Search Results

Search found 406 results on 17 pages for 'lua'.

Page 4/17 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Returning a lua table on SWIG call

    - by Tom J Nowell
    I have a class with a methodcalled GetEnemiesLua. I have bound this class to lua using SWIG, and I can call this method using my lua code. I am trying to get the method to return a lua table of objects. Here is my current code: void CSpringGame::GetEnemiesLua(){ std::vector<springai::Unit*> enemies = callback->GetEnemyUnits(); if( enemies.empty()){ lua_pushnil(ai->L); return; } else{ lua_newtable(ai->L); int top = lua_gettop(ai->L); int index = 1; for (std::vector<springai::Unit*>::iterator it = enemies.begin(); it != enemies.end(); ++it) { //key lua_pushinteger(ai->L,index);//lua_pushstring(L, key); //value CSpringUnit* unit = new CSpringUnit(callback,*it,this); ai->PushIUnit(unit); lua_settable(ai->L, -3); ++index; } ::lua_pushvalue(ai->L,-1); } } PushIUnit is as follows: void CTestAI::PushIUnit(IUnit* unit){ SWIG_NewPointerObj(L,unit,SWIGTYPE_p_IUnit,1); } To test this I have the following code: t = game:GetEnemiesLua() if t == nil then game:SendToConsole("t is nil! ") end The result is always 't is nil', despite this being incorrect. I have put breakpoints in the code and it is indeed going over the loop, rather than doing lua_pushnil. So how do I make my method return a table when called via lua?

    Read the article

  • Should I be using Lua for game logic on mobile devices?

    - by Rob Ashton
    As above really, I'm writing an android based game in my spare time (android because it's free and I've no real aspirations to do anything commercial). The game logic comes from a very typical component based model whereby entities exist and have components attached to them and messages are sent to and fro in order to make things happen. Obviously the layer for actually performing that is thin, and if I were to write an iPhone version of this app, I'd have to re-write the renderer and core driver (of this component based system) in Objective C. The entities are just flat files determining the names of the components to be added, and the components themselves are simple, single-purpose objects containing the logic for the entity. Now, if I write all the logic for those components in Java, then I'd have to re-write them on Objective C if I decided to do an iPhone port. As the bulk of the application logic is contained within these components, they would, in an ideal world, be written in some platform-agnostic language/script/DSL which could then just be loaded into the app on whatever platform. I've been led to believe however that this is not an ideal world though, and that Lua performance etc on mobile devices still isn't up to scratch, that the overhead is too much and that I'd run into troubles later if I went down that route? Is this actually the case? Obviously this is just a hypothetical question, I'm happy writing them all in Java as it's simple and easy get things off the ground, but say I actually enjoy making this game (unlikely, given how much I'm currently disliking having to deal with all those different mobile devices) and I wanted to make a commercially viable game - would I use Lua or would I just take the hit when it came to porting and just re-write all the code?

    Read the article

  • Lua API for TokyoTyrant

    - by jideel
    Hi SO folks, I didn't managed to find an Lua client/api for TokyoTyrant. Such Api exists for TokyoCabinet, but not for TT. And Perl and Ruby API exists for TT. TT provides a native binary protocol, a memcached-compatible protocol, and an HTTP-oriented protocol. So my questions are : 1/ Do you think using the memcached (using luamemcached) or the HTTP protocol (using luaSocket) is "enough" for most / simple usage, and so a native Lua api is not necessary ? (the app is a simple uuid storage/distributor) ? 2/ Does it make sense to not use TokyoTyrant, but only TokyoCabinet, and use Lua at the application level to provide network and concurrent access to TC, using, say, Copas (Copas is , from their website, "a dispatcher based on coroutines that can be used by TCP/IP servers." ? Thanks.

