inspect.lua =========== This function transform any Lua table into a human-readable representation of that table. The objective here is human understanding (i.e. for debugging), not serialization or compactness. Examples of use =============== "Array-like" tables are rendered horizontally: inspect({1,2,3,4}) == "{ 1, 2, 3, 4 }" "dictionary-like" tables are rendered with one element per line: inspect({a=1,b=2}) == [[{ a = 1, b = 2 }]] The keys will be sorted alphanumerically when possible. "Hybrid" tables will have the array part on the first line, and the dictionary part just below them: inspect({1,2,3,b=2,a=1}) == [[{ 1, 2, 3, a = 1, b = 2 }]] Tables can be nested, and will be indented with two spaces per level. inspect({a={b=2}}) == [[{ a = { b = 2 } }]] `inspect`'s second parameter allows controlling the maximum depth that will be printed out. When the max depth is reached, it'll just return `{...}`: local t5 = {a = {b = {c = {d = {e = 5}}}}} inspect(t5, 4) == [[{ a = { b = { c = { d = {...} } } } }]] inspect(t5, 2) == [[{ a = { b = {...} } }]]) Functions, userdata and threads are simply rendered as ``, `` and `` respectively: inspect({ f = print, ud = some_user_data, thread = a_thread} ) == [[{ f = , u = , thread = }]]) If the table has a metatable, inspect will include it at the end, in a special field called ``: inspect(setmetatable({a=1}, {b=2}) == [[{ a = 1 = { b = 2 } }]]) `inspect` can handle tables with loops inside them. It will print `` right before the table is printed out the first time, and replace the whole table with `` from then on, preventing infinite loops. a = {1, 2} b = {3, 4, a} a[3] = b -- a references b, and b references a inspect(a) = "<1>{ 1, 2, { 3, 4,
} }" Notice that since both `a` appears more than once in the expression, it is prefixed by `<1>` and replaced by `
` every time it appears later on. h1. Gotchas / Warnings This method is *not* appropiate for saving/restoring tables. It is ment to be used by the programmer mainly while debugging a program. h1. Installation Just copy the inspect.lua file somewhere in your projects (maybe inside a /lib/ folder) and require it accordingly. Remember to store the value returned by require somewhere! (I suggest a local variable named inspect, altough others might like table.inspect)
local inspect = require 'inspect'
      -- or --
table.inspect = require 'inspect'
Also, make sure to read the license file; the text of that license file must appear somewhere in your projects' files. h1. Specs This project uses "telescope":https://github.com/norman/telescope for its specs. If you want to run the specs, you will have to install telescope first. Then just execute the following from the root inspect folder:
tsc -f spec/*