Provided by: libluabind-dev_0.9.1+git20150823+dfsg-3.1_amd64 bug

NAME

       luabind - Luabind Documentation

       This is the documentation for Luabind 0.9.1d1 .

       Luabind  is  a  library  that helps you create bindings between C++ and Lua. It has the ability to expose
       functions and classes, written in C++, to Lua.  It will also supply the functionality to  define  classes
       in  Lua  and  let  them  derive  from  other Lua classes or C++ classes. Lua classes can override virtual
       functions from their C++ base classes. It is written towards Lua 5.2 but should also work with 5.1.

       The old official homepage can be found at http://www.rasterbar.com/products/luabind.html.

       Contents:

INTRODUCTION

       Luabind is a library that helps you create bindings between C++ and Lua. It has  the  ability  to  expose
       functions and classes, written in C++, to Lua. It will also supply the functionality to define classes in
       Lua and let them derive from other Lua classes or C++ classes. Lua classes can override virtual functions
       from their C++ base classes. It is written towards Lua 5.2 but should also work with 5.1.

       It is implemented utilizing template meta programming. That means that you don't need an extra preprocess
       pass to compile your project (it is done by the compiler). It also means you don't (usually) have to know
       the  exact signature of each function you register, since the library will generate code depending on the
       compile-time type of the function (which includes the signature). The main drawback of this  approach  is
       that  the  compilation  time  will  increase  for  the  file  that does the registration, it is therefore
       recommended that you register everything in the same cpp-file.

       Luabind is released under the terms of the MIT license.

       We are very interested in hearing about projects that use luabind, please let us know about your project.

       The main channel for help and feedback is the luabind mailing list.  There's also an IRC channel #luabind
       on irc.freenode.net.

       Additionally, this fork’s github issue tracker can also be used for bug  reports,  feature  requests  and
       questions.

FEATURES

       Luabind supports:

          • Overloaded free functions

          • C++ classes in Lua

          • Overloaded member functions

          • Operators

          • Properties

          • Enums (also C++11 enum class if available)

          • Lua functions in C++

          • Lua classes in C++

          • Lua classes (single inheritance)

          • Derives from Lua or C++ classes

          • Override virtual functions from C++ classes

          • Implicit casts between registered types

          • Best match signature matching

          • Return value policies and parameter policies

PORTABILITY

       Luabind is currently tested regularly with

          • Microsoft Visual C++ 11 (2012) x32 and x64

          • gcc 4.8 x64 (with and without -std=c++11)

          • Clang 3.2 x64 (with and without -std=c++11)

       It  should  work  with  any  compiler conformant with C++03. However, probably only versions of the above
       threecompilers will work out of the box with the provided CMake build files. Please report any issues you
       have to the github issue tracker.

BUILDING LUABIND

   Prerequisites
       Apart from Lua 5.1 or (recommended) 5.2, Luabind depends on a number of Boost libraries. It also  depends
       on CMake to build the library and run the tests.

   Windows
       If  CMake  has  problems  finding Lua, LUA_DIR needs to be set to point to a directory containing the Lua
       include directory and built libraries.

       The same applies to Boost and the BOOST_ROOT environment variable.

   Linux and other *nix flavors
       If your system already has Lua installed, it is very likely that the build system will automatically find
       it and just work. If you have Lua installed in a non-standard location, you may need to  set  LUA_DIR  to
       point to the installation prefix.

       BOOST_ROOT  can be set to a Boost installation directory. If left unset, the build system will try to use
       boost headers from the standard include path.

   Building and testing
       Building the default variant of the library, which is  a  static  release  library,  is  simply  done  by
       invoking  cmake  in  the luabind root directory and then running your native build tools on the generated
       files (e.g. make on Unix or nmake/msbuild ALL_BUILD.vcxproj for MSVC).

       NOTE:
          To build your application against the shared library variant, LUABIND_DYNAMIC_LINK needs to be defined
          to properly import symbols.

       To run the unit tests, invoke your build tool with the test target, e.g.  make  test  on  Unix  or  nmake
       test/msbuild  RUN_TESTS.vcxproj  for  MSVC.   This  run  the (previously built) unit tests in the current
       variant. A clean test run output should end with something like:

          100% tests passed, 0 tests failed out of 51
          Total Test time (real) =   1.23 sec

       A failed run would end with something like:

          98% tests passed, 1 tests failed out of 51

          Total Test time (real) =   1.23 sec

          The following tests FAILED:
              1 - abstract_base (Failed)

BASIC USAGE

       To use luabind, you must include lua.h and luabind's main header file:

          extern "C"
          {
              #include "lua.h"
          }

          #include <luabind/luabind.hpp>

       This includes support for both registering classes and functions. If you just want to  have  support  for
       functions or classes you can include luabind/function.hpp and luabind/class.hpp separately:

          #include <luabind/function.hpp>
          #include <luabind/class.hpp>

       The  first thing you need to do is to call luabind::open(lua_State*) which will register the functions to
       create classes from Lua, and initialize some state-global structures used by luabind. If you  don't  call
       this function you will hit asserts later in the library. There is no corresponding close function because
       once a class has been registered in Lua, there really isn't any good way to remove it. Partly because any
       remaining instances of that class relies on the class being there. Everything will be cleaned up when the
       state is closed though.

       Luabind's  headers  will  never include lua.h directly, but through <luabind/lua_include.hpp>. If you for
       some reason need to include another Lua header, you can modify this file.

   Hello world
          #include <iostream>
          #include <luabind/luabind.hpp>

          void greet()
          {
              std::cout << "hello world!\n";
          }

          extern "C" int init(lua_State* L)
          {
              using namespace luabind;

              open(L);

              module(L)
              [
                  def("greet", &greet)
              ];

              return 0;
          }

          Lua 5.0  Copyright (C) 1994-2003 Tecgraf, PUC-Rio
          > loadlib('hello_world.dll', 'init')()
          > greet()
          Hello world!
          >

SCOPES

       Everything that gets registered in Lua is registered in a given Lua table, in a namespace (Lua  table  at
       given  name), or in the global scope (called module).  All registrations must be surrounded by its scope.
       To define a module, the luabind::module class is used. It is used like this:

          module(L)
          [
              // declarations
          ];

       This will register all declared functions or classes in the global namespace in Lua.

       You can also register into a custom Lua table wrapped in a Object:

          object mod = newtable(L);
          module(L, mod)
          [
              // declarations
          ];

       You can then directly use all object manipulation functions on mod.

