Lua Errors: Difference between revisions

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>NecroBumpist
(Added new error (ambiguous syntax).)
>NecroBumpist
(Update to use syntax highlighting.)
Line 71: Line 71:
Errors on the beginning of a line are often because an incomplete previous line.
Errors on the beginning of a line are often because an incomplete previous line.
In this case, the problems are:
In this case, the problems are:
<pre>
<code lua>
Game.GetService -- missing parentheses ()
Game.GetService -- missing parentheses ()
Game.GetService( -- missing close parenthesis )
Game.GetService( -- missing close parenthesis )
Game:GetService -- missing parentheses () or "function arguments"
Game:GetService -- missing parentheses () or "function arguments"
</pre>
</code>
-----
-----
{{ErrorMessage|Workspace.Script:3: '&#61;' expected near '&#61;&#61;'|}}
{{ErrorMessage|Workspace.Script:3: '&#61;' expected near '&#61;&#61;'|}}
Line 82: Line 82:
{{ErrorMessage|Workspace.Script:1: malformed number near '1..'|}}
{{ErrorMessage|Workspace.Script:1: malformed number near '1..'|}}
This is caused by attempting to concatenate a number without putting a space since dots can be part of a number:
This is caused by attempting to concatenate a number without putting a space since dots can be part of a number:
print( 1.." tests passed" )
<code lua>
print( 1.." tests passed" )
</code>
instead of
instead of
print( 1 .." tests passed" )
<code lua>
print( 1 .." tests passed" )
</code>
-----
-----
{{ErrorMessage|Workspace.Script:1: bad argument #3 to '?' (Object expected, got function)|}}
{{ErrorMessage|Workspace.Script:1: bad argument #3 to '?' (Object expected, got function)|}}
Line 93: Line 97:
{{ErrorMessage|Workspace.Script:1: bad argument #2 to '?' (string expected, got function)|}}
{{ErrorMessage|Workspace.Script:1: bad argument #2 to '?' (string expected, got function)|}}
By indexing an object with the wrong type:
By indexing an object with the wrong type:
print( Workspace.Part[print] )
<code lua>
print( Workspace.Part[print] )
</code>
-----
-----
{{ErrorMessage|Workspace.Script:1: bad argument #2 to '?' (Vector3 expected, got number)|}}
{{ErrorMessage|Workspace.Script:1: bad argument #2 to '?' (Vector3 expected, got number)|}}
This error was caused by incorrect math on an Object
This error was caused by incorrect math on an Object
print( Vector3.new() + 1 )
<code lua>
print( Vector3.new() + 1 )
</code>
* Advanced Note: The message comes from the __add(obj,val) function in the Instance metatable.
* Advanced Note: The message comes from the __add(obj,val) function in the Instance metatable.
-----
-----
{{ErrorMessage|Part1 is not a valid member of Workspace|}}
{{ErrorMessage|Part1 is not a valid member of Workspace|}}
Aside from the obvious, this message also occurs if you attempt to set a child directly:
Aside from the obvious, this message also occurs if you attempt to set a child directly:
print( Workspace.Part1 ) -- ok
<code lua>
Workspace.Part1 = Instance.new("Part") -- error
print( Workspace.Part1 ) -- ok
Workspace.Part1 = Instance.new("Part") -- error
</code>
You need to set the Name and Parent properties instead:
You need to set the Name and Parent properties instead:
local part = Instance.new("Part")
<code lua>
part.Name = "Part1"
local part = Instance.new("Part")
part.Parent = Workspace
part.Name = "Part1"
part.Parent = Workspace
</code>
* Advanced Note: Why does this not have a source line?
* Advanced Note: Why does this not have a source line?
-----
-----
Line 120: Line 132:
This is caused by too many events triggering each other.
This is caused by too many events triggering each other.
A simple example is this script:
A simple example is this script:
<pre>
<code lua>
local bv = Instance.new("BoolValue")
local bv = Instance.new("BoolValue")
bv.Parent = script
bv.Parent = script
Line 128: Line 140:


bv.Value = true
bv.Value = true
</pre>
</code>
-----
-----
{{ErrorMessage|Unable to cast value to std::string}}
{{ErrorMessage|Unable to cast value to std::string}}
Line 134: Line 146:


