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paige,

Thank you for your reply.

The engine was written in C++ and is a custom engine used in our company for many years. There are no debug facilities in the C++ code per say. And they don't let us mess with it. 

I think you got my problem exactly! lua debuggers don't work because without the source the lua scripts are meaningless. There is a disconnect between the source code in engine and the lua scripts.

If I were to somehow magically get a hold of the engine's c+ source code. Then what  do I use to debug? I want to be able to have break points and step in my lua scripts as its running in debug mode. 

Lua editors such as Zerobrane for instance don't run C++ code. And vice versa C++ editors such as Visual Studio don't run Lua. Or do they? If so what would be the setup?

I appreciate your thoughts.

Dave.

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Today's Topics:

1. Re: Debug Lua embeded without access to c++ source (Paige DePol)
2. Re: Building torch7 (Dibyendu Majumdar)
3. Re: Building torch7 (Paul K)
4. Re: Building torch7 (Dibyendu Majumdar)
5. Re: Building torch7 (Dibyendu Majumdar)
6. Re: Building torch7 (Paige DePol)
7. Re: lpeg re.lua bug and provided fix (albertmcchan)
8. Re: Building torch7 (Italo Maia)


----------------------------------------------------------------------

Message: 1
Date: Wed, 31 Jan 2018 15:00:11 -0600
From: Paige DePol <lual@serfnet.org>
Subject: Re: Debug Lua embeded without access to c++ source
To: Lua mailing list <lua-l@lists.lua.org>
Message-ID: <14F8B077-0070-4004-888B-63E87C3B96E8@serfnet.org>
Content-Type: text/plain; charset=us-ascii

daveaceinc@aol.com wrote:

> Here is the problem. We haven;t been able to find a way to debug ( break
> points, step thru, etc). As the program is being run to see if our lua
> script is having any bugs and if so where the bug is. So what happens is
> that if there is an issue it crashes and we have to trace our steps back
> and try to find the bug. Very painful and time consuming.
>
> If we had access to the c++ engine, we could have just loaded it to say
> Visual studio, add our lua files and debug while its running. But we don't
>
> So I am on a mission to find a way for us to debug. Any ideas you might
> have are greatly appreciated.

I am not sure you will find a way to debug your Lua scripts directly with
the engine unless the engine itself provides some sort of debugging hooks.

Which engine are you using? Have you tried to contact them to inquire about
debugging capabilities for Lua scripts? There are a number of programs out
there for Lua to allow you to edit and run scripts, however, unless they
know how to interface with your game engine they won't be of much help.

Usually game engines that come as "black boxes", where you only have the
game engine to run itself without sources, have some sort of facility to
enter a debugging mode... or come with a special debugging version of
the engine you can run while developing. Another issue is that standalone
Lua editors will not have access to the libraries present in the game
engine, making debugging scripts externally pretty much impossible.

I would suggest trying to contact the vendor of the game engine as they
will be more in a position to help you with your debugging issues.

Good luck with your game!

~Paige





------------------------------

Message: 2
Date: Wed, 31 Jan 2018 21:09:18 +0000
From: Dibyendu Majumdar <mobile@majumdar.org.uk>
Subject: Re: Building torch7
To: Lua mailing list <lua-l@lists.lua.org>
Message-ID:
<CACXZuxcTYvKE_2O3xOgVEmoRM_fCSx=Q_Q9cJyXSQHaPCtcaTQ@mail.gmail.com>
Content-Type: text/plain; charset="UTF-8"

On 31 January 2018 at 08:00, p. shkadzko <p.shkadzko@gmail.com> wrote:
> Can you be more specific?
> I am using ���Torch on a daily basis.
>

Hi, it is good to know that torch works with Lua 5.3. I was able
successfully build torch7 (the core library only) for Ravi which is a
Lua 5.3 derivative. However when trying to run a test I face a couple
of issues. The first one is this strange call:

require "paths"
paths.require "libtorch"

The paths.lua script is generated from:
https://github.com/torch/torch7/blob/master/paths.lua.in

I must be missing something here.

Second issue I am still investigating. While initializing torch I get
an error that I was surprised to see - it is do with exceeding the
number of max upvalues; this is set to 120 in Ravi. I have to work out
whether this is what it appears or something else.

Regards
Dibyendu



------------------------------

Message: 3
Date: Wed, 31 Jan 2018 14:03:30 -0800
From: Paul K <paul@zerobrane.com>
Subject: Re: Building torch7
To: Lua mailing list <lua-l@lists.lua.org>
Message-ID:
<CADUw5q0nx4veBF=OShz1pj_hU5RZZY-MTy3LEzAk2u1ixv2B3Q@mail.gmail.com>
Content-Type: text/plain; charset="UTF-8"

> require "paths"
> paths.require "libtorch"

> The paths.lua script is generated from:
> https://github.com/torch/torch7/blob/master/paths.lua.in
> I must be missing something here.

I think it's a different paths module. I'd expect it to be this one:
https://github.com/torch/paths

Paul.

On Wed, Jan 31, 2018 at 1:09 PM, Dibyendu Majumdar
<mobile@majumdar.org.uk> wrote:
> On 31 January 2018 at 08:00, p. shkadzko <p.shkadzko@gmail.com> wrote:
>> Can you be more specific?
>> I am using ���Torch on a daily basis.
>>
>
> Hi, it is good to know that torch works with Lua 5.3. I was able
> successfully build torch7 (the core library only) for Ravi which is a
> Lua 5.3 derivative. However when trying to run a test I face a couple
> of issues. The first one is this strange call:
>
> require "paths"
> paths.require "libtorch"
>
> The paths.lua script is generated from:
> https://github.com/torch/torch7/blob/master/paths.lua.in
>
> I must be missing something here.
>
> Second issue I am still investigating. While initializing torch I get
> an error that I was surprised to see - it is do with exceeding the
> number of max upvalues; this is set to 120 in Ravi. I have to work out
> whether this is what it appears or something else.
>
> Regards
> Dibyendu
>



------------------------------

Message: 4
Date: Wed, 31 Jan 2018 22:04:59 +0000
From: Dibyendu Majumdar <mobile@majumdar.org.uk>
Subject: Re: Building torch7
To: Lua mailing list <lua-l@lists.lua.org>
Message-ID:
<CACXZuxdPYZcc=hjUurmek+UgqaEcNGgORi5t6WaGS7kkNDMJOA@mail.gmail.com>
Content-Type: text/plain; charset="UTF-8"

On 31 January 2018 at 21:09, Dibyendu Majumdar <mobile@majumdar.org.uk> wrote:
> Second issue I am still investigating. While initializing torch I get
> an error that I was surprised to see - it is do with exceeding the
> number of max upvalues; this is set to 120 in Ravi. I have to work out
> whether this is what it appears or something else.
>

Okay I found the issue here - in debug builds of Ravi I have 'ltests'
turned ON. Unfortunately this messes with some Lua settings. When apps
are linked against Ravi they don't see the messed up settings .. and
bang! the LUA_REGISTRYINDEX is not where the app thinks it is.
I guess I have have to make 'ltests' an explicit feature and not part
of all debug builds.

If you don't know what 'ltests' is then it is part of Lua's internal
testing infrastructure. When it is enabled it does a bunch of internal
checks and also exposes a library that can be used in tests cases. It
also amends some Lua settings making them more aggressive - hence the
problem above.


Regards



------------------------------

Message: 5
Date: Wed, 31 Jan 2018 22:08:58 +0000
From: Dibyendu Majumdar <mobile@majumdar.org.uk>
Subject: Re: Building torch7
To: Lua mailing list <lua-l@lists.lua.org>
Message-ID:
<CACXZuxc7mXwLEMMvYHvEcJ=6icN5+2pzJEf26jaFuHMdU7YgCg@mail.gmail.com>
Content-Type: text/plain; charset="UTF-8"

On 31 January 2018 at 22:03, Paul K <paul@zerobrane.com> wrote:
>> require "paths"
>> paths.require "libtorch"
>
>> The paths.lua script is generated from:
>> https://github.com/torch/torch7/blob/master/paths.lua.in
>> I must be missing something here.
>
> I think it's a different paths module. I'd expect it to be this one:
> https://github.com/torch/paths
>

Ah okay thanks! Strange that there is 'paths.lua' in the Lua script folder.

