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  • Nginx & Lua: Hacks, optimizations & observations

    - by Quintin Par
    Following this post on using Lua to increase nginx’s flexibility and in reducing load on the web stack I am curious to know how people are using Lua to enhance nginx’s capability. Are there any notable hacks, optimizations & observations using Lua? Hacks that people have used to discover capability with Nginx that would otherwise be complicated/impossible with a webserver or reverse proxy? Edit: Links: http://thechangelog.com/post/3249294699/super-nginx-killer-build-of-nginx-build-for-luajit-plus http://skillsmatter.com/podcast/home/scripting-nginx-with-lua/te-4729 http://devblog.mixlr.com/2012/06/26/how-we-use-nginx-lua-and-redis-to-beta-ify-mixlr/

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  • Get the lua command when a c function is called

    - by gamernb
    Supposed I register many different function names in Lua to the same function in C. Now, everytime my C function is called, is there a way to determine which function name was invoked? for example: int runCommand(lua_State *lua) { const char *name = // getFunctionName(lua) ? how would I do this part for(int i = 0; i < functions.size; i++) if(functions[i].name == name) functions[i].Call() } int main() { ... lua_register(lua, "delay", runCommand); lua_register(lua, "execute", runCommand); lua_register(lua, "loadPlugin", runCommand); lua_register(lua, "loadModule", runCommand); lua_register(lua, "delay", runCommand); } So, how do I get the name of what ever function called it?

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  • LuaEdit can't find module when Lua files all in the same folder

    - by joverboard
    I downloaded LuaEdit to use as an IDE and debug tool however I'm having trouble using it for even the simplest things. I've created a solution with 2 files in it, all of which are stored in the same folder. My files are as follows: --startup.lua require("foo") test("Testing", "testing", "one, two, three") --foo.lua foo = {} print("In foo.lua") function test(a,b,c) print(a,b,c) end This works fine when in my C++ compiler when accessed through some embed code, however when I attempt to use the same code in LuaEdit, it crashes on line 3 require("foo") with an error stating: module 'foo' not found: no field package.preload['foo'] no file 'C:\Program Files (x86)\LuaEdit 2010\lua\foo.lua' no file 'C:\Program Files (x86)\LuaEdit 2010\lua\foo\init.lua' no file 'C:\Program Files (x86)\LuaEdit 2010\foo.lua' no file 'C:\Program Files (x86)\LuaEdit 2010\foo\init.lua' no file '.\foo.lua' no file 'C:\Program Files (x86)\LuaEdit 2010\foo.dll' no file 'C:\Program Files (x86)\LuaEdit 2010\loadall.dll' no file '.\battle.dll' I have also tried creating these files prior to adding them to a solution and still get the same error. Is there some setting I'm missing? It would be great to have an IDE/debugger but it's useless to me if it can't run linked functions.

