Lua is not an object-oriented language, but it has all of the facilities for writing object-oriented code. You can implement object orientation in Lua with the help of tables and first-class functions of Lua. By placing functions and related data into a table, an object is formed. Inheritance can be implemented with the help of metatables, providing a look-up mechanism for nonexistent functions (methods) and fields in parent objects. You can define a class as a table that contains all its methods. A table in Lua is an object in more than one sense. Like objects, tables have a state. Like objects, tables have an identity (a selfness) that is independent of their values; specifically, two objects (tables) with the same value are different objects, whereas an object can have different values at different times.

Some common mistakes made when writing Lua programs include excessive string creation, not using tables to avoid excessive string creation, and not understanding good habits and bad habits.
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