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README.md
177
README.md
@ -18,8 +18,6 @@ First, grab the package:
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go get git.sharkk.net/Sky/LuaJIT-to-Go
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```
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You'll need LuaJIT's development files, but don't worry - we include libraries for Windows and Linux in the vendor directory.
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Here's the simplest thing you can do:
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```go
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L := luajit.New() // pass false to not load standard libs
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@ -36,25 +34,21 @@ Need even more performance? You can compile your Lua code to bytecode and reuse
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```go
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// Compile once
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bytecode, err := L.CompileBytecode(`
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local function calculate(x)
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return x * x + x + 1
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end
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return calculate(10)
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local function calculate(x)
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return x * x + x + 1
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end
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return calculate(10)
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`, "calc")
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// Execute many times
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for i := 0; i < 1000; i++ {
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err := L.LoadAndRunBytecode(bytecode, "calc")
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err := L.LoadAndRunBytecode(bytecode, "calc")
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}
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// Or do both at once
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err := L.CompileAndRun(`return "hello"`, "greeting")
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```
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### When to Use Bytecode
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Bytecode execution is consistently faster than direct execution:
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```
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Benchmark Ops/sec Comparison
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----------------------------------------------------------------------------
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@ -70,21 +64,15 @@ BenchmarkComplexScript 33,133 Base
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BenchmarkComplexScriptPrecompiled 41,044 +23.9% faster
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```
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Use bytecode when you:
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- Have code that runs frequently
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- Need maximum performance
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- Want to precompile your Lua code
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- Are distributing Lua code to many instances
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## Registering Go Functions
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Want to call Go code from Lua? It's straightforward:
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```go
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// This function adds two numbers and returns the result
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adder := func(s *luajit.State) int {
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sum := s.ToNumber(1) + s.ToNumber(2)
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s.PushNumber(sum)
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return 1 // we're returning one value
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sum := s.ToNumber(1) + s.ToNumber(2)
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s.PushNumber(sum)
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return 1 // we're returning one value
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}
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L.RegisterGoFunction("add", adder)
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@ -95,22 +83,62 @@ Now in Lua:
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result = add(40, 2) -- result = 42
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```
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### Function Validation
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Validate arguments easily:
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```go
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calculator := func(s *luajit.State) int {
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if err := s.CheckArgs(
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luajit.ArgSpec{Name: "x", Type: "number", Required: true, Check: luajit.CheckNumber},
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luajit.ArgSpec{Name: "y", Type: "number", Required: true, Check: luajit.CheckNumber},
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); err != nil {
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return s.PushError(err.Error())
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}
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result := s.ToNumber(1) + s.ToNumber(2)
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s.PushNumber(result)
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return 1
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}
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```
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## Working with Tables
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Lua tables are pretty powerful - they're like a mix of Go's maps and slices. We make it easy to work with them:
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Lua tables are powerful - they're like a mix of Go's maps and slices. We make it easy to work with them:
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```go
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// Go → Lua
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stuff := map[string]any{
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"name": "Arthur Dent",
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"age": 30,
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"items": []float64{1, 2, 3},
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"name": "Arthur Dent",
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"age": 30,
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"items": []float64{1, 2, 3},
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}
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L.PushTable(stuff)
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L.PushValue(stuff) // Handles all Go types automatically
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// Lua → Go
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// Lua → Go with automatic type detection
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L.GetGlobal("some_table")
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result, err := L.ToTable(-1)
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result, err := L.ToTable(-1) // Returns optimal Go type ([]int, map[string]string, etc.)
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```
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### Table Builder
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Build tables fluently:
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```go
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L.NewTableBuilder().
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SetString("name", "John").
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SetNumber("age", 30).
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SetBool("active", true).
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SetArray("scores", []any{95, 87, 92}).