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  • Building Awesome WM

    - by Dragan Chupacabrovic
    Hello, I am following these steps in order to build Awesome window manager on 10.04 I am building 3.4 while the tutorial is for 3.1 I installed all of the specified dependencies including cairo. EDIT I ran: sudo apt-get install libxcb-xtest0-dev libxcb-property1-dev libxdg-basedir-dev libstartup-notification0-dev and now it looks like I'm missing a library Please advise: >awesome-3.4$ make Running cmake… -- cat -> /bin/cat -- ln -> /bin/ln -- grep -> /bin/grep -- git -> /usr/bin/git -- hostname -> /bin/hostname -- gperf -> /usr/bin/gperf -- asciidoc -> /usr/bin/asciidoc -- xmlto -> /usr/bin/xmlto -- gzip -> /bin/gzip -- lua -> /usr/bin/lua -- luadoc -> /usr/bin/luadoc -- convert -> /usr/bin/convert -- Configuring lib/naughty.lua -- Configuring lib/awful/tooltip.lua -- Configuring lib/awful/init.lua -- Configuring lib/awful/titlebar.lua -- Configuring lib/awful/key.lua -- Configuring lib/awful/mouse/init.lua -- Configuring lib/awful/mouse/finder.lua -- Configuring lib/awful/autofocus.lua -- Configuring lib/awful/screen.lua -- Configuring lib/awful/rules.lua -- Configuring lib/awful/widget/init.lua -- Configuring lib/awful/widget/taglist.lua -- Configuring lib/awful/widget/graph.lua -- Configuring lib/awful/widget/tasklist.lua -- Configuring lib/awful/widget/common.lua -- Configuring lib/awful/widget/prompt.lua -- Configuring lib/awful/widget/launcher.lua -- Configuring lib/awful/widget/button.lua -- Configuring lib/awful/widget/layoutbox.lua -- Configuring lib/awful/widget/layout/init.lua -- Configuring lib/awful/widget/layout/vertical.lua -- Configuring lib/awful/widget/layout/horizontal.lua -- Configuring lib/awful/widget/layout/default.lua -- Configuring lib/awful/widget/progressbar.lua -- Configuring lib/awful/widget/textclock.lua -- Configuring lib/awful/dbus.lua -- Configuring lib/awful/remote.lua -- Configuring lib/awful/client.lua -- Configuring lib/awful/prompt.lua -- Configuring lib/awful/completion.lua -- Configuring lib/awful/tag.lua -- Configuring lib/awful/util.lua -- Configuring lib/awful/button.lua -- Configuring lib/awful/menu.lua -- Configuring lib/awful/hooks.lua -- Configuring lib/awful/wibox.lua -- Configuring lib/awful/layout/init.lua -- Configuring lib/awful/layout/suit/init.lua -- Configuring lib/awful/layout/suit/floating.lua -- Configuring lib/awful/layout/suit/fair.lua -- Configuring lib/awful/layout/suit/spiral.lua -- Configuring lib/awful/layout/suit/magnifier.lua -- Configuring lib/awful/layout/suit/tile.lua -- Configuring lib/awful/layout/suit/max.lua -- Configuring lib/awful/placement.lua -- Configuring lib/awful/startup_notification.lua -- Configuring lib/beautiful.lua -- Configuring themes/zenburn//theme.lua -- Configuring themes/default//theme.lua -- Configuring themes/sky//theme.lua -- Configuring config.h -- Configuring awesomerc.lua -- Configuring awesome-version-internal.h -- Configuring awesome.doxygen -- Configuring done -- Generating done -- Build files have been written to: /home/druden/util/awesome-3.4/.build-vedroid-i486-linux-gnu-4.4.3 Running make Makefile… Building… [ 4%] Built target generated_sources [ 5%] Building C object CMakeFiles/awesome.dir/awesome.c.o In file included from /home/druden/util/awesome-3.4/spawn.h:25, from /home/druden/util/awesome-3.4/awesome.c:33: /home/druden/util/awesome-3.4/globalconf.h:57: error: expected specifier-qualifier-list before ‘xcb_event_handlers_t’ In file included from /home/druden/util/awesome-3.4/awesome.c:34: /home/druden/util/awesome-3.4/client.h: In function ‘client_stack’: /home/druden/util/awesome-3.4/client.h:212: error: ‘awesome_t’ has no member named ‘client_need_stack_refresh’ /home/druden/util/awesome-3.4/client.h: In function ‘client_raise’: /home/druden/util/awesome-3.4/client.h:227: error: ‘awesome_t’ has no member named ‘stack’ In file included from /home/druden/util/awesome-3.4/awesome.c:42: /home/druden/util/awesome-3.4/titlebar.h: In function ‘titlebar_update_geometry’: /home/druden/util/awesome-3.4/titlebar.h:150: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/titlebar.h:151: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/titlebar.h:152: error: ‘awesome_t’ has no member named ‘L’ In file included from /home/druden/util/awesome-3.4/awesome.c:47: /home/druden/util/awesome-3.4/common/xutil.h: In function ‘xutil_get_text_property_from_reply’: /home/druden/util/awesome-3.4/common/xutil.h:39: warning: ‘STRING’ is deprecated (declared at /usr/local/include/xcb/xcb_atom.h:83) /home/druden/util/awesome-3.4/common/xutil.h: At top level: /home/druden/util/awesome-3.4/common/xutil.h:60: error: expected ‘)’ before ‘*’ token /home/druden/util/awesome-3.4/awesome.c: In function ‘awesome_atexit’: /home/druden/util/awesome-3.4/awesome.c:65: error: ‘awesome_t’ has no member named ‘hooks’ /home/druden/util/awesome-3.4/awesome.c:66: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/awesome.c:66: error: ‘awesome_t’ has no member named ‘hooks’ /home/druden/util/awesome-3.4/awesome.c:68: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/awesome.c:73: