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  • Lua Tables w/ Changing Variables - Mental Block

    - by bottles
    I always assumed that changing the value of k from "x" to 20 would eliminate "x". So why then in this example are we able to go back and reference "x"? a = {} k = "x" a[k] = 10 print(a[k]) ---> Returns 10 print(a["x"]) ---> Returns 10 a[20] = "great" k = 20 print(a[k]) ---> "great" a["x"] = a["x"] + 1 print(a["x"]) --> 11 Why does that last print command work, and return 11? I thought we set k = 20. Why is "x" even in the picture?

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  • lua function as argument in C

    - by Nil
    I'm going to pass a function to another function which should operate with the passed function. For example: handler(fun1("foo",2)) handler(fun2(1e-10)) The handler is something like calling the passed function many times. I'm going to bind handler, fun1, fun2 to C-functions. fun1 and fun2 are going to return some user data with a pointer to some cpp-class so that I can further recover which function was it. The problem now is that fun1 and fun2 are going to be called before passed to handler. But I don't need this, what I need is the kind of function and its parameters. However, I should be able to call fun1 and fun2 alone without handler: fun1("bar",3) fun2(1e-5) Is it possible to get the context the function is called from? While typing the question, I realized I could do following handler(fun1, "foo",2); handler(fun2, 1e-10);

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  • What's the best way to distribute Lua and libraries?

    - by SJML
    I'm looking at moving a program that currently embeds a Python interpreter to use Lua. With Python it's fairly easy to use modulefinder, compileall, and zipfile to make a nice tidy zip containing all the external libraries used. Does Lua have the ability to bundle up its libraries like that, or is there some better best practice for distributing programs that embed Lua?

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  • Why does my table values return nil when i clearly initialized them?

    - by user3717078
    players = {} function newPlayer(name) players[name]={x = 200, y = 100} --assign each player their x and y coordinates, which is x: 200 and y: 100 end function checkPosition(name?) -- Do i need a parameter? if players[name].x == 200 and players[name].y == 100 then --says players[name].x is a nil value print("good") else print("bad") end end Error: attempt to index ? (a nil value) Current Situation: The code above says players[name].x is a nil value, I would like to know why since i thought i assigned it in the function newPlayer.

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  • Experience embedding javascript

    - by deft_code
    I'm looking into scripting languages to embed in my game. I've always assumed Lua was the best choice, but I've read some recent news about embedding V8 as was considering using it instead. My question is two fold: Does anyone with experience embedding v8 (or another javascript engine) recommend it? How does it compare with embedding Lua? I like that v8 has a c++ embedding API. However Lua API has had lots of time to be refined (newer isn't always better and all that). Note: At this point I'm not too concerned with which is better language or which library has better performance. I'm only asking about ease of embedding.

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  • In Lua, how to pass vararg to another function while also taking a peek at them?

    - by romkyns
    It seems that in Lua, I can either pass vararg on to another function, or take a peek at them through arg, but not both. Here's an example: function a(marker, ...) print(marker) print(#arg, arg[1],arg[2]) end function b(marker, ...) print(marker) destination("--2--", ...) end function c(marker, ...) print(marker) print(#arg, arg[1],arg[2]) destination("--3--", ...) end function destination(marker, ...) print(marker) print(#arg, arg[1],arg[2]) end Observe that a only looks at the varargs, b only passes them on, while c does both. Here are the results: >> a("--1--", "abc", "def") --1-- 2 abc def >> b("--1--", "abc", "def") --1-- --2-- 2 abc def >> c("--1--", "abc", "def") --1-- test.lua:13: attempt to get length of local 'arg' (a nil value) stack traceback: ...test.lua:13: in function 'c' ...test.lua:22: in main chunk [C]: ? What am I doing wrong? Am I not supposed to combine the two? Why not?

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  • Why do Lua arrays(tables) start at 1 instead of 0?

    - by AraK
    Hi, I don't understand the rational behind the decision of this part of Lua. Why does indexing start at 1? I have read(as many others did) this great paper. It seems to me a strange corner of a language that is very pleasant to learn and program. Don't get me wrong, Lua is just great but there has to be an explanation somewhere. Most of what I found(on the web) is just saying the index starts at 1. Full stop. It would be very interesting to read what its designers said about the subject. Note that I am "very" beginner in Lua, I hope I am not missing something obvious about tables.

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  • How do I call functions inside c++ dll from lua?

    - by Brian T Hannan
    I have a dll written in C++ that is legacy code and cannot modify the source code. I want to be able to call some of the functions inside of the dll from lua. For example, I'd like to do something like this: -- My Lua File include(myCppDll.dll) function callCppFunctionFromDll() local result = myCppFunctionFromDll(arg1, arg2) --Do something with result here end Is something like this possible?

