.
Before being accessed by other applications, the component object must
be registered in the system registry. This can be done with the RegisterObject
API function.
This function receives a table of registration info for
the object. See the complete example for the fields of this table.
There are two different situations, which one demands different
actions:
- Implementing the Application Object
- Here we must use the
LuaCOM method
NewObject
to create a COM object and
bind it to the table of the Lua Application Object. Them this object must
be made available to other applications through ExposeObject
.
- Implementing other objects
- The other objects of the component
are obtained via the Lua Application Object as return values of
functions or as values stored in the fields of the Lua Application
Object (that is, via property access). These object should be
implemented using
ImplInterface
. They can be implemented
in the initialization (and then be stored somewhere) or can be
implemented on-demand (that is, each time a COM object should be
return, a call to ImplInterface
is made).
Notice that the fields of the Lua table used to implement COM
component will only be accessible if they are present in the type
library. If not, they are invisible to COM.
If you are implementing your own server, instead of using the builtin support, your server
must call the COM initialization functions (OleInitialize or CoInitialize) before LuaCOM is
started. Other initialization task is the implementation and
exposition of the COM objects. This task can be greatly simplified
using the C/C++ LuaCOM API function luacom_detectAutomation
.
If you want to use the builtin support, the only initialization necessary is to call
the DetectAutomation
API function at the end of the script that implements your objects,
passing a table containing methods to register and expose your objects.
The COM server must call (in Lua) RevokeObject
for each
exposed object. Then it must call the COM termination functions AFTER
lua_close
has been called; otherwise fatal errors may occur.
A COM server built following the preceding guidelines can be used
as any other COM object, that is, using CoCreateInstance
,
CreateObject
or something like these.
The method NewObject
returns a connection point container
object. This object allows the component to send events to its clients
just calling methods on this object, passing the expected
parameters. Return values are not allowed yet.
This is an example of a Lua COM server. The example assumes this script is called testobj.lua:
-- This is the implementation of the COM object
path_to_obj = "\\Path\\To\\Script\\"
TestObj = {}
function TestObj:showWindow()
print("Show!")
events:OnShow()
end
function TestObj:hideWindow()
print("Hide!")
events:OnHide()
end
COM = {}
function COM:StartAutomation()
-- creates the object using its default interface
COMAppObject, events, e = luacom.NewObject(TestObj, "TEST.Test")
-- This error will be caught by detectAutomation
if COMAppObject == nil then
error("NewObject failed: "..e)
end
-- Exposes the object
cookie = luacom.ExposeObject(COMAppObject)
if cookie == nil then
error("ExposeObject failed!")
end
end
function COM:Register()
-- fills table with registration information
local reginfo = {}
reginfo.VersionIndependentProgID = "TEST.Test"
reginfo.ProgID = reginfo.VersionIndependentProgID..".1"
reginfo.TypeLib = "test.tlb"
reginfo.CoClass = "Test"
reginfo.ComponentName = "Test Component"
reginfo.Arguments = "/Automation"
reginfo.ScriptFile = path_to_script .. "testobj.lua"
-- stores component information in the registry
local res = luacom.RegisterObject(reginfo)
if res == nil then
error("RegisterObject failed!")
end
end
function COM:UnRegister()
-- fills table with registration information
local reginfo = {}
reginfo.VersionIndependentProgID = "TEST.Test"
reginfo.ProgID = reginfo.VersionIndependentProgID..".1"
reginfo.TypeLib = "test.tlb"
reginfo.CoClass = "Test"
-- removes component information from the registry
local res = luacom.UnRegisterObject(reginfo)
if res == nil then
error("UnRegisterObject failed!")
end
end
-- Starts automation server
return luacom.DetectAutomation(COM)
Most of what is needed to build an OLE control was already covered
in the last section. Controls are like ordinary LuaCOM objects,
but they are created by the NewControl
API function, instead
of NewObject
. The registration info table must also have
verb+Control+ field set to true
.
The table that implements the control must also implement a few
additional methods, part of the control protocol. These are:
- InitialSize
- The control may use this method to return its
initial size, in pixels.
- CreateWindow
- Called when the control has to create its
window. The parameters to this function are the handle of the parent
window (an userdata), the initial position and initial size of the
window. The control must return an userdata with its window handle.
- SetExtent
- Called whenever the host wants to change the size
of the control. The parameters are the new size. Must return
true
if the control accepts the size change, and false
otherwise.
- GetClass
- Must return the class id of the control.
- DestroyWindow
- Called when the host is finished with the control, and
it has to destroy its window and release its resources.
The demo/control
directory of the LuaCOM distribution has
an example of a control.
5. Release Information
Here is provided miscellaneous information specific to the current
version of LuaCOM. Here are recorded the current limitations of
LuaCOM, its known bugs, the history of modifications since the former
version, technical details etc.
5.1 Limitations
Here are listed the current limitations of LuaCOM, as of the current
version, and information about future relaxation of this restrictions.
