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- Subject: Re: Proposal: a new __key metamethods for tables and userdata(s)
- From: Carsten Fuchs <carsten.fuchs@...>
- Date: Tue, 05 Nov 2013 10:31:34 +0100
Hi David,
Am 04.11.2013 21:56, schrieb David Demelier:
I often use the C++11 class std::shared_ptr<> template class to push
to Lua objects and it's great because it handles reference counting,
that is if the host does not own the ressource, Lua will delete it
later with the __gc. But the drawback, is that you usually push a new
shared_ptr<> instance with the same underlying object, thus the
pointer of the userdata is different but not its content.
We too use a shared pointer implementation as the instances that are
bound to userdata. As you said, they beautifully decouple both the C++
and the Lua code from concerns about the lifetimes of the object pointed to.
However, even with shared pointers, you *still* have to check the
identity of the object (by looking at the raw pointer value of the
shared pointer) when it is (re-)bound to Lua, and use that with a table
with light userdata, for mapping to the Lua instance of the full
userdata (the shared pointer), just as described in chapter 29.5, page
301 of the PiL3 book.
In other words: Only a single shared pointer instance is ever needed on
the Lua side (Lua then copies references to that userdata, not the
userdata (shared pointer) itself), whereas on C++, you can have
arbitrarily many copies.
(For completeness, using shared pointers is not the perfect solution as
well, see http://thread.gmane.org/gmane.comp.lang.lua.general/92550, for
which I wished there was a more straightforward solution...)
Best regards,
Carsten
--
Dipl.-Inf. Carsten Fuchs
Carsten Fuchs Software
Industriegebiet 3, c/o Rofu, 55768 Hoppstädten-Weiersbach, Germany
Internet: http://www.cafu.de | E-Mail: info@cafu.de
Cafu - the open-source game and graphics engine for multiplayer 3D action