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  • _REQUIREDNAME always nil

    - by Nali4Freedom
    I'm trying to use the method for naming a lua package after the filename mentioned here, however _REQUIREDNAME is never defined. For example I have these two files samplePackage.lua: print("_REQUIREDNAME: ", _REQUIREDNAME) return nil; packageTest.lua: require "samplePackage" And when I run packageTest.lua it outputs > _REQUIREDNAME: nil I also couldn't find any mention of _REQUIREDNAME in the Lua 5.1 Refrence manual, so was this removed from the language, or am I missing something?

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  • What's the purpose of the lua "stub" dll for windows.

    - by Roddy
    I'm looking at incorporating Lua into a C++ project, and am a bit confused by the presence of the two binaries (lua51.dll and lua5.1.dll) in the distribution from Luabinaries. According to the docs... In Windows your library or application must be linked with a stub library. A stub library is a library with only the function declarations that will bind your DLL with the Lua DLL. Why? I've never needed stub DLLs before when linking with third-party DLLs?

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  • Embedded Lua on iPhone. What's new and what does it mean?

    - by John Smith
    Apparently Apple has changed some term in the agreement again. From http://www.appleoutsider.com/2010/06/10/hello-lua/ section 3.3.2 is now Unless otherwise approved by Apple in writing, no interpreted code may be downloaded or used in an Application except for code that is interpreted and run by Apple’s Documented APIs and built-in interpreter(s). Notwithstanding the foregoing, with Apple’s prior written consent, an Application may use embedded interpreted code in a limited way if such use is solely for providing minor features or functionality that are consistent with the intended and advertised purpose of the Application. instead of the original No interpreted code may be downloaded or used in an Application except for code that is interpreted and run by Apple’s Documented APIs and built-in interpreter(s). I am more interested in embedding Lua, but other people have other embeddings they want to make. I am wondering how you ask for permission, and what they mean by the terms "minor features" and "consistent" and how will Apple interpret this section? It seems to have enough loopholes to drive a real firetruck through.

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  • Lua : How to check if one of the values associated with the specified key of a table is nil, from ap

    - by felace
    In lua, it's legal to do this : table={} bar if(table[key]==nil) foo However, using C API, I couldn't find way to check if there's a nil value on the specified position. lua_getglobal(L,"table"); lua_gettable(L,key); If there's a nil value stored in table[key], lua_gettable would give me the "unprotected error in call to Lua API (attempt to index a nil value)" message. Is there any way to check if there's actually something associated with that key, before actually pushing the key to do so ?

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  • How would you code an AI engine to allow communication in any programming language?

    - by Tokyo Dan
    I developed a two-player iPhone board game. Computer players (AI) can either be local (in the game code) or remote running on a server. In the 2nd case, both client and server code are coded in Lua. On the server the actual AI code is separate from the TCP socket code and coroutine code (which spawns a separate instance of AI for each connecting client). I want to be able to further isolate the AI code so that that part can be a module coded by anyone in their language of choice. How can I do this? What tecniques/technology would enable communication between the Lua TCP socket/coroutine code and the AI module?

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  • LuaInterface: add a table to the script scope

    - by user93422
    Question: how can I insert a table from C# into 'LuaInterface' script scope using a C# object (preferably anonymous type)? /// I want to do this, but it does not work /// (complains that 'test' is userdata and not table /// when I pass it to pairs() in the script) //lua["test"] = new { A = 1, B = 2 }; /// another option /// but building this string is a PITA (actual string is nested and long). lua.DoString("test = { A = 1, B = 2 }"); // So I have to do this lua.NewTable("test"); ((LuaTable) lua["test"])["A"] = 1; ((LuaTable) lua["test"])["B"] = 2; lua.DoString("for k,v in pairs(test) do print(k..': '..v) end");

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  • How to wrap a C function whose parameters are pointer to structs, so that it can be called from Lua?

    - by pierr
    I have the follwing C function. How should I wrap it so it can be called from a Lua script? typedef struct tagT{ int a ; int b ; } type_t; int lib_a_f_4(type_t *t) { return t->a * t->b ; } I know how to wrapr it if the function parameter type were int or char *. Should I use table type for a C structure? EDIT: I am using SWIG for the wraping , according to this doc, It seems that I should automatically have this funtion new_type_t(2,3) , but it is not the case. If you wrap a C structure, it is also mapped to a Lua userdata. By adding a metatable to the userdata, this provides a very natural interface. For example, struct Point{ int x,y; }; is used as follows: p=example.new_Point() p.x=3 p.y=5 print(p.x,p.y) 3 5 Similar access is provided for unions and the data members of C++ classes. C structures are created using a function new_Point(), but for C++ classes are created using just the name Point().

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