1 .. include:: version.rst
7 :Author: Daniel Wallin, Arvid Norberg
8 :Copyright: Copyright Daniel Wallin, Arvid Norberg 2003.
9 :License: Permission is hereby granted, free of charge, to any person obtaining a
10 copy of this software and associated documentation files (the "Software"),
11 to deal in the Software without restriction, including without limitation
12 the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 and/or sell copies of the Software, and to permit persons to whom the
14 Software is furnished to do so, subject to the following conditions:
16 The above copyright notice and this permission notice shall be included
17 in all copies or substantial portions of the Software.
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
20 ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
21 TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
22 PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT
23 SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR
24 ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
25 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
26 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
27 OR OTHER DEALINGS IN THE SOFTWARE.
30 .. _MIT license: http://www.opensource.org/licenses/mit-license.php
31 .. _Boost: http://www.boost.org
36 .. section-numbering::
38 .. |...| unicode:: U+02026
43 Luabind is a library that helps you create bindings between C++ and Lua. It has
44 the ability to expose functions and classes, written in C++, to Lua. It will
45 also supply the functionality to define classes in Lua and let them derive from
46 other Lua classes or C++ classes. Lua classes can override virtual functions
47 from their C++ base classes. It is written towards Lua 5.0, and does not work
50 It is implemented utilizing template meta programming. That means that you
51 don't need an extra preprocess pass to compile your project (it is done by the
52 compiler). It also means you don't (usually) have to know the exact signature
53 of each function you register, since the library will generate code depending
54 on the compile-time type of the function (which includes the signature). The
55 main drawback of this approach is that the compilation time will increase for
56 the file that does the registration, it is therefore recommended that you
57 register everything in the same cpp-file.
59 Luabind is released under the terms of the `MIT license`_.
61 We are very interested in hearing about projects that use luabind, please let
62 us know about your project.
64 The main channel for help and feedback is the `luabind mailing list`_.
65 There's also an IRC channel ``#luabind`` on irc.freenode.net.
67 .. _`luabind mailing list`: https://lists.sourceforge.net/lists/listinfo/luabind-user
75 - Overloaded free functions
77 - Overloaded member functions
81 - Lua functions in C++
83 - Lua classes (single inheritance)
84 - Derives from Lua or C++ classes
85 - Override virtual functions from C++ classes
86 - Implicit casts between registered types
87 - Best match signature matching
88 - Return value policies and parameter policies
94 Luabind has been tested to work on the following compilers:
97 - Intel C++ 6.0 (Windows)
99 - GCC 3.0.4 (Debian/Linux)
100 - GCC 3.1 (SunOS 5.8)
103 - GCC 3.3 (Apple, MacOS X)
104 - GCC 4.0 (Apple, MacOS X)
106 It has been confirmed not to work with:
108 - GCC 2.95.2 (SunOS 5.8)
110 Metrowerks 8.3 (Windows) compiles but fails the const-test. This
111 means that const member functions are treated as non-const member
114 If you have tried luabind with a compiler not listed here, let us know
117 .. include:: building.rst
122 To use luabind, you must include ``lua.h`` and luabind's main header file::
129 #include <luabind/luabind.hpp>
131 This includes support for both registering classes and functions. If you just
132 want to have support for functions or classes you can include
133 ``luabind/function.hpp`` and ``luabind/class.hpp`` separately::
135 #include <luabind/function.hpp>
136 #include <luabind/class.hpp>
138 The first thing you need to do is to call ``luabind::open(lua_State*)`` which
139 will register the functions to create classes from Lua, and initialize some
140 state-global structures used by luabind. If you don't call this function you
141 will hit asserts later in the library. There is no corresponding close function
142 because once a class has been registered in Lua, there really isn't any good
143 way to remove it. Partly because any remaining instances of that class relies
144 on the class being there. Everything will be cleaned up when the state is
147 .. Isn't this wrong? Don't we include lua.h using lua_include.hpp ?
149 Luabind's headers will never include ``lua.h`` directly, but through
150 ``<luabind/lua_include.hpp>``. If you for some reason need to include another
151 Lua header, you can modify this file.
160 #include <luabind/luabind.hpp>
164 std::cout << "hello world!\n";
167 extern "C" int init(lua_State* L)
169 using namespace luabind;
183 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
184 > loadlib('hello_world.dll', 'init')()
192 Everything that gets registered in Lua is registered in a namespace (Lua
193 tables) or in the global scope (called module). All registrations must be
194 surrounded by its scope. To define a module, the ``luabind::module`` class is
195 used. It is used like this::
202 This will register all declared functions or classes in the global namespace in
203 Lua. If you want to have a namespace for your module (like the standard
204 libraries) you can give a name to the constructor, like this::
206 module(L, "my_library")
211 Here all declarations will be put in the my_library table.
213 If you want nested namespace's you can use the ``luabind::namespace_`` class. It
214 works exactly as ``luabind::module`` except that it doesn't take a lua_State*
215 in it's constructor. An example of its usage could look like this::
217 module(L, "my_library")
223 // library-private declarations
227 As you might have figured out, the following declarations are equivalent::
231 namespace_("my_library")
240 module(L, "my_library")
245 Each declaration must be separated by a comma, like this::
252 .def(constructor<int, int>),
257 More about the actual declarations in the `Binding functions to Lua`_ and
258 `Binding classes to Lua`_ sections.
260 A word of caution, if you are in really bad need for performance, putting your
261 functions in tables will increase the lookup time.
264 Binding functions to Lua
265 ========================
267 To bind functions to Lua you use the function ``luabind::def()``. It has the
270 template<class F, class policies>
271 void def(const char* name, F f, const Policies&);
273 - name is the name the function will have within Lua.
274 - F is the function pointer you want to register.
275 - The Policies parameter is used to describe how parameters and return values
276 are treated by the function, this is an optional parameter. More on this in
277 the `policies`_ section.
279 An example usage could be if you want to register the function ``float
284 def("sin", &std::sin)
290 If you have more than one function with the same name, and want to register
291 them in Lua, you have to explicitly give the signature. This is to let C++ know
292 which function you refer to. For example, if you have two functions, ``int
293 f(const char*)`` and ``void f(int)``. ::
297 def("f", (int(*)(const char*)) &f),
298 def("f", (void(*)(int)) &f)
304 luabind will generate code that checks the Lua stack to see if the values there
305 can match your functions' signatures. It will handle implicit typecasts between
306 derived classes, and it will prefer matches with the least number of implicit
307 casts. In a function call, if the function is overloaded and there's no
308 overload that match the parameters better than the other, you have an
309 ambiguity. This will spawn a run-time error, stating that the function call is
310 ambiguous. A simple example of this is to register one function that takes an
311 int and one that takes a float. Since Lua doesn't distinguish between floats and
312 integers, both will always match.
314 Since all overloads are tested, it will always find the best match (not the
315 first match). This also means that it can handle situations where the only
316 difference in the signature is that one member function is const and the other
319 .. sidebar:: Ownership transfer
321 To correctly handle ownership transfer, create_a() would need an adopt
322 return value policy. More on this in the `Policies`_ section.
324 For example, if the following function and class is registered:
342 And the following Lua code is executed::
345 a1:f() -- the const version is called
348 a2:f() -- the non-const version is called
359 Calling Lua functions
360 ---------------------
362 To call a Lua function, you can either use ``call_function()`` or
368 Ret call_function(lua_State* L, const char* name, ...)
370 Ret call_function(object const& obj, ...)
372 There are two overloads of the ``call_function`` function, one that calls
373 a function given its name, and one that takes an object that should be a Lua
374 value that can be called as a function.
