[Date Prev][Date Next][Thread Prev][Thread Next]
- Subject: Re: Lua Alchemy v0.1a Released
- From: "Robert G. Jakabosky" <bobby@...>
- Date: Fri, 26 Dec 2008 13:08:50 -0800
On Monday 22, Alexander Gladysh wrote:
> Hi, Duncan!
> I'm the other guy behind Lua Alchemy.
> > Excellent, thank you. I just did a quick test to see if coroutines work -
> > they do - do you know if it would be possible to yield across
> > ActionScript "frames", or does the whole script need to be executed
> > within a single one currently?
> No plans to yield across ActionScript "frames" so far. Suggestions on
> the form and on the implementation are welcome.
I ported the LuaCoco 1.1.5 patch to Alchemy. This allows yielding across C
calls (metamethods/pcall/iterators/callbacks) and might allow yielding across
ActionScript "frames" (I am not sure what you mean by ActionScript "frames").
The patch is attached to this issue on the LuaAlchemy project site:
I had first tried to hack the jmp_buf used by the _setjmp/_longjmp
implementations that Alchemy provides, but they don't have a return address
on the fake C-stack. Instead Alchemy has what they call Machines(these are
just a class for each C-function). The Machine instances are chained
together to create the callstack. The fake C-stack is only used for passing
parameters. Each Machine has a "state" member that is used to resume that
function after a called function has return or when _longjmp is call to jump
back to that spot.
I ended up merging the _setjmp/_longjmp ActionScript code(pulled from the code
generated by Alchemy, I don't know what license that code falls under) into a
single context switching function.
Robert G. Jakabosky