error: ‘awesome_t’ has no member named ‘embedded’ /home/druden/util/awesome-3.4/awesome.c:76: error: ‘awesome_t’ has no member named ‘embedded’ /home/druden/util/awesome-3.4/awesome.c:77: error: ‘awesome_t’ has no member named ‘embedded’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: warning: type defaults to ‘int’ in declaration of ‘c’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:91: error: invalid type argument of ‘unary *’ (have ‘int’) /home/druden/util/awesome-3.4/awesome.c:92: error: invalid type argument of ‘unary *’ (have ‘int’) /home/druden/util/awesome-3.4/awesome.c:96: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/awesome.c: In function ‘a_xcb_check_cb’: /home/druden/util/awesome-3.4/awesome.c:223: warning: implicit declaration of function ‘xcb_event_handle’ /home/druden/util/awesome-3.4/awesome.c:223: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:230: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c: In function ‘awesome_restart’: /home/druden/util/awesome-3.4/awesome.c:277: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c: In function ‘xerror’: /home/druden/util/awesome-3.4/awesome.c:305: error: ‘XCB_EVENT_ERROR_BAD_WINDOW’ undeclared (first use in this function) /home/druden/util/awesome-3.4/awesome.c:305: error: (Each undeclared identifier is reported only once /home/druden/util/awesome-3.4/awesome.c:305: error: for each function it appears in.) /home/druden/util/awesome-3.4/awesome.c:306: error: ‘XCB_EVENT_ERROR_BAD_MATCH’ undeclared (first use in this function) /home/druden/util/awesome-3.4/awesome.c:308: error: ‘XCB_EVENT_ERROR_BAD_VALUE’ undeclared (first use in this function) /home/druden/util/awesome-3.4/awesome.c: In function ‘main’: /home/druden/util/awesome-3.4/awesome.c:369: error: ‘awesome_t’ has no member named ‘keygrabber’ /home/druden/util/awesome-3.4/awesome.c:370: error: ‘awesome_t’ has no member named ‘mousegrabber’ /home/druden/util/awesome-3.4/awesome.c:376: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c:377: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c:381: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c:382: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c:424: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:431: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:432: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:433: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:434: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:435: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:436: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:443: error: ‘awesome_t’ has no member named ‘default_screen’ /home/druden/util/awesome-3.4/awesome.c:450: error: ‘awesome_t’ has no member named ‘have_xtest’ /home/druden/util/awesome-3.4/awesome.c:462: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:464: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:465: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:467: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:468: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:471: warning: implicit declaration of function ‘xcb_event_handlers_init’ /home/druden/util/awesome-3.4/awesome.c:471: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:472: warning: implicit declaration of function ‘xutil_error_handler_catch_all_set’ /home/druden/util/awesome-3.4/awesome.c:472: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:490: warning: implicit declaration of function ‘xcb_event_poll_for_event_loop’ /home/druden/util/awesome-3.4/awesome.c:490: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:493: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:496: error: ‘awesome_t’ has no member named ‘keysyms’ /home/druden/util/awesome-3.4/awesome.c:507: error: ‘awesome_t’ has no member named ‘colors’ /home/druden/util/awesome-3.4/awesome.c:510: error: ‘awesome_t’ has no member named ‘colors’ /home/druden/util/awesome-3.4/awesome.c:513: error: ‘awesome_t’ has no member named ‘font’ /home/druden/util/awesome-3.4/awesome.c:519: error: ‘awesome_t’ has no member named ‘keysyms’ /home/druden/util/awesome-3.4/awesome.c:519: error: ‘awesome_t’ has no member named ‘numlockmask’ /home/druden/util/awesome-3.4/awesome.c:520: error: ‘awesome_t’ has no member named ‘shiftlockmask’ /home/druden/util/awesome-3.4/awesome.c:520: error: ‘awesome_t’ has no member named ‘capslockmask’ /home/druden/util/awesome-3.4/awesome.c:521: error: ‘awesome_t’ has no member named ‘modeswitchmask’ /home/druden/util/awesome-3.4/awesome.c:563: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:572: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:575: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:576: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:577: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:578: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:579: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:580: error: ‘awesome_t’ has no member named ‘loop’ make[3]: *** [CMakeFiles/awesome.dir/awesome.c.o] Error 1 make[2]: *** [CMakeFiles/awesome.dir/all] Error 2 make[1]: *** [all] Error 2 make: *** [cmake-build] Error 2