376 The overload that takes a name can only call global Lua functions. The ...
377 represents a variable number of parameters that are sent to the Lua
378 function. This function call may throw ``luabind::error`` if the function
381 The return value isn't actually Ret (the template parameter), but a proxy
382 object that will do the function call. This enables you to give policies to the
383 call. You do this with the operator[]. You give the policies within the
384 brackets, like this::
386 int ret = call_function<int>(
389 , new complex_class()
392 If you want to pass a parameter as a reference, you have to wrap it with the
395 __ http://www.boost.org/doc/html/ref.html
399 int ret = call_function(L, "fun", boost::ref(val));
402 If you want to use a custom error handler for the function call, see
403 ``set_pcall_callback`` under `pcall errorfunc`_.
408 To start a Lua thread, you have to call ``lua_resume()``, this means that you
409 cannot use the previous function ``call_function()`` to start a thread. You have
415 Ret resume_function(lua_State* L, const char* name, ...)
417 Ret resume_function(object const& obj, ...)
424 Ret resume(lua_State* L, ...)
426 The first time you start the thread, you have to give it a function to execute. i.e. you
427 have to use ``resume_function``, when the Lua function yields, it will return the first
428 value passed in to ``lua_yield()``. When you want to continue the execution, you just call
429 ``resume()`` on your ``lua_State``, since it's already executing a function, you don't pass
430 it one. The parameters to ``resume()`` will be returned by ``yield()`` on the Lua side.
432 For yielding C++-functions (without the support of passing data back and forth between the
433 Lua side and the c++ side), you can use the yield_ policy.
435 With the overload of ``resume_function`` that takes an object_, it is important that the
436 object was constructed with the thread as its ``lua_State*``. Like this:
440 lua_State* thread = lua_newthread(L);
441 object fun = get_global(**thread**)["my_thread_fun"];
442 resume_function(fun);
445 Binding classes to Lua
446 ======================
448 To register classes you use a class called ``class_``. Its name is supposed to
449 resemble the C++ keyword, to make it look more intuitive. It has an overloaded
450 member function ``def()`` that is used to register member functions, operators,
451 constructors, enums and properties on the class. It will return its
452 this-pointer, to let you register more members directly.
454 Let's start with a simple example. Consider the following C++ class::
459 testclass(const std::string& s): m_string(s) {}
460 void print_string() { std::cout << m_string << "\n"; }
463 std::string m_string;
466 To register it with a Lua environment, write as follows (assuming you are using
471 class_<testclass>("testclass")
472 .def(constructor<const std::string&>())
473 .def("print_string", &testclass::print_string)
476 This will register the class with the name testclass and constructor that takes
477 a string as argument and one member function with the name ``print_string``.
481 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
482 > a = testclass('a string')
486 It is also possible to register free functions as member functions. The
487 requirement on the function is that it takes a pointer, const pointer,
488 reference or const reference to the class type as the first parameter. The rest
489 of the parameters are the ones that are visible in Lua, while the object
490 pointer is given as the first parameter. If we have the following C++ code::
497 int plus(A* o, int v) { return o->a + v; }
499 You can register ``plus()`` as if it was a member function of A like this::
504 ``plus()`` can now be called as a member function on A with one parameter, int.
505 If the object pointer parameter is const, the function will act as if it was a
506 const member function (it can be called on const objects).
509 Overloaded member functions
510 ---------------------------
512 When binding more than one overloads of a member function, or just binding
513 one overload of an overloaded member function, you have to disambiguate
514 the member function pointer you pass to ``def``. To do this, you can use an
515 ordinary C-style cast, to cast it to the right overload. To do this, you have
516 to know how to express member function types in C++, here's a short tutorial
517 (for more info, refer to your favorite book on C++).
519 The syntax for member function pointer follows:
523 *return-value* (*class-name*::\*)(*arg1-type*, *arg2-type*, *...*)
525 Here's an example illlustrating this::
536 .def("f", (void(A::*)(int))&A::f)
538 This selects the first overload of the function ``f`` to bind. The second
539 overload is not bound.
545 To register a global data member with a class is easily done. Consider the
553 This class is registered like this::
558 .def_readwrite("a", &A::a)
561 This gives read and write access to the member variable ``A::a``. It is also
562 possible to register attributes with read-only access::
567 .def_readonly("a", &A::a)
570 When binding members that are a non-primitive type, the auto generated getter
571 function will return a reference to it. This is to allow chained .-operators.
572 For example, when having a struct containing another struct. Like this::
577 When binding ``B`` to lua, the following expression code should work::
583 This requires the first lookup (on ``a``) to return a reference to ``A``, and
584 not a copy. In that case, luabind will automatically use the dependency policy
585 to make the return value dependent on the object in which it is stored. So, if
586 the returned reference lives longer than all references to the object (b in
587 this case) it will keep the object alive, to avoid being a dangling pointer.
589 You can also register getter and setter functions and make them look as if they
590 were a public data member. Consider the following class::
595 void set_a(int x) { a = x; }
596 int get_a() const { return a; }
602 It can be registered as if it had a public data member a like this::
605 .property("a", &A::get_a, &A::set_a)
607 This way the ``get_a()`` and ``set_a()`` functions will be called instead of
608 just writing to the data member. If you want to make it read only you can just
609 omit the last parameter. Please note that the get function **has to be
610 const**, otherwise it won't compile. This seems to be a common source of errors.
616 If your class contains enumerated constants (enums), you can register them as
617 well to make them available in Lua. Note that they will not be type safe, all
618 enums are integers in Lua, and all functions that takes an enum, will accept
619 any integer. You register them like this::
627 value("my_2nd_enum", 7),
628 value("another_enum", 6)
632 In Lua they are accessed like any data member, except that they are read-only
633 and reached on the class itself rather than on an instance of the class.
637 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
640 > print(A.another_enum)
647 To bind operators you have to include ``<luabind/operator.hpp>``.
649 The mechanism for registering operators on your class is pretty simple. You use
650 a global name ``luabind::self`` to refer to the class itself and then you just
651 write the operator expression inside the ``def()`` call. This class::
655 vec operator+(int s);
658 Is registered like this:
665 .def(**self + int()**)
668 This will work regardless if your plus operator is defined inside your class or
671 If your operator is const (or, when defined as a free function, takes a const
672 reference to the class itself) you have to use ``const_self`` instead of
680 .def(**const_self** + int())
683 The operators supported are those available in Lua:
689 This means, no in-place operators. The equality operator (``==``) has a little
690 hitch; it will not be called if the references are equal. This means that the
691 ``==`` operator has to do pretty much what's it's expected to do.
693 Lua does not support operators such as ``!=``, ``>`` or ``>=``. That's why you
694 can only register the operators listed above. When you invoke one of the
695 mentioned operators, lua will define it in terms of one of the available
698 In the above example the other operand type is instantiated by writing
699 ``int()``. If the operand type is a complex type that cannot easily be
700 instantiated you can wrap the type in a class called ``other<>``. For example:
702 To register this class, we don't want to instantiate a string just to register
709 vec operator+(std::string);
712 Instead we use the ``other<>`` wrapper like this:
719 .def(self + **other<std::string>()**)
722 To register an application (function call-) operator:
729 .def( **self(int())** )
732 There's one special operator. In Lua it's called ``__tostring``, it's not
733 really an operator. It is used for converting objects to strings in a standard
734 way in Lua. If you register this functionality, you will be able to use the lua
735 standard function ``tostring()`` for converting your object to a string.
737 To implement this operator in C++ you should supply an ``operator<<`` for
738 std::ostream. Like this example:
743 std::ostream& operator<<(std::ostream&, number&);
749 class_<number>("number")
750 .def(**tostring(self)**)
754 Nested scopes and static functions
755 ----------------------------------
757 It is possible to add nested scopes to a class. This is useful when you need
758 to wrap a nested class, or a static function.
763 .def(constructor<>())
766 class_<inner>("nested"),
770 In this example, ``f`` will behave like a static member function of the class
771 ``foo``, and the class ``nested`` will behave like a nested class of ``foo``.
