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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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  • 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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  • Postgres user drop

    - by Grasper
    I am trying to drop a user: drop user testUser; I want to force this to work in a simple manner (Not a million calls)... How can I do this easily? I get this output: ERROR: role "testUser" cannot be dropped because some objects depend on it DETAIL: access to table main.tap_db_version access to table main.user_instance access to table main.target_type access to table main.status_code access to table main.state_space_profile access to table main.service_subscription access to table main.service_instance access to table main.sa_ordnance_weapon_type access to table main.operation access to table main.mission_class access to table main.map_symbol access to table main.ada_weapon_type access to table main.active_process access to table main.acft_type_00_only access to table main.abp_create_params access to table main.exercise access to table main.decl access to table main.data_set access to table main.cancellation_notice access to table main.ato_family_tree access to table main.apportionment_cat_cd access to table main.abp access to table main.alert_settings access to table main.alert_log access to table main.airspace_usage_category access to schema main access to view testUser.top_priority access to view testUser.target_ssm_msn_count access to view testUser.target_air_msn_count access to view testUser.sortie_sum access to view testUser.ref_info access to view testUser.preview_rmk_count access to view testUser.preview_pgm_las_count access to view testUser.preview_pgm_desi_count access to view testUser.preview_objective_count access to view testUser.preview_gfriend_count access to view testUser.preview_escort_msn_req access to view testUser.preview_chaff_data access to view testUser.preview_airmove_seg access to view testUser.preview_aircraft_total access to view testUser.offload_total access to view testUser.objective_count access to view testUser.fuel_planned access to view testUser.ew_data access to view testUser.dual access to view testUser.current_base_inventory access to view testUser.cell_total access to view testUser.asgn_sortie_sum access to view testUser.appor_sorties_planned access to view testUser.airmove_seg access to view testUser.aircraft_total access to view testUser.abp access to table testUser.req_msn_task access to table testUser.req_task_source_req access to table testUser.req_ssm_msn access to table testUser.req_ssm_source access to table testUser.req_msn access to table testUser.req_msn_warnings access to table testUser.req_air_msn access to table testUser.req_src_header access to table testUser.req_msn_ids access to table testUser.req_msn_comment access to table testUser.req_c2_msn access to table testUser.req_c2_source access to table testUser.req_ada_msn access to table testUser.req_ada_vertex access to table testUser.weather_forecast access to table testUser.weather_coords access to table testUser.weather_area access to table testUser.weapon_option access to table testUser.wag_activity access to table testUser.unit_remark access to table testUser.unit_location_turn access to table testUser.unit_iff access to table testUser.unit_coordination access to table testUser.unit_code access to table testUser.trace_point access to table testUser.tasking_agency access to table testUser.task_unit access to table testUser.target_type access to table testUser.tap_db_version access to table testUser.status_code access to table testUser.state_space_threat access to table testUser.state_space_profile access to table testUser.state_space access to table testUser.ssm_mission access to table testUser.spins_section_id access to table testUser.spins_codes access to table testUser.spins access to table testUser.unit_location access to table testUser.ship_target_request access to table testUser.service_subscription access to table testUser.service_instance access to table testUser.sa_ordnance_weapon_type access to table testUser.runway access to table testUser.restricted_codes access to table testUser.response_entity access to table testUser.residual_mission access to table testUser.request_objective access to table testUser.request and 194 other objects (see server log for list)

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  • Postgres user/role drop

    - by Grasper
    I am trying to drop a user: drop user testUser; I want to force this to work in a simple manner (Not a million calls)... How can I do this easily? I get this output: ERROR: role "testUser" cannot be dropped because some objects depend on it DETAIL: access to table main.tap_db_version access to table main.user_instance access to table main.target_type access to table main.status_code access to table main.state_space_profile access to table main.service_subscription access to table main.service_instance access to table main.sa_ordnance_weapon_type access to table main.operation access to table main.mission_class access to table main.map_symbol access to table main.ada_weapon_type access to table main.active_process access to table main.acft_type_00_only access to table main.abp_create_params access to table main.exercise access to table main.decl access to table main.data_set access to table main.cancellation_notice access to table main.ato_family_tree access to table main.apportionment_cat_cd access to table main.abp access to table main.alert_settings access to table main.alert_log access to table main.airspace_usage_category access to schema main access to view testUser.top_priority access to view testUser.target_ssm_msn_count access to view testUser.target_air_msn_count access to view testUser.sortie_sum access to view testUser.ref_info access to view testUser.preview_rmk_count access to view testUser.preview_pgm_las_count access to view testUser.preview_pgm_desi_count access to view testUser.preview_objective_count access to view testUser.preview_gfriend_count access to view testUser.preview_escort_msn_req access to view testUser.preview_chaff_data access to view testUser.preview_airmove_seg access to view testUser.preview_aircraft_total access to view testUser.offload_total access to view testUser.objective_count access to view testUser.fuel_planned access to view testUser.ew_data access to view testUser.dual access to view testUser.current_base_inventory access to view testUser.cell_total access to view testUser.asgn_sortie_sum access to view testUser.appor_sorties_planned access to view testUser.airmove_seg access to view testUser.aircraft_total access to view testUser.abp access to table testUser.req_msn_task access to table testUser.req_task_source_req access to table testUser.req_ssm_msn access to table testUser.req_ssm_source access to table testUser.req_msn access to table testUser.req_msn_warnings access to table testUser.req_air_msn access to table testUser.req_src_header access to table testUser.req_msn_ids access to table testUser.req_msn_comment access to table testUser.req_c2_msn access to table testUser.req_c2_source access to table testUser.req_ada_msn access to table testUser.req_ada_vertex access to table testUser.weather_forecast access to table testUser.weather_coords access to table testUser.weather_area access to table testUser.weapon_option access to table testUser.wag_activity access to table testUser.unit_remark access to table testUser.unit_location_turn access to table testUser.unit_iff access to table testUser.unit_coordination access to table testUser.unit_code access to table testUser.trace_point access to table testUser.tasking_agency access to table testUser.task_unit access to table testUser.target_type access to table testUser.tap_db_version access to table testUser.status_code access to table testUser.state_space_threat access to table testUser.state_space_profile access to table testUser.state_space access to table testUser.ssm_mission access to table testUser.spins_section_id access to table testUser.spins_codes access to table testUser.spins access to table testUser.unit_location access to table testUser.ship_target_request access to table testUser.service_subscription access to table testUser.service_instance access to table testUser.sa_ordnance_weapon_type access to table testUser.runway access to table testUser.restricted_codes access to table testUser.response_entity access to table testUser.residual_mission access to table testUser.request_objective access to table testUser.request and 194 other objects (see server log for list)

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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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  • Love2D engine for Lua; What about 3D?

    - by shadowprotocol
    Lua has been really awesome to learn, it's so simple. I really enjoy scripting languages, and I had an equally enjoyable time learning Python. The Love engine, http://love2d.org/, is really awesome, but I'm looking for something that can handle 3D as well. Is there anything that accommodates 3D in Lua? I'm still intrigued by the particle system of LOVE anyway and may just turn my idea into a 2D project with Particle lighting :) EDIT: I removed comments about Python - I want this to be a Lua topic. Thanks

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  • How can i run my .LÖVE game directly from the lua interpreter?

    - by jonathan
    I've just started with LOVE and LUA , i'm interested in LOVE because i want to play around with something different from my dayjob(i'm a webdeveloper) and since it uses LUA and is interpreted , i though it would be a great way to try out the API. but i couldn't find how to run my .LÖVE game directly from the lua interpreter? i'm finding it bothersome to package the game each time i make a little test with the API. since i couldn't find the answer i'm asking, but maybe i'm serching for the wrong terms, if this it is a simple matter like "import the library" or set the global, i'll gladly remove my question.

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  • How can I link to callback functions in Lua such that the callbacks will be updated when the scripts are reloaded?

    - by Raptormeat
    I'm implementing Lua scripting in my game using LuaBind, and one of the things I'm not clear on is the logistics of reloading the scripts live ingame. Currently, using the LuaBind C++ class luabind::object, I save references to Lua callbacks directly in the classes that use them. Then I can use luabind::call_function using that object in order to call the Lua code from the C++ code. I haven't tested this yet, but my assumption is that if I reload the scripts, then all the functions will be redefined, BUT the references to the OLD functions will still exist in the form of the luabind::object held by the C++ code. I would like to be able to swap out the old for the new without manually having to manage this for every script hook in the game. How best to change this so the process works? My first thought is to not save a reference to the function directly, but maybe save the function name instead, and grab the function by name every time we want to call it. I'm looking for better ideas!

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  • Scite Lua - escaping right bracket in regex?

    - by ~sd-imi
    Hi all, Bumped into a somewhat weird problem... I want to turn the string: a\left(b_{d}\right) into a \left( b_{d} \right) in Scite using a Lua script. So, I made the following Lua script for Scite: function SpaceTexEquations() editor:BeginUndoAction() local sel = editor:GetSelText() local cln3 = string.gsub(sel, "\\left(", " \\left( ") local cln4 = string.gsub(cln3, "\\right)", " \\right) ") editor:ReplaceSel(cln4) editor:EndUndoAction() end The cln3 line works fine, however, cln4 crashes with: /home/user/sciteLuaFunctions.lua:49: invalid pattern capture >Lua: error occurred while processing command I think this is because bracket characters () are reserved characters in Lua; but then, how come the cln3 line works without escaping? By the way I also tried: -- using backslash \ as escape char: local cln4 = string.gsub(cln3, "\\right\)", " \\right) ") -- crashes all the same -- using percentage sign % as escape chare local cln4 = string.gsub(cln3, "\\right%)", " \\right) ") -- does not crash, but does not match either Could anyone tell me what would be the correct way to do this? Thanks, Cheers!

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  • Compact web server with Lua support?

    - by OverTheRainbow
    Hello, I need to find a very compact, cross-platform web server that can run Lua scripts, ie. either a regular web server like Mongoose that will forward queries to a Lua program in eg. FastCGI, or a web server itself written in Lua which will save the need to provide a separate web server. I recently started learning about Lua so am still in the dark about what is available out there, save for the three I came accross: Barracuda Embedded Web Server http://barracudaserver.com/ba/doc/ Xavante - Lua HTTP 1.1 Web server http://keplerproject.github.com/xavante/ Haserl http://haserl.sourceforge.net/ If someone's already done this recently, what solution would you recommend along with any tutorial/article that would get me started? Thank you.

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  • Pass C++ object to Lua function

    - by peterdemin
    Hello there. I have a C++ project, where 1 method of a 1 class changes very often. So I want to take that code from C++ to Lua. Note, I'm novice to Lua. The whole task: Bind some class methods to Lua state machine; Pass reference to class object to a function, written in Lua; Operate with passed C++ object in Lua function. I've found how to make first step with Lunar, and can't cope with second and third. I can't use SWIG and boost.

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  • Embedding Lua functions as member variables in Java

    - by Zarion
    Although the program I'm working on is in Java, answering this from a C perspective is also fine, considering that most of this is either language-agnostic, or happens on the Lua side of things. In the outline I have for the architecture of a game I'm programming, individual types of game objects within a particular class (eg: creatures, items, spells, etc.) are loaded from a data file. Most of their properties are simple data types, but I'd like a few of these members to actually contain simple scripts that define, for example, what an item does when it's used. The scripts will be extremely simple, since all fundamental game actions will be exposed through an API from Java. The Lua is simply responsible for stringing a couple of these basic functions together, and setting arguments. The question is largely about the best way to store a reference to a specific Lua function as a member of a Java class. I understand that if I store the Lua code as a string and call lua_dostring, Lua will compile the code fresh every time it's called. So the function needs to be defined somehow, and a reference to this specific function wrapped in a Java function object. One possibility that I've considered is, during the data loading process, when the loader encounters a script definition in a data file, it extracts this string, decorates the function name using the associated object's unique ID, calls lua_dostring on the string containing a full function definition, and then wraps the generated function name in a Java function object. A function declared in script run with lua_dostring should still be added to the global function table, correct? I'm just wondering if there's a better way of going about this. I admit that my knowledge of Lua at this point is rather superficial and theoretical, so it's possible that I'm overlooking something obvious.

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  • SQL SERVER – Copy Data from One Table to Another Table – SQL in Sixty Seconds #031 – Video

    - by pinaldave
    Copy data from one table to another table is one of the most requested questions on forums, Facebook and Twitter. The question has come in many formats and there are places I have seen developers are using cursor instead of this direct method. Earlier I have written the similar article a few years ago - SQL SERVER – Insert Data From One Table to Another Table – INSERT INTO SELECT – SELECT INTO TABLE. The article has been very popular and I have received many interesting and constructive comments. However there were two specific comments keep on ending up on my mailbox. 1) SQL Server AdventureWorks Samples Database does not have table I used in the example 2) If there is a video tutorial of the same example. After carefully thinking I decided to build a new set of the scripts for the example which are very similar to the old one as well video tutorial of the same. There was no better place than our SQL in Sixty Second Series to cover this interesting small concept. Let me know what you think of this video. Here is the updated script. -- Method 1 : INSERT INTO SELECT USE AdventureWorks2012 GO ----Create TestTable CREATE TABLE TestTable (FirstName VARCHAR(100), LastName VARCHAR(100)) ----INSERT INTO TestTable using SELECT INSERT INTO TestTable (FirstName, LastName) SELECT FirstName, LastName FROM Person.Person WHERE EmailPromotion = 2 ----Verify that Data in TestTable SELECT FirstName, LastName FROM TestTable ----Clean Up Database DROP TABLE TestTable GO --------------------------------------------------------- --------------------------------------------------------- -- Method 2 : SELECT INTO USE AdventureWorks2012 GO ----Create new table and insert into table using SELECT INSERT SELECT FirstName, LastName INTO TestTable FROM Person.Person WHERE EmailPromotion = 2 ----Verify that Data in TestTable SELECT FirstName, LastName FROM TestTable ----Clean Up Database DROP TABLE TestTable GO Related Tips in SQL in Sixty Seconds: SQL SERVER – Insert Data From One Table to Another Table – INSERT INTO SELECT – SELECT INTO TABLE Powershell – Importing CSV File Into Database – Video SQL SERVER – 2005 – Export Data From SQL Server 2005 to Microsoft Excel Datasheet SQL SERVER – Import CSV File into Database Table Using SSIS SQL SERVER – Import CSV File Into SQL Server Using Bulk Insert – Load Comma Delimited File Into SQL Server SQL SERVER – 2005 – Generate Script with Data from Database – Database Publishing Wizard What would you like to see in the next SQL in Sixty Seconds video? Reference: Pinal Dave (http://blog.sqlauthority.com)   Filed under: Database, Pinal Dave, PostADay, SQL, SQL Authority, SQL in Sixty Seconds, SQL Query, SQL Scripts, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL, Technology, Video Tagged: Excel

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • DB2 Child Table Not Working - Create Table

    - by gamerzfuse
    I have a bit of a task before me. (DB2 Database) I need to create a table that will be a child table (is that what it is called in SQL?) I need it so that it has a foreign key constraint with my other table, so when the parent table is modified (record deleted) the child table also loses that record. Once I have the table, I also need to populate it with the data from the other table (if there is an easy way to UPDATE this). If you could point me in the right direction, this would help alot, as I do not even know what syntax to look for. Thanks in advance The table I have in place: create table titleauthors ( au_id char(11), title_id char(6), au_ord integer, royaltyshare decimal(5,2)); The table I am creating: create table titles ( title_id char(6), title varchar(80), type varchar(12), pub_id char(4), price decimal(9,2), advance decimal(9,2), ytd_sales integer, contract integer, notes varchar(200), pubdate date); I need the title_id to be matched with the title_id from the parent table AND use the ON DELETE CASCADE syntax to delete when that table is deleted from. My Attempt: CREATE TABLE BookTitles ( title_id char(6) NOT NULL CONSTRAINT BookTitles_title_id_pk REFERENCES titleauthors(title_id) ON DELETE CASCADE, title varchar(80) NOT NULL, type varchar(12), pub_id char(4), price decimal(9,2), advance decimal(9,2), ytd_sales integer, contract integer, notes varchar(200), pubdate date) ; Thanks in advance!

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  • Online ALTER TABLE in MySQL 5.6