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  • How would I go about sharing variables in a class with Lua?

    - by Nicholas Flynt
    I'm fairly new to Lua, I've been working on trying to implement Lua scripting for logic in a Game Engine I'm putting together. I've had no trouble so far getting Lua up and running through the engine, and I'm able to call Lua functions from C and C functions from Lua. The way the engine works now, each Object class contains a set of variables that the engine can quickly iterate over to draw or process for physics. While game objects all need to access and manipulate these variables in order for the Game Engine itself to see any changes, they are free to create their own variables, a Lua is exceedingly flexible about this so I don't forsee any issues. Anyway, currently the Game Engine side of things are sitting in C land, and I really want them to stay there for performance reasons. So in an ideal world, when spawning a new game object, I'd need to be able to give Lua read/write access to this standard set of variables as part of the Lua object's base class, which its game logic could then proceed to run wild with. So far, I'm keeping two separate tables of objects in place-- Lua spawns a new game object which adds itself to a numerically indexed global table of objects, and then proceeds to call a C++ function, which creates a new GameObject class and registers the Lua index (an int) with the class. So far so good, C++ functions can now see the Lua object and easily perform operations or call functions in Lua land using dostring. What I need to do now is take the C++ variables, part of the GameObject class, and expose them to Lua, and this is where google is failing me. I've encountered a very nice method here which details the process using tags, but I've read that this method is deprecated in favor of metatables. What is the ideal way to accomplish this? Is it worth the hassle of learning how to pass class definitions around using libBind or some equivalent method, or is there a simple way I can just register each variable (once, at spawn time) with the global lua object? What's the "current" best way to do this, as of Lua 5.1.4?

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  • How would I go about sharing variables in a C++ class with Lua?

    - by Nicholas Flynt
    I'm fairly new to Lua, I've been working on trying to implement Lua scripting for logic in a Game Engine I'm putting together. I've had no trouble so far getting Lua up and running through the engine, and I'm able to call Lua functions from C and C functions from Lua. The way the engine works now, each Object class contains a set of variables that the engine can quickly iterate over to draw or process for physics. While game objects all need to access and manipulate these variables in order for the Game Engine itself to see any changes, they are free to create their own variables, a Lua is exceedingly flexible about this so I don't forsee any issues. Anyway, currently the Game Engine side of things are sitting in C land, and I really want them to stay there for performance reasons. So in an ideal world, when spawning a new game object, I'd need to be able to give Lua read/write access to this standard set of variables as part of the Lua object's base class, which its game logic could then proceed to run wild with. So far, I'm keeping two separate tables of objects in place-- Lua spawns a new game object which adds itself to a numerically indexed global table of objects, and then proceeds to call a C++ function, which creates a new GameObject class and registers the Lua index (an int) with the class. So far so good, C++ functions can now see the Lua object and easily perform operations or call functions in Lua land using dostring. What I need to do now is take the C++ variables, part of the GameObject class, and expose them to Lua, and this is where google is failing me. I've encountered a very nice method here which details the process using tags, but I've read that this method is deprecated in favor of metatables. What is the ideal way to accomplish this? Is it worth the hassle of learning how to pass class definitions around using libBind or some equivalent method, or is there a simple way I can just register each variable (once, at spawn time) with the global lua object? What's the "current" best way to do this, as of Lua 5.1.4?

