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- Subject: Re: Best method for printing errors?
- From: "Wesley Smith" <wesley.hoke@...>
- Date: Tue, 4 Nov 2008 13:12:51 -0800
>From what I can tell, it's exactly what you're looking for. lua_pcall
allows you to register an error function that gets triggered upon
error. If it's a C function, simply push it onto the stack to make it
available to Lua.
On Tue, Nov 4, 2008 at 1:09 PM, Thomas Daldier <firstname.lastname@example.org> wrote:
> Thanks for the reply, but I'm not sure this is exactly what I'm looking for:
>> one way to print errors, but avoid the abortion is to use Lua's error ()
>> function together with pcall (). pcall () catches the error and returns
>> Maybe the assert() function could also be helpful to you.
> These functions are all called from Lua, I need something that Lua will call
> whenever it comes across an error.
>> Further I found this presentation from John Belmonte about exception
>> patterns in
> Thanks for the link to the presentation, it had a nice list of methods. :)
> Is there some sort of function That I could register in Lua or as a hook to
> print out every single error it comes across to the console?
> My application works like this:
> 1. It gets the file name from the start-up arguments. If one isn't listed,
> it uses a default file name.
> 2. It registers all my functions/tables to to the lua state. (HGE, EveR [ my
> C++ game engine that uses Box2D physics. ], and a few other things)
> 3. It runs the specified file.
> 4. It quits after the file is through running. (It doesn't have anything
> better to do.)
> --Sgt. Sparky
> :) :) :)
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