Most common reason for this is passing nil or other Lua type to method expecting a string:
Most common reason for this is passing nil or other Lua type to method expecting a string:
Game:FindFirstChild(Workspace)
<code lua>
Game:FindFirstChild(Workspace)
</code>
instead of  
instead of  
Game:FindFirstChild("Workspace")
<code lua>
Game:FindFirstChild("Workspace")
</code>
-----
-----
{{ErrorMessage|chunk has too many syntax levels}}
{{ErrorMessage|chunk has too many syntax levels}}
Line 159: Line 175:


When this might happen:
When this might happen:
{{Example|
<code lua>
<code lua>
local value = some_function()
local value = some_function()
(another_function or some_function)(2, true, "taco")
(another_function or some_function)(2, true, "taco")
</code>
</code>
}}


What's wrong?
What's wrong?
Line 174: Line 188:
== Tricky Mistakes ==
== Tricky Mistakes ==
[[Number|Floating point]] calculations can be surprising; it's safer to use inequalities. Or use an integer for controlling the loop.
[[Number|Floating point]] calculations can be surprising; it's safer to use inequalities. Or use an integer for controlling the loop.
<pre>
<code lua>
n = 0
n = 0
while true do
while true do
Line 180: Line 194:
   if( n == 0.9 ) then break end -- never happens
   if( n == 0.9 ) then break end -- never happens
end
end
</pre>
</code>


Just like the number 1/3 would be 0.3333... (repeating) in decimal. The number 1/10 is 0.0<span style="text-decoration:overline;">0011</span> (repeating) in binary. Exact binary values are powers of 2, like 1/2, 1/4, 1/8, 1/16 etc. And multiples of those.
Just like the number 1/3 would be 0.3333... (repeating) in decimal. The number 1/10 is 0.0<span style="text-decoration:overline;">0011</span> (repeating) in binary. Exact binary values are powers of 2, like 1/2, 1/4, 1/8, 1/16 etc. And multiples of those.
Line 186: Line 200:
Since a computer must stop at a certain number of digits, the (repeating) idea is lost. If you add up 3 * 1/3, you get 0.999 instead of 1 or 10 * 1/10 in the computer is very close to 1 but not exactly. (In fact, it's so close to 1 that if you print it, it will say "1", but if you compare it with == or subtract it from one you'll see a slight difference).
Since a computer must stop at a certain number of digits, the (repeating) idea is lost. If you add up 3 * 1/3, you get 0.999 instead of 1 or 10 * 1/10 in the computer is very close to 1 but not exactly. (In fact, it's so close to 1 that if you print it, it will say "1", but if you compare it with == or subtract it from one you'll see a slight difference).


<pre>
<code lua>
part.Transparency = 0.1
part.Transparency = 0.1
if( part.Transparency == 0.1 ) then -- false
if( part.Transparency == 0.1 ) then -- false
--
--
end
end
</pre>
</code>


In this case, Transparency property of Roblox stores less digits than Lua uses.  
In this case, Transparency property of Roblox stores less digits than Lua uses.  

Revision as of 14:07, 14 April 2012

Reading Lua Error Messages

Most errors are shown in Output Window in Roblox Studio or Tools. Understanding them can make debugging efforts much more focused.

Compile Errors

Wednesday May 29 06:26:56 2024 - Workspace.Script:3: 'end' expected (to close 'while' at line 1) near '<eof>'

Let's break the message down in parts:

  • "Wed Dec 09 12:34:56 2009" - time of the message
  • "Workspace.Script" - Full name of the script
  • "3" - the line with the error
  • "'end' expected (to close 'while' at line 1) near '<eof>'" - the error message

Important: Output window doesn't always show these errors (see Debugging)

Runtime Errors

Wednesday May 29 06:26:56 2024 - Workspace.Script:7: attempt to perform arithmetic on global 'a' (a function value)
Wed Dec 09 12:34:56 2009 - Workspace.Script, line 7 - global b Workspace.Script, line 2 - global a Workspace.Script, line 14 stack end

The first part is the same as a compile time error. The second part is called a stack trace.