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  • Is it possible to generate Events and Hooks in Lua for any game without built-in support?

    - by pr0tocol
    Does a game have to have built-in functions to accept and run lua scripts, or can I design Events and Hooks using Lua on any game I please, akin to the days where C code could be used to hook into the WinAPI using dlls? The reason I ask is, I am trying to create a background application that will perform events and hooks on a particular game that does not currently support lua in-game. Brief examples: Events: - An action executed by the PLAYER is detected. For instance, hitting the Q key will normally make my character use an ability, but with my Lua script running in the background, will cause a sound to play on my computer (or something). Hooks: - An action within the GAME is detected. For instance, the game spawns an enemy every minute. When an enemy spawns, the script will detect this and perform an action, for instance playing a sound locally on the computer. I would like to do both, but I know for games like Garry's Mod, the game already has built-in support for running lua scripts. Is there a way to do either events OR hooks using lua similarly to how C/C++ can connect to a game using WinAPI dlls?

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  • Differing paths for lua script and app

    - by Person
    My problem is that I'm having trouble specifying paths for Lua to look in. For example, in my script I have a require("someScript") line that works perfectly (it is able to use functions from someScript when the script is run standalone. However, when I run my app, the script fails. I believe this is because Lua is looking in a location relative to the application rather than relative to the script. Hardcoding the entire path down to the drive isn't an option since people can download the game wherever they like so the highest I can go is the root folder for the game. We have XML files to load in information on objects. In them, when we specify the script the object uses, we only have to do something like Content\Core\Scripts\someScript.lua where Content is in the same directory as Debug and the app is located inside Debug. If I try putting that (the Content\Core...) in Lua's package.path I get errors when I try to run the script standalone. I'm really stuck, and am not sure how to solve this. Any help is appreciated. Thanks. P.S. When I print out the default package.path in the app I see syntax like ;.\?.lua in a sequence like... ;.\?.lua;c:...(long file path)\Debug\?.lua; I assume the ; means the end of the path, but I have no idea what the .\?.lua means. Any Lua file in the directory?

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  • Lua metatable Objects cannot be purge from memory?

