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 Integrate Lua with C++

You're reading from   Integrate Lua with C++ Seamlessly integrate Lua scripting to enhance application flexibility

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Product type Paperback
Published in Oct 2023
Publisher
ISBN-13 9781805128618
Length 216 pages
Edition 1st Edition
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Author (1):
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Wenhuan Li Wenhuan Li
Author Profile Icon Wenhuan Li
Wenhuan Li
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Table of Contents (18) Chapters Close

Preface 1. Part 1 – Lua Basics FREE CHAPTER
2. Chapter 1: Getting Your C++ Project Lua-Ready 3. Chapter 2: Lua Fundamentals 4. Part 2 – Calling Lua from C++
5. Chapter 3: How to Call Lua from C++ 6. Chapter 4: Mapping Lua Types to C++ 7. Chapter 5: Working with Lua Tables 8. Part 3 – Calling C++ from Lua
9. Chapter 6: How to Call C++ from Lua 10. Chapter 7: Working with C++ Types 11. Chapter 8: Abstracting a C++ Type Exporter 12. Part 4 – Advanced Topics
13. Chapter 9: Recapping Lua-C++ Communication Mechanisms 14. Chapter 10: Managing Resources 15. Chapter 11: Multithreading with Lua 16. Index 17. Other Books You May Enjoy

Delegating C++ object memory allocation to Lua

So far, we have been creating C++ objects in C++ and making Lua store its pointer in userdata. This was done in LuaModuleExporter::luaNew, as follows:

static int luaNew(lua_State *L)
{
    ...
    T **userdata = reinterpret_cast<T **>(
        lua_newuserdatauv(L, sizeof(T *), 0));
    T *obj = luaModuleDef.createInstance(L, nullptr);
    *userdata = obj;
    ...
}

In this case, the Lua userdata only stores a pointer. As you may recall, Lua userdata can represent a much larger piece of memory, so you might be wondering if we can store the whole C++ object in userdata, instead of just the pointer. Yes, we can. Let’s learn how to do it.

Using C++ placement new

In C++, the most common way to create an object is to call new T(). This does two things:

  • It creates a piece...
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