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- Subject: RE: modulos en C++ con tolua++
- From: "Carlos Augusto Teixeira Mendes" <cmendes@...>
- Date: Mon, 21 Aug 2006 15:57:41 -0300
Module initialization functions are prefixed with the TOLU_API macro, which is defined with -D on the compilation command line.
Just check the first env.append command int the "SCsub" file on the standard lua Qt distribution.
Obs: I share your feeling about SCons and Python...
> -----Original Message-----
> From: firstname.lastname@example.org
> [mailto:email@example.com]On Behalf Of Javier Guerra
> Sent: Sunday, August 20, 2006 10:44 PM
> To: Lua list
> Subject: modulos en C++ con tolua++
> I'm trying to do my first non-trivial LuaQT application. For this i just
> started trying tolua++ (1.0.92). i want to write C++ classes and use them
> from Lua as simple modules.
> i already have everything compiled, installed and working. i can
> easily write
> the skeleton app in Lua with Qt windows in Linux.
> after a few experiments with makefile (zero experience with
> SCons, and not
> much sympathy for python), i can easily write test C++ classes,
> apply tolua++
> and compile as a Lua module. the only problem is the module
> function "luaopen_modname()", which isn't 'protected' by a
> 'extern "C"', so
> when using objdump to see the defined symbols in the loadable
> library, the
> name is mangled by the g++ compiler.
> how's that problem avoided in LuaQt? the generated C++ code is
> similar to
> what i get, but the symbol in the library isn't mangled!
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