Jump to content
  • Advertisement
Sign in to follow this  
MGB

LuaPlus - runtime error/exception handling

This topic is 3666 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi people, I'm calling lua functions from my C++ app via LuaPlus using a LuaFunction object. If the lua code contains any errors I get an exception with a description string of "0", which isn't too helpful really. If I run the function via DoString I get a normal error report string on the stack top as per vanilla Lua. Anyone have any experience with LuaPlus/exception handling at all?

Share this post


Link to post
Share on other sites
Advertisement
Damn. There doesn't seem to be anyone left on the planet using LuaPlus... Knew I should have gone with Squirrel ;)

Share this post


Link to post
Share on other sites
Yeah it might be time to try LuaBind... (I was hoping to not depend on Boost, but I'm thinking more and more 'why the hell not'...)

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!