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:
98 - Visual Studio 6.0 (sp 5)
99 - Intel C++ 6.0 (Windows)
100 - GCC 2.95.3 (cygwin)
101 - GCC 3.0.4 (Debian/Linux)
102 - GCC 3.1 (SunOS 5.8)
105 - GCC 3.3 (Apple, MacOS X)
106 - GCC 4.0 (Apple, MacOS X)
108 It has been confirmed not to work with:
110 - GCC 2.95.2 (SunOS 5.8)
112 Metrowerks 8.3 (Windows) compiles but fails the const-test. This
113 means that const member functions are treated as non-const member
116 If you have tried luabind with a compiler not listed here, let us know
119 .. include:: building.rst
124 To use luabind, you must include ``lua.h`` and luabind's main header file::
131 #include <luabind/luabind.hpp>
133 This includes support for both registering classes and functions. If you just
134 want to have support for functions or classes you can include
135 ``luabind/function.hpp`` and ``luabind/class.hpp`` separately::
137 #include <luabind/function.hpp>
138 #include <luabind/class.hpp>
140 The first thing you need to do is to call ``luabind::open(lua_State*)`` which
141 will register the functions to create classes from Lua, and initialize some
142 state-global structures used by luabind. If you don't call this function you
143 will hit asserts later in the library. There is no corresponding close function
144 because once a class has been registered in Lua, there really isn't any good
145 way to remove it. Partly because any remaining instances of that class relies
146 on the class being there. Everything will be cleaned up when the state is
149 .. Isn't this wrong? Don't we include lua.h using lua_include.hpp ?
151 Luabind's headers will never include ``lua.h`` directly, but through
152 ``<luabind/lua_include.hpp>``. If you for some reason need to include another
153 Lua header, you can modify this file.
162 #include <luabind/luabind.hpp>
166 std::cout << "hello world!\n";
169 extern "C" int init(lua_State* L)
171 using namespace luabind;
185 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
186 > loadlib('hello_world.dll', 'init')()
194 Everything that gets registered in Lua is registered in a namespace (Lua
195 tables) or in the global scope (called module). All registrations must be
196 surrounded by its scope. To define a module, the ``luabind::module`` class is
197 used. It is used like this::
204 This will register all declared functions or classes in the global namespace in
205 Lua. If you want to have a namespace for your module (like the standard
206 libraries) you can give a name to the constructor, like this::
208 module(L, "my_library")
213 Here all declarations will be put in the my_library table.
215 If you want nested namespace's you can use the ``luabind::namespace_`` class. It
216 works exactly as ``luabind::module`` except that it doesn't take a lua_State*
217 in it's constructor. An example of its usage could look like this::
219 module(L, "my_library")
225 // library-private declarations
229 As you might have figured out, the following declarations are equivalent::
233 namespace_("my_library")
242 module(L, "my_library")
247 Each declaration must be separated by a comma, like this::
254 .def(constructor<int, int>),
259 More about the actual declarations in the `Binding functions to Lua`_ and
260 `Binding classes to Lua`_ sections.
262 A word of caution, if you are in really bad need for performance, putting your
263 functions in tables will increase the lookup time.
266 Binding functions to Lua
267 ========================
269 To bind functions to Lua you use the function ``luabind::def()``. It has the
272 template<class F, class policies>
273 void def(const char* name, F f, const Policies&);
275 - name is the name the function will have within Lua.
276 - F is the function pointer you want to register.
277 - The Policies parameter is used to describe how parameters and return values
278 are treated by the function, this is an optional parameter. More on this in
279 the `policies`_ section.
281 An example usage could be if you want to register the function ``float
286 def("sin", &std::sin)
292 If you have more than one function with the same name, and want to register
293 them in Lua, you have to explicitly give the signature. This is to let C++ know
294 which function you refer to. For example, if you have two functions, ``int
295 f(const char*)`` and ``void f(int)``. ::
299 def("f", (int(*)(const char*)) &f),
300 def("f", (void(*)(int)) &f)
306 luabind will generate code that checks the Lua stack to see if the values there
307 can match your functions' signatures. It will handle implicit typecasts between
308 derived classes, and it will prefer matches with the least number of implicit
309 casts. In a function call, if the function is overloaded and there's no
310 overload that match the parameters better than the other, you have an
311 ambiguity. This will spawn a run-time error, stating that the function call is
312 ambiguous. A simple example of this is to register one function that takes an
313 int and one that takes a float. Since Lua doesn't distinguish between floats and
314 integers, both will always match.
316 Since all overloads are tested, it will always find the best match (not the
317 first match). This also means that it can handle situations where the only
318 difference in the signature is that one member function is const and the other
321 .. sidebar:: Ownership transfer
323 To correctly handle ownership transfer, create_a() would need an adopt
324 return value policy. More on this in the `Policies`_ section.
326 For example, if the following function and class is registered:
344 And the following Lua code is executed::
347 a1:f() -- the const version is called
350 a2:f() -- the non-const version is called
361 Calling Lua functions
362 ---------------------
364 To call a Lua function, you can either use ``call_function()`` or
370 Ret call_function(lua_State* L, const char* name, ...)
372 Ret call_function(object const& obj, ...)
374 There are two overloads of the ``call_function`` function, one that calls
375 a function given its name, and one that takes an object that should be a Lua
376 value that can be called as a function.
378 The overload that takes a name can only call global Lua functions. The ...
379 represents a variable number of parameters that are sent to the Lua
380 function. This function call may throw ``luabind::error`` if the function
383 The return value isn't actually Ret (the template parameter), but a proxy
384 object that will do the function call. This enables you to give policies to the
385 call. You do this with the operator[]. You give the policies within the
386 brackets, like this::
388 int ret = call_function<int>(
391 , new complex_class()
394 If you want to pass a parameter as a reference, you have to wrap it with the
397 __ http://www.boost.org/doc/html/ref.html
401 int ret = call_function(L, "fun", boost::ref(val));
404 If you want to use a custom error handler for the function call, see
405 ``set_pcall_callback`` under `pcall errorfunc`_.
410 To start a Lua thread, you have to call ``lua_resume()``, this means that you
411 cannot use the previous function ``call_function()`` to start a thread. You have
417 Ret resume_function(lua_State* L, const char* name, ...)
419 Ret resume_function(object const& obj, ...)
426 Ret resume(lua_State* L, ...)
428 The first time you start the thread, you have to give it a function to execute. i.e. you
429 have to use ``resume_function``, when the Lua function yields, it will return the first
430 value passed in to ``lua_yield()``. When you want to continue the execution, you just call
431 ``resume()`` on your ``lua_State``, since it's already executing a function, you don't pass
432 it one. The parameters to ``resume()`` will be returned by ``yield()`` on the Lua side.
434 For yielding C++-functions (without the support of passing data back and forth between the
435 Lua side and the c++ side), you can use the yield_ policy.
437 With the overload of ``resume_function`` that takes an object_, it is important that the
438 object was constructed with the thread as its ``lua_State*``. Like this:
442 lua_State* thread = lua_newthread(L);
443 object fun = get_global(**thread**)["my_thread_fun"];
444 resume_function(fun);
447 Binding classes to Lua
448 ======================
450 To register classes you use a class called ``class_``. Its name is supposed to
451 resemble the C++ keyword, to make it look more intuitive. It has an overloaded
452 member function ``def()`` that is used to register member functions, operators,
453 constructors, enums and properties on the class. It will return its
454 this-pointer, to let you register more members directly.
456 Let's start with a simple example. Consider the following C++ class::
461 testclass(const std::string& s): m_string(s) {}
462 void print_string() { std::cout << m_string << "\n"; }
465 std::string m_string;
468 To register it with a Lua environment, write as follows (assuming you are using
473 class_<testclass>("testclass")
474 .def(constructor<const std::string&>())
475 .def("print_string", &testclass::print_string)
478 This will register the class with the name testclass and constructor that takes
479 a string as argument and one member function with the name ``print_string``.