- LuaCOM currently supports only exposes COM objects as ``single
use'' objects. That might be circumvented by exposing many times the
same object. This restriction might be removed under request;
- LuaCOM doesn't support COM methods with variable number of
parameters. This could be circumvented passing the optional parameters
inside a table, but this hasn't been tested. This may be implemented
under request;
- LuaCOM doesn't provide access to COM interfaces that doesn't
inherit from IDispatch interface. That is, only Automation Objects
are supported. This restriction is due to the late-binding feature
provided by LuaCOM. It's possible to provide access to these COM
interfaces via a "proxy" Automation Object, which translate calls made
through automation to vtable (early-binding) calls. It's also possible
to implement this "proxy" directly using LuaCOM C/C++ API, but this
hasn't been tested nor tried;
5.2 Known bugs
Here are recorded the known bugs present in LuaCOM. If any other bugs
are found, please report them through LuaCOM's home page.
- LuaCOM only implements late-bound interfaces, but accepts a
QueryInterface for early-bound ones. This erroneous behavior is due
to the way a VB client sends events to the server. See subsection
5.4.5;
- when a table of LuaCOM objects (that is, a SAFEARRAY of
IDispatch pointers) is passed as a parameter to a COM object, these
LuaCOM objects might not be disposed automatically and may leak;
- when a COM object implemented in Lua is called from VBScript,
the ``in-out'' parameters of type SAFEARRAY cannot be modified. If
they are, VBScript will complain with a COM error.
5.3 Future Enhancements
Besides the enhancements listed in the sections 5.1 and
5.2, there are other planned enhancements:
- to improve the overall performance of LuaCOM;
- dynamic creation of type libraries;
- better support for creating full-fledged COM objects using Lua.
LuaCOM is very similar to using other Automation-enabled languages
or environments (Visual Basic©, VBA, VBScript©,
pycom etc). Nevertheless, there are some subtle differences that might
confuse the programmer: different syntax, unexpected behavior etc. To
ease the task of the LuaCOM user, we grouped the information related
to these isses here.
Some COM objects can rest at in-process servers (implemented in DLL's)
and at local servers (implemented as separeted processes). COM gives
preference to in-process servers, as they are faster. Nevertheless,
some applications may not work with LuaCOM when working as
in-process servers. One should instance the COM object supplying an
additional flag forcing the use of local servers. See documentation
for API function CreateObject.
In a normal scenario, an out-of-process COM server should terminate
when all references to its objects are released. This may be
importart, as the creation of new instances might depend on the
absence of a running one. LuaCOM integrates the standard COM
mechanism of reference counting with Lua's garbage collection. This
works fine in most situations, but there are some situations which
demand a more careful analysis:
- to immediately terminate the server process, it's
necessary to eliminate all references in Lua to the COM objects
residing in this process and then force a garbage-collection cycle;
- sometimes a reference to a COM object may be stored by mistake
to a global variable and then forgot there. This may prevent the
server process to exit even when a method like ``Quit'' is called. To
avoid this problem, one might group all to references to a COM object
and its sub-objects in a single table to avoid ``lost'' references.
For more information, see section 3.2.1.
When one wishes to receive events and notifications from a COM object,
a connection must be established using connection points. But that is
not enough: the client application must have a message loop running to
get these notifications. For more information, see section
3.3.3.
Some objects that have type information describing their interface
(methods, properties, types of parameters etc), may add new methods
and properties at runtime. This means that these methods and
properties can only be accessed using the same mechanism LuaCOM uses
for Generic COM object. This have some implications:
- when accessing properties, it's mandatory to access them as
methods and to use the set prefix to alter their values. If an
object foo has a property color not present in the
type information, it can only be accessed through foo:color()
(read access) or foo:setcolor() (write access);
- when calling methods, all parameters are treated as in-out. This
means that, beyond the return value, a call to a method of this type
will return all the parameters back, whether or not modified by the
callee. Anyway, one can ignore these values simply not assigning them
to a variable, e.g. x = foo:method(a,b) will ignore the values
of a and b, also returned by the call.
COM objects related to WMI have this behavior. For more information,
see section 2.
5.4.5 Visual Basic© issue
A COM server implemented with LuaCOM can be used in VB with no
trouble:
Public lc as Object
Set lc = CreateObject("MyCOMObject.InLuaCOM")
lc.showWindow
b = lc.getData(3)
lc.Quit
But if one wants to received events generated by a COM object
implemented using LuaCOM, then it's necessary to use VB's
Public WithEvents
:
Public WithEvents obj as MyCOMObject.Application
Set obj = CreateObject("MyCOMObject.Application")
Private Sub obj_genericEvent()
' Put your event code here
End Sub
Here there is a problem: when VB assigns the result of
CreateObject
to obj
variable, it tries to get an early
bound interface (as far as I know, VB only uses late-bound interfaces
with variables of type Object
). LuaCOM does not work with
early-bound interfaces (known as vtable). If you call any method using
the obj
variable, VB will throw an exception.
