Re: problems using .def_readwrite and .property when binding classes

"Nigel Atkinson" <[email protected]>
Newsgroups gmane.comp.lang.lua.bind.user
Message-ID <[email protected]>
Ah glad you got it going!  I wondered if it was something like that. 
You've possibly saved me a headache too, as I'm about to port my game from
Linux to Windows. :-)

There are also some defines for Luabind, if you are using it as a DLL,
that can cause weird things, but from memory they stop compilation.

Nigel

On Thu, February 10, 2011 12:49 am, Jonathan Capps wrote:
> On Wed, Feb 9, 2011 at 2:52 AM, Nigel J Atkinson
> <[email protected]>wrote:
>
>> Oh well at least that narrows things down.  I use to use VS2008, and I
>> can't imagine the express version's cl.exe is that different.
>>
>> Which version of Luabind are you using?
>>
>
> I'm using luabind 0.91 and boost 1.45.0.
>
> I did some more Googling, and found a writeup on CodeProject.com on how to
> build boost for MSVC. It gives the following command line
>
> bjam toolset=msvc-9.0 variant=debug threading=multi link=shared
> define=_BIND_TO_CURRENT_VCLIBS_VERSION
>
> The variant and link of course may be changed; it's the define and
> specifying the version of MSVC appear to be the significant bits here. I'm
> not sure if one or the other or both were the trick, but I rebuilt luabind
> with the same options and retried your test code, and it printed "Hello
> World" three times, as it is supposed to. So I'm willing to chalk my
> problems up to a bad build.
>
> Thank you so much for your assistance. I was growing very discouraged with
> this.
>
> Jon
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------------------------------------------------------------------------------
The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
http://p.sf.net/sfu/intel-dev2devfeb
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