483 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
484 > a = testclass('a string')
488 It is also possible to register free functions as member functions. The
489 requirement on the function is that it takes a pointer, const pointer,
490 reference or const reference to the class type as the first parameter. The rest
491 of the parameters are the ones that are visible in Lua, while the object
492 pointer is given as the first parameter. If we have the following C++ code::
499 int plus(A* o, int v) { return o->a + v; }
501 You can register ``plus()`` as if it was a member function of A like this::
506 ``plus()`` can now be called as a member function on A with one parameter, int.
507 If the object pointer parameter is const, the function will act as if it was a
508 const member function (it can be called on const objects).
511 Overloaded member functions
512 ---------------------------
514 When binding more than one overloads of a member function, or just binding
515 one overload of an overloaded member function, you have to disambiguate
516 the member function pointer you pass to ``def``. To do this, you can use an
517 ordinary C-style cast, to cast it to the right overload. To do this, you have
518 to know how to express member function types in C++, here's a short tutorial
519 (for more info, refer to your favourite book on C++).
521 The syntax for member function pointer follows:
525 *return-value* (*class-name*::\*)(*arg1-type*, *arg2-type*, *...*)
527 Here's an example illlustrating this::
538 .def("f", (void(A::*)(int))&A::f)
540 This selects the first overload of the function ``f`` to bind. The second
541 overload is not bound.
547 To register a global data member with a class is easily done. Consider the
555 This class is registered like this::
560 .def_readwrite("a", &A::a)
563 This gives read and write access to the member variable ``A::a``. It is also
564 possible to register attributes with read-only access::
569 .def_readonly("a", &A::a)
572 When binding members that are a non-primitive type, the auto generated getter
573 function will return a reference to it. This is to allow chained .-operators.
574 For example, when having a struct containing another struct. Like this::
579 When binding ``B`` to lua, the following expression code should work::
585 This requires the first lookup (on ``a``) to return a reference to ``A``, and
586 not a copy. In that case, luabind will automatically use the dependency policy
587 to make the return value dependent on the object in which it is stored. So, if
588 the returned reference lives longer than all references to the object (b in
589 this case) it will keep the object alive, to avoid being a dangling pointer.
591 You can also register getter and setter functions and make them look as if they
592 were a public data member. Consider the following class::
597 void set_a(int x) { a = x; }
598 int get_a() const { return a; }
604 It can be registered as if it had a public data member a like this::
607 .property("a", &A::get_a, &A::set_a)
609 This way the ``get_a()`` and ``set_a()`` functions will be called instead of
610 just writing to the data member. If you want to make it read only you can just
611 omit the last parameter. Please note that the get function **has to be
612 const**, otherwise it won't compile. This seems to be a common source of errors.
618 If your class contains enumerated constants (enums), you can register them as
619 well to make them available in Lua. Note that they will not be type safe, all
620 enums are integers in Lua, and all functions that takes an enum, will accept
621 any integer. You register them like this::
629 value("my_2nd_enum", 7),
630 value("another_enum", 6)
634 In Lua they are accessed like any data member, except that they are read-only
635 and reached on the class itself rather than on an instance of the class.
639 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
642 > print(A.another_enum)
649 To bind operators you have to include ``<luabind/operator.hpp>``.
651 The mechanism for registering operators on your class is pretty simple. You use
652 a global name ``luabind::self`` to refer to the class itself and then you just
653 write the operator expression inside the ``def()`` call. This class::
657 vec operator+(int s);
660 Is registered like this:
667 .def(**self + int()**)
670 This will work regardless if your plus operator is defined inside your class or
673 If your operator is const (or, when defined as a free function, takes a const
674 reference to the class itself) you have to use ``const_self`` instead of
682 .def(**const_self** + int())
685 The operators supported are those available in Lua:
691 This means, no in-place operators. The equality operator (``==``) has a little
692 hitch; it will not be called if the references are equal. This means that the
693 ``==`` operator has to do pretty much what's it's expected to do.
695 Lua does not support operators such as ``!=``, ``>`` or ``>=``. That's why you
696 can only register the operators listed above. When you invoke one of the
697 mentioned operators, lua will define it in terms of one of the avaliable
700 In the above example the other operand type is instantiated by writing
701 ``int()``. If the operand type is a complex type that cannot easily be
702 instantiated you can wrap the type in a class called ``other<>``. For example:
704 To register this class, we don't want to instantiate a string just to register
711 vec operator+(std::string);
714 Instead we use the ``other<>`` wrapper like this:
721 .def(self + **other<std::string>()**)
724 To register an application (function call-) operator:
731 .def( **self(int())** )
734 There's one special operator. In Lua it's called ``__tostring``, it's not
735 really an operator. It is used for converting objects to strings in a standard
736 way in Lua. If you register this functionality, you will be able to use the lua
737 standard function ``tostring()`` for converting your object to a string.
739 To implement this operator in C++ you should supply an ``operator<<`` for
740 std::ostream. Like this example:
745 std::ostream& operator<<(std::ostream&, number&);
751 class_<number>("number")
752 .def(**tostring(self)**)
756 Nested scopes and static functions
757 ----------------------------------
759 It is possible to add nested scopes to a class. This is useful when you need
760 to wrap a nested class, or a static function.
765 .def(constructor<>())
768 class_<inner>("nested"),
772 In this example, ``f`` will behave like a static member function of the class
773 ``foo``, and the class ``nested`` will behave like a nested class of ``foo``.
775 It's also possible to add namespace's to classes using the same syntax.
781 If you want to register classes that derives from other classes, you can
782 specify a template parameter ``bases<>`` to the ``class_`` instantiation. The
783 following hierarchy::
788 Would be registered like this::
796 If you have multiple inheritance you can specify more than one base. If B would
797 also derive from a class C, it would be registered like this::
801 class_<B, bases<A, C> >("B")
804 Note that you can omit ``bases<>`` when using single inheritance.
807 If you don't specify that classes derive from each other, luabind will not
808 be able to implicitly cast pointers between the types.
814 When registering a class you can tell luabind to hold all instances
815 explicitly created in Lua in a specific smart pointer type, rather than
816 the default raw pointer. This is done by passing an additional template
817 parameter to ``class_``:
821 class_<X, **P**>(|...|)
823 Where the requirements of ``P`` are:
825 ======================== =======================================
827 ======================== =======================================
829 ``get_pointer(p)`` Convertible to ``X*``
830 ======================== =======================================
834 * ``raw`` is of type ``X*``
835 * ``p`` is an instance of ``P``
837 ``get_pointer()`` overloads are provided for the smart pointers in
838 Boost, and ``std::auto_ptr<>``. Should you need to provide your own
839 overload, note that it is called unqualified and is expected to be found
840 by *argument dependent lookup*. Thus it should be defined in the same
841 namespace as the pointer type it operates on.
847 class_<X, **boost::scoped_ptr<X>** >("X")
848 .def(constructor<>())
850 Will cause luabind to hold any instance created on the Lua side in a
851 ``boost::scoped_ptr<X>``. Note that this doesn't mean **all** instances
852 will be held by a ``boost::scoped_ptr<X>``. If, for example, you
853 register a function::
855 std::auto_ptr<X> make_X();
857 the instance returned by that will be held in ``std::auto_ptr<X>``. This
858 is handled automatically for all smart pointers that implement a
859 ``get_pointer()`` overload.
863 ``get_const_holder()`` has been removed. Automatic conversions
864 between ``smart_ptr<X>`` and ``smart_ptr<X const>`` no longer work.
868 ``__ok`` has been removed. Similar functionality can be implemented
869 for specific pointer types by doing something along the lines of:
873 bool is_non_null(std::auto_ptr<X> const& p)
880 def("is_non_null", &is_non_null)
882 When registering a hierarchy of classes, where all instances are to be held
883 by a smart pointer, all the classes should have the baseclass' holder type.
