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- Subject: Re: Help with Lua Threads/Coroutines/(or something)
- From: Javier Guerra <javier@...>
- Date: Mon, 21 Nov 2005 20:43:23 -0500
On Monday 21 November 2005 7:50 pm, Beric Holt wrote:
> Unfortunately this option works in the opposite direction to the way
> that my game platform is built. My game platform run cycle is driven
> from the C++ end, not lua.
i guess that's the usual case, and the easiest to write. but it's not
difficult to turn it inside-out using coroutines; it's called "inversion of
control"
this is exactly what Thomas suggested; you can think of a coroutine as a
easier way to write a state machine, where the main 'state' is precisely the
coroutine state
instead of doing something like:
---------------- start example 1
function stateMachine(input)
if state == 1 then
-- something
elseif state == 2 then
-- something else
elseif state == 3 then
.
.
.
.
else
-- error
end
-- final processes
return output
end
----------------- end example 1
you write things like this:
----------------- start example 2
function invertedStateMachine(initinput)
-- initialization code
while not finish do
input = coroutine.yield (output)
-- do things
end
return finalizingoutput
end
stateMachine = coroutine.wrap (invertedStateMachine)
------------------ end example 2
on both cases, your C code calls stateMachine() for each iteration, with some
parameters as input, and gets some parameters as output; in fact, from the C
code it's exactly the same, even if example 2 is written as an event loop
'driven' from Lua, while example 1 is a classic state machine 'driven' from C
--
Javier
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