[Date Prev][Date Next][Thread Prev][Thread Next]
[Date Index]
[Thread Index]
- Subject: Re: tolua++ porting to 5.2
- From: Tim Mensch <tim-lua-l@...>
- Date: Mon, 14 Jan 2013 18:32:17 -0700
On 1/14/2013 5:33 PM, Jay Carlson wrote:
The fix for this would involve C-side deallocation turning Lua-side 
references into tombstones, and I don't see an obvious way to 
implement tombstones other than something that works out to be Tim's 
serial numbers.
I think it was Hadriel that mentioned serial numbers (though I admitted 
to using them); I was just suggesting going into Lua in the destructor 
(or an object-release function in C) and telling it that address is no 
longer valid. That turned out to be very difficult to do in tolua++, 
though I don't recall the specifics.
LuaBind seems to be the de facto standard binding for C++ these days, 
and it does actually support lifetime management of Lua objects. It just 
generates bindings that are HUGE and slow, which isn't ideal for games. 
I know of at least one iOS/Android game that uses LuaBind, though, so I 
know it's possible to use it (though the developer in question ended up 
tossing out LuaBind and creating their own binding generator to replace it).
Tim