890 class_<base, boost::shared_ptr<base> >("base")
891 .def(constructor<>()),
892 class_<derived, base, **boost::shared_ptr<base>** >("base")
893 .def(constructor<>())
896 Internally, luabind will do the necessary conversions on the raw pointers, which
897 are first extracted from the holder type.
900 Splitting class registrations
901 -----------------------------
903 In some situations it may be desirable to split a registration of a class
904 across different compilation units. Partly to save rebuild time when changing
905 in one part of the binding, and in some cases compiler limits may force you
906 to split it. To do this is very simple. Consider the following sample code::
908 void register_part1(class_<X>& x)
913 void register_part2(class_<X>& x)
918 void register_(lua_State* L)
928 Here, the class ``X`` is registered in two steps. The two functions
929 ``register_part1`` and ``register_part2`` may be put in separate compilation
932 To separate the module registration and the classes to be registered, see
933 `Splitting up the registration`_.
936 Adding converters for user defined types
937 ========================================
939 It is possible to get luabind to handle user defined types like it does
940 the built in types by specializing ``luabind::default_converter<>``:
946 int_wrapper(int value)
956 struct default_converter<X>
957 : native_converter_base<X>
959 static int compute_score(lua_State* L, int index)
961 return lua_type(L, index) == LUA_TNUMBER ? 0 : -1;
964 X from(lua_State* L, int index)
966 return X(lua_tonumber(L, index));
969 void to(lua_State* L, X const& x)
971 lua_pushnumber(L, x.value);
976 struct default_converter<X const&>
977 : default_converter<X>
981 Note that ``default_converter<>`` is instantiated for the actual argument and
982 return types of the bound functions. In the above example, we add a
983 specialization for ``X const&`` that simply forwards to the ``X`` converter.
984 This lets us export functions which accept ``X`` by const reference.
986 ``native_converter_base<>`` should be used as the base class for the
987 specialized converters. It simplifies the converter interface, and
988 provides a mean for backward compatibility since the underlying
989 interface is in flux.
992 Binding function objects with explicit signatures
993 =================================================
995 Using ``luabind::tag_function<>`` it is possible to export function objects
996 from which luabind can't automatically deduce a signature. This can be used to
997 slightly alter the signature of a bound function, or even to bind stateful
1004 template <class Signature, class F>
1005 *implementation-defined* tag_function(F f);
1007 Where ``Signature`` is a function type describing the signature of ``F``.
1008 It can be used like this::
1012 // alter the signature so that the return value is ignored
1013 def("f", tag_function<void(int)>(f));
1021 int operator()(int y) const
1027 // bind a stateful function object
1028 def("plus3", tag_function<int(int)>(plus(3)));
1034 Since functions have to be able to take Lua values (of variable type) we need a
1035 wrapper around them. This wrapper is called ``luabind::object``. If the
1036 function you register takes an object, it will match any Lua value. To use it,
1037 you need to include ``<luabind/object.hpp>``.
1047 object(lua_State\*, T const& value);
1048 object(from_stack const&);
1049 object(object const&);
1054 lua_State\* interpreter() const;
1056 bool is_valid() const;
1057 operator *safe_bool_type* () const;
1060 *implementation-defined* operator[](Key const&);
1063 object& operator=(T const&);
1064 object& operator=(object 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;
1070 bool operator>=(object const&) const;
1071 bool operator!=(object const&) const;
1074 *implementation-defined* operator[](T const& key) const
1078 *implementation-defined* operator()();
1081 *implementation-defined* operator()(A0 const& a0);
1083 template<class A0, class A1>
1084 *implementation-defined* operator()(A0 const& a0, A1 const& a1);
1089 When you have a Lua object, you can assign it a new value with the assignment
1090 operator (=). When you do this, the ``default_policy`` will be used to make the
1091 conversion from C++ value to Lua. If your ``luabind::object`` is a table you
1092 can access its members through the operator[] or the Iterators_. The value
1093 returned from the operator[] is a proxy object that can be used both for
1094 reading and writing values into the table (using operator=).
1096 Note that it is impossible to know if a Lua value is indexable or not
1097 (``lua_gettable`` doesn't fail, it succeeds or crashes). This means that if
1098 you're trying to index something that cannot be indexed, you're on your own.
1099 Lua will call its ``panic()`` function. See `lua panic`_.
1101 There are also free functions that can be used for indexing the table, see
1102 `Related functions`_.
1104 The constructor that takes a ``from_stack`` object is used when you want to
1105 initialize the object with a value from the lua stack. The ``from_stack``
1106 type has the following constructor::
1108 from_stack(lua_State* L, int index);
1110 The index is an ordinary lua stack index, negative values are indexed from the
1111 top of the stack. You use it like this::
1113 object o(from_stack(L, -1));
1115 This will create the object ``o`` and copy the value from the top of the lua stack.
1117 The ``interpreter()`` function returns the Lua state where this object is stored.
1118 If you want to manipulate the object with Lua functions directly you can push
1119 it onto the Lua stack by calling ``push()``.
1121 The operator== will call lua_equal() on the operands and return its result.
1123 The ``is_valid()`` function tells you whether the object has been initialized
1124 or not. When created with its default constructor, objects are invalid. To make
1125 an object valid, you can assign it a value. If you want to invalidate an object
1126 you can simply assign it an invalid object.
1128 The ``operator safe_bool_type()`` is equivalent to ``is_valid()``. This means
1129 that these snippets are equivalent::
1147 The application operator will call the value as if it was a function. You can
1148 give it any number of parameters (currently the ``default_policy`` will be used
1149 for the conversion). The returned object refers to the return value (currently
1150 only one return value is supported). This operator may throw ``luabind::error``
1151 if the function call fails. If you want to specify policies to your function
1152 call, you can use index-operator (operator[]) on the function call, and give
1153 the policies within the [ and ]. Like this::
1158 , new my_complex_structure(6)
1161 This tells luabind to make Lua adopt the ownership and responsibility for the
1162 pointer passed in to the lua-function.
1164 It's important that all instances of object have been destructed by the time
1165 the Lua state is closed. The object will keep a pointer to the lua state and
1166 release its Lua object in its destructor.
1168 Here's an example of how a function can use a table::
1170 void my_function(object const& table)
1172 if (type(table) == LUA_TTABLE)
1174 table["time"] = std::clock();
1175 table["name"] = std::rand() < 500 ? "unusual" : "usual";
1177 std::cout << object_cast<std::string>(table[5]) << "\n";
1181 If you take a ``luabind::object`` as a parameter to a function, any Lua value
1182 will match that parameter. That's why we have to make sure it's a table before
1187 std::ostream& operator<<(std::ostream&, object const&);
1189 There's a stream operator that makes it possible to print objects or use
1190 ``boost::lexical_cast`` to convert it to a string. This will use lua's string
1191 conversion function. So if you convert a C++ object with a ``tostring``
1192 operator, the stream operator for that type will be used.
1197 There are two kinds of iterators. The normal iterator that will use the metamethod
1198 of the object (if there is any) when the value is retrieved. This iterator is simply
1199 called ``luabind::iterator``. The other iterator is called ``luabind::raw_iterator``
1200 and will bypass the metamethod and give the true contents of the table. They have
1201 identical interfaces, which implements the ForwardIterator_ concept. Apart from
1202 the members of standard iterators, they have the following members and constructors:
1204 .. _ForwardIterator: http://www.sgi.com/tech/stl/ForwardIterator.html
1211 iterator(object const&);
1215 *standard iterator members*
1218 The constructor that takes a ``luabind::object`` is actually a template that can be
1219 used with object. Passing an object as the parameter to the iterator will
1220 construct the iterator to refer to the first element in the object.
1222 The default constructor will initialize the iterator to the one-past-end
1223 iterator. This is used to test for the end of the sequence.
