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- Subject: Re: Creating a default error handler for lua_pcall
- From: "Lee Hickey" <lahickey@...>
- Date: Mon, 26 Mar 2007 20:04:56 +0100
On 26/03/07, Alex Queiroz <asandroq@gmail.com> wrote:
Hallo,
On 3/26/07, Lee Hickey <lahickey@gmail.com> wrote:
>
> Is there a standard way to set a 'default' error handler for lua_pcall,
> rather than the usual method of inserting a c function into the stack before
> each pcall. I am currently setting up a global error handling function
> immediately after creating a lua_State, and using this, but this is prone to
> being obliterated by any C code which doesn't respect the stack properly.
>
You can create a C function my_pcall() that takes one less
parameter and always push
your customized error handler on the stack.
Cheers,
Thanks. What I forgot to mention is that I want to remove the overhead
of having to insert this extra parameter for every pcall. My game
engine makes many pcalls and I would rather have each of these calls be
as cheap as possible. This need isn't based on any kind of profiling,
so I am guilty of a little blind optimising, but many unnecessary
lua_inserts per frame seems like a sensible thing to avoid if at all
possible.
Regards,
Lee.