773 It's also possible to add namespaces to classes using the same syntax.
779 If you want to register classes that derives from other classes, you can
780 specify a template parameter ``bases<>`` to the ``class_`` instantiation. The
781 following hierarchy::
786 Would be registered like this::
794 If you have multiple inheritance you can specify more than one base. If B would
795 also derive from a class C, it would be registered like this::
799 class_<B, bases<A, C> >("B")
802 Note that you can omit ``bases<>`` when using single inheritance.
805 If you don't specify that classes derive from each other, luabind will not
806 be able to implicitly cast pointers between the types.
812 When registering a class you can tell luabind to hold all instances
813 explicitly created in Lua in a specific smart pointer type, rather than
814 the default raw pointer. This is done by passing an additional template
815 parameter to ``class_``:
819 class_<X, **P**>(|...|)
821 Where the requirements of ``P`` are:
823 ======================== =======================================
825 ======================== =======================================
827 ``get_pointer(p)`` Convertible to ``X*``
828 ======================== =======================================
832 * ``raw`` is of type ``X*``
833 * ``p`` is an instance of ``P``
835 ``get_pointer()`` overloads are provided for the smart pointers in
836 Boost, and ``std::auto_ptr<>``. Should you need to provide your own
837 overload, note that it is called unqualified and is expected to be found
838 by *argument dependent lookup*. Thus it should be defined in the same
839 namespace as the pointer type it operates on.
845 class_<X, **boost::scoped_ptr<X>** >("X")
846 .def(constructor<>())
848 Will cause luabind to hold any instance created on the Lua side in a
849 ``boost::scoped_ptr<X>``. Note that this doesn't mean **all** instances
850 will be held by a ``boost::scoped_ptr<X>``. If, for example, you
851 register a function::
853 std::auto_ptr<X> make_X();
855 the instance returned by that will be held in ``std::auto_ptr<X>``. This
856 is handled automatically for all smart pointers that implement a
857 ``get_pointer()`` overload.
861 ``get_const_holder()`` has been removed. Automatic conversions
862 between ``smart_ptr<X>`` and ``smart_ptr<X const>`` no longer work.
866 ``__ok`` has been removed. Similar functionality can be implemented
867 for specific pointer types by doing something along the lines of:
871 bool is_non_null(std::auto_ptr<X> const& p)
878 def("is_non_null", &is_non_null)
880 When registering a hierarchy of classes, where all instances are to be held
881 by a smart pointer, all the classes should have the baseclass' holder type.
888 class_<base, boost::shared_ptr<base> >("base")
889 .def(constructor<>()),
890 class_<derived, base, **boost::shared_ptr<base>** >("derived")
891 .def(constructor<>())
894 Internally, luabind will do the necessary conversions on the raw pointers, which
895 are first extracted from the holder type.
898 Splitting class registrations
899 -----------------------------
901 In some situations it may be desirable to split a registration of a class
902 across different compilation units. Partly to save rebuild time when changing
903 in one part of the binding, and in some cases compiler limits may force you
904 to split it. To do this is very simple. Consider the following sample code::
906 void register_part1(class_<X>& x)
911 void register_part2(class_<X>& x)
916 void register_(lua_State* L)
926 Here, the class ``X`` is registered in two steps. The two functions
927 ``register_part1`` and ``register_part2`` may be put in separate compilation
930 To separate the module registration and the classes to be registered, see
931 `Splitting up the registration`_.
934 Adding converters for user defined types
935 ========================================
937 It is possible to get luabind to handle user defined types like it does
938 the built in types by specializing ``luabind::default_converter<>``:
944 int_wrapper(int value)
954 struct default_converter<X>
955 : native_converter_base<X>
957 static int compute_score(lua_State* L, int index)
959 return lua_type(L, index) == LUA_TNUMBER ? 0 : -1;
962 X from(lua_State* L, int index)
964 return X(lua_tonumber(L, index));
967 void to(lua_State* L, X const& x)
969 lua_pushnumber(L, x.value);
974 struct default_converter<X const&>
975 : default_converter<X>
979 Note that ``default_converter<>`` is instantiated for the actual argument and
980 return types of the bound functions. In the above example, we add a
981 specialization for ``X const&`` that simply forwards to the ``X`` converter.
982 This lets us export functions which accept ``X`` by const reference.
984 ``native_converter_base<>`` should be used as the base class for the
985 specialized converters. It simplifies the converter interface, and
986 provides a mean for backward compatibility since the underlying
987 interface is in flux.
990 Binding function objects with explicit signatures
991 =================================================
993 Using ``luabind::tag_function<>`` it is possible to export function objects
994 from which luabind can't automatically deduce a signature. This can be used to
995 slightly alter the signature of a bound function, or even to bind stateful
1002 template <class Signature, class F>
1003 *implementation-defined* tag_function(F f);
1005 Where ``Signature`` is a function type describing the signature of ``F``.
1006 It can be used like this::
1010 // alter the signature so that the return value is ignored
1011 def("f", tag_function<void(int)>(f));
1019 int operator()(int y) const
1025 // bind a stateful function object
1026 def("plus3", tag_function<int(int)>(plus(3)));
1032 Since functions have to be able to take Lua values (of variable type) we need a
1033 wrapper around them. This wrapper is called ``luabind::object``. If the
1034 function you register takes an object, it will match any Lua value. To use it,
1035 you need to include ``<luabind/object.hpp>``.
1045 object(lua_State\*, T const& value);
1046 object(from_stack const&);
1047 object(object const&);
1052 lua_State\* interpreter() const;
1054 bool is_valid() const;
1055 operator *safe_bool_type* () const;
1058 *implementation-defined* operator[](Key const&);
1061 object& operator=(T const&);
1062 object& operator=(object const&);
1064 bool operator==(object const&) const;
1065 bool operator<(object const&) const;
1066 bool operator<=(object const&) const;
1067 bool operator>(object const&) const;
1068 bool operator>=(object const&) const;
1069 bool operator!=(object const&) const;
1072 *implementation-defined* operator[](T const& key) const
1076 *implementation-defined* operator()();
1079 *implementation-defined* operator()(A0 const& a0);
1081 template<class A0, class A1>
1082 *implementation-defined* operator()(A0 const& a0, A1 const& a1);
1087 When you have a Lua object, you can assign it a new value with the assignment
1088 operator (=). When you do this, the ``default_policy`` will be used to make the
1089 conversion from C++ value to Lua. If your ``luabind::object`` is a table you
1090 can access its members through the operator[] or the Iterators_. The value
1091 returned from the operator[] is a proxy object that can be used both for
1092 reading and writing values into the table (using operator=).
1094 Note that it is impossible to know if a Lua value is indexable or not
1095 (``lua_gettable`` doesn't fail, it succeeds or crashes). This means that if
1096 you're trying to index something that cannot be indexed, you're on your own.
1097 Lua will call its ``panic()`` function. See `lua panic`_.
1099 There are also free functions that can be used for indexing the table, see
1100 `Related functions`_.
1102 The constructor that takes a ``from_stack`` object is used when you want to
1103 initialize the object with a value from the lua stack. The ``from_stack``
1104 type has the following constructor::
1106 from_stack(lua_State* L, int index);
1108 The index is an ordinary lua stack index, negative values are indexed from the
1109 top of the stack. You use it like this::
1111 object o(from_stack(L, -1));
1113 This will create the object ``o`` and copy the value from the top of the lua stack.
1115 The ``interpreter()`` function returns the Lua state where this object is stored.
1116 If you want to manipulate the object with Lua functions directly you can push
1117 it onto the Lua stack by calling ``push()``.
1119 The operator== will call lua_equal() on the operands and return its result.
1121 The ``is_valid()`` function tells you whether the object has been initialized
1122 or not. When created with its default constructor, objects are invalid. To make
1123 an object valid, you can assign it a value. If you want to invalidate an object
1124 you can simply assign it an invalid object.