1225 The value type of the iterator is an implementation defined proxy type which
1226 supports the same operations as ``luabind::object``. Which means that in most
1227 cases you can just treat it as an ordinary object. The difference is that any
1228 assignments to this proxy will result in the value being inserted at the
1229 iterators position, in the table.
1231 The ``key()`` member returns the key used by the iterator when indexing the
1232 associated Lua table.
1234 An example using iterators::
1236 for (iterator i(globals(L)["a"]), end; i != end; ++i)
1241 The iterator named ``end`` will be constructed using the default constructor
1242 and hence refer to the end of the sequence. This example will simply iterate
1243 over the entries in the global table ``a`` and set all its values to 1.
1248 There are a couple of functions related to objects and tables.
1252 int type(object const&);
1254 This function will return the lua type index of the given object.
1255 i.e. ``LUA_TNIL``, ``LUA_TNUMBER`` etc.
1259 template<class T, class K>
1260 void settable(object const& o, K const& key, T const& value);
1262 object gettable(object const& o, K const& key);
1263 template<class T, class K>
1264 void rawset(object const& o, K const& key, T const& value);
1266 object rawget(object const& o, K const& key);
1268 These functions are used for indexing into tables. ``settable`` and ``gettable``
1269 translates into calls to ``lua_settable`` and ``lua_gettable`` respectively. Which
1270 means that you could just as well use the index operator of the object.
1272 ``rawset`` and ``rawget`` will translate into calls to ``lua_rawset`` and
1273 ``lua_rawget`` respectively. So they will bypass any metamethod and give you the
1274 true value of the table entry.
1279 T object_cast<T>(object const&);
1280 template<class T, class Policies>
1281 T object_cast<T>(object const&, Policies);
1284 boost::optional<T> object_cast_nothrow<T>(object const&);
1285 template<class T, class Policies>
1286 boost::optional<T> object_cast_nothrow<T>(object const&, Policies);
1288 The ``object_cast`` function casts the value of an object to a C++ value.
1289 You can supply a policy to handle the conversion from lua to C++. If the cast
1290 cannot be made a ``cast_failed`` exception will be thrown. If you have
1291 defined LUABIND_NO_ERROR_CHECKING (see `Build options`_) no checking will occur,
1292 and if the cast is invalid the application may very well crash. The nothrow
1293 versions will return an uninitialized ``boost::optional<T>`` object, to
1294 indicate that the cast could not be performed.
1296 The function signatures of all of the above functions are really templates
1297 for the object parameter, but the intention is that you should only pass
1298 objects in there, that's why it's left out of the documentation.
1302 object globals(lua_State*);
1303 object registry(lua_State*);
1305 These functions return the global environment table and the registry table respectively.
1309 object newtable(lua_State*);
1311 This function creates a new table and returns it as an object.
1315 object getmetatable(object const& obj);
1316 void setmetatable(object const& obj, object const& metatable);
1318 These functions get and set the metatable of a Lua object.
1322 lua_CFunction tocfunction(object const& value);
1323 template <class T> T* touserdata(object const& value)
1325 These extract values from the object at a lower level than ``object_cast()``.
1329 object getupvalue(object const& function, int index);
1330 void setupvalue(object const& function, int index, object const& value);
1332 These get and set the upvalues of ``function``.
1337 To set a table entry to ``nil``, you can use ``luabind::nil``. It will avoid
1338 having to take the detour by first assigning ``nil`` to an object and then
1339 assign that to the table entry. It will simply result in a ``lua_pushnil()``
1340 call, instead of copying an object.
1345 object table = newtable(L);
1346 table["foo"] = "bar";
1348 // now, clear the "foo"-field
1352 Defining classes in Lua
1353 =======================
1355 In addition to binding C++ functions and classes with Lua, luabind also provide
1356 an OO-system in Lua. ::
1358 class 'lua_testclass'
1360 function lua_testclass:__init(name)
1364 function lua_testclass:print()
1368 a = lua_testclass('example')
1372 Inheritance can be used between lua-classes::
1374 class 'derived' (lua_testclass)
1376 function derived:__init()
1377 lua_testclass.__init(self, 'derived name')
1380 function derived:print()
1381 print('Derived:print() -> ')
1382 lua_testclass.print(self)
1385 The base class is initialized explicitly by calling its ``__init()``
1388 As you can see in this example, you can call the base class member functions.
1389 You can find all member functions in the base class, but you will have to give
1390 the this-pointer (``self``) as first argument.
1396 It is also possible to derive Lua classes from C++ classes, and override
1397 virtual functions with Lua functions. To do this we have to create a wrapper
1398 class for our C++ base class. This is the class that will hold the Lua object
1399 when we instantiate a Lua class.
1407 { std::cout << s << "\n"; }
1409 virtual void f(int a)
1410 { std::cout << "f(" << a << ")\n"; }
1413 struct base_wrapper : base, luabind::wrap_base
1415 base_wrapper(const char* s)
1419 virtual void f(int a)
1424 static void default_f(base* ptr, int a)
1426 return ptr->base::f(a);
1434 class_<base, base_wrapper>("base")
1435 .def(constructor<const char*>())
1436 .def("f", &base::f, &base_wrapper::default_f)
1440 Since MSVC6.5 doesn't support explicit template parameters
1441 to member functions, instead of using the member function ``call()``
1442 you call a free function ``call_member()`` and pass the this-pointer
1445 Note that if you have both base classes and a base class wrapper, you must give
1446 both bases and the base class wrapper type as template parameter to
1447 ``class_`` (as done in the example above). The order in which you specify
1448 them is not important. You must also register both the static version and the
1449 virtual version of the function from the wrapper, this is necessary in order
1450 to allow luabind to use both dynamic and static dispatch when calling the function.
1453 It is extremely important that the signatures of the static (default) function
1454 is identical to the virtual function. The fact that one of them is a free
1455 function and the other a member function doesn't matter, but the parameters
1456 as seen from lua must match. It would not have worked if the static function
1457 took a ``base_wrapper*`` as its first argument, since the virtual function
1458 takes a ``base*`` as its first argument (its this pointer). There's currently
1459 no check in luabind to make sure the signatures match.
1461 If we didn't have a class wrapper, it would not be possible to pass a Lua class
1462 back to C++. Since the entry points of the virtual functions would still point
1463 to the C++ base class, and not to the functions defined in Lua. That's why we
1464 need one function that calls the base class' real function (used if the lua
1465 class doesn't redefine it) and one virtual function that dispatches the call
1466 into luabind, to allow it to select if a Lua function should be called, or if
1467 the original function should be called. If you don't intend to derive from a
1468 C++ class, or if it doesn't have any virtual member functions, you can register
1469 it without a class wrapper.
1471 You don't need to have a class wrapper in order to derive from a class, but if
1472 it has virtual functions you may have silent errors.
1474 .. Unnecessary? The rule of thumb is:
1475 If your class has virtual functions, create a wrapper type, if it doesn't
1476 don't create a wrapper type.
1478 The wrappers must derive from ``luabind::wrap_base``, it contains a Lua reference
1479 that will hold the Lua instance of the object to make it possible to dispatch
1480 virtual function calls into Lua. This is done through an overloaded member function::
1483 Ret call(char const* name, ...)
1485 Its used in a similar way as ``call_function``, with the exception that it doesn't
1486 take a ``lua_State`` pointer, and the name is a member function in the Lua class.
1490 The current implementation of ``call_member`` is not able to distinguish const
1491 member functions from non-const. If you have a situation where you have an overloaded
1492 virtual function where the only difference in their signatures is their constness, the
1493 wrong overload will be called by ``call_member``. This is rarely the case though.
1498 When a pointer or reference to a registered class with a wrapper is passed
1499 to Lua, luabind will query for it's dynamic type. If the dynamic type
1500 inherits from ``wrap_base``, object identity is preserved.
