Re: patch for direct access to STL containers from lua

Thomas Nelson <[email protected]>
Newsgroups gmane.comp.lang.lua.bind.user
Message-ID <[email protected]>
I will take a look at your code this weekend. I recently started a new 
job and that is eating a good deal of the time I had been spending on my 
game project (and even in my game project I've had to switch over to 
network coding mode and away from the script side)

Off the top of my head from your points:
- Speed wise, vector and map should be fine, std::lists however are more 
problematic.
I included them mostly as a proof of concept. A list does not allow for 
random access to its elements which means the only way to access the Nth 
element is to get the iterator from begin() and increment it N times.  I 
should be roundly flogged for writing that code even as a PoC.  My 
std::set implementation has the same issue.
-- Possible solutions: maintain a cursor or "current" iterator and 
adjust that with each access.

- Removing an element by assigning nil.  I'll have to refresh my memory 
but I'm not sure that is possible. I would recommend that you use shared 
pointers in your container to simulate this (and check for null on the 
C++ side).

- What method are you using to create your multiple states?

TomN

On 6/15/2010 5:33 AM, Christophe Juniet wrote:
> Hi Thomas,
>
> First of all, thank you for your excellent work!
> This is exactly what I was trying to achieve, except for a few things:
>    - I need read/write access, mostly to vector, list and map.
>    - I need to remove an element, by assigning nil to it for instance.
>    - I must use multiple Lua states, most likely through different threads.
>
> I've tried to modify your patch to address these points and I would be
> very thankful if you could have a look at it.
> Maybe you have already worked on these issues, in which case I would
> be very interested to follow your progress and help you in any way.
>
>
> Best Regards,
> Christophe
>    
>
>
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