    Read the article

  • Read nested Lua table who key is a System.Double

    - by Robert Kerr
    Using C# and LuaInterface, I am trying to read a nested table, but am getting a null LuaTable when I try to open the key containing the table. The .lua file: DB = { ["inventory"] = { [10001] = { ["row"] = 140, ["count"] = 20, }, [10021] = { ["row"] = 83, ["count"] = 3, }, [10075] = { ["row"] = 927, ["count"] = 15, }, } } I can successfully foreach the entries under inventory, by opening that table with: LuaTable tbl = lua.GetTable("DB.inventory"); foreach (DictionaryEntry de in tbl) ... What I cannot do is open an inventory item and enumerate its entries the same way. Is this because the key is a System.Double type? This fails: LuaTable tbl = lua.GetTable("DB.inventory.10001"); foreach (DictionaryEntry de in tbl) with an exception, because tbl is null. Effectively, once I enumerate the keys (inventory items), I then want to drill down into the nested table and work with those contents. As you can see, I am not able to get a reference to the nested table the way I am doing it.

    Read the article

  • Stuck with luasec LUA secure socket

    - by PeterMmm
    This example code fails: require("socket") require("ssl") -- TLS/SSL server parameters local params = { mode = "server", protocol = "sslv23", key = "server.key", certificate = "server.crt", cafile = "server.key", password = "123456", verify = {"peer", "fail_if_no_peer_cert"}, options = {"all", "no_sslv2"}, ciphers = "ALL:!ADH:@STRENGTH", } local socket = require("socket") local server = socket.bind("*", 8888) local client = server:accept() client:settimeout(10) -- TLS/SSL initialization local conn,emsg = ssl.wrap(client, params) print(emsg) conn:dohandshake() -- conn:send("one line\n") conn:close() request https://localhost:8888/ output error loading CA locations ((null)) lua: a.lua:25: attempt to index local 'conn' (a nil value) stack traceback: a.lua:25: in main chunk [C]: ? Not very much info. Any idea how to trace down to the problem ?

    Read the article

  • Concise description of the lua vm?

    - by anon
    I've skimmed Programing in Lua, I've looked at the Lua Reference. However, they both tells me this function does this, but not how. When reading SICP, I got this feeling of: "ah, here's the computational model underlying scheme"; I'm trying to get the same sense concerning lua -- i.e. a concise description of it's vm, a "how" rather than a "what". Does anyone know of a good document (besides the C source) describing this? Thanks!

    Read the article

  • compiling lua, getting makefile CreateProcess error

    - by Iggyhopper
    I'm trying to compile Lua 1.1. Why? Because I can. Here's the makefile contents. all: (cd src; make) (cd clients/lib; make) (cd clients/lua; make) clean: (cd src; make clean) (cd clients/lib; make clean) (cd clients/lua; make clean) Here's the error I get just from running make all. (cd src; make) process_begin: CreateProcess((null), (cd src; make), ...) failed. make (e=2): The system cannot find the file specified. make: *** [all] Error 2 Why do I get this error? I'm on WinXP-32.

    Read the article

  • SWIG-Lua question on class returning another class

    - by John Smith
    I am concreting a question I had earlier. I have two classes in C++ and I use SWIG to wrap them. A method in one class can return a pointer to the other class. How can I get Lua to see it as more than just a userdata? More concretely: I have class fruit { int numberofseeds; //some other stuff about fruit constructors etc... public: getseedcount() { return numberofseeds; } } class tree { fruit * apple; public: //constructors and whatnot fruit * getfruit() { return apple; } } I wrap these two class with SWIG so I can access them in Lua So I can get in Lua the object x=pomona.tree(grannysmith). My question now is: How can I arrange for things so that when I type y=x:getfruit() I will get a pomona:fruit type object? Where I can write something line y:getseedcount()? At the moment all I get is userdata which not edible.

    Read the article

  • Print stacktrace from C code with embedded lua

    - by Matt H
    If I understand this correctly, Lua by default will call the debug library "debug.traceback" when an error occurs. However, when embedding Lua into C code like done in the example here: Simple Lua API Example We only have available the error message on the top of the stack. i.e. if (status) { /* If something went wrong, error message is at the top of */ /* the stack */ fprintf(stderr, "Couldn't load file: %s\n", lua_tostring(L, -1)); /* I want to print a stacktrace here. How do I do that? */ exit(1); } How do I print the stack trace from C after the initial error?

