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On Mon, Jan 10, 2011 at 11:51 AM, Alexander Gladysh <agladysh@gmail.com> wrote:
> On Mon, Jan 10, 2011 at 19:37, Julio Merino <jmmv84@gmail.com> wrote:
>> On Mon, Jan 10, 2011 at 4:29 PM, Alexander Gladysh <agladysh@gmail.com> wrote:
>>> On Mon, Jan 10, 2011 at 18:50, Julio Merino <jmmv84@gmail.com> wrote:
>
>>> Um. This looks like you intend to work from C++ with Lua, compiled as C.
>
>>> In general, this is not a good idea.
>
>> Yep, I found that the hard way.  That said I'd prefer the ability to
>> use prebuilt Lua libraries shipped as binary packages (for your
>> preferred distro).  Is that a bad idea in general too?  (Maybe yes
>> based on the amount of settings in luaconf.h... but I'm very new
>> around here!)
>
> No, that is not a bad idea, if your use case allow it, this is the
> best way to do it.
>
> OTOH, C++ and Lua, compiled in plain C, really do not play well together.
>
> You may try to use LuaJIT 2, it is ABI-compatible with most of plain C
> modules (at least ones who play by the rules), and (I have an
> impression that) it covers C/C++ error handling, if built correctly. I
> did not check it myself though.
Lua does indeed play well with C and C++ at the same time... no need
to specially compile Lua as C++.

Now, you do need to make sure that you protect your call-sites Lua->C
so that C++ exceptions don't bubble past Lua as well as Lua errors
don't bubble past C++ stack mgmt (always pcall).


-- 
Thomas Harning Jr.