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Christian Tellefsen wrote:
> I see that it says in the LuaJIT docs that "Lua errors cannot be
> caught on the C++ side". Does this mean that there is no way to
> detect an error in a Lua script, report it, and then continue
> execution afterwards, when using LuaJIT on this platform?

The text you mention deals with the interaction between C++
exceptions vs. Lua error handling.

So the above sentence just means you cannot use C++ try/catch to
catch a lua_error(). But since you disabled exception handling,
you won't be able to use try/catch, anyway.

But of course you can use lua_pcall() or pcall() to catch a
lua_error() or error() on all platforms.

> Also, I get a crash when doing this a second time:
>     lua_State * L = lua_open();
>     luaL_openlibs(L);
> Is this an incorrect way of creating 2 completely separate Lua
> states when using LuaJIT 2.0.0 beta 6? As far as I can tell, it
> works fine on vanilla Lua 5.1.4.

AFAIK this works just fine. The only thing you must not do is to
mix up these independent states or to access a single state from
two different threads at the same time. Maybe reduce your code to
a small test case and post it here?