The solution we adopted was to accept a QueryInterface for a
early-bound interface (thus allowing the use of Public
WithEvents). Then the client must do a ``typecast'' to use
correctly the COM object:
Public WithEvents obj_dummy as MyCOMObject.Application
Public obj as Object
Set obj_dummy = CreateObject("MyCOMObject.Application")
Set obj = obj_dummy
This way the client may call methods of the COM object using the
obj variable.
- Support for the new Lua package proposal (see http://www.keplerproject.org/compat)
- OLE controls with embedded UI;
- Representing variants with tables;
- Conversion tag/metamethod for tables;
- Representing dates with tables;
- More than one event sink connected to an object;
- A method of typelibs returned by GetTypeInfo exports
all enumerations of the typelib to a table;
- Removal of registered servers from registry (unregister);
- Identifies when an interface pointer is in fact a local Lua table
implementing a COM object;
- Fixed memory leak with some out parameters;
- Removed line break in some system exceptions.
- Can be loaded by Lua 5's
require
function;
- In-process servers, fully implemented in Lua (no initialization code in C is necessary
for in-process servers, and for local servers using Lua 5);
- Now 1-based arrays are correctly converted by LuaCOM;
- UNICODE strings are correctly converted from/to ANSI ones by
LuaCOM;
- byte arrays are now converted from/to strings with embedded zeros;
- LuaCOM now has a limited support for loading and browsing type
information and type libraries. This includes the ability to import
type library constants (enum's) as Lua globals and the ability
to open the help information associated with a component;
- objects implementing IEnumVARIANT interface are now
supported. This means that collections can be used in LuaCOM in a
similar way as the are in VBScript©;
- implemented a log mechanism to simplify debugging;
- LuaCOM now handles correctly COM calls with named
parameters5.1. This caused problems when receiving Microsoft
Excel© events;
- now it's possible to specify the context used to create an
instance of a COM object (whether it should be created as a local
server or as an in-process server);
- non-ANSI code removed;
- when faced with an IUnknown pointer, LuaCOM now
queries it for IDispatch or IEnumVARIANT interfaces,
returning a LuaCOM object instead of an IUnknown pointer;
- improved error-handling: now LuaCOM allows the customization
of the actions to be taken when errors occur;
- LuaCOM now supports the concept of default method: when one
uses a reference to a LuaCOM object as a function, LuaCOM does the
function call using the default method of that object;
- part of the LuaAPI of LuaCOM now is implemented
in Lua 5. This eases the addition of new features and avoids
cramming the library. Nevertheless, this does not impact those who use
the binary release, as they carry the Lua code precompiled;
- luacom.GetObject now supports the use of monikers. Among
other thing, this makes possible to use WMI and to open document files
directly, e.g.
luacom.GetObject("myfile.xls")
;
- luacom.CreateObject and luacom.GetObject now
make an attemp to initialize the COM object via
IPersistStreamInit. Some objects refuse to work without this step.
- LuaCOM is now compatible with Lua 4 and Lua 5. It's just a
matter of linking with the right library;
- when used with Lua 5, LuaCOM uses booleans to better match the
Automation types;
- all functions of LuaCOM's Lua API are now grouped together in a
single table called
luacom
, although they are still accessible
globally as luacom_<function> in the Lua 4 version of the
library;
- now it's possible to create instances of Microsoft©
Office© applications (Excel©, Powerpoint©
etc.). It was only possible to use them via GetObject; now you can
create a new instance of these applications using
luacom.CreateObject;
- when compiled with the NDEBUG flag, LuaCOM does not
use any kind of terminal output anymore (printf,
cout etc). This could break some applications.
- property access modified: now parameterized properties must be
accessed as functions using a prefix to differentiate property read
and write. If the prefix is omitted, a property get is assumed;
- syntax ``
obj.Property(param)
'' is no longer supported. A
colon - ``:'' - must be used: ``obj:Property(param)
'';
- better support for implementation of COM objects, including
registration and event generation;
- Type conversion engine rewritten. Now it adheres more firmly to
the types specified in the type libraries;
- binding rewritten to better support ``out'' and ``in-out''
parameters and to adhere more strictly to the recommended memory
allocation policies for COM;
- COM objects without type information are now supported.
- removal of LUACOM_TRUE and LUACOM_FALSE
constants; now booleans follow the same convention of the C language;
- memory and interface leaks fixed;
- some functions of the API have slightly different names;
- changes in memory allocation policy, to follow more strictly
practices recommended in COM documentation;
- parameter passing policies changed;
- added limited support for IUnknown pointers;
- changes in type conversion;
- added limited support for implementing and registering COM
objects in Lua
- conversion to Lua 4;
- better handling of different kinds of type information (e.g. now
can access Microsoft Internet Explorer© object);
- now handles more gracefully exceptions and errors;
- added support for optional parameters with default values;
- LuaCOM does not initializes COM libraries anymore; this is
left to the user;
- more stringent behavior about the syntax of method calls and
property access (methods with ``:'' and properties with ``.'').