1505 struct A_wrap : A, wrap_base { .. };
1507 A* f(A* ptr) { return ptr; }
1511 class_<A, A_wrap>("A"),
1519 > assert(x == f(x)) -- object identity is preserved when object is
1520 -- passed through C++
1522 This functionality relies on RTTI being enabled (that ``LUABIND_NO_RTTI`` is
1525 Overloading operators
1526 ---------------------
1528 You can overload most operators in Lua for your classes. You do this by simply
1529 declaring a member function with the same name as an operator (the name of the
1530 metamethods in Lua). The operators you can overload are:
1545 ``__tostring`` isn't really an operator, but it's the metamethod that is called
1546 by the standard library's ``tostring()`` function. There's one strange behavior
1547 regarding binary operators. You are not guaranteed that the self pointer you
1548 get actually refers to an instance of your class. This is because Lua doesn't
1549 distinguish the two cases where you get the other operand as left hand value or
1550 right hand value. Consider the following examples::
1554 function my_class:__init(v)
1558 function my_class:__sub(v)
1559 return my_class(self.val - v.val)
1562 function my_class:__tostring()
1566 This will work well as long as you only subtracts instances of my_class with
1567 each other. But If you want to be able to subtract ordinary numbers from your
1568 class too, you have to manually check the type of both operands, including the
1571 function my_class:__sub(v)
1572 if (type(self) == 'number') then
1573 return my_class(self - v.val)
1575 elseif (type(v) == 'number') then
1576 return my_class(self.val - v)
1579 -- assume both operands are instances of my_class
1580 return my_class(self.val - v.val)
1585 The reason why ``__sub`` is used as an example is because subtraction is not
1586 commutative (the order of the operands matters). That's why luabind cannot
1587 change order of the operands to make the self reference always refer to the
1588 actual class instance.
1590 If you have two different Lua classes with an overloaded operator, the operator
1591 of the right hand side type will be called. If the other operand is a C++ class
1592 with the same operator overloaded, it will be prioritized over the Lua class'
1593 operator. If none of the C++ overloads matches, the Lua class operator will be
1600 If an object needs to perform actions when it's collected we provide a
1601 ``__finalize`` function that can be overridden in lua-classes. The
1602 ``__finalize`` functions will be called on all classes in the inheritance
1603 chain, starting with the most derived type. ::
1607 function lua_testclass:__finalize()
1608 -- called when the an object is collected
1615 If your lua C++ classes don't have wrappers (see `Deriving in lua`_) and
1616 you derive from them in lua, they may be sliced. Meaning, if an object
1617 is passed into C++ as a pointer to its base class, the lua part will be
1618 separated from the C++ base part. This means that if you call virtual
1619 functions on that C++ object, they will not be dispatched to the lua
1620 class. It also means that if you adopt the object, the lua part will be
1625 +--------------------+
1626 | C++ object | <- ownership of this part is transferred
1627 | | to c++ when adopted
1628 +--------------------+
1629 | lua class instance | <- this part is garbage collected when
1630 | and lua members | instance is adopted, since it cannot
1631 +--------------------+ be held by c++.
1634 The problem can be illustrated by this example::
1638 A* filter_a(A* a) { return a; }
1639 void adopt_a(A* a) { delete a; }
1644 using namespace luabind;
1649 def("filter_a", &filter_a),
1650 def("adopt_a", &adopt_a, adopt(_1))
1660 In this example, lua cannot know that ``b`` actually is the same object as
1661 ``a``, and it will therefore consider the object to be owned by the C++ side.
1662 When the ``b`` pointer then is adopted, a runtime error will be raised because
1663 an object not owned by lua is being adopted to C++.
1665 If you have a wrapper for your class, none of this will happen, see
1672 If any of the functions you register throws an exception when called, that
1673 exception will be caught by luabind and converted to an error string and
1674 ``lua_error()`` will be invoked. If the exception is a ``std::exception`` or a
1675 ``const char*`` the string that is pushed on the Lua stack, as error message,
1676 will be the string returned by ``std::exception::what()`` or the string itself
1677 respectively. If the exception is unknown, a generic string saying that the
1678 function threw an exception will be pushed.
1680 If you have an exception type that isn't derived from
1681 ``std::exception``, or you wish to change the error message from the
1682 default result of ``what()``, it is possible to register custom
1683 exception handlers::
1688 void translate_my_exception(lua_State* L, my_exception const&)
1690 lua_pushstring(L, "my_exception");
1695 luabind::register_exception_handler<my_exception>(&translate_my_exception);
1697 ``translate_my_exception()`` will be called by luabind whenever a
1698 ``my_exception`` is caught. ``lua_error()`` will be called after the
1699 handler function returns, so it is expected that the function will push
1700 an error string on the stack.
1702 Any function that invokes Lua code may throw ``luabind::error``. This exception
1703 means that a Lua run-time error occurred. The error message is found on top of
1704 the Lua stack. The reason why the exception doesn't contain the error string
1705 itself is because it would then require heap allocation which may fail. If an
1706 exception class throws an exception while it is being thrown itself, the
1707 application will be terminated.
1709 Error's synopsis is::
1711 class error : public std::exception
1715 lua_State* state() const throw();
1716 virtual const char* what() const throw();
1719 The state function returns a pointer to the Lua state in which the error was
1720 thrown. This pointer may be invalid if you catch this exception after the lua
1721 state is destructed. If the Lua state is valid you can use it to retrieve the
1722 error message from the top of the Lua stack.
1724 An example of where the Lua state pointer may point to an invalid state
1729 lua_state(lua_State* L): m_L(L) {}
1730 ~lua_state() { lua_close(m_L); }
1731 operator lua_State*() { return m_L; }
1739 lua_state L = lua_open();
1742 catch(luabind::error& e)
1744 lua_State* L = e.state();
1745 // L will now point to the destructed
1746 // Lua state and be invalid
1751 There's another exception that luabind may throw: ``luabind::cast_failed``,
1752 this exception is thrown from ``call_function<>`` or ``call_member<>``. It
1753 means that the return value from the Lua function couldn't be converted to
1754 a C++ value. It is also thrown from ``object_cast<>`` if the cast cannot
1757 The synopsis for ``luabind::cast_failed`` is::
1759 class cast_failed : public std::exception
1762 cast_failed(lua_State*);
1763 lua_State* state() const throw();
1764 LUABIND_TYPE_INFO info() const throw();
1765 virtual const char* what() const throw();
1768 Again, the state member function returns a pointer to the Lua state where the
1769 error occurred. See the example above to see where this pointer may be invalid.
1771 The info member function returns the user defined ``LUABIND_TYPE_INFO``, which
1772 defaults to a ``const std::type_info*``. This type info describes the type that
1773 we tried to cast a Lua value to.
1775 If you have defined ``LUABIND_NO_EXCEPTIONS`` none of these exceptions will be
1776 thrown, instead you can set two callback functions that are called instead.
1777 These two functions are only defined if ``LUABIND_NO_EXCEPTIONS`` are defined.
1781 luabind::set_error_callback(void(*)(lua_State*))
1783 The function you set will be called when a runtime-error occur in Lua code. You
1784 can find an error message on top of the Lua stack. This function is not
1785 expected to return, if it does luabind will call ``std::terminate()``.
1789 luabind::set_cast_failed_callback(void(*)(lua_State*, LUABIND_TYPE_INFO))
1791 The function you set is called instead of throwing ``cast_failed``. This function
1792 is not expected to return, if it does luabind will call ``std::terminate()``.
1798 Sometimes it is necessary to control how luabind passes arguments and return
1799 value, to do this we have policies. All policies use an index to associate
1800 them with an argument in the function signature. These indices are ``result``
1801 and ``_N`` (where ``N >= 1``). When dealing with member functions ``_1`` refers
1802 to the ``this`` pointer.