  • "Workspace.Script, line 7" - the source of the error (inside function b)
  • "- global b Workspace.Script, line 2" - call to function b (from function a)
  • "- global a Workspace.Script, line 14" - call to function a (from main script)
  • "stack end" - end of the stack trace

Advanced note: Stack trace doesn't include calls to functions that use a tail call.

Basic Lua Errors

Wednesday May 29 06:26:56 2024 - Workspace.Script:2: attempt to index global 'a' (a function value)
Wednesday May 29 06:26:56 2024 - Workspace.Script:2: attempt to perform arithmetic on local 'a' (a string value)
Wednesday May 29 06:26:56 2024 - Workspace.Script:2: attempt to concatenate upvalue 'a' (a nil value)
Wednesday May 29 06:26:56 2024 - Workspace.Script:2: attempt to call field 'a' (a number value)

Many Lua "operators" give similar error messages:

  • "Workspace.Script:2:" - The source of the error
  • "attempt to ___" - The error is caused by the given operation on the wrong type of variable
Operation Name Operator Allowed Types
index . or [k] table, string
perform arithmetic various number, string*
concatenate .. string, number
call (...) function
    • Note: String can only be used in arithmetic if it can be converted to a number.
    • Advanced Note: Metatables can be used to allow tables or userdata perform any of these operations.
  • "___ 'a'" - The given type of a variable named 'a' (a will be the actual name in the code)
    • NOTE: that a field name itself can be a variable in which case the message says '?'
  • "(a ___ value)" - Gives the actual type of the variable

Confusing Error Messages

Wednesday May 29 06:26:56 2024 - Workspace.Script:3: 'end' expected (to close 'while' at line 1) near '<eof>'

The while on line 1 is missing an end. You need an end for each of the following:

  • function
  • do
  • if (but not elseif)

Wednesday May 29 06:26:56 2024 - Workspace.Script:4: '<eof>' expected near 'end'

The end on line 4 is extra.


Wednesday May 29 06:26:56 2024 - Workspace.Script:1: 'then' expected near '='

This is caused by using '=' (assignment) in an if instead of '==' (comparsion)


Wednesday May 29 06:26:56 2024 - Workspace.Script:2: '=' expected near 'if'
Wednesday May 29 06:26:56 2024 - Workspace.Script:2: unexpected symbol near 'if'
Wednesday May 29 06:26:56 2024 - Workspace.Script:2: function arguments expected near 'if'

Errors on the beginning of a line are often because an incomplete previous line. In this case, the problems are: Game.GetService -- missing parentheses () Game.GetService( -- missing close parenthesis ) Game:GetService -- missing parentheses () or "function arguments"


Wednesday May 29 06:26:56 2024 - Workspace.Script:3: '=' expected near '=='

This is caused by using '==' (comparison) instead of '=' assignment.


Wednesday May 29 06:26:56 2024 - Workspace.Script:1: malformed number near '1..'

This is caused by attempting to concatenate a number without putting a space since dots can be part of a number: print( 1.." tests passed" ) instead of print( 1 .." tests passed" )


Wednesday May 29 06:26:56 2024 - Workspace.Script:1: bad argument #3 to '?' (Object expected, got function)

This error was caused by assigning the wrong type of value to a property:

Workspace.Part.Parent = print
  • Advanced Note: The message comes from the __newindex(obj,ndx,val) function in the Instance metatable.

Similarly, you can get

Wednesday May 29 06:26:56 2024 - Workspace.Script:1: bad argument #2 to '?' (string expected, got function)

By indexing an object with the wrong type: print( Workspace.Part[print] )


Wednesday May 29 06:26:56 2024 - Workspace.Script:1: bad argument #2 to '?' (Vector3 expected, got number)

This error was caused by incorrect math on an Object print( Vector3.new() + 1 )

  • Advanced Note: The message comes from the __add(obj,val) function in the Instance metatable.

