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- Subject: RE: dll BIG LUA problem
- From: Wim Couwenberg <debosberg@...>
- Date: Tue, 24 Feb 2004 14:16:41 -0800 (PST)
> Having lua support callbacks to user
> realloc()/alloc() functions would
> also fix this.
I doubt it. As Virgil pointed out, the real problem
is that there are several instances of the runtime
(and Lua) lib around. Putting these callbacks in
every lua_State *could* solve the particular
malloc/realloc/free conflict but not the linking issue
in general. I say "could" because now you *must*
install the correct callbacks as there will be no safe
defaults!
I worked on a different approach to offer the Lua API
to DLL's a while back. The idea was to offer *all* of
the Lua API calls through an exta function pointer
indirection back into a single incarnation of the Lua
core (that could be linked statically into the main
app.) To use Lua in a DLL would only require to link
against special lua libs that wrap these indirections
(a bit like import libs really.) This is all
relatively simple to do (apart from a single vararg
function in the API that is hard/impossible to wrap.)
However, to do it right you really need to set up a
more generic "binary module" system, for which I
didn't want to make time. I still think that it is an
attractive way to handle Lua binary modules on Win32
though...
--
Wim
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