6. Reference
void luacom_open(lua_State* L);
This function initializes the LuaCOM library, creates the global
luacom
table and fills it with LuaCOM methods in the given
Lua state. Notice that it's necessary to initialize COM before,
using OleInitialize or CoInitialize or something like
that.
int main()
{
lua_State *L = lua_open(0);
OleInitialize(NULL);
luacom_open(L);
.
.
.
}
void luacom_close(lua_State* L);
This function is intended to clean up the data structures associated
with LuaCOM in a specific Lua state (L). Currently, it does nothing,
but in future releases it will do. So, do not remove from your code!
It must be also called before the COM termination functions
(OleUninitialize and CoInitialize) and before
lua_close.
int main()
{
lua_State *L = lua_open(0);
OleInitialize(NULL);
luacom_open(L);
.
.
.
luacom_close(L);
lua_close(L);
OleUninitialize();
}
int luacom_detectAutomation(lua_State *L, int argc, char *argv[]);
This function gets from the top of the Lua stack a table which should
hold two fields named ``StartAutomation'' and ``Register'' (these
fields should contain functions that implement these actions). Then it
searches the command line (provided argc and argv)
for the switches ``/Automation'' or ``/Register''. If one of these
switches is found, it then calls the corresponding function in the Lua
table. Finally it returns a value telling what happened, so the caller
function may change its course of action (if needed).
This function is simply a helper for those implementing Automation
servers using LuaCOM. Most of the work should be done by the Lua
code, using the methods RegisterObject
,
NewObject
, and ExposeObject
.
/*
* com_object.cpp
*
* This sample C++ code initializes the libraries and
* the COM engine to export a COM object implemented in Lua
*/
#include <ole2.h>
// libraries
extern "C"
{
#include <lua.h>
#include <lualib.h>
}
#include <luacom.h>
int main (int argc, char *argv[])
{
int a = 0;
CoInitialize(NULL);
IupOpen();
lua_State *L = lua_open(0);
lua_baselibopen (L);
lua_strlibopen(L);
lua_iolibopen(L);
luacom_open(L);
lua_dofile(L, "implementation.lua");
// Pushes the table containing the functions
// responsible for the initialization of the
// COM object
lua_getglobal(L, "COM");
// detects whether the program was invoked for Automation,
// registration or none of that
int result = luacom_detectAutomation(L, argc, argv);
switch(result)
{
case LUACOM_AUTOMATION:
// runs the message loop, as all the needed initialization
// has already been performed
MessageLoop();
break;
case LUACOM_NOAUTOMATION:
// This only works as a COM server
printf("Error. This is a COM server\n");
break;
case LUACOM_REGISTER:
// Notifies that the COM object has been
// registered
printf("COM object successfully registered.");
break;
case LUACOM_AUTOMATION_ERROR:
// detectAutomation found /Automation or /Register but
// the initialization Lua functions returned some error
printf("Error starting Automation");
break;
}
luacom_close(L);
lua_close(L);
CoUninitialize();
return 0;
}
-------
-- implementation.lua
--
-- This is a sample implementation of a COM server in Lua
--
-- This is the implementation of the COM object
TestObj = {}
function TestObj:showWindow()
dialog.show()
end
function TestObj:hideWindow()
dialog.hide()
end
-- Here we create and populate the table to
-- be used with detectAutomation
COM = {}
-- This functions creates the COM object to be
-- exported and exposes it.
function COM:StartAutomation()
-- creates the object using its default interface
COMAppObject, events, e = luacom.NewObject(TestObj, "TESTE.Teste")
-- This error will be caught by detectAutomation
if COMAppObject == nil then
error("NewObject failed: "..e)
end
-- Exposes the object
cookie = luacom.ExposeObject(COMAppObject)
if cookie == nil then
error("ExposeObject failed!")
end
end
function COM:Register()
-- fills table with registration information
local reginfo = {}
reginfo.VersionIndependentProgID = "TESTE.Teste"
reginfo.ProgID = reginfo.VersionIndependentProgID..".1"
reginfo.TypeLib = "teste.tlb"
reginfo.CoClass = "Teste"
reginfo.ComponentName = "Test Component"
reginfo.Arguments = "/Automation"
-- stores component information in the registry
local res = luacom.RegisterObject(reginfo)
if res == nil then
error("RegisterObject failed!")
end
end
function COM:UnRegister()
-- fills table with registration information
local reginfo = {}
reginfo.VersionIndependentProgID = "TESTE.Teste"
reginfo.ProgID = reginfo.VersionIndependentProgID..".1"
reginfo.TypeLib = "teste.tlb"
reginfo.CoClass = "Teste"
-- removes component information from the registry
local res = luacom.UnRegisterObject(reginfo)
if res == nil then
error("UnRegisterObject failed!")