1126 The ``operator safe_bool_type()`` is equivalent to ``is_valid()``. This means
1127 that these snippets are equivalent::
1145 The application operator will call the value as if it was a function. You can
1146 give it any number of parameters (currently the ``default_policy`` will be used
1147 for the conversion). The returned object refers to the return value (currently
1148 only one return value is supported). This operator may throw ``luabind::error``
1149 if the function call fails. If you want to specify policies to your function
1150 call, you can use index-operator (operator[]) on the function call, and give
1151 the policies within the [ and ]. Like this::
1156 , new my_complex_structure(6)
1159 This tells luabind to make Lua adopt the ownership and responsibility for the
1160 pointer passed in to the lua-function.
1162 It's important that all instances of object have been destructed by the time
1163 the Lua state is closed. The object will keep a pointer to the lua state and
1164 release its Lua object in its destructor.
1166 Here's an example of how a function can use a table::
1168 void my_function(object const& table)
1170 if (type(table) == LUA_TTABLE)
1172 table["time"] = std::clock();
1173 table["name"] = std::rand() < 500 ? "unusual" : "usual";
1175 std::cout << object_cast<std::string>(table[5]) << "\n";
1179 If you take a ``luabind::object`` as a parameter to a function, any Lua value
1180 will match that parameter. That's why we have to make sure it's a table before
1185 std::ostream& operator<<(std::ostream&, object const&);
1187 There's a stream operator that makes it possible to print objects or use
1188 ``boost::lexical_cast`` to convert it to a string. This will use lua's string
1189 conversion function. So if you convert a C++ object with a ``tostring``
1190 operator, the stream operator for that type will be used.
1195 There are two kinds of iterators. The normal iterator that will use the metamethod
1196 of the object (if there is any) when the value is retrieved. This iterator is simply
1197 called ``luabind::iterator``. The other iterator is called ``luabind::raw_iterator``
1198 and will bypass the metamethod and give the true contents of the table. They have
1199 identical interfaces, which implements the ForwardIterator_ concept. Apart from
1200 the members of standard iterators, they have the following members and constructors:
1202 .. _ForwardIterator: http://www.sgi.com/tech/stl/ForwardIterator.html
1209 iterator(object const&);
1213 *standard iterator members*
1216 The constructor that takes a ``luabind::object`` is actually a template that can be
1217 used with object. Passing an object as the parameter to the iterator will
1218 construct the iterator to refer to the first element in the object.
1220 The default constructor will initialize the iterator to the one-past-end
1221 iterator. This is used to test for the end of the sequence.
1223 The value type of the iterator is an implementation defined proxy type which
1224 supports the same operations as ``luabind::object``. Which means that in most
1225 cases you can just treat it as an ordinary object. The difference is that any
1226 assignments to this proxy will result in the value being inserted at the
1227 iterators position, in the table.
1229 The ``key()`` member returns the key used by the iterator when indexing the
1230 associated Lua table.
1232 An example using iterators::
1234 for (iterator i(globals(L)["a"]), end; i != end; ++i)
1239 The iterator named ``end`` will be constructed using the default constructor
1240 and hence refer to the end of the sequence. This example will simply iterate
1241 over the entries in the global table ``a`` and set all its values to 1.
1246 There are a couple of functions related to objects and tables.
1250 int type(object const&);
1252 This function will return the lua type index of the given object.
1253 i.e. ``LUA_TNIL``, ``LUA_TNUMBER`` etc.
1257 template<class T, class K>
1258 void settable(object const& o, K const& key, T const& value);
1260 object gettable(object const& o, K const& key);
1261 template<class T, class K>
1262 void rawset(object const& o, K const& key, T const& value);
1264 object rawget(object const& o, K const& key);
1266 These functions are used for indexing into tables. ``settable`` and ``gettable``
1267 translates into calls to ``lua_settable`` and ``lua_gettable`` respectively. Which
1268 means that you could just as well use the index operator of the object.
1270 ``rawset`` and ``rawget`` will translate into calls to ``lua_rawset`` and
1271 ``lua_rawget`` respectively. So they will bypass any metamethod and give you the
1272 true value of the table entry.
1277 T object_cast<T>(object const&);
1278 template<class T, class Policies>
1279 T object_cast<T>(object const&, Policies);
1282 boost::optional<T> object_cast_nothrow<T>(object const&);
1283 template<class T, class Policies>
1284 boost::optional<T> object_cast_nothrow<T>(object const&, Policies);
1286 The ``object_cast`` function casts the value of an object to a C++ value.
1287 You can supply a policy to handle the conversion from lua to C++. If the cast
1288 cannot be made a ``cast_failed`` exception will be thrown. If you have
1289 defined LUABIND_NO_ERROR_CHECKING (see `Build options`_) no checking will occur,
1290 and if the cast is invalid the application may very well crash. The nothrow
1291 versions will return an uninitialized ``boost::optional<T>`` object, to
1292 indicate that the cast could not be performed.
1294 The function signatures of all of the above functions are really templates
1295 for the object parameter, but the intention is that you should only pass
1296 objects in there, that's why it's left out of the documentation.
1300 object globals(lua_State*);
1301 object registry(lua_State*);
1303 These functions return the global environment table and the registry table respectively.
1307 object newtable(lua_State*);
1309 This function creates a new table and returns it as an object.
1313 object getmetatable(object const& obj);
1314 void setmetatable(object const& obj, object const& metatable);
1316 These functions get and set the metatable of a Lua object.
1320 lua_CFunction tocfunction(object const& value);
1321 template <class T> T* touserdata(object const& value)
1323 These extract values from the object at a lower level than ``object_cast()``.
1327 object getupvalue(object const& function, int index);
1328 void setupvalue(object const& function, int index, object const& value);
1330 These get and set the upvalues of ``function``.
1335 To set a table entry to ``nil``, you can use ``luabind::nil``. It will avoid
1336 having to take the detour by first assigning ``nil`` to an object and then
1337 assign that to the table entry. It will simply result in a ``lua_pushnil()``
1338 call, instead of copying an object.
1343 object table = newtable(L);
1344 table["foo"] = "bar";
1346 // now, clear the "foo"-field
1350 Defining classes in Lua
1351 =======================
1353 In addition to binding C++ functions and classes with Lua, luabind also provide
1354 an OO-system in Lua. ::
1356 class 'lua_testclass'
1358 function lua_testclass:__init(name)
1362 function lua_testclass:print()
1366 a = lua_testclass('example')
1370 Inheritance can be used between lua-classes::
1372 class 'derived' (lua_testclass)
1374 function derived:__init()
1375 lua_testclass.__init(self, 'derived name')
1378 function derived:print()
1379 print('Derived:print() -> ')
1380 lua_testclass.print(self)
1383 The base class is initialized explicitly by calling its ``__init()``
1386 As you can see in this example, you can call the base class member functions.
1387 You can find all member functions in the base class, but you will have to give
1388 the this-pointer (``self``) as first argument.
1394 It is also possible to derive Lua classes from C++ classes, and override
1395 virtual functions with Lua functions. To do this we have to create a wrapper
1396 class for our C++ base class. This is the class that will hold the Lua object
1397 when we instantiate a Lua class.
1405 { std::cout << s << "\n"; }
1407 virtual void f(int a)
1408 { std::cout << "f(" << a << ")\n"; }
1411 struct base_wrapper : base, luabind::wrap_base
1413 base_wrapper(const char* s)
1417 virtual void f(int a)
1422 static void default_f(base* ptr, int a)
1424 return ptr->base::f(a);
1432 class_<base, base_wrapper>("base")
1433 .def(constructor<const char*>())
1434 .def("f", &base::f, &base_wrapper::default_f)
1438 Since MSVC6.5 doesn't support explicit template parameters
1439 to member functions, instead of using the member function ``call()``
1440 you call a free function ``call_member()`` and pass the this-pointer
1443 Note that if you have both base classes and a base class wrapper, you must give
1444 both bases and the base class wrapper type as template parameter to
1445 ``class_`` (as done in the example above). The order in which you specify
1446 them is not important. You must also register both the static version and the
1447 virtual version of the function from the wrapper, this is necessary in order
1448 to allow luabind to use both dynamic and static dispatch when calling the function.