       If you just want to have a namespace for your module (like the standard libraries) you can give a name to
       the constructor, like this:

          module(L, "my_library")
          [
              // declarations
          ];

       Here all declarations will be put in the my_library table.

       If you want  nested  namespace's  you  can  use  the  luabind::namespace_  class.  It  works  exactly  as
       luabind::module  except  that  it  doesn't take a lua_State* in it's constructor. An example of its usage
       could look like this:

          module(L, "my_library")
          [
              // declarations

              namespace_("detail")
              [
                  // library-private declarations
              ]
          ];

       As you might have figured out, the following declarations are equivalent:

          module(L)
          [
              namespace_("my_library")
              [
                  // declarations
              ]

          ];

          module(L, "my_library")
          [
              // declarations
          ];

       Each declaration must be separated by a comma, like this:

          module(L)
          [
              def("f", &f),
              def("g", &g),
              class_<A>("A")
                  .def(constructor<int, int>),
              def("h", &h)
          ];

       More about the actual declarations in the Binding functions to Lua and Binding classes to Lua sections.

BINDING FUNCTIONS TO LUA

       To bind functions to Lua you use the function luabind::def(). It has the following synopsis:

          template<class F, class policies>
          void def(const char* name, F f, const Policies&);

       • name is the name the function will have within Lua.

       • F is the function pointer you want to register.

       • The Policies parameter is used to describe  how  parameters  and  return  values  are  treated  by  the
         function, this is an optional parameter. More on this in the Policies section.

       An example usage could be if you want to register the function float std::sin(float):

          module(L)
          [
              def("sin", &std::sin)
          ];

   Overloaded functions
       If  you  have  more  than  one function with the same name, and want to register them in Lua, you have to
       explicitly give the signature. This is to let C++ know which function you refer to. For example,  if  you
       have two functions, int f(const char*) and void f(int).

          module(L)
          [
              def("f", (int(*)(const char*)) &f),
              def("f", (void(*)(int)) &f)
          ];

   Signature matching
       luabind will generate code that checks the Lua stack to see if the values there can match your functions'
       signatures.  It  will  handle implicit typecasts between derived classes, and it will prefer matches with
       the least number of implicit casts. In a function call, if the function  is  overloaded  and  there's  no
       overload  that  match  the  parameters  better  than  the other, you have an ambiguity. This will spawn a
       run-time error, stating that the function call is ambiguous. A simple example of this is to register  one
       function  that  takes an int and one that takes a float. Since Lua doesn't distinguish between floats and
       integers, both will always match.

       Since all overloads are tested, it will always find the best match (not the first match). This also means
       that it can handle situations where the only difference in the signature is that one member  function  is
       const and the other isn't.

   Ownership transfer
       To  correctly handle ownership transfer, create_a() would need an adopt return value policy. More on this
       in the Policies section.

       For example, if the following function and class is registered:

          struct A
          {
              void f();
              void f() const;
          };

          const A* create_a();

          struct B: A {};
          struct C: B {};

          void g(A*);
          void g(B*);

       And the following Lua code is executed:

          a1 = create_a()
          a1:f() -- the const version is called

          a2 = A()
          a2:f() -- the non-const version is called

          a = A()
          b = B()
          c = C()

          g(a) -- calls g(A*)
          g(b) -- calls g(B*)
          g(c) -- calls g(B*)

   Calling Lua functions
       To call a Lua function, you can either use call_function() or an object.

          template<class Ret>
          Ret call_function(lua_State* L, const char* name, ...)
          template<class Ret>
          Ret call_function(object const& obj, ...)

       There are two overloads of the call_function function, one that calls a function given its name, and  one
       that takes an object that should be a Lua value that can be called as a function.

       The  overload that takes a name can only call global Lua functions. The ...  represents a variable number
       of parameters that are sent to the Lua function. This function  call  may  throw  luabind::error  if  the
       function call fails.

       The  return  value  isn't  actually  Ret  (the  template  parameter), but a proxy object that will do the
       function call. This enables you to give policies to the call. You do this with the operator[].  You  give
       the policies within the brackets, like this:

          int ret = call_function<int>(
              L
            , "a_lua_function"
            , new complex_class()
          )[ adopt(_1) ];

       If you want to pass a parameter as a reference, you have to wrap it with the Boost.Ref.

       Like this:

          int ret = call_function(L, "fun", boost::ref(val));

       If  you  want  to  use  a  custom error handler for the function call, see set_pcall_callback under pcall
       errorfunc.

   Using Lua threads
       To start a Lua thread, you have to call lua_resume(),  this  means  that  you  cannot  use  the  previous
       function call_function() to start a thread. You have to use

          template<class Ret>
          Ret resume_function(lua_State* L, const char* name, ...)
          template<class Ret>
          Ret resume_function(object const& obj, ...)

       and

          template<class Ret>
          Ret resume(lua_State* L, ...)

       The  first  time  you  start  the thread, you have to give it a function to execute. i.e. you have to use
       resume_function, when the Lua function yields, it will return the first value passed in  to  lua_yield().
       When  you  want  to  continue the execution, you just call resume() on your lua_State, since it's already
       executing a function, you don't pass it one. The parameters to resume() will be returned  by  yield()  on
       the Lua side.

       For  yielding  C++-functions (without the support of passing data back and forth between the Lua side and
       the c++ side), you can use the yield policy.

       With the overload of resume_function  that  takes  an  Object,  it  is  important  that  the  object  was
       constructed with the thread as its lua_State*. Like this:

          lua_State* thread = lua_newthread(L);
          object fun = get_global(thread)["my_thread_fun"];
          resume_function(fun);

   Binding function objects with explicit signatures
       Using  luabind::tag_function<>  it  is  possible  to  export  function  objects  from which luabind can't
       automatically deduce a signature. This can be used to slightly alter the signature of a  bound  function,
       or even to bind stateful function objects.

       Synopsis:

          template <class Signature, class F>
          implementation-defined tag_function(F f);

       Where Signature is a function type describing the signature of F.  It can be used like this:

          int f(int x);

          // alter the signature so that the return value is ignored
          def("f", tag_function<void(int)>(f));

          struct plus
          {
              plus(int x)
                : x(x)
              {}

              int operator()(int y) const
              {
                  return x + y;
              }
          };

          // bind a stateful function object
          def("plus3", tag_function<int(int)>(plus(3)));

BINDING CLASSES TO LUA

       To  register  classes you use a class called class_. Its name is supposed to resemble the C++ keyword, to
       make it look more intuitive. It has an overloaded member function def() that is used to  register  member
       functions,  operators,  constructors, enums and properties on the class. It will return its this-pointer,
       to let you register more members directly.

       Let's start with a simple example. Consider the following C++ class:

          class testclass
          {
          public:
              testclass(const std::string& s): m_string(s) {}
              void print_string() { std::cout << m_string << "\n"; }

          private:
              std::string m_string;
          };

       To register it with a Lua environment, write as follows (assuming you are using namespace luabind):

          module(L)
          [
              class_<testclass>("testclass")
                  .def(constructor<const std::string&>())
                  .def("print_string", &testclass::print_string)
          ];

       This will register the class with the name testclass and constructor that takes a string as argument  and
       one member function with the name print_string.

          Lua 5.0  Copyright (C) 1994-2003 Tecgraf, PUC-Rio
          > a = testclass('a string')
          > a:print_string()
          a string

       It  is  also  possible to register free functions as member functions. The requirement on the function is
       that it takes a pointer, const pointer, reference or const reference to  the  class  type  as  the  first
       parameter.  The  rest of the parameters are the ones that are visible in Lua, while the object pointer is
       given as the first parameter. If we have the following C++ code:

          struct A
          {
              int a;
          };

          int plus(A* o, int v) { return o->a + v; }

       You can register plus() as if it was a member function of A like this:

          class_<A>("A")
              .def("plus", &plus)

       plus() can now be called as a member function on A with  one  parameter,  int.   If  the  object  pointer
       parameter is const, the function will act as if it was a const member function (it can be called on const
       objects).

   Overloaded member functions
       When  binding more than one overloads of a member function, or just binding one overload of an overloaded
       member function, you have to disambiguate the member function pointer you pass to def. To  do  this,  you
       can  use  an ordinary C-style cast, to cast it to the right overload. To do this, you have to know how to
       express member function types in C++, here's a short tutorial (for more info, refer to your favorite book
       on C++).

       The syntax for member function pointer follows:

          return-value (class-name::*)(arg1-type, arg2-type, ...)

       Here's an example illlustrating this:

          struct A
          {
              void f(int);
              void f(int, int);
          };

          class_<A>()
              .def("f", (void(A::*)(int))&A::f)

       This selects the first overload of the function f to bind. The second overload is not bound.

   Properties
       To register a global data member with a class is easily done. Consider the following class:

          struct A
          {
              int a;
          };

       This class is registered like this:

          module(L)
          [
              class_<A>("A")
                  .def_readwrite("a", &A::a)
          ];

       This gives read and write access to the member variable A::a. It is also possible to register  attributes
       with read-only access:

          module(L)
          [
              class_<A>("A")
                  .def_readonly("a", &A::a)
          ];

       When  binding  members  that  are  a non-primitive type, the auto generated getter function will return a
       reference to it. This is to allow chained .-operators.  For example,  when  having  a  struct  containing
       another struct. Like this:

          struct A { int m; };
          struct B { A a; };

       When binding B to lua, the following expression code should work:

          b = B()
          b.a.m = 1
          assert(b.a.m == 1)

       This  requires  the first lookup (on a) to return a reference to A, and not a copy. In that case, luabind
       will automatically use the dependency policy to make the return value dependent on the object in which it
       is stored. So, if the returned reference lives longer than all references to the object (b in this  case)
       it will keep the object alive, to avoid being a dangling pointer.

       You  can  also  register  getter  and  setter  functions and make them look as if they were a public data
       member. Consider the following class:

          class A
          {
          public:
              void set_a(int x) { a = x; }
              int get_a() const { return a; }

          private:
              int a;
          };

       It can be registered as if it had a public data member a like this:

          class_<A>("A")
              .property("a", &A::get_a, &A::set_a)

       This way the get_a() and set_a() functions will be called instead of just writing  to the data member. If
       you want to make it read only you can just omit the last parameter. Please note that the get function has
       to be const, otherwise it won't compile. This seems to be a common source of errors.

   Enums
       If your class contains enumerated constants (enums), you can register them as well to make them available
       in Lua. Note that they will not be type safe, all enums are integers in Lua, and all functions that takes
       an enum, will accept any integer. You register them like this:

          module(L)
          [
              class_<A>("A")
                  .enum_("constants")
                  [
                      value("my_enum", 4),
                      value("my_2nd_enum", 7),
                      value("another_enum", 6)
                  ]
          ];

       In Lua they are accessed like any data member, except that they are read-only and reached  on  the  class
       itself rather than on an instance of the class.

          Lua 5.0  Copyright (C) 1994-2003 Tecgraf, PUC-Rio
          > print(A.my_enum)
          4
          > print(A.another_enum)
          6

   Operators
       To bind operators you have to include <luabind/operator.hpp>.

       The  mechanism  for  registering  operators  on  your  class  is  pretty  simple.  You  use a global name
       luabind::self to refer to the class itself and then you just write the  operator  expression  inside  the
       def() call. This class:

          struct vec
          {
              vec operator+(int s);
          };

       Is registered like this:

          module(L)
          [
              class_<vec>("vec")
                  .def(self + int())
          ];

       This will work regardless if your plus operator is defined inside your class or as a free function.

       If  your  operator  is  const  (or, when defined as a free function, takes a const reference to the class
       itself) you have to use const_self instead of self. Like this:

          module(L)
          [
              class_<vec>("vec")
                  .def(const_self + int())
          ];

       The operators supported are those available in Lua:

          +    -    *    /    ==    <    <=    %

       This means, no in-place operators.

       Default implementations (described below) are provided for == and the special __tostring pseudo-operator.
       If any other operator is called, Luabind will trigger an error ("[const]  class  <type>:  no  <metamethod
       name> defined.", e.g. "class vec: no __div operator defined.").

       The  equality  operator  (==) has a little hitch; it will not be called if the references are equal. This
       means that the == operator has to do pretty much what's it's expected to do.

       For  Luabind's  default  ==  operator,  two  objects  are  equal  only  if  they  are  both  objects   of
       Luabind-exported  classes  and have the same addresses, after casting both to a common base if necessary.
       If they do not have a common base (and are not of the same type), they compare unequal.

       Lua does not support operators such as !=, > or >=. That's why you can only register the operators listed
       above. When you invoke one of the mentioned operators, lua  will  define  it  in  terms  of  one  of  the
       available operators.

       In  the  above  example the other operand type is instantiated by writing int(). If the operand type is a
       complex type that cannot easily be instantiated you can wrap the type in  a  class  called  other<>.  For
       example:

       To register this class, we don't want to instantiate a string just to register the operator.

          struct vec
          {
              vec operator+(std::string);
          };

       Instead we use the other<> wrapper like this:

          module(L)
          [
              class_<vec>("vec")
                  .def(self + other<std::string>())
          ];

       To register an application (function call-) operator:

          module(L)
          [
              class_<vec>("vec")
                  .def( self(int()) )
          ];

       There's  one special operator. In Lua it's called __tostring, it's not really an operator. It is used for
       converting objects to strings in a standard way in Lua. If you register this functionality, you  will  be
       able to use the lua standard function tostring() for converting your object to a string.

       To implement this operator in C++ you should supply an operator<< for std::ostream. Like this example:

          class number {};
          std::ostream& operator<<(std::ostream&, number&);

          ...

          module(L)
          [
              class_<number>("number")
                  .def(tostring(self))
          ];

       If  you  do  not  define a __tostring operator, Luabind supplies a default which result in strings of the
       form [const] <type> object: <address>, i.e.  const is prepended if the object is const,  <type>  will  be
       the string you supplied to class_ (or a string derived from std::type_info::name for unnamed classes) and
       <address>  will be the address of the C++ object.  (Note that in multiple inheritance scenarios where the
       same object is pushed as multiple different base types, the addresses returned for the same  most-derived
       object will differ).

   Nested scopes and static functions
       It is possible to add nested scopes to a class. This is useful when you need to wrap a nested class, or a
       static function.

          class_<foo>("foo")
              .def(constructor<>())
              .scope
              [
                  class_<inner>("nested"),
                  def("f", &f)
              ];

       In  this example, f will behave like a static member function of the class foo, and the class nested will
       behave like a nested class of foo.

       It's also possible to add namespaces to classes using the same syntax.

   Derived classes
       If you want to register classes that derives from other classes, you can  specify  a  template  parameter
       bases<> to the class_ instantiation. The following hierarchy:

          struct A {};
          struct B : A {};

       Would be registered like this:

          module(L)
          [
              class_<A>("A"),
              class_<B, A>("B")
          ];

       If  you have multiple inheritance you can specify more than one base. If B would also derive from a class
       C, it would be registered like this:

          module(L)
          [
              class_<B, bases<A, C> >("B")
          ];

       Note that you can omit bases<> when using single inheritance.

       NOTE:
          If you don't specify that classes derive from each other, luabind will not be able to implicitly  cast
          pointers between the types.

   Smart pointers
       When  registering  a  class  you  can  tell  luabind to hold all instances explicitly created in Lua in a
       specific smart pointer type, rather than the default raw pointer. This is done by passing  an  additional
       template parameter to class_:

          class_<X, P>(…)

       Where the requirements of P are:
                                        ┌────────────────┬───────────────────┐
                                        │ Expression     │ Returns           │
                                        ├────────────────┼───────────────────┤
                                        │ P(raw)         │                   │
                                        ├────────────────┼───────────────────┤
                                        │ get_pointer(p) │ Convertible to X* │
                                        └────────────────┴───────────────────┘

       where:

       • raw is of type X*p is an instance of P

       get_pointer()  overloads  are  provided  for the smart pointers in Boost, and std::auto_ptr<>. Should you
       need to provide your own overload, note that it is called unqualified and is  expected  to  be  found  by
       argument  dependent  lookup.  Thus  it  should  be  defined  in the same namespace as the pointer type it
       operates on.

       For example:

          class_<X, boost::scoped_ptr<X> >("X")
            .def(constructor<>())

       Will cause luabind to hold any instance created on the Lua side in a boost::scoped_ptr<X>. Note that this
       doesn't mean all instances will be held by a  boost::scoped_ptr<X>.  If,  for  example,  you  register  a
       function:

          std::auto_ptr<X> make_X();

       the  instance  returned  by  that will be held in std::auto_ptr<X>. This is handled automatically for all
       smart pointers that implement a get_pointer() overload.

       IMPORTANT:
          get_const_holder() has been removed. Automatic conversions between smart_ptr<X> and smart_ptr<X const>
          no longer work.

       IMPORTANT:
          __ok  has been removed. Similar functionality can be implemented for specific pointer types  by  doing
          something along the lines of:

              bool is_non_null(std::auto_ptr<X> const& p)
              {
                  return p.get();
              }

              …

              def("is_non_null", &is_non_null)

       When  registering  a hierarchy of classes, where all instances are to be held by a smart pointer, all the
       classes should have the baseclass' holder type.  Like this:

          module(L)
          [
              class_<base, boost::shared_ptr<base> >("base")
                  .def(constructor<>()),
              class_<derived, base, boost::shared_ptr<base> >("derived")
                  .def(constructor<>())
          ];

       Internally, luabind will do the necessary conversions on the raw pointers, which are first extracted from
       the holder type.

       This means that for Luabind a smart_ptr<derived> is not related to a smart_ptr<base>,  but  derived*  and
       base*  are,  as  are  smart_ptr<derived>  and  base*.  In  other words, upcasting does not work for smart
       pointers as target types, but as source types.

   Additional support for shared_ptr and intrusive_ptr
       This limitation cannot be removed for all smart pointers in  a  generic  way,  but  luabind  has  special
       support for

          • boost::shared_ptr in shared_ptr_converter.hppstd::shared_ptr in std_shared_ptr_converter.hppboost::intrusive_ptr in intrusive_ptr_converter.hpp

       You  should  include  the  header(s)  you  need in the cpp files which register functions that accept the
       corresponding smart pointer types, to  get  automatic  conversions  from  smart_ptr<X>  to  smart_ptr<Y>,
       whenever Luabind would convert X* to Y*, removing the limitation mentioned above.

       However, the shared_ptr converters might not behave exactly as you would expect:

          1. If  the  shared_ptr requested (from C++) has the exact same type as the one which is present in Lua
             (if any), then a copy will be made.

          2. If  the  pointee  type  of  the  requested  shared_ptr  has  a  shared_from_this  member   (checked
             automatically at compile time), this will be used to obtain a shared_ptr. Caveats:

                 • If  the  object  is  not  already  held  in  a  shared_ptr, behavior is undefined (probably a
                   bad_weak_ptr exception will be thrown).

                 • If  the  shared_from_this  member  is  not  a  function  with  the  right  prototype   (ptr_t
                   shared_from_this() with the expression

                       shared_ptr<RequestedT>(raw->shared_from_this(), raw)

                    being valid, where raw is of type RequestedT* and points to the C++ object in Lua.

          3. Otherwise,  a  new  shared_ptr  will be created from the raw pointer associated with the Lua object
             (even if it is not held in a shared_ptr). It will have a deleter set that holds a strong  reference
             to  the Lua object, thus preventing it’s collection until the reference is released by invoking the
             deleter (i.e. by resetting or destroying the shared_ptr) or  until  the  assocciated  lua_State  is
             closed: then the shared_ptr becomes dangling.

             If  such  a  shared_ptr  is  passed  back to Lua, the original Lua object (userdata) will be passed
             instead, preventing the creation of more shared_ptrs with this deleter.

       1. is as you should have expected and 2. is special behavior introduced to avoid 3. when possible. If you
       cannot derive your (root) classes from enable_shared_from_this (which is the recommended way of providing
       a shared_from_this method) you must be careful  not  to  close  the  lua_State  when  you  still  have  a
       shared_ptr obtained by 3.

       There are three functions provided to support this (in namespace luabind):

          bool is_state_unreferenced(lua_State* L);

          typedef void(*state_unreferenced_fun)(lua_State* L);
          void set_state_unreferenced_callback(lua_State* L, state_unreferenced_fun cb);
          state_unreferenced_fun get_state_unreferenced_callback(lua_State* L);

       is_state_unreferenced will return false if closing L would make existing shared_ptrs dangling and true if
       it safe (in this respect) to call lua_close(L).

       The  cb  argument  passed  to set_state_unreferenced_callback will be called whenever the return value of
       is_state_unreferenced(L) would change from false to true.

       get_state_unreferenced_callback returns the current state_unreferenced_fun for L.

       A typical use of this functions would be to replace

          lua_close(L);

       with

          if (luabind::is_state_unreferenced(L))
              lua_close(L);
          else
              luabind::set_state_unreferenced_callback(L, &lua_close);

       (lua_close happens to be a valid state_unreferenced_fun.)

   Unnamed classes
       You can register unnamed classes by not passing a name to class_:

          class_<X>()

       This does not export the class object itself to Lua, meaning that constructors cannot be called and enums
       are only accessible via objects of this class' type.

       This is useful e.g. for registering multiple instantiations of a class template, and construct a matching
       instance using a factory  function,  like  boost::make_shared  of  for  hiding  intermediate  classes  in
       inheritance hierarchies.

   Splitting class registrations
       In  some  situations  it may be desirable to split a registration of a class across different compilation
       units. Partly to save rebuild time when changing in one part of the binding, and in some  cases  compiler
       limits may force you to split it. To do this is very simple. Consider the following sample code:

          void register_part1(class_<X>& x)
          {
              x.def(/*...*/);
          }

          void register_part2(class_<X>& x)
          {
              x.def(/*...*/);
          }

          void register_(lua_State* L)
          {
              class_<X> x("x");

              register_part1(x);
              register_part2(x);

              module(L) [ x ];
          }

       Here,  the class X is registered in two steps. The two functions register_part1 and register_part2 may be
       put in separate compilation units.

       To separate the module registration and the classes to be registered, see Splitting up the registration.

ADDING CONVERTERS FOR USER DEFINED TYPES

       It is possible to get luabind to  handle  user  defined  types  like  it  does  the  built  in  types  by
       specializing luabind::default_converter<>:

          struct int_wrapper
          {
              int_wrapper(int value)
                : value(value)
              {}

              int value;
          };

          namespace luabind
          {
              template <>
              struct default_converter<X>
                : native_converter_base<X>
              {
                  static int compute_score(lua_State* L, int index)
                  {
                      return lua_type(L, index) == LUA_TNUMBER ? 0 : -1;
                  }

                  X from(lua_State* L, int index)
                  {
                      return X(lua_tonumber(L, index));
                  }

                  void to(lua_State* L, X const& x)
                  {
                      lua_pushnumber(L, x.value);
                  }
              };

              template <>
              struct default_converter<X const&>
                : default_converter<X>
              {};
          }

       Note  that  default_converter<>  is  instantiated  for  the actual argument and return types of the bound
       functions. In the above example, we add a specialization for X const&  that  simply  forwards  to  the  X
       converter.  This lets us export functions which accept X by const reference.

       native_converter_base<>  should  be  used as the base class for the specialized converters. It simplifies
       the converter interface, and provides a mean for backward compatibility since the underlying interface is
       in flux.

OBJECT

       Since functions have to be able to take Lua values (of variable type) we need a wrapper around them. This
       wrapper is called luabind::object. If the function you register takes an object, it will  match  any  Lua
       value. To use it, you need to include <luabind/object.hpp>.

   Synopsis
          class object
          {
          public:
              template<class T>
              object(lua_State*, T const& value);
              object(from_stack const&);
              object(object const&);
              object();

              ~object();

              lua_State* interpreter() const;
              void push() const;
              bool is_valid() const;
              operator safe_bool_type () const;

              template<class Key>
              implementation-defined operator[](Key const&);

              template<class T>
              object& operator=(T const&);
              object& operator=(object const&);

              bool operator==(object const&) const;
              bool operator<(object const&) const;
              bool operator<=(object const&) const;
              bool operator>(object const&) const;
              bool operator>=(object const&) const;
              bool operator!=(object const&) const;

              template <class T>
              implementation-defined operator[](T const& key) const

              void swap(object&);

              implementation-defined operator()();

              template<class A0>
              implementation-defined operator()(A0 const& a0);

              template<class A0, class A1>
              implementation-defined operator()(A0 const& a0, A1 const& a1);

              /* ... */
          };

       When  you  have a Lua object, you can assign it a new value with the assignment operator (=). When you do
       this, the default_policy  will  be  used  to  make  the  conversion  from  C++  value  to  Lua.  If  your
       luabind::object  is a table you can access its members through the operator[] or the Iterators. The value
       returned from the operator[] is a proxy object that can be used both for reading and writing values  into
       the table (using operator=).

       Note  that  it  is  impossible  to know if a Lua value is indexable or not (lua_gettable doesn't fail, it
       succeeds or crashes). This means that if you're trying to index something that cannot be indexed,  you're
       on your own.  Lua will call its panic() function. See lua panic.

       There are also free functions that can be used for indexing the table, see Related functions.

       The  constructor  that  takes  a  from_stack object is used when you want to initialize the object with a
       value from the lua stack. The from_stack type has the following constructor:

          from_stack(lua_State* L, int index);

       The index is an ordinary lua stack index, negative values are indexed from the top of the stack. You  use
       it like this:

          object o(from_stack(L, -1));

       This will create the object o and copy the value from the top of the lua stack.

       The  interpreter() function returns the Lua state where this object is stored.  If you want to manipulate
       the object with Lua functions directly you can push it onto the Lua stack by calling push().

       The operator== will call lua_compare() on the operands and return its result.

       The is_valid() function tells you whether the object has been initialized or not. When created  with  its
       default constructor, objects are invalid. To make an object valid, you can assign it a value. If you want
       to invalidate an object you can simply assign it an invalid object.

       The operator safe_bool_type() is equivalent to is_valid(). This means that these snippets are equivalent:

          object o;
          // ...
          if (o)
          {
              // ...
          }

          ...

          object o;
          // ...
          if (o.is_valid())
          {
              // ...
          }

       The  application  operator  will  call  the  value as if it was a function. You can give it any number of
       parameters (currently the default_policy will be used for the conversion). The returned object refers  to
       the  return  value (currently only one return value is supported). This operator may throw luabind::error
       if the function call fails. If you  want  to  specify  policies  to  your  function  call,  you  can  use
       index-operator (operator[]) on the function call, and give the policies within the [ and ]. Like this:

          my_function_object(
              2
            , 8
            , new my_complex_structure(6)
          ) [ adopt(_3) ];

       This  tells  luabind  to make Lua adopt the ownership and responsibility for the pointer passed in to the
       lua-function.

       It's important that all instances of object have been destructed by the time the Lua state is closed. The
       object will keep a pointer to the lua state and release its Lua object in its destructor.

       Here's an example of how a function can use a table:

          void my_function(object const& table)
          {
              if (type(table) == LUA_TTABLE)
              {
                  table["time"] = std::clock();
                  table["name"] = std::rand() < 500 ? "unusual" : "usual";

                  std::cout << object_cast<std::string>(table[5]) << "\n";
              }
          }

       If you take a luabind::object as a parameter to a function, any Lua  value  will  match  that  parameter.
       That's why we have to make sure it's a table before we index into it.

          std::ostream& operator<<(std::ostream&, object const&);

       There's  a  stream operator that makes it possible to print objects or use boost::lexical_cast to convert
       it to a string. This will use lua's string conversion function. So if you convert a  C++  object  with  a
       tostring operator, the stream operator for that type will be used.

   Iterators
       There  are  two  kinds  of  iterators. The normal iterator that will use the metamethod of the object (if
       there is any) when the value is retrieved. This iterator is simply called  luabind::iterator.  The  other
       iterator is called luabind::raw_iterator and will bypass the metamethod and give the true contents of the
       table.  They  have  identical  interfaces,  which  implements the ForwardIterator concept. Apart from the
       members of standard iterators, they have the following members and constructors:

          class iterator
          {
              iterator();
              iterator(object const&);

              object key() const;

              standard iterator members
          };

       The constructor that takes a luabind::object is actually a template that can be used with object. Passing
       an object as the parameter to the iterator will construct the iterator to refer to the first  element  in
       the object.

       The  default  constructor will initialize the iterator to the one-past-end iterator. This is used to test
       for the end of the sequence.

       The value type of the iterator is an implementation defined proxy type which supports the same operations
       as luabind::object. Which means that in most cases you can just treat  it  as  an  ordinary  object.  The
       difference is that any assignments to this proxy will result in the value being inserted at the iterators
       position, in the table.

       The key() member returns the key used by the iterator when indexing the associated Lua table.

       An example using iterators:

          for (iterator i(globals(L)["a"]), end; i != end; ++i)
          {
            *i = 1;
          }

       The  iterator  named  end will be constructed using the default constructor and hence refer to the end of
       the sequence. This example will simply iterate over the entries in the global table a  and  set  all  its
       values to 1.

   Related functions
       There are a couple of functions related to objects and tables.

          int type(object const&);

       This function will return the lua type index of the given object.  i.e. LUA_TNIL, LUA_TNUMBER etc.

          template<class T, class K>
          void settable(object const& o, K const& key, T const& value);
          template<class K>
          object gettable(object const& o, K const& key);
          template<class T, class K>
          void rawset(object const& o, K const& key, T const& value);
          template<class K>
          object rawget(object const& o, K const& key);

       These  functions  are  used  for  indexing  into  tables.  settable and gettable translates into calls to
       lua_settable and lua_gettable respectively. Which means that  you  could  just  as  well  use  the  index
       operator of the object.

       rawset  and  rawget  will  translate  into  calls to lua_rawset and lua_rawget respectively. So they will
       bypass any metamethod and give you the true value of the table entry.

          template<class T>
          T object_cast<T>(object const&);
          template<class T, class Policies>
          T object_cast<T>(object const&, Policies);

          template<class T>
          boost::optional<T> object_cast_nothrow<T>(object const&);
          template<class T, class Policies>
          boost::optional<T> object_cast_nothrow<T>(object const&, Policies);

       The object_cast function casts the value of an object to a C++ value.  You can supply a policy to  handle
       the conversion from lua to C++. If the cast cannot be made a cast_failed exception will be thrown. If you
       have  defined  LUABIND_NO_ERROR_CHECKING  (see  Build options) no checking will occur, and if the cast is
       invalid the application may  very  well  crash.   The  nothrow  versions  will  return  an  uninitialized
       boost::optional<T> object, to indicate that the cast could not be performed.

       The  function signatures of all of the above functions are really templates for the object parameter, but
       the intention is that you  should  only  pass  objects  in  there,  that's  why  it's  left  out  of  the
       documentation.

          object globals(lua_State*);
          object registry(lua_State*);

       These functions return the global environment table and the registry table respectively.

          object newtable(lua_State*);

       This function creates a new table and returns it as an object.

          object getmetatable(object const& obj);
          void setmetatable(object const& obj, object const& metatable);

       These functions get and set the metatable of a Lua object.

          lua_CFunction tocfunction(object const& value);
          template <class T> T* touserdata(object const& value)

       These extract values from the object at a lower level than object_cast().

          object getupvalue(object const& function, int index);
          void setupvalue(object const& function, int index, object const& value);

       These get and set the upvalues of function.

   Assigning nil
       To  set  a table entry to nil, you can use luabind::nil. It will avoid having to take the detour by first
       assigning nil to an object and then assign  that  to  the  table  entry.  It  will  simply  result  in  a
       lua_pushnil() call, instead of copying an object.

       Example:

          using luabind;
          object table = newtable(L);
          table["foo"] = "bar";

          // now, clear the "foo"-field
          table["foo"] = nil;

DEFINING CLASSES IN LUA

       In addition to binding C++ functions and classes with Lua, luabind also provide an OO-system in Lua.

          class 'lua_testclass'

          function lua_testclass:__init(name)
              self.name = name
          end

          function lua_testclass:print()
              print(self.name)
          end

          a = lua_testclass('example')
          a:print()

       Inheritance can be used between lua-classes:

          class 'derived' (lua_testclass)

          function derived:__init()
              lua_testclass.__init(self, 'derived name')
          end

          function derived:print()
              print('Derived:print() -> ')
              lua_testclass.print(self)
          end

       The base class is initialized explicitly by calling its __init() function.

       As  you  can  see in this example, you can call the base class member functions.  You can find all member
       functions in the base class, but you will have to give the this-pointer (self) as first argument.

   Deriving in lua
       It is also possible to derive Lua classes from C++ classes,  and  override  virtual  functions  with  Lua
       functions.  To  do  this we have to create a wrapper class for our C++ base class. This is the class that
       will hold the Lua object when we instantiate a Lua class.

          class base
          {
          public:
              base(const char* s)
              { std::cout << s << "\n"; }

              virtual void f(int a)
              { std::cout << "f(" << a << ")\n"; }
          };

          struct base_wrapper : base, luabind::wrap_base
          {
              base_wrapper(const char* s)
                  : base(s)
              {}

              virtual void f(int a)
              {
                  call<void>("f", a);
              }

              static void default_f(base* ptr, int a)
              {
                  return ptr->base::f(a);
              }
          };

          // ...

          module(L)
          [
              class_<base, base_wrapper>("base")
                  .def(constructor<const char*>())
                  .def("f", &base::f, &base_wrapper::default_f)
          ];

       IMPORTANT:
          Since MSVC6.5 doesn't support explicit template parameters to member functions, instead of  using  the
          member  function  call()  you  call  a  free function call_member() and pass the this-pointer as first
          parameter.

       Note that if you have both base classes and a base class wrapper, you must give both bases and  the  base
       class wrapper type as template parameter to class_ (as done in the example above). The order in which you
       specify  them is not important. You must also register both the static version and the virtual version of
       the function from the wrapper, this is necessary in order to allow luabind to use both dynamic and static
       dispatch when calling the function.

       IMPORTANT:
          It is extremely important that the signatures of the static (default) function  is  identical  to  the
          virtual function. The fact that one of them is a free function and the other a member function doesn't
          matter,  but  the  parameters  as  seen  from  lua  must match. It would not have worked if the static
          function took a base_wrapper* as its first argument, since the virtual function takes a base*  as  its
          first  argument  (its this pointer). There's currently no check in luabind to make sure the signatures
          match.

       If we didn't have a class wrapper, it would not be possible to pass a Lua class back to  C++.  Since  the
       entry  points  of the virtual functions would still point to the C++ base class, and not to the functions
       defined in Lua. That's why we need one function that calls the base class' real function (used if the lua
       class doesn't redefine it) and one virtual function that dispatches the call into luabind, to allow it to
       select if a Lua function should be called, or if the original function should be  called.  If  you  don't
       intend  to  derive from a C++ class, or if it doesn't have any virtual member functions, you can register
       it without a class wrapper.

       You don't need to have a class wrapper in order to derive from a class, but if it has  virtual  functions
       you may have silent errors.

       The  wrappers  must  derive  from  luabind::wrap_base, it contains a Lua reference that will hold the Lua
       instance of the object to make it possible to dispatch virtual function calls  into  Lua.  This  is  done
       through an overloaded member function:

          template<class Ret>
          Ret call(char const* name, ...)

       Its  used in a similar way as call_function, with the exception that it doesn't take a lua_State pointer,
       and the name is a member function in the Lua class.

       WARNING:
          The current implementation of call_member is not able  to  distinguish  const  member  functions  from
          non-const.  If  you  have  a  situation  where  you have an overloaded virtual function where the only
          difference in their signatures is their constness, the wrong overload will be called  by  call_member.
          This is rarely the case though.

       NOTE:
          You can also override virtual member functions per instance which often makes it unnecessary to derive
          a new class in Lua. Instead of e.g.

              class "D" (B)

              function D:__init() B.__init(self) end
              function D:virtual_function() ... end

          you may be able to get around with

              b = B()
              function b:virtual_function() ... end

   Object identity
       When a pointer or reference to a registered class with a wrapper is passed to Lua, luabind will query for
       it's dynamic type. If the dynamic type inherits from wrap_base, object identity is preserved.

          struct A { .. };
          struct A_wrap : A, wrap_base { .. };

          A* f(A* ptr) { return ptr; }

          module(L)
          [
              class_<A, A_wrap>("A"),
              def("f", &f)
          ];

          > class 'B' (A)
          > x = B()
          > assert(x == f(x)) -- object identity is preserved when object is
                              -- passed through C++

       This functionality relies on RTTI being enabled (that LUABIND_NO_RTTI is not defined).

   Overloading operators
       You  can  overload  most  operators  in  Lua  for  your classes. You do this by simply declaring a member
       function with the same name as an operator (the name of the metamethods in Lua). The  operators  you  can
       overload are:

          • __add__sub__mul__div__pow__lt__le__eq__call__unm__tostring__len

       __tostring  isn't  really  an  operator, but it's the metamethod that is called by the standard library's
       tostring() function. There's one strange behavior regarding binary operators. You are not guaranteed that
       the self pointer you get actually refers to an instance of  your  class.  This  is  because  Lua  doesn't
       distinguish  the  two  cases  where  you  get  the  other operand as left hand value or right hand value.
       Consider the following examples:

          class 'my_class'

            function my_class:__init(v)
                self.val = v
            end

            function my_class:__sub(v)
                return my_class(self.val - v.val)
            end

            function my_class:__tostring()
                return self.val
            end

       This will work well as long as you only subtracts instances of my_class with each other. But If you  want
       to  be able to subtract ordinary numbers from your class too, you have to manually check the type of both
       operands, including the self object.

          function my_class:__sub(v)
              if (type(self) == 'number') then
                  return my_class(self - v.val)

              elseif (type(v) == 'number') then
                  return my_class(self.val - v)

              else
                  -- assume both operands are instances of my_class
                  return my_class(self.val - v.val)

              end
          end

       The reason why __sub is used as an example is because subtraction is not commutative (the  order  of  the
       operands  matters).  That's  why  luabind  cannot change order of the operands to make the self reference
       always refer to the actual class instance.