end
end
int luacom_IDispatch2LuaCOM(lua_State *L, void *pdisp_arg);
This functions takes a pointer to IDispatch, creates a
LuaCOM object for it and pushes it in the Lua stack. This function
is useful when one gets an interface for a COM object from
C/C++ code and wants to use it in Lua.
void CreateAndExport(lua_State* L)
{
// Creates the object
IUnknown *obj = CreateObj();
// Gets the IDispatch
IDispatch* pdisp = NULL;
QueryInterface(IID_IDISPATCH, &pdisp);
// pushes onto lua stack
luacom_IDispatch2LuaCOM(L, (void *) pdisp);
}
luacom_obj = luacom.CreateObject(ID, creation_context, untyped)
This method finds the Class ID referenced by the ID parameter
and creates an instance of the object with this Class ID. If there
is any problem (ProgID not found, error instantiating object), the
method returns nil.
Parameter |
Type |
ProgID |
String |
Return Item |
Possible Values |
luacom_obj |
LuaCOM object
nil |
inet_obj = luacom.CreateObject("InetCtls.Inet")
if inet_obj == nil then
print("Error! Object could not be created!")
end
implemented_obj, cookie = luacom.Connect(luacom_obj, implementation_table)
This method finds the default source interface of the object
luacom_obj
, creates an instance of this interface whose
implementation is given by implementation_table
and creates a
connection point between the luacom_obj
and the implemented
source interface. Any calls made by the luacom_obj
to the
source interface implementation will be translated to Lua calls to
member function present in the implementation_table
. If the
method succeeds, the LuaCOM object implemented by
implementation_table
, plus a cookie that identifies the connection, are returned; otherwise, nil
is
returned.
Notice that, to receive events, it's necessary to have a Windows
message loop.
Parameter |
Type |
luacom_obj |
LuaCOM object |
implementation_table |
Table or userdata |
Return Item |
Possible Values |
implemented_obj |
LuaCOM object
nil |
cookie |
number |
events_handler = {}
function events_handler:NewValue(new_value)
print(new_value)
end
events_obj = luacom.Connect(luacom_obj, events_handler)
implemented_obj = luacom.ImplInterface(impl_table, ProgID, interface_name)
This method finds the type library associated with the ProgID and
tries to find the type information of an interface called
``interface_name''. If it does, then creates an object whose
implementation is ``impl_table'', that is, any method call or property
access on this object is translated to calls or access on the members
of the table. Then it makes a LuaCOM object for the implemented
interface and returns it. If there are any problems in the process
(ProgID not found, interface not found, interface isn't a
dispinterface), the method returns nil.
Parameter |
Type |
impl_table |
table or userdata |
ProgID |
string |
interface_name |
string |
Return Item |
Possible Values |
implemented_obj |
LuaCOM object
nil |
myobject = {}
function myobject:MyMethod()
print("My method!")
end
myobject.Property = "teste"
luacom_obj = luacom.ImplInterface(myobject, "TEST.Test", "ITest")
-- these are done via Lua
myobject:MyMethod()
print(myobject.Property)
-- this call is done through COM
luacom_obj:MyMethod()
print(luacom_obj.Property)
impl_obj = luacom.ImplInterfaceFromTypelib(
impl_table,
typelib_path,
interface_name,
coclass_name)
This method loads the type library whose file path is
``typelib_path'' and tries to find the type information of an
interface called ``interface_name''. If it does, then creates an
object whose implementation is ``impl_table'', that is, any method
call or property access on this object is translated to calls or
access on the members of the table. Then it makes a LuaCOM object
for the implemented interface and returns it. If there are any
problems in the process (ProgID not found, interface not found,
interface isn't a dispinterface), the method returns nil. The
``coclass_name'' parameter is optional; it is only needed if the
resulting LuaCOM object is to be passed to the methods
Connect
, AddConnection
or
ExposeObject
. This parameter specifies the Component
Object class name to which the interface belongs, as one interface may
be used in more than one ``coclass''.
Parameter |
Type |
impl_table |
table or userdata |
typelib_path |
string |
interface_name |
string |
coclass_name |
(optional) string |
Return Item |
Possible Values |
implemented_obj |
LuaCOM object
nil |
myobject = {}
function myobject:MyMethod()
print("My method!")
end
myobject.Property = "teste"
luacom_obj = luacom.ImplInterfaceFromTypelib(myobject, "test.tlb",
"ITest", "Test")
-- these are done via Lua
myobject:MyMethod()
print(myobject.Property)
-- this call is done through COM
luacom_obj:MyMethod()
print(luacom_obj.Property)
luacom_obj = luacom.GetObject(ProgID)
luacom_obj = luacom.GetObject(moniker)
The first version method finds the Class ID referenced by the ProgID parameter
and tries to find a running instance of the object having this Class
ID. If there is any problem (ProgID not found, object is not running),
the method returns nil.
The second version tries to find an object through its moniker. If there is
any problem, the method returns nil.
