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Hello Tim,

Tuesday, March 22, 2016, 12:34:11 AM, you wrote:

> One issue we face when using Lua is coding what we term a “complex”
> C function (probably not the right name, but whatever). By “complex”

you can use one of the C++/Lua bindings (lua-intf, kaguya, sol2)
that implements
- reraising C++ exceptions in Lua code and Lua exceptions in C++ code
- wrapping C++ objects into Lua objects
- using std::shared_ptr to manage object runtime across C++ and Lua worlds

Best regards,