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- Subject: Re: Syntax checking Lua scripts
- From: "Jason Murdick" <wjmurdick@...>
- Date: Tue, 1 May 2007 13:24:28 -0500
Well, I have script_A. And then I have function_A and function_B that
are written in C++ and exposed to the lua stack.
If I try to use a standard lua syntax checker it reports function_A
and function_B as being syntax errors because they aren't registered I
guess in the global space. However, if I run the script from within
my application it works fine.
So I guess I'm just trying to figure out how I can check my scripts
for syntax errors outside of my application without having to comment
out all of my home-built functions every time (which kind of defeats
the purpose of checking the script).
Is that a bit clearer?
On 5/1/07, Rob Kendrick <firstname.lastname@example.org> wrote:
Jason Murdick wrote:
> The problem I'm having is syntax checking the scripts. The syntax
> checkers I've seen all do a fine job with the basic lua syntax, but I
> have numerous C++ functions and constants that I have exposed through
> my application.
I'm not sure I understand your issue well enough to know why simply
compiling the scripts and checking for errors isn't sufficient to check
the syntax of a script.
Are you wanting to check that parameters to functions are of correct
type and within specific ranges etc? If so, I suspect you may be