Parameter |
Type |
ProgID/moniker |
String |
Return Item |
Possible Values |
luacom_obj |
LuaCOM object
nil |
excel = luacom.GetObject("Excel.Application")
if excel == nil then
print("Error! Could not get object!")
end
-- Creates a COM object
implemented_obj, events_sink, errmsg = luacom.NewObject(impl_table, ProgID)
-- Creates an OLE control
implemented_obj, events_sink, errmsg = luacom.NewControl(impl_table, ProgID)
This method is analogous to ImplInterface
, doing
just a step further: it locates the default interface for the ProgID
and uses its type information. That is, this method creates a Lua
implementation of a COM object's default interface. This is useful
when implementing a complete COM object in Lua. It also creates a
connection point for sending events to the client application and
returns it as the second return value. If there are any problems in
the process (ProgID not found, default interface is not a
dispinterface etc), the method returns nil twice and returns the
error message as the third return value.
To send events to the client application, just call methods of the
event sink table returned. The method call will be translated to COM
calls to each connection. These calls may contain parameters (as
specified in the type information).
Parameter |
Type |
impl_table |
table or userdata |
ProgID |
string |
Return Item |
Possible Values |
implemented_obj |
LuaCOM object
nil |
event_sink |
event sink table
nil |
errmsg |
error message in the case of failure
nil |
myobject = {}
function myobject:MyMethod()
print("My method!")
end
myobject.Property = "teste"
obj, evt, err = luacom.NewObject(myobject, "TEST.Test")
-- these are done via Lua
myobject:MyMethod()
print(myobject.Property)
-- this call is done through COM
luacom_obj:MyMethod()
print(luacom_obj.Property)
-- here we sink events
evt:Event1()
cookie = luacom.ExposeObject(luacom_obj)
This method creates and registers a class factory for
luacom_obj, so that other running applications can use it. It
returns a cookie that must be used to unregister the object. If the
method fails, it returns nil.
ATTENTION: the object MUST be unregistered (using
RevokeObject
) before calling luacom_close or
lua_close, otherwise unhandled exceptions might occur.
Parameter |
Type |
luacom_obj |
LuaCOM object |
Return Item |
Possible Values |
cookie |
number
nil |
myobject = luacom.NewObject(impl_table, "Word.Application")
cookie = luacom.ExposeObject(myobject)
function end_of_application()
luacom.RevokeObject(cookie)
end
result = luacom.RegisterObject(registration_info)
This method creates the necessary registry entries for a COM object,
using the information in registration_info table. If the
component is successfully registered, the method returns a non-nil
value.
The registration_info table must contain the following
fields6.1:
- VersionIndependentProgID
- This field must contain a string
describing the programmatic identifier for the component,
e.g. ``MyCompany.MyApplication''.
- ProgID
- The same as VersionIndependentProgID but with a version
number, e.g. ``MyCompany.MyApplication.2''.
- TypeLib
- The file name of the type library describing the
component. This file name should contain a path, if the type library
isn't in the same folder of the executable. Samples:
mytypelib.tlb
, c:\app\test.tlb
, test.exe\1
(this
last one can be used when the type library is bound to the executable
as a resource).
- Control
- Must be
true
if the object is an OLE control,
and false
or nil
otherwise.
- CoClass
- The name of the component class. There must be a
coclass entry in the type library with the same name or the
registration will fail.
- ComponentName
- This is the human-readable name of the
component.
- Arguments
- This field specifies what arguments will be supplied
to the component executable when started via COM. Normally it should
contain ``/Automation''.
- ScriptFile
- This field specifies the full path of the script
file that implements the component. Only used to register in-process
servers.
This method is not a generic ``registering tool'' for COM
components, as it assumes the component to be registered is
implemented by the running executable during registration.
Parameter |
Type |
registration_info |
table with registration information |
Return Item |
Possible Values |
result |
nil or non-nil value |
-- Lua registration code
function RegisterComponent()
reginfo.VersionIndependentProgID = "TESTE.Teste"
-- Adds version information
reginfo.ProgID = reginfo.VersionIndependentProgID..".1"
reginfo.TypeLib = "teste.tlb"
reginfo.CoClass = "Teste"
reginfo.ComponentName = "Test Component"
reginfo.Arguments = "/Automation"
reginfo.ScriptFile = "teste.lua"
local res = luacom.RegisterObject(reginfo)
return res
end
result = luacom.UnRegisterObject(registration_info)
This method removes the registry entries for a COM object,
using the information in registration_info table. If the
component is successfully unregistered, the method returns a non-nil
value.
The registration_info table must contain the following
fields6.2:
- VersionIndependentProgID
- This field must contain a string
describing the programmatic identifier for the component,
e.g. ``MyCompany.MyApplication''.
- ProgID
- The same as VersionIndependentProgID but with a version
number, e.g. ``MyCompany.MyApplication.2''.
