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On Wed, Jun 23, 2010 at 01:16, Andreas K. Foerster <> wrote:
> Hallo,
> I'm new to Lua. So bear with me if my questions are a little stupid.
> But I have some problems with it for which I couldn't find a proper
> solution yet.
> First what I have: I have written a library, AKFAvatar, that is based on SDL.
> Now I want it to be scriptable with Lua. It already works to a large extent.
> One problem is, how can I cause the Lua script to return successfully, ie. without
> an error, from within the C code? I don't want to put the burden to check for
> conditions on the Lua programmer, so I want to do it from the C code.
> My workaround for now is, that I use the function lua_error(), but instead of an
> error message I simply push a nil to the stack, and the calling program checks for
> that and reacts accordingly. That works, but there is surely a better solution,
> isn't it?
> Then I wanted to compile the language binding as a module. That works fine as
> long as it runs. But I have the problem, that I don't know how to do the
> cleanup afterwards.
> In the application I simply register the cleanup function with atexit(3).
> But when I use atexit inside the module it just hangs at the end.
> Well, the SDL documentation says: "using atexit in a library is a sure way to
> crash dynamically loaded code". But what else can I use?
> (By the way, that problem already appeared before I did the workaround
> described above. So there is no connection.)
> If you want to have a look at my code, the Lua-specific parts are there:
> Homepage of AKFAvatar:
> --
> AKFoerster

I'm not sure I understand the first question, but if you want to have
a C function executed on any error, you can pass it to lua_pcall.

Sent from my toaster.