--- layout: single title: "Luau Recap: June 2022" --- Luau is our new language that you can read more about at [https://luau-lang.org](https://luau-lang.org). [Cross-posted to the [Roblox Developer Forum](https://devforum.roblox.com/t/luau-recap-june-2022/).] # Lower bounds calculation A common problem that Luau has is that it primarily works by inspecting expressions in your program and narrowing the _upper bounds_ of the values that can inhabit particular variables. In other words, each time we see a variable used, we eliminate possible sets of values from that variable's domain. There are lots of cases where this isn't actually the best thing. Take this function for instance: ```lua function find_first_if(vec, f) for i, e in ipairs(vec) do if f(e) then return i end end return nil end ``` Luau scans the function from top to bottom and first sees the line `return i`. It draws from this the inference that `find_first_if` must return the type of `i`, namely `number`. This is fine, but we then see the line `return nil` and this is where things go sour. Since we are always narrowing, we take from this line the assumption that the return type of the function is `nil`. Unfortunately, we already think that the function must return `number` so we report an error. What we actually want to do in this case is to take these `return` statements as inferences about the _lower_ bound of the function's return type. Instead of saying "this function must return values of type `nil`," we should instead say "this function may _also_ return values of type `nil`." Lower bounds calculation does precisely this. Moving forward, Luau will instead infer the type `number?` for the above function. This does have one unfortunate consequence: If a function has no return type annotation, we will no longer ever report a type error on a `return` statement. We think this is the right balance, but we'll be keeping an eye on things just to be sure. # Shared `self` Types for Objects Another problem that has plagued us for quite some time is how exactly we should do type inference of OO patterns. The following has been a constant thorn in our side. Consider the following example: ```lua local T = {} function T:one() self:two() end function T:two() if true then self:one() else self:three() end end function T:three() self:two() end ``` To the casual eye, this should be simple to infer, but there are technicalities that can throw a wrench in the works. First off, it is allowed to explicitly pass a `self` argument to any of these methods. eg `T.two(x)` Luau takes this into account when inferring types, but doing so forces us to produce a very unfortunate type for this code: ```lua { one: (t1) -> (), three: (t3) -> (), two: (t2) -> () } where t1 = {+ two: (t1) -> (a...) +}; t2 = {+ one: (t2) -> (c...), three: (t2) -> (d...) +}; t3 = {+ two: (t3) -> (b...) +} ``` We can see here that Luau is inferring a distinct `self` type for each method, but some of those `self`s themselves call other methods, which gives us these extra incomplete images of the intended type. In real, nontrivial code, this pattern can quickly cause the size of a class's type to balloon out of control. This results in confusing error messages and even performance bottlenecks in the type checker. Moving forward, we are going to take a slightly more opinionated stance on this use case by having Luau assume that every method on a table (that is, every function declared with the syntax `function A:b`) takes the same `self` type as every other method. Luau will now infer a much nicer type for this code: ```lua { one: (self: t1) -> (), three: (self: t1) -> (), two: (self: t1) -> () } where t1 = {+ one: (t1) -> (a...), three: (t1) -> (b...), two: (t1) -> (c...) +} ``` We still have one duplicated table type to sort out on our end, but this is clearly much closer to what the author intended. ## Beta Feature Shared-self and lower-bounds calculation are larger and a little bit riskier than other things we've been working on, so we've set up a beta feature in Roblox Studio to enable them. It is called "Experimental Luau language features." Please try them out and let us know what you think! # All table literals now result in unsealed tables Previously, the only way to create a sealed table was by with a literal empty table. We have relaxed this somewhat: Any table created by a `{}` expression is considered to be unsealed within the scope where it was created: ```lua local T = {} T.x = 5 -- OK local V = {x=5} V.y = 2 -- previously disallowed. Now OK. function mkTable() return {x = 5} end local U = mkTable() U.y = 2 -- Still disallowed: U is sealed ``` # Other fixes * Adjust indentation and whitespace when creating multiline string representations of types, resulting in types that are easier to read. * Some small bugfixes to autocomplete * Fix a case where accessing a nonexistent property of a table would not result in an error being reported. * Improve parser recovery for the incorrect code `function foo() -> ReturnType` (the correct syntax is `function foo(): ReturnType`) * Improve the parse error offered for code that improperly uses the `function` keyword to start a type eg `type T = function` * Some small crash fixes and performance improvements # Thanks! A very special thanks to all of our open source contributors: * [Allan N Jeremy](https://github.com/AllanJeremy) * [Daniel Nachun](https://github.com/danielnachun) * [JohnnyMorganz](https://github.com/JohnnyMorganz/) * [Petri Häkkinen](https://github.com/petrihakkinen) * [Qualadore](https://github.com/Qualadore)