1451 It is extremely important that the signatures of the static (default) function
1452 is identical to the virtual function. The fact that one of them is a free
1453 function and the other a member function doesn't matter, but the parameters
1454 as seen from lua must match. It would not have worked if the static function
1455 took a ``base_wrapper*`` as its first argument, since the virtual function
1456 takes a ``base*`` as its first argument (its this pointer). There's currently
1457 no check in luabind to make sure the signatures match.
1459 If we didn't have a class wrapper, it would not be possible to pass a Lua class
1460 back to C++. Since the entry points of the virtual functions would still point
1461 to the C++ base class, and not to the functions defined in Lua. That's why we
1462 need one function that calls the base class' real function (used if the lua
1463 class doesn't redefine it) and one virtual function that dispatches the call
1464 into luabind, to allow it to select if a Lua function should be called, or if
1465 the original function should be called. If you don't intend to derive from a
1466 C++ class, or if it doesn't have any virtual member functions, you can register
1467 it without a class wrapper.
1469 You don't need to have a class wrapper in order to derive from a class, but if
1470 it has virtual functions you may have silent errors.
1472 .. Unnecessary? The rule of thumb is:
1473 If your class has virtual functions, create a wrapper type, if it doesn't
1474 don't create a wrapper type.
1476 The wrappers must derive from ``luabind::wrap_base``, it contains a Lua reference
1477 that will hold the Lua instance of the object to make it possible to dispatch
1478 virtual function calls into Lua. This is done through an overloaded member function::
1481 Ret call(char const* name, ...)
1483 Its used in a similar way as ``call_function``, with the exception that it doesn't
1484 take a ``lua_State`` pointer, and the name is a member function in the Lua class.
1488 The current implementation of ``call_member`` is not able to distinguish const
1489 member functions from non-const. If you have a situation where you have an overloaded
1490 virtual function where the only difference in their signatures is their constness, the
1491 wrong overload will be called by ``call_member``. This is rarely the case though.
1496 When a pointer or reference to a registered class with a wrapper is passed
1497 to Lua, luabind will query for it's dynamic type. If the dynamic type
1498 inherits from ``wrap_base``, object identity is preserved.
1503 struct A_wrap : A, wrap_base { .. };
1505 A* f(A* ptr) { return ptr; }
1509 class_<A, A_wrap>("A"),
1517 > assert(x == f(x)) -- object identity is preserved when object is
1518 -- passed through C++
1520 This functionality relies on RTTI being enabled (that ``LUABIND_NO_RTTI`` is
1523 Overloading operators
1524 ---------------------
1526 You can overload most operators in Lua for your classes. You do this by simply
1527 declaring a member function with the same name as an operator (the name of the
1528 metamethods in Lua). The operators you can overload are:
1543 ``__tostring`` isn't really an operator, but it's the metamethod that is called
1544 by the standard library's ``tostring()`` function. There's one strange behavior
1545 regarding binary operators. You are not guaranteed that the self pointer you
1546 get actually refers to an instance of your class. This is because Lua doesn't
1547 distinguish the two cases where you get the other operand as left hand value or
1548 right hand value. Consider the following examples::
1552 function my_class:__init(v)
1556 function my_class:__sub(v)
1557 return my_class(self.val - v.val)
1560 function my_class:__tostring()
1564 This will work well as long as you only subtracts instances of my_class with
1565 each other. But If you want to be able to subtract ordinary numbers from your
1566 class too, you have to manually check the type of both operands, including the
1569 function my_class:__sub(v)
1570 if (type(self) == 'number') then
1571 return my_class(self - v.val)
1573 elseif (type(v) == 'number') then
1574 return my_class(self.val - v)
1577 -- assume both operands are instances of my_class
1578 return my_class(self.val - v.val)
1583 The reason why ``__sub`` is used as an example is because subtraction is not
1584 commutative (the order of the operands matters). That's why luabind cannot
1585 change order of the operands to make the self reference always refer to the
1586 actual class instance.
1588 If you have two different Lua classes with an overloaded operator, the operator
1589 of the right hand side type will be called. If the other operand is a C++ class
1590 with the same operator overloaded, it will be prioritized over the Lua class'
1591 operator. If none of the C++ overloads matches, the Lua class operator will be
1598 If an object needs to perform actions when it's collected we provide a
1599 ``__finalize`` function that can be overridden in lua-classes. The
1600 ``__finalize`` functions will be called on all classes in the inheritance
1601 chain, starting with the most derived type. ::
1605 function lua_testclass:__finalize()
1606 -- called when the an object is collected
1613 If your lua C++ classes don't have wrappers (see `Deriving in lua`_) and
1614 you derive from them in lua, they may be sliced. Meaning, if an object
1615 is passed into C++ as a pointer to its base class, the lua part will be
1616 separated from the C++ base part. This means that if you call virtual
1617 functions on that C++ object, they will not be dispatched to the lua
1618 class. It also means that if you adopt the object, the lua part will be
1623 +--------------------+
1624 | C++ object | <- ownership of this part is transferred
1625 | | to c++ when adopted
1626 +--------------------+
1627 | lua class instance | <- this part is garbage collected when
1628 | and lua members | instance is adopted, since it cannot
1629 +--------------------+ be held by c++.
1632 The problem can be illustrated by this example::
1636 A* filter_a(A* a) { return a; }
1637 void adopt_a(A* a) { delete a; }
1642 using namespace luabind;
1647 def("filter_a", &filter_a),
1648 def("adopt_a", &adopt_a, adopt(_1))
1658 In this example, lua cannot know that ``b`` actually is the same object as
1659 ``a``, and it will therefore consider the object to be owned by the C++ side.
1660 When the ``b`` pointer then is adopted, a runtime error will be raised because
1661 an object not owned by lua is being adopted to C++.
1663 If you have a wrapper for your class, none of this will happen, see
1670 If any of the functions you register throws an exception when called, that
1671 exception will be caught by luabind and converted to an error string and
1672 ``lua_error()`` will be invoked. If the exception is a ``std::exception`` or a
1673 ``const char*`` the string that is pushed on the Lua stack, as error message,
1674 will be the string returned by ``std::exception::what()`` or the string itself
1675 respectively. If the exception is unknown, a generic string saying that the
1676 function threw an exception will be pushed.
1678 If you have an exception type that isn't derived from
1679 ``std::exception``, or you wish to change the error message from the
1680 default result of ``what()``, it is possible to register custom
1681 exception handlers::
1686 void translate_my_exception(lua_State* L, my_exception const&)
1688 lua_pushstring(L, "my_exception");
1693 luabind::register_exception_handler<my_exception>(&translate_my_exception);
1695 ``translate_my_exception()`` will be called by luabind whenever a
1696 ``my_exception`` is caught. ``lua_error()`` will be called after the
1697 handler function returns, so it is expected that the function will push
1698 an error string on the stack.
1700 Any function that invokes Lua code may throw ``luabind::error``. This exception
1701 means that a Lua run-time error occurred. The error message is found on top of
1702 the Lua stack. The reason why the exception doesn't contain the error string
1703 itself is because it would then require heap allocation which may fail. If an
1704 exception class throws an exception while it is being thrown itself, the
1705 application will be terminated.
1707 Error's synopsis is::
1709 class error : public std::exception
1713 lua_State* state() const throw();
1714 virtual const char* what() const throw();
1717 The state function returns a pointer to the Lua state in which the error was
1718 thrown. This pointer may be invalid if you catch this exception after the lua
1719 state is destructed. If the Lua state is valid you can use it to retrieve the
1720 error message from the top of the Lua stack.
