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Hi,

I'm new here. I've been using Lua for a while in a discrete-event transport simulation, and it's been fantastic. I was originally thinking of using python, and I'm very pleased I looked a little further!

The simulation is mostly written in C++, and I started using Lua for its configuration files which turned out to be very effective and easy, so the next step has been to make the simulation a Lua module, which has made the whole thing far more useful and easy to test.

What I'm thinking of next is writing some of the simulation logic in Lua. This seems to mean storing "pointers to Lua objects" (functions or callable tables) on the C++ side which should be ok. I think where I'd like to get to, or at least try as an exercise, is having something like a std::priority_queue containing "pointers to Lua functions".

I'm not quite sure how to go about this. The queue might get longish - 100,000's of elements, and I'd like the solution to be moderately efficient.

One way I can imagine doing this at the moment is to create a table in the registry and store the lua functions at indexes in that table, and then store those indexes in the priority_queue. That way, Lua is aware that I'm interested in those objects, and I have a way of keeping hold of them. Popping to top off the priority queue will also mean removing an element from the table, which I imagine will be a little inefficient. Possibly more than I'd like, but I'll have to see.

The other approach I can think of (which I don't really like) is to look at the Lua internals to see if I can hold on to a "lua object" other than in a stack or the registry, and if I can make sure the GC knows what I'm up to. Like I said, probably not a good idea.

Does anyone have any advice on how to approach this? Have any experience with storing a largish number of lua variables in a C data structure? Am I missing anything obvious? Is there anywhere this kind of question has already been covered?

Thanks for your time,
Geoff