    Read the article

  • callin' c from lua crashes while reallocating

    - by mkind
    hi folks, i got a crazy error within that for-loop matr=realloc(matr, newmax*sizeof(matr*)); for (i=0; i<newmax; i++){ matr[i]=realloc(matr[i], newmax*sizeof(int)); } matr is a multi-dimension array: int **matr. i need to resize column and row. first line resizes column and the for-loop resizes every row. it worked fine in c. now im working on a library for lua and it crashs here. compilin' works fine as well. but calling from lua crashs with lua: malloc.c:3552: mremap_chunk: Assertion `((size + offset) & (mp_.pagesize-1)) == 0' failed. i have no damn idea since it's working fine using it in c.

    Read the article

  • Lua Patterns,Tips and Tricks

    - by Robert Gould
    This is a Tips & Tricks question with the purpose of letting people accumulate their patterns, tips and tricks for Lua. Lua is a great scripting language, however there is a lack of documented patterns, and I'm sure everyone has their favorites, so newcomers and people wondering if they should use it or not can actually appreciate the language's beauty.

    Read the article

  • Lua on Android: Comment character

    - by markus_b
    I have a tiny LUA script which is supposed to disable call forwarding: require 'android' android.dialNumber('*21#') The problem is that the script only dials '*21' and omits the '#' character. Playing around It looks to me like the # character is treated as comment character as everything after it is ignored. I've tried singel and double quotes, escaping, \023, but nothing works. How can I dial '*21#' on android with LUA ?

    Read the article

  • Lua parser in python

    - by Joe Simpson
    Hi, I'm looking into using Lua in a web project. I can't seem to find any way of directly parsing in pure python and running Lua code in Python. Does anyone know how to do this? Joe

    Read the article

  • lua table C api

    - by anon
    I know of: http://lua-users.org/wiki/SimpleLuaApiExample It shows me how to build up a table (key, value) pair entry by entry. Suppose instead, I want to build a gigantic table (say something a 1000 entry table, where both key & value are strings), is there a fast way to do this in lua (rather than 4 func calls per entry: push key value rawset Thanks!

    Read the article

  • lua userdata gc

    - by anon
    Is it possible for a piece of lua user data to hold reference to a lua object? (Like a table, or another piece of user data?). Basically, what I want to know is: Can I create a piece of userdata in such a way taht when the gc runs, the user data can say: "Hey! I'm holding references to these other objects, mark them as well." Thanks!

    Read the article

  • Lua and C++: separation of duties

    - by topright
    Please hel to classify ways of organizing C++/Lua game code and to separate their duties. What are the most convenient ways, which one do you use? For example, Lua can be used for initializing C++ objects only or at every game loop iteration. It can be used for game logic only or for graphics, too. Thank you.

    Read the article

  • Does Lua support Unicode?

    - by TimK
    Based on the link below, I'm confused as to whether the Lua programming language supports Unicode. http://lua-users.org/wiki/LuaUnicode It appears it does but has limitations. I simply don't understand, are the limitation anything big/key or not a big deal?

    Read the article

  • Lua on the iPhone

    - by Fabrizio Farinelli
    Hi, I'm trying to load at run-time Lua scripts on the iPhone. Is there a possibility to do that? How can I getting started with Lua? I can't find something. The only thing I can find is that this should be possible, but I am wondering how. Thanks

    Read the article

  • Lua for Wireshark: Tvp.new_real() doesn't exist?

    - by Jon Watte
    The documentation for Lua for Wireshark claims that the Tvp class has a new_real() method. However, this method seems to not exist when I try to use it in my Lua script. I'm using Wireshark 1.3.5 (latest dev version) for Windows x64. Did the method get renamed? If so, to what? Is there a better support forum for this particular question?

    Read the article

  • Easily porting Lua code to C#

    - by mnn
    Hello, is there any easy way to port Lua code to C#? The biggest problem would probably be to port tables neatly in some dictionaries. And to prevent any misunderstanding: no I cannot use embedded Lua in my program.

    Read the article

  • What's a good IDE to use for Lua?

    - by fenomas
    I've got things minimally working in Scite... and a quick browse tells me that there is an Eclipse plugin and several other standalone editors, in addition to other general purpose editors with Lua capability. Out of that, what do people recommend? Particularly, what do people who program primarily in Lua like to use? Edit: Thanks for all the answers!

    Read the article

  • lua userdata c++ destructor

    - by anon
    In lua, for memory allocated with lua_newuserdata, is it possible to register a destructor, so that the destructor is called when the memory region is garbage collected by lua? Thanks!

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >