Because my userdata objects reference themselves, I need to delete and nil a variable for the garbage collector to work.
In C, I have format strings, something like: char *msg = \"wlll you marry me\" fprintf(stderr, \"%s, %s?\", name开发者_Go百科, msg);
I know that Lua is gc-ed. I know that Lua can deal with 开发者_开发问答c objects via userdata.
I want to load data written in a variant of lua (eyeonScript). However, the data is peppered with references to initialization functions that are not in plain lua:
Please help to classify ways of organizing C++/Lua game code and to separate their duties. What are the most convenient ways, which one d开发者_如何学JAVAo you use?
How to register a C function in Lua, but 开发者_如何学运维not in a global context, but as a table field?This is what luaL_register() is intended to do, for one or more functions. The canonical usage i
Sounds like a \"let me google it for you\" question, but somehow I can\'t find an answer. The Lua # operator only counts entries with integer keys, and so does table.getn:
I have an executable that run time should take configuration parameters from a script file. This way I dont need to re-compile the code for every configuration change. Right now I have all the configu
I have a C function (A) test_callback accepting a pointer to a function(B) as the parameter and A will \"callback\" B.
Lua\'s tonumber function is nice but can only convert unsigned integers unless they are base 10. I have a situation where I have numbers like 01.4C that I would like to convert to decimal.