concider this class (C++)
class TLuaSocket
{
// Function reads iDataSize bytes from a socket and place it in
pData, pData
// must be allocated by calling lua program so we get proper
garbage collection
int Read(char *pData,int iDataSize);
}
Now, lets pretend that I complied this with tolua++, then I could
write a lua snippet like this and execute it
socket = TLuaSocket:new()
a = string.rep(" ", 1024)
socket:Read(a,1024);
print(a)
Its vey possible that I've missed some vital point here, but is this
(string:rep(x.y)) the _only_ way to allocate a char buffer in lua ?
/RA
On 4/30/05, Asko Kauppi <asko.kauppi@sci.fi> wrote:
If you mean allocating a buffer where the data is read (by C) and
using
it then in Lua, why not simply give a proper userdata block length
(you
can use a structure with 'data[0]' as a "growing tail" in most
compilers). Then, you'd attack __index metamethod to the userdata so
it seems like a usual Lua (read-only) table to Lua scripts. Would this
be enough?
Other alternative (since it's char*) would be pushing a specific
length
string, but this might need an interim buffer malloced/freed by you
(since Lua strings are read-only).
Did I even touch close? :)
btw, Why is the iMaxSize a reference (you're using C++ here, right?).
That is, is the 'Read' function actually setting/writing it, is it
input only, or mixed input-output. Please specify.
-ak
30.4.2005 kello 13:26, Robert Aronsson kirjoitti:
Hi guys,
Excuse me if this has been posted before but I cant find it in the
archives.
I need to call a c function from lua that looks like this
bool Read(char *pData,unsigned int &iMaxSize);
The Read function will read some data of max iMaxSize and place it in
the pre-allocated pData char pointer, returns true on success or
false
on failure.
My question is, how do I pre-allocate an array in Lua that I can use
to send into this C function? (without doing a for loop that adds
strings to a variable for example)
Best Regards,
Robert Aronsson