1722 An example of where the Lua state pointer may point to an invalid state
1727 lua_state(lua_State* L): m_L(L) {}
1728 ~lua_state() { lua_close(m_L); }
1729 operator lua_State*() { return m_L; }
1737 lua_state L = lua_open();
1740 catch(luabind::error& e)
1742 lua_State* L = e.state();
1743 // L will now point to the destructed
1744 // Lua state and be invalid
1749 There's another exception that luabind may throw: ``luabind::cast_failed``,
1750 this exception is thrown from ``call_function<>`` or ``call_member<>``. It
1751 means that the return value from the Lua function couldn't be converted to
1752 a C++ value. It is also thrown from ``object_cast<>`` if the cast cannot
1755 The synopsis for ``luabind::cast_failed`` is::
1757 class cast_failed : public std::exception
1760 cast_failed(lua_State*);
1761 lua_State* state() const throw();
1762 LUABIND_TYPE_INFO info() const throw();
1763 virtual const char* what() const throw();
1766 Again, the state member function returns a pointer to the Lua state where the
1767 error occurred. See the example above to see where this pointer may be invalid.
1769 The info member function returns the user defined ``LUABIND_TYPE_INFO``, which
1770 defaults to a ``const std::type_info*``. This type info describes the type that
1771 we tried to cast a Lua value to.
1773 If you have defined ``LUABIND_NO_EXCEPTIONS`` none of these exceptions will be
1774 thrown, instead you can set two callback functions that are called instead.
1775 These two functions are only defined if ``LUABIND_NO_EXCEPTIONS`` are defined.
1779 luabind::set_error_callback(void(*)(lua_State*))
1781 The function you set will be called when a runtime-error occur in Lua code. You
1782 can find an error message on top of the Lua stack. This function is not
1783 expected to return, if it does luabind will call ``std::terminate()``.
1787 luabind::set_cast_failed_callback(void(*)(lua_State*, LUABIND_TYPE_INFO))
1789 The function you set is called instead of throwing ``cast_failed``. This function
1790 is not expected to return, if it does luabind will call ``std::terminate()``.
1796 Sometimes it is necessary to control how luabind passes arguments and return
1797 value, to do this we have policies. All policies use an index to associate
1798 them with an argument in the function signature. These indices are ``result``
1799 and ``_N`` (where ``N >= 1``). When dealing with member functions ``_1`` refers
1800 to the ``this`` pointer.
1802 .. contents:: Policies currently implemented
1806 .. include:: adopt.rst
1807 .. include:: dependency.rst
1808 .. include:: out_value.rst
1809 .. include:: pure_out_value.rst
1810 .. include:: return_reference_to.rst
1811 .. include:: copy.rst
1812 .. include:: discard_result.rst
1813 .. include:: return_stl_iterator.rst
1814 .. include:: raw.rst
1815 .. include:: yield.rst
1817 .. old policies section
1818 ===================================================
1823 This will make a copy of the parameter. This is the default behavior when
1824 passing parameters by-value. Note that this can only be used when passing from
1825 C++ to Lua. This policy requires that the parameter type has a copy
1828 To use this policy you need to include ``luabind/copy_policy.hpp``.
1834 This will transfer ownership of the parameter.
1836 Consider making a factory function in C++ and exposing it to lua::
1847 def("create_base", create_base)
1850 Here we need to make sure Lua understands that it should adopt the pointer
1851 returned by the factory-function. This can be done using the adopt-policy.
1857 def(L, "create_base", adopt(return_value))
1860 To specify multiple policies we just separate them with '+'.
1864 base* set_and_get_new(base* ptr)
1866 base_ptrs.push_back(ptr);
1872 def("set_and_get_new", &set_and_get_new,
1873 adopt(return_value) + adopt(_1))
1876 When Lua adopts a pointer, it will call delete on it. This means that it cannot
1877 adopt pointers allocated with another allocator than new (no malloc for
1880 To use this policy you need to include ``luabind/adopt_policy.hpp``.
1886 The dependency policy is used to create life-time dependencies between values.
1887 Consider the following example::
1893 const B& get_member()
1899 When wrapping this class, we would do something like::
1904 .def(constructor<>())
1905 .def("get_member", &A::get_member)
1909 However, since the return value of get_member is a reference to a member of A,
1910 this will create some life-time issues. For example::
1912 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
1914 b = a:get_member() -- b points to a member of a
1916 collectgarbage(0) -- since there are no references left to a, it is
1918 -- at this point, b is pointing into a removed object
1920 When using the dependency-policy, it is possible to tell luabind to tie the
1921 lifetime of one object to another, like this::
1926 .def(constructor<>())
1927 .def("get_member", &A::get_member, dependency(result, _1))
1930 This will create a dependency between the return-value of the function, and the
1931 self-object. This means that the self-object will be kept alive as long as the
1932 result is still alive. ::
1934 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
1936 b = a:get_member() -- b points to a member of a
1938 collectgarbage(0) -- a is dependent on b, so it isn't removed
1940 collectgarbage(0) -- all dependencies to a gone, a is removed
1942 To use this policy you need to include ``luabind/dependency_policy.hpp``.
1948 It is very common to return references to arguments or the this-pointer to
1949 allow for chaining in C++.
1964 When luabind generates code for this, it will create a new object for the
1965 return-value, pointing to the self-object. This isn't a problem, but could be a
1966 bit inefficient. When using the return_reference_to-policy we have the ability
1967 to tell luabind that the return-value is already on the Lua stack.
1974 .def(constructor<>())
1975 .def("set", &A::set, return_reference_to(_1))
1978 Instead of creating a new object, luabind will just copy the object that is
1979 already on the stack.
1982 This policy ignores all type information and should be used only it
1983 situations where the parameter type is a perfect match to the
1984 return-type (such as in the example).
1986 To use this policy you need to include ``luabind/return_reference_to_policy.hpp``.
1992 This policy makes it possible to wrap functions that take non const references
1993 as its parameters with the intention to write return values to them.
1997 void f(float& val) { val = val + 10.f; }
2003 void f(float* val) { *val = *val + 10.f; }
2005 Can be wrapped by doing::
2009 def("f", &f, out_value(_1))
2012 When invoking this function from Lua it will return the value assigned to its
2017 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
2022 When this policy is used in conjunction with user define types we often need
2023 to do ownership transfers.
2029 void f1(A*& obj) { obj = new A(); }
2030 void f2(A** obj) { *obj = new A(); }
2032 Here we need to make sure luabind takes control over object returned, for
2033 this we use the adopt policy::
2038 def("f1", &f1, out_value(_1, adopt(_2)))
2039 def("f2", &f2, out_value(_1, adopt(_2)))
2042 Here we are using adopt as an internal policy to out_value. The index
2043 specified, _2, means adopt will be used to convert the value back to Lua.
2044 Using _1 means the policy will be used when converting from Lua to C++.
2046 To use this policy you need to include ``luabind/out_value_policy.hpp``.
2051 This policy works in exactly the same way as out_value, except that it
2052 replaces the parameters with default-constructed objects.
2056 void get(float& x, float& y)
2067 pure_out_value(_1) + pure_out_value(_2))
2072 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
2077 Like out_value, it is possible to specify an internal policy used then
2078 converting the values back to Lua.
2082 void get(test_class*& obj)
2084 obj = new test_class();
2091 def("get", &get, pure_out_value(_1, adopt(_1)))
2098 This is a very simple policy which makes it possible to throw away
2099 the value returned by a C++ function, instead of converting it to
2100 Lua. This example makes sure the this reference never gets converted
2107 simple& set_name(const std::string& n)
2120 class_<simple>("simple")
2121 .def("set_name", &simple::set_name, discard_result)
2124 To use this policy you need to include ``luabind/discard_result_policy.hpp``.
2130 This policy converts an STL container to a generator function that can be used
2131 in Lua to iterate over the container. It works on any container that defines
2132 ``begin()`` and ``end()`` member functions (they have to return iterators). It
2133 can be used like this::
2137 std::vector<std::string> names;
2144 .def_readwrite("names", &A::names, return_stl_iterator)
2147 The Lua code to iterate over the container::
2151 for name in a.names do
2156 To use this policy you need to include ``luabind/iterator_policy.hpp``.
2162 This policy will cause the function to always yield the current thread when
2163 returning. See the Lua manual for restrictions on yield.