- TypeLib
- The file name of the type library describing the
component. This file name should contain a path, if the type library
isn't in the same folder of the executable. Samples:
mytypelib.tlb
, c:\app\test.tlb
, test.exe\1
(this
last one can be used when the type library is bound to the executable
as a resource).
- CoClass
- The name of the component class. There must be a
coclass entry in the type library with the same name or the
registration will fail.
Parameter |
Type |
registration_info |
table with registration information |
Return Item |
Possible Values |
result |
nil or non-nil value |
-- Lua registration code
function UnRegisterComponent()
reginfo.VersionIndependentProgID = "TESTE.Teste"
-- Adds version information
reginfo.ProgID = reginfo.VersionIndependentProgID..".1"
reginfo.TypeLib = "teste.tlb"
reginfo.CoClass = "Teste"
local res = luacom.UnRegisterObject(reginfo)
return res
end
cookie = luacom.addConnection(client, server)
This method connects two LuaCOM objects, setting the
server as an event sink for the client, that is, the
client will call methods of the server to notify events (following the
COM model). This will only work if the client supports
connection points of the server's type. If the method
succeeds, it returns the cookie that identifies the connection;
otherwise, it throws an error.
Parameter |
Type |
client |
LuaCOM object |
server |
LuaCOM object |
Return Item |
Possible Values |
cookie |
number |
obj = luacom.CreateObject("TEST.Test")
event_sink = {}
function event_sink:KeyPress(keynumber)
print(keynumber)
end
event_obj = luacom.ImplInterface(
event_sink, "TEST.Test", "ITestEvents")
cookie = luacom.addConnection(obj, event_obj)
luacom.releaseConnection(client, event_sink, cookie)
This method disconnects a LuaCOM object from an event sink.
Parameter |
Type |
client |
LuaCOM object |
event_sink |
LuaCOM object |
cookie |
LuaCOM object |
There are none.
obj = luacom.CreateObject("TEST.Test")
event_sink = {}
function event_sink:KeyPress(keynumber)
print(keynumber)
end
event_obj = luacom.ImplInterface(
event_sink, "TEST.Test", "ITestEvents")
result = luacom.addConnection(obj, event_obj)
.
.
.
luacom.releaseConnection(obj)
progID = luacom.ProgIDfromCLSID(clsid)
This method is a proxy for the Win32 function ProgIDFromCLSID.
Parameter |
Type |
clsid |
string |
Return Item |
Possible Values |
progID |
string
nil |
progid = luacom.ProgIDfromCLSID("{8E27C92B-1264-101C-8A2F-040224009C02}")
obj = luacom.CreateObject(progid)
clsid = luacom.CLSIDfromProgID(progID)
It's the inverse of ProgIDfromCLSID
.
luacom.ShowHelp(luacom_obj)
This method tries to locate the luacom_obj's help file in its
type information and shows it.
Parameter |
Type |
luacom_obj |
LuaCOM object |
None.
obj = luacom.CreateObject("TEST.Test")
luacom.ShowHelp(obj)
iunknown = luacom.GetIUnknown(luacom_obj)
This method returns a userdata holding the IUnknown interface
pointer to the COM object behind luacom_obj. It's important
to notice that Lua does not duplicates userdata: many calls to
GetIUnknown
for the same LuaCOM object will return
the same userdata. This means that the reference count for the
IUnknown interface will be incremented only once (that is, the
first time the userdata is pushed) and will be decremented only when
all the references to that userdata go out of scope (that is, when the
userdata suffers garbage collection).
One possible use for this method is to check whether two LuaCOM
objects reference the same COM object.
Parameter |
Type |
luacom_obj |
LuaCOM object |
Return Item |
Possible Values |
iunknown |
userdata with IUnknown metatable
nil |
-- Creates two LuaCOM objects for the same COM object
-- (a running instance of Microsoft Word(R) )
word1 = luacom.GetObject("Word.Application")
word2 = luacom.GetObject("Word.Application")
-- These two userdata should be the same
unk1 = luacom.GetIUnknown(word1)
unk2 = luacom.GetIUnknown(word2)
assert(unk1 == unk2)
answer = luacom.isMember(luacom_obj, member_name)
This method returns true (that is, different from nil) if
there exists a method or a property of the luacom_obj named
member_name.
Parameter |
Type |
luacom_obj |
LuaCOM object |
member_name |
string |
Return Item |
Possible Values |
answer |
nil or non-nil |
obj = luacom.CreateObject("MyObject.Test")
if luacom.isMember(obj, "Test") then
result = obj:Test()
end
result = luacom.StartLog(log_file_name)
This methods activates the log facility of LuaCOM, writing to the log
file all errors that occurr. If the library was compiled with VERBOSE
defined, it also logs other informative messages like creation and
destruction of LuaCOM internal objects, method calls etc. This can
help track down object leaks. The method returns true
if the
log file could be opened, false
otherwise.
Parameter |
Type |
log_file_name |
string |
Return Item |
Possible Values |
result |
boolean |
ok = luacom.StartLog("luacomlog.txt")
if not ok then
print("log not opened")
end
luacom.EndLog()
This method stops the log facility (if it has been activated), closing
the log file.
