Re: Informing luabind when my c++ created objects get deleted?
Harakiri <[email protected]> Tue, 29 Jan 2013 08:43:31 -0800 (PST)
| Newsgroups | gmane.comp.lang.lua.bind.user |
|---|---|
| Message-ID | <[email protected]> |
--- On Tue, 1/29/13, Willi Schinmeyer <[email protected]> wrote: > > And yes, once you've passed that object into Lua it could > potentially be > alive forever - it could be saved as a global variable, for > example. > That's why you'll likely need a proxy object in the first > place if you > want to control lifetime from C++. And thats exactly the reason why i prefer the approach of checking all upvalues before executing a luafunction through lua/bind, if any of these upvalues are userdata of a deleted object, i want to NIL them - i got to that part - but i still dont know how to cast a luabind userdata object back to my original one - see my other message - i need to know what kind of luabind is using to wrap my classes when they are exposed to lua ------------------------------------------------------------------------------ Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d