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Lua Academy · Lesson

Instance Methods and self

Define methods using colon syntax and the implicit self parameter.

Instance Methods and self is a free Lua Academy lesson on CoddyKit — lesson 3 of 4. You can read the complete lesson below for free — then practise it hands-on in the browser with a built-in code editor and a 24/7 AI tutor. It is part of the Lua Academy learning path, one of 4 lessons in the course, and your progress syncs across the web and the CoddyKit app.

self is the Instance

When you call obj:method(), Lua passes obj as the first argument automatically. By convention this parameter is named self. Through self, the method accesses instance data and calls other methods.

local Counter = {}
Counter.__index = Counter

function Counter.new(start)
  return setmetatable({value=start or 0, step=1}, Counter)
end

function Counter:increment()
  self.value = self.value + self.step
end

function Counter:getValue() return self.value end

local c = Counter.new(10)
c:increment(); c:increment()
print(c:getValue())  -- 12

Method Chaining

Return self from methods to enable chaining: obj:method1():method2():method3(). Each call returns the same object, allowing a fluent style. This works best for methods that modify state.

local Builder = {}
Builder.__index = Builder

function Builder.new()
  return setmetatable({parts={}},Builder)
end

function Builder:add(s) self.parts[#self.parts+1]=s; return self end
function Builder:addAll(t)
  for _,v in ipairs(t) do self.parts[#self.parts+1]=v end
  return self
end
function Builder:build() return table.concat(self.parts," ") end

local result = Builder.new()
  :add("Hello")
  :add("from")
  :addAll({"Lua","OOP"})
  :build()
print(result)  -- Hello from Lua OOP

Calling Other Methods

Methods can call other methods on the same instance via self:otherMethod(). This promotes code reuse within a class. Private helpers can be plain local functions that receive self explicitly.

local Stack = {}
Stack.__index = Stack

function Stack.new() return setmetatable({_data={},_size=0},Stack) end
function Stack:push(v) self._size=self._size+1; self._data[self._size]=v end
function Stack:pop()
  if self:isEmpty() then return nil end
  local v=self._data[self._size]; self._data[self._size]=nil
  self._size=self._size-1; return v
end
function Stack:peek()
  return not self:isEmpty() and self._data[self._size] or nil
end
function Stack:isEmpty() return self._size==0 end
function Stack:size() return self._size end

local s=Stack.new(); s:push(1);s:push(2);s:push(3)
print(s:pop(),s:peek(),s:size())  -- 3  2  2

Method Override Warning

Setting an instance field with the same name as a class method shadows the method for that instance. This is usually a bug — be careful when instance field names could clash with method names.

local Dog = {}
Dog.__index = Dog
function Dog.new(n) return setmetatable({name=n},Dog) end
function Dog:speak() print(self.name..": Woof!") end

local d = Dog.new("Rex")
d:speak()        -- Rex: Woof!

-- Accidental shadow:
d.speak = "loud"  -- now d.speak is a string, not a function
local ok,err = pcall(function() d:speak() end)
print(ok, err)   -- false  attempt to call a string value

Self in Callbacks

Passing a method as a callback loses the implicit self. Wrap the method in a closure to capture self.

local Timer = {}
Timer.__index = Timer
function Timer.new(n) return setmetatable({count=n},Timer) end
function Timer:tick()
  self.count=self.count-1
  print("Ticking, count:", self.count)
end

local t = Timer.new(3)

-- Wrong: loses self
-- local cb = t.tick  -- cb(t) works but cb() doesn't

-- Correct: closure captures self
local cb = function() t:tick() end
cb(); cb(); cb()  -- Ticking 3 times

Static vs Instance Methods

A static method is called on the class, not an instance. It has no self (or receives the class as self). In Lua, there's no formal distinction — by convention use . (not :) for static methods.

local MathUtils = {}
MathUtils.__index = MathUtils

-- Static method (no instance needed)
function MathUtils.clamp(v, lo, hi)
  return math.max(lo, math.min(hi, v))
end

-- Instance method (needs self)
function MathUtils:scale(factor)
  self.value = self.value * factor
end

print(MathUtils.clamp(15, 0, 10))  -- 10
local m = setmetatable({value=5},MathUtils)
m:scale(3)
print(m.value)  -- 15