2166 Splitting up the registration
2167 =============================
2169 It is possible to split up a module registration into several
2170 translation units without making each registration dependent
2171 on the module it's being registered in.
2175 luabind::scope register_a()
2185 luabind::scope register_b()
2195 luabind::scope register_a();
2196 luabind::scope register_b();
2198 void register_module(lua_State* L)
2214 As mentioned in the `Lua documentation`_, it is possible to pass an
2215 error handler function to ``lua_pcall()``. Luabind makes use of
2216 ``lua_pcall()`` internally when calling member functions and free functions.
2217 It is possible to set the error handler function that Luabind will use
2220 typedef int(*pcall_callback_fun)(lua_State*);
2221 void set_pcall_callback(pcall_callback_fun fn);
2223 This is primarily useful for adding more information to the error message
2224 returned by a failed protected call. For more information on how to use the
2225 pcall_callback function, see ``errfunc`` under the
2226 `pcall section of the lua manual`_.
2228 For more information on how to retrieve debugging information from lua, see
2229 `the debug section of the lua manual`_.
2231 The message returned by the ``pcall_callback`` is accessable as the top lua
2232 value on the stack. For example, if you would like to access it as a luabind
2233 object, you could do like this::
2237 object error_msg(from_stack(e.state(), -1));
2238 std::cout << error_msg << std::endl;
2241 .. _Lua documentation: http://www.lua.org/manual/5.0/manual.html
2242 .. _`pcall section of the lua manual`: http://www.lua.org/manual/5.0/manual.html#3.15
2243 .. _`the debug section of the lua manual`: http://www.lua.org/manual/5.0/manual.html#4
2245 file and line numbers
2246 ---------------------
2248 If you want to add file name and line number to the error messages generated
2249 by luabind you can define your own `pcall errorfunc`_. You may want to modify
2250 this callback to better suit your needs, but the basic functionality could be
2251 implemented like this::
2253 int add_file_and_line(lua_State* L)
2256 lua_getstack(L, 1, &d);
2257 lua_getinfo(L, "Sln", &d);
2258 std::string err = lua_tostring(L, -1);
2260 std::stringstream msg;
2261 msg << d.short_src << ":" << d.currentline;
2265 msg << "(" << d.namewhat << " " << d.name << ")";
2268 lua_pushstring(L, msg.str().c_str());
2272 For more information about what kind of information you can add to the error
2273 message, see `the debug section of the lua manual`_.
2275 Note that the callback set by ``set_pcall_callback()`` will only be used when
2276 luabind executes lua code. Anytime when you call ``lua_pcall`` yourself, you
2277 have to supply your function if you want error messages translated.
2282 When lua encounters a fatal error caused by a bug from the C/C++ side, it will
2283 call its internal panic function. This can happen, for example, when you call
2284 ``lua_gettable`` on a value that isn't a table. If you do the same thing from
2285 within lua, it will of course just fail with an error message.
2287 The default panic function will ``exit()`` the application. If you want to
2288 handle this case without terminating your application, you can define your own
2289 panic function using ``lua_atpanic``. The best way to continue from the panic
2290 function is to make sure lua is compiled as C++ and throw an exception from
2291 the panic function. Throwing an exception instead of using ``setjmp`` and
2292 ``longjmp`` will make sure the stack is correctly unwound.
2294 When the panic function is called, the lua state is invalid, and the only
2295 allowed operation on it is to close it.
2297 For more information, see the `lua manual section 3.19`_.
2299 .. _`lua manual section 3.19`: http://www.lua.org/manual/5.0/manual.html#3.19
2301 structured exceptions (MSVC)
2302 ----------------------------
2304 Since lua is generally built as a C library, any callbacks called from lua
2305 cannot under any circumstance throw an exception. Because of that, luabind has
2306 to catch all exceptions and translate them into proper lua errors (by calling
2307 ``lua_error()``). This means we have a ``catch(...) {}`` in there.
2309 In Visual Studio, ``catch (...)`` will not only catch C++ exceptions, it will
2310 also catch structured exceptions, such as segmentation fault. This means that if
2311 your function, that gets called from luabind, makes an invalid memory
2312 adressing, you won't notice it. All that will happen is that lua will return
2313 an error message saying "unknown exception".
2315 To remedy this, you can create your own *exception translator*::
2317 void straight_to_debugger(unsigned int, _EXCEPTION_POINTERS*)
2321 ::_set_se_translator(straight_to_debugger);
2324 This will make structured exceptions, like segmentation fault, to actually get
2325 caught by the debugger.
2331 These are the error messages that can be generated by luabind, with a more
2332 in-depth explanation.
2334 - .. parsed-literal::
2336 the attribute '*class-name.attribute-name*' is read only
2338 There is no data member named *attribute-name* in the class *class-name*,
2339 or there's no setter-function registered on that property name. See the
2340 Properties_ section.
2342 - .. parsed-literal::
2344 the attribute '*class-name.attribute-name*' is of type: (*class-name*) and does not match (*class_name*)
2346 This error is generated if you try to assign an attribute with a value
2347 of a type that cannot be converted to the attributes type.
2350 - .. parsed-literal::
2352 *class-name()* threw an exception, *class-name:function-name()* threw an exception
2354 The class' constructor or member function threw an unknown exception.
2355 Known exceptions are const char*, std::exception. See the
2356 `exceptions`_ section.
2358 - .. parsed-literal::
2360 no overload of '*class-name:function-name*' matched the arguments (*parameter-types*)
2361 no match for function call '*function-name*' with the parameters (*parameter-types*)
2362 no constructor of *class-name* matched the arguments (*parameter-types*)
2363 no operator *operator-name* matched the arguments (*parameter-types*)
2365 No function/operator with the given name takes the parameters you gave
2366 it. You have either misspelled the function name, or given it incorrect
2367 parameters. This error is followed by a list of possible candidate
2368 functions to help you figure out what parameter has the wrong type. If
2369 the candidate list is empty there's no function at all with that name.
2370 See the signature matching section.
2372 - .. parsed-literal::
2374 call of overloaded '*class-name:function-name*(*parameter-types*)' is ambiguous
2375 ambiguous match for function call '*function-name*' with the parameters (*parameter-types*)
2376 call of overloaded constructor '*class-name*(*parameter-types*)' is ambiguous
2377 call of overloaded operator *operator-name* (*parameter-types*) is ambiguous
2379 This means that the function/operator you are trying to call has at least
2380 one other overload that matches the arguments just as good as the first
2383 - .. parsed-literal::
2385 cannot derive from C++ class '*class-name*'. It does not have a wrapped type.
2392 There are a number of configuration options available when building luabind.
2393 It is very important that your project has the exact same configuration
2394 options as the ones given when the library was build! The exceptions are the
2395 ``LUABIND_MAX_ARITY`` and ``LUABIND_MAX_BASES`` which are template-based
2396 options and only matters when you use the library (which means they can
2397 differ from the settings of the library).
2399 The default settings which will be used if no other settings are given
2400 can be found in ``luabind/config.hpp``.
2402 If you want to change the settings of the library, you can modify the
2403 config file. It is included and used by all makefiles. You can change paths
2404 to Lua and boost in there as well.
2407 Controls the maximum arity of functions that are registered with luabind.
2408 You can't register functions that takes more parameters than the number
2409 this macro is set to. It defaults to 5, so, if your functions have greater
2410 arity you have to redefine it. A high limit will increase compilation time.
2413 Controls the maximum number of classes one class can derive from in
2414 luabind (the number of classes specified within ``bases<>``).