None.
None.
luacom.EndLog()
e = luacom.GetEnumerator(luacom_obj)
This method returns a COM enumerator for a given LuaCOM object (if
it provides one). This is the same as calling the _NewEnum
method, at least for the majority of the objects. The enumerator
object is described in section 6.4.
Parameter |
Type |
luacom_obj |
LuaCOM object |
Return Item |
Possible Values |
e |
enumerator object or nil |
-- Prints all sheets of an open Excel Application
excel = luacom.GetObject("Excel.Application")
e = luacom.GetEnumerator(excel.Sheets)
s = e:Next()
while s do
print(s.Name)
s = e:Next()
end
6.4 Enumerator Object
The enumerator object is a proxy for the interface
IEnumVARIANT. It can be obtained using the API method
GetEnumerator.
- Next
- returns the next object in the enumeration or nil
if the end has been reached.
- Skip
- skips the next object, returning true if succeeded
of false if not.
- Reset
- restarts the enumerator.
- Clone
- returns a new enumerator in the same state.
6.5 Type Library Object
The type library object is a proxy for the interface
ITypeLib. It can be obtained using the API method
LoadTypeLibrary or the type information object method
GetTypeLib.
- GetDocumentation
- returns a table containing the fields
name, helpstring, helpcontext and
helpfile for the type library.
- GetTypeInfoCount
- returns the number of type descriptions
contained in the type library.
- GetTypeInfo(n)
- returns an type information object for the n-th
type description.
- ShowHelp
- tries to launch the help file associated with the type
library (if any).
6.6 Type Information Object
The type information object is a proxy for the interface
ITypeInfo. It can be obtained using the API method
GetTypeInfo or the type library object method
GetTypeInfo.
- GetTypeLib
- returns the containing type library object.
- GetFuncDesc(n)
- returns a table describing the n-th function of
the type description. This table contains the following fields:
memid (dispatch identifier), invkind (invoke kind),
Params (number of parameters), ParamsOpt (number of
optional parameters), description, helpfile,
helpcontext, name. Besides that, it stores an
array-like table called parameters describing each parameter
of the function, with these fields: name, type.
- GetVarDesc(n)
- returns a table describing the n-th variable (or
constant) in the type description. This table contains the following
fields: name, value (for constants only).
- GetDocumentation
- returns a table with documentation for the type
description, with the fields name, helpstring,
helpcontext and helpfile.
- GetTypeAttr
- returns a table containing the type attributes for
the type description. This table holds the following fields:
GUID, typekind, Funcs (number of functions),
Vars (number of variables or constants) and ImplTypes.
There is also a flags field, containing a table that describes
the flags for this type description. This table contains the following
boolean fields: control, appobject, dispatchable,
oleautomation, cancreate.
- GetImplType(n)
- For type descriptions of COM classes, this
returns the type information object for the nth interface of the COM
class.
- GetImplTypeFlags(n)
- For type descriptions of COM classes, this
returns a table containing the implementation flags for the n-th
interface belonging to the COM class. This table holds the following
boolean flags: default, source, restricted,
defaultvtable.
- ExportEnumerations
- returns a table with all the enumerations in this typelib.
The keys are the enumeration names, and each one of them is a table, keyed by the
enumeration values.
LuaCOM has been developed by Renato Cerqueira, Vinicius
Almendra and Fabio Mascarenhas. The project is sponsored by TeCGraf (Technology Group
on Computer Graphics).
LuaCOM User Manual
(Version 1.3)
This document was generated using the
LaTeX2HTML translator Version 2002 (1.62)
Copyright © 1993, 1994, 1995, 1996,
Nikos Drakos,
Computer Based Learning Unit, University of Leeds.
Copyright © 1997, 1998, 1999,
Ross Moore,
Mathematics Department, Macquarie University, Sydney.
The command line arguments were:
latex2html -dir luacom-htmldoc -split 0 -show_section_numbers -local_icons -no_navigation -numbered_footnotes luacom.tex
The translation was initiated by Fabio Mascarenhas de Queiroz on 2005-06-06
Footnotes
- ... Lua2.1
- Notice that COM must be initialized in each thread that
will use it. To use LuaCOM in this situation, it's not safe to
share a single Lua state among several threads; one should create a
new Lua state for each thread and then initialize LuaCOM with this
state.
- ... ``set''3.1
- In a future version it might be allowed to
change the prefix.
- ... value3.2
- This feature allows a
clear distinction between the return value and the in-out parameters,
as all parameters will end up being returned.
- ...
parameters5.1
- Notice that LuaCOM does not implement named
parameters; it just takes them when called from a COM client and
puts them.
- ...
fields6.1
- For a better description of these fields, see COM's
documentation.
- ...
fields6.2
- For a better description of these fields, see COM's
documentation.
Fabio Mascarenhas de Queiroz
2005-06-06