    - by Prometheus3k
    Hi there, I'm using a proprietary platform that reported memory usage in realtime on screen. I decided to use a Class.lua I found on http://lua-users.org/wiki/SimpleLuaClasses However, I noticed memory issues when purging object created by this using a simple Account class. Specifically, I would start with say 146k of memory used, create 1000 objects of a class that just holds an integer instance variable and store each object into a table. The memory used is now 300k I would then exit, iterating through the table and setting each element in the table to nil. But would never get back the 146k, usually after this I am left using 210k or something similar. If I run the load sequence again during the same session, it does not exceed 300k so it is not a memory leak. I have tried creating 1000 integers in a table and setting these to nil, which does give me back 146k. In addition I've tried a simpler class file (Account2.lua) that doesn't rely on a class.lua. This still incurs memory fragmentation but not as much as the one that uses Class.lua Can anybody explain what is going on here? How can I purge these objects and get back the memory? here is the code --------Class.lua------ -- class.lua -- Compatible with Lua 5.1 (not 5.0). --http://lua-users.org/wiki/SimpleLuaClasses function class(base,ctor) local c = {} -- a new class instance if not ctor and type(base) == 'function' then ctor = base base = nil elseif type(base) == 'table' then -- our new class is a shallow copy of the base class! for i,v in pairs(base) do c[i] = v end c._base = base end -- the class will be the metatable for all its objects, -- and they will look up their methods in it. c.__index = c -- expose a ctor which can be called by () local mt = {} mt.__call = function(class_tbl,...) local obj = {} setmetatable(obj,c) if ctor then ctor(obj,...) else -- make sure that any stuff from the base class is initialized! if base and base.init then base.init(obj,...) end end return obj end c.init = ctor c.instanceOf = function(self,klass) local m = getmetatable(self) while m do if m == klass then return true end m = m._base end return false end setmetatable(c,mt) return c end --------Account.lua------ --Import Class template require 'class' local classname = "Account" --Declare class Constructor Account = class(function(acc,balance) --Instance variables declared here. if(balance ~= nil)then acc.balance = balance else --default value acc.balance = 2097 end acc.classname = classname end) --------Account2.lua------ local account2 = {} account2.classname = "unnamed" account2.balance = 2097 -----------Constructor 1 do local metatable = { __index = account2; } function Account2() return setmetatable({}, metatable); end end --------Main.lua------ require 'Account' require 'Account2' MAX_OBJ = 5000; test_value = 1000; Obj_Table = {}; MODE_ACC0 = 0 --integers MODE_ACC1 = 1 --Account MODE_ACC2 = 2 --Account2 TEST_MODE = MODE_ACC0; Lua_mem = ""; print("##1) collectgarbage('count'): " .. collectgarbage('count')); function Load() for i=1, MAX_OBJ do if(TEST_MODE == MODE_ACC0 )then table.insert(Obj_Table, test_value); elseif(TEST_MODE == MODE_ACC1 )then table.insert(Obj_Table, Account(test_value)); --Account.lua elseif(TEST_MODE == MODE_ACC2 )then table.insert(Obj_Table, Account2()); --Account2.lua Obj_Table[i].balance = test_value; end end print("##2) collectgarbage('count'): " .. collectgarbage('count')); end function Purge() --metatable purge if(TEST_MODE ~= MODE_ACC0)then --purge stage 0: print("set each elements metatable to nil") for i=1, MAX_OBJ do setmetatable(Obj_Table[i], nil); end end --purge stage 1: print("set table element to nil") for i=1, MAX_OBJ do Obj_Table[i] = nil; end --purge stage 2: print("start table.remove..."); for i=1, MAX_OBJ do table.remove(Obj_Table, i); end print("...end table.remove"); --purge stage 3: print("create new object_table {}"); Obj_Table= {}; --purge stage 4: print("collectgarbage('collect')"); collectgarbage('collect'); print("##3) collectgarbage('count'): " .. collectgarbage('count')); end --Loop callback function OnUpdate() collectgarbage('collect'); Lua_mem = collectgarbage('count'); end ------------------- --NOTE: --On start of game runs Load(), another runs Purge() --Update I've updated the code with suggestions from comments below, and will post my findings later today.

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  • Creating new process with Lua interpreater, failures in passing argumets

    - by user1131997
    I need help with passing arguments in CreateProcess() //Windows I want to: BOOL status = CreateProcess(L"C:\\Program Files (x86)\\Lua\\lua52.exe", NULL, NULL, NULL, FALSE, NULL, NULL, NULL, &si, &pi); But with passing some arguments.... Lua interpreater accepts file with lua-scripts, so I have prepared it and want to do: lua52 C:\1.lua for example... I have the path of some lua-script and want the interpreater of Lua to interpreate it and than get the result of program on Lua from Created process. I have tried in some ways to do it, but no success. Please, help! Thank you!

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  • Lua .NET How to use the standard and third party libraries

    - by Gopalakrishnan Subramani
    I am using Lua inside C# WinForms application for GUI automation testing. I want to use the logging library http://www.keplerproject.org/lualogging/ But I don't know where to copy those logging library files and other standard lua files so that I can use the standard lua logging within the lua scripts. I see something like LUA_PATH but still I don't understand how to make the lua packing strcuture without installing it.

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  • List of Lua derived VMs and Languages

    - by Shane Holloway
    Is there a compendium of virtual machines and languages derived or inspired by Lua? By derived, I mean usage beyond embedding and extending with modules. I'm wanting to research the Lua technology tree, and am looking for our combined knowledge of what already exists. Current List: Bright - A C-like Lua Derivative http://bluedino.net/luapix/Bright.pdf Agena - An Algol68/SQL like Lua Derivative http://agena.sourceforge.net/ LuaJIT - A (very impressive) JIT for Lua http://luajit.org MetaLua - An ML-style language extension http://metalua.luaforge.net/

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  • Why is Lua considered a game language?