    - by Marko Mäkelä
    This is the low-level view of data dictionary language (DDL) operations in the InnoDB storage engine in MySQL 5.6. John Russell gave a more high-level view in his blog post April 2012 Labs Release – Online DDL Improvements. MySQL before the InnoDB Plugin Traditionally, the MySQL storage engine interface has taken a minimalistic approach to data definition language. The only natively supported operations were CREATE TABLE, DROP TABLE and RENAME TABLE. Consider the following example: CREATE TABLE t(a INT); INSERT INTO t VALUES (1),(2),(3); CREATE INDEX a ON t(a); DROP TABLE t; The CREATE INDEX statement would be executed roughly as follows: CREATE TABLE temp(a INT, INDEX(a)); INSERT INTO temp SELECT * FROM t; RENAME TABLE t TO temp2; RENAME TABLE temp TO t; DROP TABLE temp2; You could imagine that the database could crash when copying all rows from the original table to the new one. For example, it could run out of file space. Then, on restart, InnoDB would roll back the huge INSERT transaction. To fix things a little, a hack was added to ha_innobase::write_row for committing the transaction every 10,000 rows. Still, it was frustrating that even a simple DROP INDEX would make the table unavailable for modifications for a long time. Fast Index Creation in the InnoDB Plugin of MySQL 5.1 MySQL 5.1 introduced a new interface for CREATE INDEX and DROP INDEX. The old table-copying approach can still be forced by SET old_alter_table=0. This interface is used in MySQL 5.5 and in the InnoDB Plugin for MySQL 5.1. Apart from the ability to do a quick DROP INDEX, the main advantage is that InnoDB will execute a merge-sort algorithm before inserting the index records into each index that is being created. This should speed up the insert into the secondary index B-trees and potentially result in a better B-tree fill factor. The 5.1 ALTER TABLE interface was not perfect. For example, DROP FOREIGN KEY still invoked the table copy. Renaming columns could conflict with InnoDB foreign key constraints. Combining ADD KEY and DROP KEY in ALTER TABLE was problematic and not atomic inside the storage engine. The ALTER TABLE interface in MySQL 5.6 The ALTER TABLE storage engine interface was completely rewritten in MySQL 5.6. Instead of introducing a method call for every conceivable operation, MySQL 5.6 introduced a handful of methods, and data structures that keep track of the requested changes. In MySQL 5.6, online ALTER TABLE operation can be requested by specifying LOCK=NONE. Also LOCK=SHARED and LOCK=EXCLUSIVE are available. The old-style table copying can be requested by ALGORITHM=COPY. That one will require at least LOCK=SHARED. From the InnoDB point of view, anything that is possible with LOCK=EXCLUSIVE is also possible with LOCK=SHARED. Most ALGORITHM=INPLACE operations inside InnoDB can be executed online (LOCK=NONE). InnoDB will always require an exclusive table lock in two phases of the operation. The execution phases are tied to a number of methods: handler::check_if_supported_inplace_alter Checks if the storage engine can perform all requested operations, and if so, what kind of locking is needed. handler::prepare_inplace_alter_table InnoDB uses this method to set up the data dictionary cache for upcoming CREATE INDEX operation. We need stubs for the new indexes, so that we can keep track of changes to the table during online index creation. Also, crash recovery would drop any indexes that were incomplete at the time of the crash. handler::inplace_alter_table In InnoDB, this method is used for creating secondary indexes or for rebuilding the table. This is the ‘main’ phase that can be executed online (with concurrent writes to the table). handler::commit_inplace_alter_table This is where the operation is committed or rolled back. Here, InnoDB would drop any indexes, rename any columns, drop or add foreign keys, and finalize a table rebuild or index creation. It would also discard any logs that were set up for online index creation or table rebuild. The prepare and commit phases require an exclusive lock, blocking all access to the table. If MySQL times out while upgrading the table meta-data lock for the commit phase, it will roll back the ALTER TABLE operation. In MySQL 5.6, data definition language operations are still not fully atomic, because the data dictionary is split. Part of it is inside InnoDB data dictionary tables. Part of the information is only available in the *.frm file, which is not covered by any crash recovery log. But, there is a single commit phase inside the storage engine. Online Secondary Index Creation It may occur that an index needs to be created on a new column to speed up queries. But, it may be unacceptable to block modifications on the table while creating the index. It turns out that it is conceptually not so hard to support online index creation. All we need is some more execution phases: Set up a stub for the index, for logging changes. Scan the table for index records. Sort the index records. Bulk load the index records. Apply the logged changes. Replace the stub with the actual index. Threads that modify the table will log the operations to the logs of each index that is being created. Errors, such as log overflow or uniqueness violations, will only be flagged by the ALTER TABLE thread. The log is conceptually similar to the InnoDB change buffer. The bulk load of index records will bypass record locking. We still generate redo log for writing the index pages. It would suffice to log page allocations only, and to flush the index pages from the buffer pool to the file system upon completion. Native ALTER TABLE Starting with MySQL 5.6, InnoDB supports most ALTER TABLE operations natively. The notable exceptions are changes to the column type, ADD FOREIGN KEY except when foreign_key_checks=0, and changes to tables that contain FULLTEXT indexes. The keyword ALGORITHM=INPLACE is somewhat misleading, because certain operations cannot be performed in-place. For example, changing the ROW_FORMAT of a table requires a rebuild. Online operation (LOCK=NONE) is not allowed in the following cases: when adding an AUTO_INCREMENT column, when the table contains FULLTEXT indexes or a hidden FTS_DOC_ID column, or when there are FOREIGN KEY constraints referring to the table, with ON…CASCADE or ON…SET NULL option. The FOREIGN KEY limitations are needed, because MySQL does not acquire meta-data locks on the child or parent tables when executing SQL statements. Theoretically, InnoDB could support operations like ADD COLUMN and DROP COLUMN in-place, by lazily converting the table to a newer format. This would require that the data dictionary keep multiple versions of the table definition. For simplicity, we will copy the entire table, even for DROP COLUMN. The bulk copying of the table will bypass record locking and undo logging. For facilitating online operation, a temporary log will be associated with the clustered index of table. Threads that modify the table will also write the changes to the log. When altering the table, we skip all records that have been marked for deletion. In this way, we can simply discard any undo log records that were not yet purged from the original table. Off-page columns, or BLOBs, are an important consideration. We suspend the purge of delete-marked records if it would free any off-page columns from the old table. This is because the BLOBs can be needed when applying changes from the log. We have special logging for handling the ROLLBACK of an INSERT that inserted new off-page columns. This is because the columns will be freed at rollback.

