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Lua wrote:
neither of these affect the C++ object that is wrapped by var1, var1 instead gets a new pointer to wrap (being a copy), and the old one is garbage-collected.*Adrien de Croy <adrien@qbik.com <mailto:adrien@qbik.com>> writes: *In which case, separate functions will need to be written to deep-copy objects... you end up with code like deepcopy(var1, var2); or maybe var1.Assign(var2); instead of var1 = var2; My thought after reading this thread was: var1 = var2:Duplicate(); or var1 = var2:Copy()
If you want to modify the pointer that var1 wraps, then var1 needs to be involved in the function that does the assignment.
Regards Adrien
I do this in some of my Lua code and it works pretty well. I find it makes it pretty easy to tell when a new resource is allocated vs. simply referenced in a new way.Of course what's clear to me, may be mud to others...James.
-- Adrien de Croy - WinGate Proxy Server - http://www.wingate.com