    - by Hoffmann
    I have been learning about Lua in the past month and I'm absolutely in love with the language, but all I see around that is built with lua are games. I mean, the syntax is very simple, there is no fuss, no special meaning characters that makes code look like regex, has all the good things about a script language and integrates so painlessly with other languages like C, Java, etc. The only down-side I saw so far is the prototype based object orientation that some people do not like (or lack of OO built-in). I do not see how ruby or python are better, surely not in performance ( http://shootout.alioth.debian.org/gp4/benchmark.php?test=all&lang=lua&lang2=python ). I was planning on writting a web app using lua with the Kepler framework and Javascript, but the lack of other projects that use lua as a web language makes me feel a bit uneasy since this is my first try with web development. Lua is considered a kids language, most of you on stackoverflow probably only know the language because of the WoW addons. I can't really see why that is... http://lua-users.org/wiki/LuaVersusPython this link provides some insights on Lua against Python, but this is clearly biased.

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  • Sharing Internet Connection using an ad-hoc wifi network

    - by Apps
    I've installed a WiFi Adapter in my Windows XP PC and created an ad-hoc network. I am able to connect to the network through my iPod Touch. On the same PC I have a LAN connection to the Internet. I need to share this internet connection to my iPod too. The problem is Windows did not assign an IP Address (even though assign IP address automatically is selected) to this WiFi network. When I tried to share the Internet connection, I got a message that LAN Network Adapter's IP address will be changed to 192.168.1.1. But if this happens I will not be able to connect to other devices/servers in my LAN Network. How do I share the Internet connection through WiFi?

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  • Lua pattern matching vs. regular expressions

    - by harald
    hello, i'm currently learning lua. regarding pattern-matching in lua i found the following sentence in the lua documentation on lua.org: Nevertheless, pattern matching in Lua is a powerful tool and includes some features that are difficult to match with standard POSIX implementations. as i'm familiar with posix regular expressions i would like to know if there are any common samples where lua pattern matching is "better" compared to regular expression -- or did i misinterpret the sentence? and if there are any common examples: why is any of pattern-matching vs. regular expressions better suited? thanks very much, harald

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  • Multithreading in Lua

    - by RCIX
    I was having a discussion with my friend the other day. I was saying how that, in pure Lua, you couldn't build a preemptive multitasking system. He claims you can, because of the following reason: Both C and Lua have no inbuilt threading libraries [OP's note: well, Lua technically does, but AFAIK it's not useful for our purposes]. Windows, which is written in mostly C(++) has pre-emptive multitasking, which they built from scratch. Therefore, you should be able to do the same in Lua. The big problem i see with that is that the main way preemptive multitasking works (to my knowledge) is that it generates regular interrupts which the manager uses to get control and determine what code it should be working on next. I also don't think Lua has any facility that can do that. My question is: is it possible to write a pure-Lua library that allows people to have pre-emptive multitasking?

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  • Avoiding string copying in Lua

    - by Matt Sheppard
    Say I have a C program which wants to call a very simple Lua function with two strings (let's say two comma separated lists, returning true if the lists intersect at all, false if not). The obvious way to do this is to push them onto the stack with lua_pushstring, which works fine, however, from the doc it looks like lua_pushstring but makes a copy of the string for Lua to work with. That means that to cross over to the Lua function is going to require two string copies which I could avoid by rewriting the Lua function in C. Is there any way to arrange things so that the existing C strings could be reused on the Lua side for the sake of performance (or would the strcpy cost pale into insignificance anyway)? From my investigation so far (my first couple of hours looking seriously at Lua), lite userdata seems like the sort of thing I want, but in the form of a string.