1804 .. contents:: Policies currently implemented
1808 .. include:: adopt.rst
1809 .. include:: dependency.rst
1810 .. include:: out_value.rst
1811 .. include:: pure_out_value.rst
1812 .. include:: return_reference_to.rst
1813 .. include:: copy.rst
1814 .. include:: discard_result.rst
1815 .. include:: return_stl_iterator.rst
1816 .. include:: raw.rst
1817 .. include:: yield.rst
1819 .. old policies section
1820 ===================================================
1825 This will make a copy of the parameter. This is the default behavior when
1826 passing parameters by-value. Note that this can only be used when passing from
1827 C++ to Lua. This policy requires that the parameter type has a copy
1830 To use this policy you need to include ``luabind/copy_policy.hpp``.
1836 This will transfer ownership of the parameter.
1838 Consider making a factory function in C++ and exposing it to lua::
1849 def("create_base", create_base)
1852 Here we need to make sure Lua understands that it should adopt the pointer
1853 returned by the factory-function. This can be done using the adopt-policy.
1859 def(L, "create_base", adopt(return_value))
1862 To specify multiple policies we just separate them with '+'.
1866 base* set_and_get_new(base* ptr)
1868 base_ptrs.push_back(ptr);
1874 def("set_and_get_new", &set_and_get_new,
1875 adopt(return_value) + adopt(_1))
1878 When Lua adopts a pointer, it will call delete on it. This means that it cannot
1879 adopt pointers allocated with another allocator than new (no malloc for
1882 To use this policy you need to include ``luabind/adopt_policy.hpp``.
1888 The dependency policy is used to create life-time dependencies between values.
1889 Consider the following example::
1895 const B& get_member()
1901 When wrapping this class, we would do something like::
1906 .def(constructor<>())
1907 .def("get_member", &A::get_member)
1911 However, since the return value of get_member is a reference to a member of A,
1912 this will create some life-time issues. For example::
1914 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
1916 b = a:get_member() -- b points to a member of a
1918 collectgarbage(0) -- since there are no references left to a, it is
1920 -- at this point, b is pointing into a removed object
1922 When using the dependency-policy, it is possible to tell luabind to tie the
1923 lifetime of one object to another, like this::
1928 .def(constructor<>())
1929 .def("get_member", &A::get_member, dependency(result, _1))
1932 This will create a dependency between the return-value of the function, and the
1933 self-object. This means that the self-object will be kept alive as long as the
1934 result is still alive. ::
1936 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
1938 b = a:get_member() -- b points to a member of a
1940 collectgarbage(0) -- a is dependent on b, so it isn't removed
1942 collectgarbage(0) -- all dependencies to a gone, a is removed
1944 To use this policy you need to include ``luabind/dependency_policy.hpp``.
1950 It is very common to return references to arguments or the this-pointer to
1951 allow for chaining in C++.
1966 When luabind generates code for this, it will create a new object for the
1967 return-value, pointing to the self-object. This isn't a problem, but could be a
1968 bit inefficient. When using the return_reference_to-policy we have the ability
1969 to tell luabind that the return-value is already on the Lua stack.
1976 .def(constructor<>())
1977 .def("set", &A::set, return_reference_to(_1))
1980 Instead of creating a new object, luabind will just copy the object that is
1981 already on the stack.
1984 This policy ignores all type information and should be used only it
1985 situations where the parameter type is a perfect match to the
1986 return-type (such as in the example).
1988 To use this policy you need to include ``luabind/return_reference_to_policy.hpp``.
1994 This policy makes it possible to wrap functions that take non const references
1995 as its parameters with the intention to write return values to them.
1999 void f(float& val) { val = val + 10.f; }
2005 void f(float* val) { *val = *val + 10.f; }
2007 Can be wrapped by doing::
2011 def("f", &f, out_value(_1))
2014 When invoking this function from Lua it will return the value assigned to its
2019 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
2024 When this policy is used in conjunction with user define types we often need
2025 to do ownership transfers.
2031 void f1(A*& obj) { obj = new A(); }
2032 void f2(A** obj) { *obj = new A(); }
2034 Here we need to make sure luabind takes control over object returned, for
2035 this we use the adopt policy::
2040 def("f1", &f1, out_value(_1, adopt(_2)))
2041 def("f2", &f2, out_value(_1, adopt(_2)))
2044 Here we are using adopt as an internal policy to out_value. The index
2045 specified, _2, means adopt will be used to convert the value back to Lua.
2046 Using _1 means the policy will be used when converting from Lua to C++.
2048 To use this policy you need to include ``luabind/out_value_policy.hpp``.
2053 This policy works in exactly the same way as out_value, except that it
2054 replaces the parameters with default-constructed objects.
2058 void get(float& x, float& y)
2069 pure_out_value(_1) + pure_out_value(_2))
2074 Lua 5.0 Copyright (C) 1994-2003 Tecgraf, PUC-Rio
2079 Like out_value, it is possible to specify an internal policy used then
2080 converting the values back to Lua.
2084 void get(test_class*& obj)
2086 obj = new test_class();
2093 def("get", &get, pure_out_value(_1, adopt(_1)))
2100 This is a very simple policy which makes it possible to throw away
2101 the value returned by a C++ function, instead of converting it to
2102 Lua. This example makes sure the this reference never gets converted
2109 simple& set_name(const std::string& n)
2122 class_<simple>("simple")
2123 .def("set_name", &simple::set_name, discard_result)
2126 To use this policy you need to include ``luabind/discard_result_policy.hpp``.
2132 This policy converts an STL container to a generator function that can be used
2133 in Lua to iterate over the container. It works on any container that defines
2134 ``begin()`` and ``end()`` member functions (they have to return iterators). It
2135 can be used like this::
2139 std::vector<std::string> names;
2146 .def_readwrite("names", &A::names, return_stl_iterator)
2149 The Lua code to iterate over the container::
2153 for name in a.names do
2158 To use this policy you need to include ``luabind/iterator_policy.hpp``.
2164 This policy will cause the function to always yield the current thread when
2165 returning. See the Lua manual for restrictions on yield.
2168 Splitting up the registration
2169 =============================
2171 It is possible to split up a module registration into several
2172 translation units without making each registration dependent
2173 on the module it's being registered in.
2177 luabind::scope register_a()
2187 luabind::scope register_b()
2197 luabind::scope register_a();
2198 luabind::scope register_b();
2200 void register_module(lua_State* L)
2216 As mentioned in the `Lua documentation`_, it is possible to pass an
2217 error handler function to ``lua_pcall()``. Luabind makes use of
2218 ``lua_pcall()`` internally when calling member functions and free functions.
2219 It is possible to set the error handler function that Luabind will use
2222 typedef int(*pcall_callback_fun)(lua_State*);
2223 void set_pcall_callback(pcall_callback_fun fn);
2225 This is primarily useful for adding more information to the error message
2226 returned by a failed protected call. For more information on how to use the
2227 pcall_callback function, see ``errfunc`` under the
2228 `pcall section of the lua manual`_.
2230 For more information on how to retrieve debugging information from lua, see
2231 `the debug section of the lua manual`_.
2233 The message returned by the ``pcall_callback`` is accessable as the top lua
2234 value on the stack. For example, if you would like to access it as a luabind
2235 object, you could do like this::
2239 object error_msg(from_stack(e.state(), -1));
2240 std::cout << error_msg << std::endl;
2243 .. _Lua documentation: http://www.lua.org/manual/5.0/manual.html
2244 .. _`pcall section of the lua manual`: http://www.lua.org/manual/5.0/manual.html#3.15
2245 .. _`the debug section of the lua manual`: http://www.lua.org/manual/5.0/manual.html#4
2247 file and line numbers
2248 ---------------------
2250 If you want to add file name and line number to the error messages generated
2251 by luabind you can define your own `pcall errorfunc`_. You may want to modify
2252 this callback to better suit your needs, but the basic functionality could be
2253 implemented like this::
2255 int add_file_and_line(lua_State* L)
2258 lua_getstack(L, 1, &d);
2259 lua_getinfo(L, "Sln", &d);
2260 std::string err = lua_tostring(L, -1);
2262 std::stringstream msg;
2263 msg << d.short_src << ":" << d.currentline;
2267 msg << "(" << d.namewhat << " " << d.name << ")";
2270 lua_pushstring(L, msg.str().c_str());
2274 For more information about what kind of information you can add to the error
2275 message, see `the debug section of the lua manual`_.