Regards
Dibyendu



------------------------------

Message: 6
Date: Wed, 31 Jan 2018 16:45:51 -0600
From: Paige DePol <lual@serfnet.org>
Subject: Re: Building torch7
To: Lua mailing list <lua-l@lists.lua.org>
Message-ID: <2FCE0EC5-0F71-4494-BB2A-C5C74349E183@serfnet.org>
Content-Type: text/plain; charset=us-ascii

Dibyendu Majumdar <mobile@majumdar.org.uk> wrote:

> On 31 January 2018 at 21:09, Dibyendu Majumdar <mobile@majumdar.org.uk> wrote:
>> Second issue I am still investigating. While initializing torch I get
>> an error that I was surprised to see - it is do with exceeding the
>> number of max upvalues; this is set to 120 in Ravi. I have to work out
>> whether this is what it appears or something else.
>
> Okay I found the issue here - in debug builds of Ravi I have 'ltests'
> turned ON. Unfortunately this messes with some Lua settings. When apps
> are linked against Ravi they don't see the messed up settings .. and
> bang! the LUA_REGISTRYINDEX is not where the app thinks it is.
> I guess I have have to make 'ltests' an explicit feature and not part
> of all debug builds.
>
> If you don't know what 'ltests' is then it is part of Lua's internal
> testing infrastructure. When it is enabled it does a bunch of internal
> checks and also exposes a library that can be used in tests cases. It
> also amends some Lua settings making them more aggressive - hence the
> problem above.

LUA_REGISTRYINDEX is set relative to LUAI_MAXSTACK, normally the max
stack define is set to 15k for 32-bit or 1kk otherwise. Under 'ltests'
it is defined as 50k. Perhaps just changing this value to the default
value would allow you to keep 'ltests' enabled when linking?

~Paige






------------------------------

Message: 7
Date: Wed, 31 Jan 2018 18:29:14 -0500
From: albertmcchan <albertmcchan@yahoo.com>
Subject: Re: lpeg re.lua bug and provided fix
To: Lua mailing list <lua-l@lists.lua.org>
Message-ID: <4F7467FD-27FC-4400-A18A-78AC9A7F6FFE@yahoo.com>
Content-Type: text/plain; charset="us-ascii"

On Jan 31, 2018, at 8:40 AM, Roberto Ierusalimschy <roberto@inf.puc-rio.br> wrote:

>>>> = re.match("aaand", "[a]^2")
>>>> .\re.lua: attempt to perform arithmetic on local 'p' (a string value)
>>>>
>>>> the fix is simple, just make sure class range ALWAYS return lpeg object
>>>
>>> Thanks for the report.
>>>
>>> -- Roberto
>>
>> BTW, a cleaner fix seems to be this:
>>
>> -local item = defined + Range + m.C(any)
>> +local item = defined + Range + m.P(any)
>>
>> Then, 'item' always results in a pattern.
>
> Sorry...
>
> -local item = defined + Range + m.C(any)
> +local item = defined + Range + m.C(any) / m.P
>
> -- Roberto
>

I think my original patch in the complement functon is safer, and more efficient

We do not need every item to be lpeg object, only its built class
(item were used ONLY to build class range)

one of item choice is defined, which included user defined constants
that may not be lpeg object. So, the bug is still there.

pat = re.compile("[%star]^10", {star = "*"})
.\re.lua: attempt to perform arithmetic on local 'p' (a string value)
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Message: 8
Date: Wed, 31 Jan 2018 21:25:48 -0300
From: Italo Maia <italo.maia@gmail.com>
Subject: Re: Building torch7
To: Lua mailing list <lua-l@lists.lua.org>
Message-ID:
<CAAszM3N_z7MciXJUW12rVeEyNQAzFLX7xQxnsNbCjihUodsOMg@mail.gmail.com">CAAszM3N_z7MciXJUW12rVeEyNQAzFLX7xQxnsNbCjihUodsOMg@mail.gmail.com>
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End of lua-l Digest, Vol 91, Issue 1
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