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  • interactive lua prompt in opengl application

    - by anon
    Okay, so when I run lua, I get something like: lua Lua 5.1.4 Copyright (C) 1994-2008 Lua.org, PUC-Rio > Now, I want a prompt like this, 1) in a GUI application I've written. My GUI application can provide functions like: get_input_from_screen(); and write_this_crap_out_to_screen(); and more functions I can write as necessary I also know how to embed a lua interpreter in my C++ code (short tutorial on the web) What I don't know .. is how to connect the input/output of a lua interpreter with my GUI stuff. Any help/links apreciated. Thanks!

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  • What is the equivalent word for "compile" in an interpreted language?

    - by user46874
    (I was encouraged to ask this question here.) In C, we say: GCC compiles foo.c. For interpreters (such as Lua), what is the equivalent verb? The Lua interpreter ____ foo.lua. When I write instructions for users of my Lua script, I often say: Run the interpreter on foo.lua. I think this can be said more succinctly: Interpret (or Translate) foo.lua. but that sounds awkward for some reason (perhaps because I'm unsure of its correctness). I can't really say compile because users may confuse it with the usage of the Lua compiler when I actually mean the Lua interpreter.

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  • Internet connection slower than network connection speed

    - by Mike Pateras
    I've got a computer connected to a wireless router on a different floor. When I look at the network connection, I'm told the signal strength is low, and that I've got a connection of about 26mbps (often higher). However, my internet connection on that machine is very slow. Speedtests show it at about 1-2mbps, and it really shows when loading pages and video. I have fiber optic internet access, and the machine that's connected to the router/modem via cable gets the 20mbps on speed tests, and is extremely fast in every day use. My question is, is the advertised 26mbps+ connection speed perhaps inaccurate, and that my wireless bandwidth is the likely bottleneck here? Or is the signal strength what's key here? And what might I do about this? Power cycling the router helped a bit, a speed test went as high as 6mbps after doing that.

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  • Linking to lua libraries w/ codeblocks on linux

    - by person
    After I downloaded the source for lua, I followed the install instructions, doing... make linux install make generic install I've also done the make test and it passes, printing out Hello World, from Lua 5.1. However, I can't link to the lua libraries in CodeBlocks. I know where lualib.a is (usr/local/lib) which I set in my Search Directories for the linker. I still get error messages like... undefined reference to lua_isstring Am I missing something critical here? P.S. I had this running on Windows via Visual Studio.

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  • Failed pinging a LAN card of the server from the client using shared internet connection

    - by bobo
    The server (Windows XP Pro SP3) has two LAN cards (LAN card A and B) and is connected to the internet using ADSL. The ADSL connection is shared to LAN card B using Internet Connection Sharing. The client (Windows XP Pro SP3) has one LAN card, and is connected to LAN card B of the server so that it has access to the internet. The IP address on the LAN cards are defined as follows: Server: LAN card A: 192.168.0.3/24 (manually defined by me) LAN card B: 192.168.0.1/24 (manually defined by Internet Connection Sharing) Client: LAN card: 192.168.0.123/24 (assigned by DHCP) Default gateway: 192.168.0.1 From the server, I can ping 192.168.0.123 successfully. From the client, it can access the internet without any problem. I can also ping 192.168.0.1 successfully but for 192.168.0.3, it failed with the Request Timeout error message. Why did the ping fail, and what should be done to make the ping possible? (all firewalls have been turned off.)

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  • Using a Mac to share a VPN connection

    - by Luis Novo
    I am using an iMac to share a wired network connection with other devices in my house. I am using Apple's built-in sharing functionality which works very well. I have also been using Tunnelblick as an OpenVPN client. The two technologies work great when they are not used together. The moment I connect to my VPN, sharing stops working on all other devices; the whole point of this setup was for me to share my VPN connection. Is there a way to make Internet connection sharing and OpenVPN work together on the Mac? I am using Snow Leopard.

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  • interactive lua: command line arguments

    - by mr calendar
    I wish to do lua prog.lua arg1 arg2 from the command line Inside prog.lua, I want to say, for instance print (arg1, arg2, '\n') Lua doesn't seem to have argv[1] etc and the methods I've seen for dealing with command line arguments seem to be immature and / or cumbersome. Am I missing something?

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