2415 ``LUABIND_MAX_BASES`` defaults to 4. A high limit will increase
2418 LUABIND_NO_ERROR_CHECKING
2419 If this macro is defined, all the Lua code is expected only to make legal
2420 calls. If illegal function calls are made (e.g. giving parameters that
2421 doesn't match the function signature) they will not be detected by luabind
2422 and the application will probably crash. Error checking could be disabled
2423 when shipping a release build (given that no end-user has access to write
2424 custom Lua code). Note that function parameter matching will be done if a
2425 function is overloaded, since otherwise it's impossible to know which one
2426 was called. Functions will still be able to throw exceptions when error
2427 checking is disabled.
2429 If a function throws an exception it will be caught by luabind and
2430 propagated with ``lua_error()``.
2432 LUABIND_NO_EXCEPTIONS
2433 This define will disable all usage of try, catch and throw in luabind.
2434 This will in many cases disable run-time errors, when performing invalid
2435 casts or calling Lua functions that fails or returns values that cannot
2436 be converted by the given policy. luabind requires that no function called
2437 directly or indirectly by luabind throws an exception (throwing exceptions
2438 through Lua has undefined behavior).
2440 Where exceptions are the only way to get an error report from luabind,
2441 they will be replaced with calls to the callback functions set with
2442 ``set_error_callback()`` and ``set_cast_failed_callback()``.
2445 If you want to link dynamically against Lua, you can set this define to
2446 the import-keyword on your compiler and platform. On Windows in Visual Studio
2447 this should be ``__declspec(dllimport)`` if you want to link against Lua
2450 LUABIND_DYNAMIC_LINK
2451 Must be defined if you intend to link against the luabind shared
2455 You can define this if you don't want luabind to use ``dynamic_cast<>``.
2456 It will disable `Object identity`_.
2459 This define will disable all asserts and should be defined in a release
2463 Implementation notes
2464 ====================
2466 The classes and objects are implemented as user data in Lua. To make sure that
2467 the user data really is the internal structure it is supposed to be, we tag
2468 their metatables. A user data who's metatable contains a boolean member named
2469 ``__luabind_classrep`` is expected to be a class exported by luabind. A user
2470 data who's metatable contains a boolean member named ``__luabind_class`` is
2471 expected to be an instantiation of a luabind class.
2473 This means that if you make your own user data and tags its metatable with the
2474 exact same names, you can very easily fool luabind and crash the application.
2476 In the Lua registry, luabind keeps an entry called ``__luabind_classes``. It
2477 should not be removed or overwritten.
2479 In the global table, a variable called ``super`` is used every time a
2480 constructor in a lua-class is called. This is to make it easy for that
2481 constructor to call its base class' constructor. So, if you have a global
2482 variable named super it may be overwritten. This is probably not the best
2483 solution, and this restriction may be removed in the future.
2485 .. note:: Deprecated
2487 ``super()`` has been deprecated since version 0.8 in favor of directly
2488 invoking the base class' ``__init()`` function::
2490 function Derived:__init()
2494 Luabind uses two upvalues for functions that it registers. The first is a
2495 userdata containing a list of overloads for the function, the other is a light
2496 userdata with the value 0x1337, this last value is used to identify functions
2497 registered by luabind. It should be virtually impossible to have such a pointer
2498 as secondary upvalue by pure chance. This means, if you are trying to replace
2499 an existing function with a luabind function, luabind will see that the
2500 secondary upvalue isn't the magic id number and replace it. If it can identify
2501 the function to be a luabind function, it won't replace it, but rather add
2502 another overload to it.
2504 Inside the luabind namespace, there's another namespace called detail. This
2505 namespace contains non-public classes and are not supposed to be used directly.
2511 What's up with __cdecl and __stdcall?
2512 If you're having problem with functions
2513 that cannot be converted from ``void (__stdcall *)(int,int)`` to
2514 ``void (__cdecl*)(int,int)``. You can change the project settings to make the
2515 compiler generate functions with __cdecl calling conventions. This is
2516 a problem in developer studio.
2518 What's wrong with functions taking variable number of arguments?
2519 You cannot register a function with ellipses in its signature. Since
2520 ellipses don't preserve type safety, those should be avoided anyway.
2522 Internal structure overflow in VC
2523 If you, in visual studio, get fatal error C1204: compiler limit :
2524 internal structure overflow. You should try to split that compilation
2525 unit up in smaller ones. See `Splitting up the registration`_ and
2526 `Splitting class registrations`_.
2528 What's wrong with precompiled headers in VC?
2529 Visual Studio doesn't like anonymous namespaces in its precompiled
2530 headers. If you encounter this problem you can disable precompiled
2531 headers for the compilation unit (cpp-file) that uses luabind.
2533 error C1076: compiler limit - internal heap limit reached in VC
2534 In visual studio you will probably hit this error. To fix it you have to
2535 increase the internal heap with a command-line option. We managed to
2536 compile the test suit with /Zm300, but you may need a larger heap then
2539 error C1055: compiler limit \: out of keys in VC
2540 It seems that this error occurs when too many assert() are used in a
2541 program, or more specifically, the __LINE__ macro. It seems to be fixed by
2542 changing /ZI (Program database for edit and continue) to /Zi
2545 How come my executable is huge?
2546 If you're compiling in debug mode, you will probably have a lot of
2547 debug-info and symbols (luabind consists of a lot of functions). Also,
2548 if built in debug mode, no optimizations were applied, luabind relies on
2549 that the compiler is able to inline functions. If you built in release
2550 mode, try running strip on your executable to remove export-symbols,
2551 this will trim down the size.
2553 Our tests suggests that cygwin's gcc produces much bigger executables
2554 compared to gcc on other platforms and other compilers.
2556 .. HUH?! // check the magic number that identifies luabind's functions
2558 Can I register class templates with luabind?
2559 Yes you can, but you can only register explicit instantiations of the
2560 class. Because there's no Lua counterpart to C++ templates. For example,
2561 you can register an explicit instantiation of std::vector<> like this::
2565 class_<std::vector<int> >("vector")
2566 .def(constructor<int>)
2567 .def("push_back", &std::vector<int>::push_back)
2570 .. Again, irrelevant to docs: Note that the space between the two > is required by C++.
2572 Do I have to register destructors for my classes?
2573 No, the destructor of a class is always called by luabind when an
2574 object is collected. Note that Lua has to own the object to collect it.
2575 If you pass it to C++ and gives up ownership (with adopt policy) it will
2576 no longer be owned by Lua, and not collected.
2578 If you have a class hierarchy, you should make the destructor virtual if
2579 you want to be sure that the correct destructor is called (this apply to C++
2582 .. And again, the above is irrelevant to docs. This isn't a general C++ FAQ. But it saves us support questions.
2584 Fatal Error C1063 compiler limit \: compiler stack overflow in VC
2585 VC6.5 chokes on warnings, if you are getting alot of warnings from your
2586 code try suppressing them with a pragma directive, this should solve the
2589 Crashes when linking against luabind as a dll in Windows
2590 When you build luabind, Lua and you project, make sure you link against
2591 the runtime dynamically (as a dll).
2593 I cannot register a function with a non-const parameter
2594 This is because there is no way to get a reference to a Lua value. Have
2595 a look at out_value_ and pure_out_value_ policies.
2601 - You cannot use strings with extra nulls in them as member names that refers
2604 - If one class registers two functions with the same name and the same
2605 signature, there's currently no error. The last registered function will
2606 be the one that's used.
2608 - In VC7, classes can not be called test.
2610 - If you register a function and later rename it, error messages will use the
2611 original function name.
2613 - luabind does not support class hierarchies with virtual inheritance. Casts are
2614 done with static pointer offsets.
2620 Written by Daniel Wallin and Arvid Norberg. © Copyright 2003.
2621 All rights reserved.
2623 Evan Wies has contributed with thorough testing, countless bug reports
2626 This library was highly inspired by Dave Abrahams' Boost.Python_ library.
2628 .. _Boost.Python: http://www.boost.org/libraries/python