2277 Note that the callback set by ``set_pcall_callback()`` will only be used when
2278 luabind executes lua code. Anytime when you call ``lua_pcall`` yourself, you
2279 have to supply your function if you want error messages translated.
2284 When lua encounters a fatal error caused by a bug from the C/C++ side, it will
2285 call its internal panic function. This can happen, for example, when you call
2286 ``lua_gettable`` on a value that isn't a table. If you do the same thing from
2287 within lua, it will of course just fail with an error message.
2289 The default panic function will ``exit()`` the application. If you want to
2290 handle this case without terminating your application, you can define your own
2291 panic function using ``lua_atpanic``. The best way to continue from the panic
2292 function is to make sure lua is compiled as C++ and throw an exception from
2293 the panic function. Throwing an exception instead of using ``setjmp`` and
2294 ``longjmp`` will make sure the stack is correctly unwound.
2296 When the panic function is called, the lua state is invalid, and the only
2297 allowed operation on it is to close it.
2299 For more information, see the `lua manual section 3.19`_.
2301 .. _`lua manual section 3.19`: http://www.lua.org/manual/5.0/manual.html#3.19
2303 structured exceptions (MSVC)
2304 ----------------------------
2306 Since lua is generally built as a C library, any callbacks called from lua
2307 cannot under any circumstance throw an exception. Because of that, luabind has
2308 to catch all exceptions and translate them into proper lua errors (by calling
2309 ``lua_error()``). This means we have a ``catch(...) {}`` in there.
2311 In Visual Studio, ``catch (...)`` will not only catch C++ exceptions, it will
2312 also catch structured exceptions, such as segmentation fault. This means that if
2313 your function, that gets called from luabind, makes an invalid memory
2314 adressing, you won't notice it. All that will happen is that lua will return
2315 an error message saying "unknown exception".
2317 To remedy this, you can create your own *exception translator*::
2319 void straight_to_debugger(unsigned int, _EXCEPTION_POINTERS*)
2323 ::_set_se_translator(straight_to_debugger);
2326 This will make structured exceptions, like segmentation fault, to actually get
2327 caught by the debugger.
2333 These are the error messages that can be generated by luabind, with a more
2334 in-depth explanation.
2336 - .. parsed-literal::
2338 the attribute '*class-name.attribute-name*' is read only
2340 There is no data member named *attribute-name* in the class *class-name*,
2341 or there's no setter-function registered on that property name. See the
2342 Properties_ section.
2344 - .. parsed-literal::
2346 the attribute '*class-name.attribute-name*' is of type: (*class-name*) and does not match (*class_name*)
2348 This error is generated if you try to assign an attribute with a value
2349 of a type that cannot be converted to the attribute's type.
2352 - .. parsed-literal::
2354 *class-name()* threw an exception, *class-name:function-name()* threw an exception
2356 The class' constructor or member function threw an unknown exception.
2357 Known exceptions are const char*, std::exception. See the
2358 `exceptions`_ section.
2360 - .. parsed-literal::
2362 no overload of '*class-name:function-name*' matched the arguments (*parameter-types*)
2363 no match for function call '*function-name*' with the parameters (*parameter-types*)
2364 no constructor of *class-name* matched the arguments (*parameter-types*)
2365 no operator *operator-name* matched the arguments (*parameter-types*)
2367 No function/operator with the given name takes the parameters you gave
2368 it. You have either misspelled the function name, or given it incorrect
2369 parameters. This error is followed by a list of possible candidate
2370 functions to help you figure out what parameter has the wrong type. If
2371 the candidate list is empty there's no function at all with that name.
2372 See the signature matching section.
2374 - .. parsed-literal::
2376 call of overloaded '*class-name:function-name*(*parameter-types*)' is ambiguous
2377 ambiguous match for function call '*function-name*' with the parameters (*parameter-types*)
2378 call of overloaded constructor '*class-name*(*parameter-types*)' is ambiguous
2379 call of overloaded operator *operator-name* (*parameter-types*) is ambiguous
2381 This means that the function/operator you are trying to call has at least
2382 one other overload that matches the arguments just as good as the first
2385 - .. parsed-literal::
2387 cannot derive from C++ class '*class-name*'. It does not have a wrapped type.
2394 There are a number of configuration options available when building luabind.
2395 It is very important that your project has the exact same configuration
2396 options as the ones given when the library was build! The exceptions are the
2397 ``LUABIND_MAX_ARITY`` and ``LUABIND_MAX_BASES`` which are template-based
2398 options and only matters when you use the library (which means they can
2399 differ from the settings of the library).
2401 The default settings which will be used if no other settings are given
2402 can be found in ``luabind/config.hpp``.
2404 If you want to change the settings of the library, you can modify the
2405 config file. It is included and used by all makefiles. You can change paths
2406 to Lua and boost in there as well.
2409 Controls the maximum arity of functions that are registered with luabind.
2410 You can't register functions that takes more parameters than the number
2411 this macro is set to. It defaults to 5, so, if your functions have greater
2412 arity you have to redefine it. A high limit will increase compilation time.
2415 Controls the maximum number of classes one class can derive from in
2416 luabind (the number of classes specified within ``bases<>``).
2417 ``LUABIND_MAX_BASES`` defaults to 4. A high limit will increase
2420 LUABIND_NO_ERROR_CHECKING
2421 If this macro is defined, all the Lua code is expected only to make legal
2422 calls. If illegal function calls are made (e.g. giving parameters that
2423 doesn't match the function signature) they will not be detected by luabind
2424 and the application will probably crash. Error checking could be disabled
2425 when shipping a release build (given that no end-user has access to write
2426 custom Lua code). Note that function parameter matching will be done if a
2427 function is overloaded, since otherwise it's impossible to know which one
2428 was called. Functions will still be able to throw exceptions when error
2429 checking is disabled.
2431 If a function throws an exception it will be caught by luabind and
2432 propagated with ``lua_error()``.
2434 LUABIND_NO_EXCEPTIONS
2435 This define will disable all usage of try, catch and throw in luabind.
2436 This will in many cases disable run-time errors, when performing invalid
2437 casts or calling Lua functions that fails or returns values that cannot
2438 be converted by the given policy. luabind requires that no function called
2439 directly or indirectly by luabind throws an exception (throwing exceptions
2440 through Lua has undefined behavior).
2442 Where exceptions are the only way to get an error report from luabind,
2443 they will be replaced with calls to the callback functions set with
2444 ``set_error_callback()`` and ``set_cast_failed_callback()``.
2447 If you want to link dynamically against Lua, you can set this define to
2448 the import-keyword on your compiler and platform. On Windows in Visual Studio
2449 this should be ``__declspec(dllimport)`` if you want to link against Lua
2452 LUABIND_EXPORT, LUABIND_IMPORT
2453 If you want to link against luabind as a dll (in Visual Studio), you can
2454 define ``LUABIND_EXPORT`` to ``__declspec(dllexport)`` and
2455 ``LUABIND_IMPORT`` to ``__declspec(dllimport)`` or
2456 ``__attribute__ ((visibility("default")))`` on GCC 4.