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  • Lua, game state and game loop

    - by topright
    Call main.lua script at each game loop iteration - is it good or bad design? How does it affect on the performance (relatively)? Maintain game state from a. C++ host-program or b. from Lua scripts or c. from both and synchronise them? (Previous question on the topic: http://stackoverflow.com/questions/2674462/lua-and-c-separation-of-duties)

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  • call/cc in Lua - Possible?

    - by Pessimist
    The Wikipedia article on Continuation says: "In any language which supports closures, it is possible to write programs in continuation passing style and manually implement call/cc." Either that is true and I need to know how to do it or it is not true and that statement needs to be corrected. If this is true, please show me how to implement call/cc in Lua because I can't see how. I think I'd be able to implement call/cc manually if Lua had the coroutine.clone function as explained here. If closures are not enough to implement call/cc then what else is needed? The text below is optional reading. P.S.: Lua has one-shot continuations with its coroutine table. A coroutine.clone function would allow me to clone it to call it multiple times, thus effectively making call/cc possible (unless I misunderstand call/cc). However that cloning function doesn't exist in Lua. Someone on the Lua IRC channel suggested that I use the Pluto library (it implements serialization) to marshal a coroutine, copy it and then unmarshal it and use it again. While that would probably work, I am more interested in the theoretical implementation of call/cc and in finding what is the actual minimum set of features that a language needs to have in order to allow for its manual implementation.

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  • Lua task scheduling

    - by Martin
    I've been writing some scripts for a game, the scripts are written in Lua. One of the requirements the game has is that the Update method in your lua script (which is called every frame) may take no longer than about 2-3 milliseconds to run, if it does the game just hangs. I solved this problem with coroutines, all I have to do is call Multitasking.RunTask(SomeFunction) and then the task runs as a coroutine, I then have to scatter Multitasking.Yield() throughout my code, which checks how long the task has been running for, and if it's over 2 ms it pauses the task and resumes it next frame. This is ok, except that I have to scatter Multitasking.Yield() everywhere throughout my code, and it's a real mess. Ideally, my code would automatically yield when it's been running too long. So, Is it possible to take a Lua function as an argument, and then execute it line by line (maybe interpreting Lua inside Lua, which I know is possible, but I doubt it's possible if all you have is a function pointer)? In this way I could automatically check the runtime and yield if necessary between every single line.

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  • Debugging embedded Lua

    - by Caspin
    How do you debug lua code embedded in a c++ application? From what I gather, either I need to buy a special IDE and link in their special lua runtime (ugh). Or I need to build a debug console in to the game engine, using the lua debug API calls. I am leaning toward writing my own debug console, but it seems like a lot of work. Time that I could better spend polishing the other portions of the game.

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