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Build()
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```
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### Table Field Access
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Get fields with defaults:
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```go
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L.GetGlobal("config")
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host := L.GetFieldString(-1, "host", "localhost")
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port := L.GetFieldNumber(-1, "port", 8080)
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debug := L.GetFieldBool(-1, "debug", false)
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```
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## Error Handling
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@ -118,34 +146,31 @@ result, err := L.ToTable(-1)
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We provide useful errors instead of mysterious panics:
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```go
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if err := L.DoString("this isn't valid Lua!"); err != nil {
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if luaErr, ok := err.(*luajit.LuaError); ok {
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fmt.Printf("Error: %s\n", luaErr.Message)
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}
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if luaErr, ok := err.(*luajit.LuaError); ok {
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fmt.Printf("Error in %s:%d - %s\n", luaErr.File, luaErr.Line, luaErr.Message)
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fmt.Printf("Stack trace:\n%s\n", luaErr.StackTrace)
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}
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}
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```
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## Memory Management
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The wrapper uses a custom table pooling system to reduce GC pressure when handling many tables:
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The wrapper uses bytecode buffer pooling to reduce allocations:
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```go
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// Tables are pooled and reused internally for better performance
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// Bytecode buffers are pooled and reused internally
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for i := 0; i < 1000; i++ {
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L.GetGlobal("table")
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table, _ := L.ToTable(-1)
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// Use table...
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L.Pop(1)
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// Table is automatically returned to pool
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bytecode, _ := L.CompileBytecode(code, "test")
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// Buffer automatically returned to pool
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}
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```
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The sandbox also manages its environment efficiently:
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Function pointers are managed safely:
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```go
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// Environment objects are pooled and reused
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for i := 0; i < 1000; i++ {
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result, _ := sandbox.Run("return i + 1")
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}
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// Functions are registered in a thread-safe registry
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L.RegisterGoFunction("myFunc", myGoFunc)
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defer L.Cleanup() // Cleans up all registered functions
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```
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## Best Practices
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@ -160,7 +185,12 @@ for i := 0; i < 1000; i++ {
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### Bytecode Optimization
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- Use bytecode for frequently executed code paths
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- Consider compiling critical Lua code to bytecode at startup
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- For small scripts (< 1024 bytes), direct execution might be faster
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- For small scripts (< 1024 bytes), direct execution might be faster due to compilation overhead
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### Type Conversion
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- Use `ToTable()` for automagic type detection and optimized Go arrays/maps
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- Use `PushValue()` for automagic Go-to-Lua conversion
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- Leverage typed field accessors for config-style tables
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## Advanced Features
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@ -186,11 +216,11 @@ Bytecode properly preserves closures and upvalues:
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```go
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code := `
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local counter = 0
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return function()
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counter = counter + 1
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return counter
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end
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local counter = 0
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return function()
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counter = counter + 1
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return counter
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end
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`
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bytecode, _ := L.CompileBytecode(code, "counter")
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@ -198,14 +228,53 @@ L.LoadAndRunBytecodeWithResults(bytecode, "counter", 1)
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L.SetGlobal("increment")
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// Later...
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L.GetGlobal("increment")
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L.Call(0, 1) // Returns 1
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L.Pop(1)
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L.GetGlobal("increment")
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L.Call(0, 1) // Returns 2
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results, _ := L.CallGlobal("increment") // Returns []any{1}
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results, _ = L.CallGlobal("increment") // Returns []any{2}
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```
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### Batch Execution
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Execute multiple statements efficiently:
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```go
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statements := []string{
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"x = 10",
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"y = 20",
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"result = x + y",
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}
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err := L.BatchExecute(statements)
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```
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### Package Path Management
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Manage Lua module paths:
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```go
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L.SetPackagePath("./?.lua;./modules/?.lua")
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L.AddPackagePath("./vendor/?.lua")
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```
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### Type Conversion System
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The wrapper includes a comprehensive type conversion system:
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```go
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// Get typed values with automatic conversion
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value, ok := luajit.GetTypedValue[int](L, -1)
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global, ok := luajit.GetGlobalTyped[[]string](L, "myArray")
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// Convert between compatible types
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result, ok := luajit.ConvertValue[map[string]int](someMap)
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```
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## Performance Tips
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- Use bytecode for repeated execution
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- Prefer `CallGlobal()` for simple function calls
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- Use typed field accessors for configuration parsing
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- Leverage automatic type detection in `ToTable()`
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- Pool your Lua states for high-throughput scenarios
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## Need Help?
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Check out the tests in the repository - they're full of examples. If you're stuck, open an issue! We're here to help.
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