Mixin Methods

Add methods from a mixin table to a class without formal inheritance. This is flat composition: copy or reference the mixin's functions into the class table.

local Serializable = {}
function Serializable:serialize()
  local parts={}
  for k,v in pairs(self) do
    if type(v)~="function" then
      parts[#parts+1]=k.."="..tostring(v)
    end
  end
  return "{"..table.concat(parts,",").."}"
end

local User = {}
User.__index = User
User.serialize = Serializable.serialize   -- mixin!

function User.new(n,a) return setmetatable({name=n,age=a},User) end

local u = User.new("Alice",30)
print(u:serialize())

Abstract Methods

Lua doesn't enforce abstract methods, but you can define a base class method that raises an error, forcing subclasses to override it. This is a convention for "must override."

local Shape = {}
Shape.__index = Shape

function Shape.new() return setmetatable({},Shape) end

function Shape:area()
  error(type(self).." must implement area()",2)
end

function Shape:describe()
  print("Shape area:", self:area())
end

local sq={}
setmetatable(sq,{__index=Shape})
function sq:area() return 4*4 end

sq:describe()  -- Shape area: 16

Method Tables

For classes with many methods, organize them in groups by functionality. All methods in the same table share the same metatable lookup, but you can divide them by concern using sub-namespaces.

local Entity = {}
Entity.__index = Entity

Entity.Physics = {}
function Entity.Physics:applyForce(fx,fy)
  self.vx=(self.vx or 0)+fx
  self.vy=(self.vy or 0)+fy
end

Entity.Render = {}
function Entity.Render:draw()
  print(string.format("Draw at (%g,%g)",self.x or 0,self.y or 0))
end

-- Mix into main class
for k,v in pairs(Entity.Physics) do Entity[k]=v end
for k,v in pairs(Entity.Render) do Entity[k]=v end

function Entity.new(x,y) return setmetatable({x=x,y=y},Entity) end
local e=Entity.new(10,20); e:draw(); e:applyForce(5,0); print(e.vx)

Delegation vs Inheritance

Prefer delegation (holding a reference) over deep inheritance chains. A class can delegate to another object rather than inheriting from it, keeping coupling low and each class focused.

local Logger = {}
Logger.__index = Logger
function Logger.new(name) return setmetatable({name=name},Logger) end
function Logger:log(msg) print("["..self.name.."] "..msg) end

local Service = {}
Service.__index = Service

function Service.new(name)
  return setmetatable({
    name=name,
    logger=Logger.new(name)  -- delegation
  },Service)
end

function Service:start()
  self.logger:log("starting...")  -- delegate logging
  print(self.name, "running")
end

Service.new("AuthService"):start()

Quick Check

What is the difference between obj:method() and obj.method()?

Recap: Instance Methods

Summary:

  • Colon call syntax: obj:method() == obj.method(obj)
  • Return self for method chaining
  • Call other methods: self:otherMethod()
  • Callbacks: wrap in closure to preserve self
  • Static methods: use dot notation by convention
  • Delegation over deep inheritance for flexibility

Frequently asked questions

Is the “Instance Methods and self” lesson free?

Yes — the full text of “Instance Methods and self” is free to read here on the web, and the Lua Academy course includes 4 lessons in total. To practise it interactively (a built-in code editor and a 24/7 AI tutor) and unlock the rest of the Lua Academy course, upgrade to CoddyKit PRO.

What will I learn in “Instance Methods and self”?

Define methods using colon syntax and the implicit self parameter. You practise Lua Academy with hands-on code you run directly in the browser, and a 24/7 AI tutor answers your questions as you work through the lesson.

Do I need any experience to start Lua Academy?

No prior experience is required. Lua Academy on CoddyKit is structured for beginners through advanced learners; this is — lesson 3 of 4, so you can start here or from the beginning and move at your own pace.

How long does the “Instance Methods and self” lesson take?

Most CoddyKit lessons take about 5–10 minutes. Each one is bite-sized and interactive, so you make steady progress and pick up exactly where you left off across the web and the app.

Can I write and run code in this Lua Academy lesson?

Yes. Every Lua Academy lesson includes a built-in code editor, so you write and run real code right in your browser and get instant AI feedback — no local setup required.

All lessons in this course

  1. Classes via Metatables
  2. Constructors and new()
  3. Instance Methods and self
  4. Encapsulation with Closures
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