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Matt Campbell wrote:
Hello Olver:

Your sample code looks nice, except for one fundamental problem. It assumes either a single, global Lua state, or something less portable such as thread-local storage (which I use in my current Windows-only project).
I would suggest adding "LuaInterpreter& L" as the first argument to 
registered functions, and changing the current global utility 
functions such as luaReturn to LuaInterpreter methods.  This way, your 
C++ binding framework would support multiple Lua states in a portable 
way.
Yes, an important consideration, and there are ways to "keep it out of the way" but make it available if necessary (see next post). Thanks for the feedback.
Oliver