Wednesday May 29 06:26:56 2024 - Part1 is not a valid member of Workspace

Aside from the obvious, this message also occurs if you attempt to set a child directly: print( Workspace.Part1 ) -- ok Workspace.Part1 = Instance.new("Part") -- error You need to set the Name and Parent properties instead: local part = Instance.new("Part") part.Name = "Part1" part.Parent = Workspace

  • Advanced Note: Why does this not have a source line?

Wednesday May 29 06:26:56 2024 - Workspace.Script:1: bad argument #1 to 'Lerp' (Vector3 expected, got userdata)

Internally, Roblox objects use the userdata type of Lua. This means we've passed the wrong kind of object to the Lerp method.


Wednesday May 29 06:26:56 2024 - Unknown exception

This error happens when you attempt to call a locked method, use a locked event, or change a locked property. This means that you're trying to use something that Roblox does not want you to use for security reasons.

Unusual Error Messages

Wednesday May 29 06:26:56 2024 - maximum event re-entrancy depth exceeded

This is caused by too many events triggering each other. A simple example is this script: local bv = Instance.new("BoolValue") bv.Parent = script bv.Value = false

bv.Changed:connect( function() bv.Value = not bv.Value end )

bv.Value = true


Wednesday May 29 06:26:56 2024 - Unable to cast value to std::string

This is a C++ error from the underlying Roblox function. They may have skipped the Lua type check for performance.

Most common reason for this is passing nil or other Lua type to method expecting a string: Game:FindFirstChild(Workspace) instead of Game:FindFirstChild("Workspace")


Wednesday May 29 06:26:56 2024 - chunk has too many syntax levels

This is caused by doing too many operations at once.

It can result from:

  • Too many operations (e.g. Doing 500 concatenations in a single expression)
  • Too many nested control statements (Loops, if statements, etc)

Local Variable Errors

Wednesday May 29 06:26:56 2024 - main function has more than 200 local variables

This is due to declaring more than 200 local variables. This artificial limit is put in place to prevent problems when actually running your script.

Wednesday May 29 06:26:56 2024 - function at line <number> has more than 60 upvalues

Like the above error, this one is artificial. Again, it has to do with maintaining your Lua script's state while executing it.

If you encounter either this error or the one above, you should look into grouping some of your variables into at least one localized table.

Ambiguous Syntax Errors

Wednesday May 29 06:26:56 2024 - ambiguous syntax (function call x new statement) near '<some of your code>'

When this might happen: local value = some_function() (another_function or some_function)(2, true, "taco")

What's wrong?

Due to the way Lua handles Whitespace, it thinks that the second line is an extension of the first. Instead of seeing two separate statements, Lua sees them as one, but it's not sure whether this is right. That's because it's ambigious, so it throws an error. This can be fixed by adding a semicolon (;) after the first line.

Tricky Mistakes

Floating point calculations can be surprising; it's safer to use inequalities. Or use an integer for controlling the loop. n = 0 while true do

 n = n + 0.1
 if( n == 0.9 ) then break end -- never happens

end

Just like the number 1/3 would be 0.3333... (repeating) in decimal. The number 1/10 is 0.00011 (repeating) in binary. Exact binary values are powers of 2, like 1/2, 1/4, 1/8, 1/16 etc. And multiples of those.

Since a computer must stop at a certain number of digits, the (repeating) idea is lost. If you add up 3 * 1/3, you get 0.999 instead of 1 or 10 * 1/10 in the computer is very close to 1 but not exactly. (In fact, it's so close to 1 that if you print it, it will say "1", but if you compare it with == or subtract it from one you'll see a slight difference).

part.Transparency = 0.1 if( part.Transparency == 0.1 ) then -- false -- end

In this case, Transparency property of Roblox stores less digits than Lua uses.

Example

Lua says 1/3 is 0.333333, but Transparency only holds 3 digits so it is set to 0.333.

When Lua compares 0.333 to 0.333333 they are not equal.