2457 Note that you have to link against Lua as a dll aswell, to make it work.
2460 You can define this if you don't want luabind to use ``dynamic_cast<>``.
2461 It will disable `Object identity`_.
2463 LUABIND_TYPE_INFO, LUABIND_TYPE_INFO_EQUAL(i1,i2), LUABIND_TYPEID(t), LUABIND_INVALID_TYPE_INFO
2464 If you don't want to use the RTTI supplied by C++ you can supply your own
2465 type-info structure with the ``LUABIND_TYPE_INFO`` define. Your type-info
2466 structure must be copyable and must be able to compare itself against
2467 other type-info structures. You supply the compare function through the
2468 ``LUABIND_TYPE_INFO_EQUAL()`` define. It should compare the two type-info
2469 structures it is given and return true if they represent the same type and
2470 false otherwise. You also have to supply a function to generate your
2471 type-info structure. You do this through the ``LUABIND_TYPEID()`` define.
2472 It should return your type-info structure and it takes a type as its
2473 parameter. That is, a compile time parameter.
2474 ``LUABIND_INVALID_TYPE_INFO`` macro should be defined to an invalid type.
2475 No other type should be able to produce this type info. To use it you
2476 probably have to make a traits class with specializations for all classes
2477 that you have type-info for. Like this::
2483 template<class T> struct typeinfo_trait;
2485 template<> struct typeinfo_trait<A> { enum { type_id = 0 }; };
2486 template<> struct typeinfo_trait<B> { enum { type_id = 1 }; };
2487 template<> struct typeinfo_trait<C> { enum { type_id = 2 }; };
2489 If you have set up your own RTTI system like this (by using integers to
2490 identify types) you can have luabind use it with the following defines::
2492 #define LUABIND_TYPE_INFO const std::type_info*
2493 #define LUABIND_TYPEID(t) &typeid(t)
2494 #define LUABIND_TYPE_INFO_EQUAL(i1, i2) *i1 == *i2
2495 #define LUABIND_INVALID_TYPE_INFO &typeid(detail::null_type)
2497 Currently the type given through ``LUABIND_TYPE_INFO`` must be less-than
2501 This define will disable all asserts and should be defined in a release
2505 Implementation notes
2506 ====================
2508 The classes and objects are implemented as user data in Lua. To make sure that
2509 the user data really is the internal structure it is supposed to be, we tag
2510 their metatables. A user data who's metatable contains a boolean member named
2511 ``__luabind_classrep`` is expected to be a class exported by luabind. A user
2512 data who's metatable contains a boolean member named ``__luabind_class`` is
2513 expected to be an instantiation of a luabind class.
2515 This means that if you make your own user data and tags its metatable with the
2516 exact same names, you can very easily fool luabind and crash the application.
2518 In the Lua registry, luabind keeps an entry called ``__luabind_classes``. It
2519 should not be removed or overwritten.
2521 In the global table, a variable called ``super`` is used every time a
2522 constructor in a lua-class is called. This is to make it easy for that
2523 constructor to call its base class' constructor. So, if you have a global
2524 variable named super it may be overwritten. This is probably not the best
2525 solution, and this restriction may be removed in the future.
2527 .. note:: Deprecated
2529 ``super()`` has been deprecated since version 0.8 in favor of directly
2530 invoking the base class' ``__init()`` function::
2532 function Derived:__init()
2536 Luabind uses two upvalues for functions that it registers. The first is a
2537 userdata containing a list of overloads for the function, the other is a light
2538 userdata with the value 0x1337, this last value is used to identify functions
2539 registered by luabind. It should be virtually impossible to have such a pointer
2540 as secondary upvalue by pure chance. This means, if you are trying to replace
2541 an existing function with a luabind function, luabind will see that the
2542 secondary upvalue isn't the magic id number and replace it. If it can identify
2543 the function to be a luabind function, it won't replace it, but rather add
2544 another overload to it.
2546 Inside the luabind namespace, there's another namespace called detail. This
2547 namespace contains non-public classes and are not supposed to be used directly.
2553 What's up with __cdecl and __stdcall?
2554 If you're having problem with functions
2555 that cannot be converted from ``void (__stdcall *)(int,int)`` to
2556 ``void (__cdecl*)(int,int)``. You can change the project settings to make the
2557 compiler generate functions with __cdecl calling conventions. This is
2558 a problem in developer studio.
2560 What's wrong with functions taking variable number of arguments?
2561 You cannot register a function with ellipses in its signature. Since
2562 ellipses don't preserve type safety, those should be avoided anyway.
2564 Internal structure overflow in VC
2565 If you, in visual studio, get fatal error C1204: compiler limit :
2566 internal structure overflow. You should try to split that compilation
2567 unit up in smaller ones. See `Splitting up the registration`_ and
2568 `Splitting class registrations`_.
2570 What's wrong with precompiled headers in VC?
2571 Visual Studio doesn't like anonymous namespace's in its precompiled
2572 headers. If you encounter this problem you can disable precompiled
2573 headers for the compilation unit (cpp-file) that uses luabind.
2575 error C1076: compiler limit - internal heap limit reached in VC
2576 In visual studio you will probably hit this error. To fix it you have to
2577 increase the internal heap with a command-line option. We managed to
2578 compile the test suit with /Zm300, but you may need a larger heap then
2581 error C1055: compiler limit \: out of keys in VC
2582 It seems that this error occurs when too many assert() are used in a
2583 program, or more specifically, the __LINE__ macro. It seems to be fixed by
2584 changing /ZI (Program database for edit and continue) to /Zi
2587 How come my executable is huge?
2588 If you're compiling in debug mode, you will probably have a lot of
2589 debug-info and symbols (luabind consists of a lot of functions). Also,
2590 if built in debug mode, no optimizations were applied, luabind relies on
2591 that the compiler is able to inline functions. If you built in release
2592 mode, try running strip on your executable to remove export-symbols,
2593 this will trim down the size.
2595 Our tests suggests that cygwin's gcc produces much bigger executables
2596 compared to gcc on other platforms and other compilers.
2598 .. HUH?! // check the magic number that identifies luabind's functions
2600 Can I register class templates with luabind?
2601 Yes you can, but you can only register explicit instantiations of the
2602 class. Because there's no Lua counterpart to C++ templates. For example,
2603 you can register an explicit instantiation of std::vector<> like this::
2607 class_<std::vector<int> >("vector")
2608 .def(constructor<int>)
2609 .def("push_back", &std::vector<int>::push_back)
2612 .. Again, irrelevant to docs: Note that the space between the two > is required by C++.
2614 Do I have to register destructors for my classes?
2615 No, the destructor of a class is always called by luabind when an
2616 object is collected. Note that Lua has to own the object to collect it.
2617 If you pass it to C++ and gives up ownership (with adopt policy) it will
2618 no longer be owned by Lua, and not collected.
2620 If you have a class hierarchy, you should make the destructor virtual if
2621 you want to be sure that the correct destructor is called (this apply to C++
2624 .. And again, the above is irrelevant to docs. This isn't a general C++ FAQ. But it saves us support questions.
2626 Fatal Error C1063 compiler limit \: compiler stack overflow in VC
2627 VC6.5 chokes on warnings, if you are getting alot of warnings from your
2628 code try suppressing them with a pragma directive, this should solve the
2631 Crashes when linking against luabind as a dll in Windows
2632 When you build luabind, Lua and you project, make sure you link against
2633 the runtime dynamically (as a dll).
2635 I cannot register a function with a non-const parameter
2636 This is because there is no way to get a reference to a Lua value. Have
2637 a look at out_value_ and pure_out_value_ policies.
2643 - You cannot use strings with extra nulls in them as member names that refers
2646 - If one class registers two functions with the same name and the same
2647 signature, there's currently no error. The last registered function will
2648 be the one that's used.
2650 - In VC7, classes can not be called test.
2652 - If you register a function and later rename it, error messages will use the
2653 original function name.
2655 - luabind does not support class hierarchies with virtual inheritance. Casts are
2656 done with static pointer offsets.
2662 Written by Daniel Wallin and Arvid Norberg. © Copyright 2003.
2663 All rights reserved.
2665 Evan Wies has contributed with thorough testing, countless bug reports
2668 This library was highly inspired by Dave Abrahams' Boost.Python_ library.
2670 .. _Boost.Python: http://www.boost.org/libraries/python