       If you have two different Lua classes with an overloaded operator, the operator of the  right  hand  side
       type  will  be  called. If the other operand is a C++ class with the same operator overloaded, it will be
       prioritized over the Lua class' operator. If none of the C++ overloads matches, the  Lua  class  operator
       will be called.

   Finalizers
       If  an  object  needs to perform actions when it's collected we provide a __finalize function that can be
       overridden in lua-classes. The __finalize functions will be called on  all  classes  in  the  inheritance
       chain, starting with the most derived type.

          ...

          function lua_testclass:__finalize()
              -- called when the an object is collected
          end

   Slicing
       If  your  lua C++ classes don't have wrappers (see Deriving in lua) and you derive from them in lua, they
       may be sliced. Meaning, if an object is passed into C++ as a pointer to its base class, the lua part will
       be separated from the C++ base part. This means that if you call virtual functions on  that  C++  object,
       they  will  not  be dispatched to the lua class. It also means that if you adopt the object, the lua part
       will be garbage collected.

          +--------------------+
          | C++ object         |    <- ownership of this part is transferred
          |                    |       to c++ when adopted
          +--------------------+
          | lua class instance |    <- this part is garbage collected when
          | and lua members    |       instance is adopted, since it cannot
          +--------------------+       be held by c++.

       The problem can be illustrated by this example:

          struct A {};

          A* filter_a(A* a) { return a; }
          void adopt_a(A* a) { delete a; }

          using namespace luabind;

          module(L)
          [
              class_<A>("A"),
              def("filter_a", &filter_a),
              def("adopt_a", &adopt_a, adopt(_1))
          ]

       In lua:

          a = A()
          b = filter_a(a)
          adopt_a(b)

       In this example, lua cannot know that b actually is the same object as a, and it will therefore  consider
       the  object  to  be  owned  by the C++ side.  When the b pointer then is adopted, a runtime error will be
       raised because an object not owned by lua is being adopted to C++.

       If you have a wrapper for your class, none of this will happen, see Object identity.

EXCEPTIONS

       If any of the functions you register throws an exception when called, that exception will  be  caught  by
       luabind  and  converted  to  an  error  string  and  lua_error()  will  be invoked. If the exception is a
       std::exception or a const char* the string that is pushed on the Lua stack, as error message, will be the
       string returned by std::exception::what() or the string itself respectively. If the exception is unknown,
       a generic string saying that the function threw an exception will be pushed.

       If you have an exception type that isn't derived from std::exception, or you wish  to  change  the  error
       message from the default result of what(), it is possible to register custom exception handlers:

          struct my_exception
          {};

          void translate_my_exception(lua_State* L, my_exception const&)
          {
              lua_pushstring(L, "my_exception");
          }

          …

          luabind::register_exception_handler<my_exception>(&translate_my_exception);

       translate_my_exception() will be called by luabind whenever a my_exception is caught. lua_error() will be
       called  after the handler function returns, so it is expected that the function will push an error string
       on the stack.

       Any function that invokes Lua code may throw luabind::error. This exception means  that  a  Lua  run-time
       error  occurred. The error message is found on top of the Lua stack. The reason why the exception doesn't
       contain the error string itself is because it would then require heap allocation which may  fail.  If  an
       exception class throws an exception while it is being thrown itself, the application will be terminated.

       Error's synopsis is:

          class error : public std::exception
          {
          public:
              error(lua_State*);
              lua_State* state() const throw();
              virtual const char* what() const throw();
          };

       The  state function returns a pointer to the Lua state in which the error was thrown. This pointer may be
       invalid if you catch this exception after the lua state is destructed. If the Lua state is valid you  can
       use it to retrieve the error message from the top of the Lua stack.

       An example of where the Lua state pointer may point to an invalid state follows:

          struct lua_state
          {
              lua_state(lua_State* L): m_L(L) {}
              ~lua_state() { lua_close(m_L); }
              operator lua_State*() { return m_L; }
              lua_State* m_L;
          };

          int main()
          {
              try
              {
                  lua_state L = luaL_newstate();
                  /* ... */
              }
              catch(luabind::error& e)
              {
                  lua_State* L = e.state();
                  // L will now point to the destructed
                  // Lua state and be invalid
                  /* ... */
              }
          }

       There's  another  exception  that  luabind may throw: luabind::cast_failed, this exception is thrown from
       call_function<> or call_member<>. It means that the return  value  from  the  Lua  function  couldn't  be
       converted to a C++ value. It is also thrown from object_cast<> if the cast cannot be made.

       The synopsis for luabind::cast_failed is:

          class cast_failed : public std::exception
          {
          public:
              cast_failed(lua_State*);
              lua_State* state() const throw();
              LUABIND_TYPE_INFO info() const throw();
              virtual const char* what() const throw();
          };

       Again,  the  state  member  function returns a pointer to the Lua state where the error occurred. See the
       example above to see where this pointer may be invalid.

       The info member  function  returns  the  user  defined  LUABIND_TYPE_INFO,  which  defaults  to  a  const
       std::type_info*. This type info describes the type that we tried to cast a Lua value to.

       If  you  have  defined LUABIND_NO_EXCEPTIONS none of these exceptions will be thrown, instead you can set
       two  callback  functions  that  are  called  instead.   These  two  functions   are   only   defined   if
       LUABIND_NO_EXCEPTIONS are defined.

          luabind::set_error_callback(void(*)(lua_State*))

       The function you set will be called when a runtime-error occur in Lua code. You can find an error message
       on  top  of  the  Lua  stack.  This  function  is  not  expected  to return, if it does luabind will call
       std::terminate().

          luabind::set_cast_failed_callback(void(*)(lua_State*, LUABIND_TYPE_INFO))

       The function you set is called instead of throwing cast_failed. This function is not expected to  return,
       if it does luabind will call std::terminate().

POLICIES

       Sometimes  it  is  necessary to control how luabind passes arguments and return value, to do this we have
       policies. All policies use an index to associate them with an argument in the function  signature.  These
       indices  are  result  and  _N  (where  N  >= 1). When dealing with member functions _1 refers to the this
       pointer.

   Policies currently implementedadoptdependencyout_valuepure_out_valuereturn_reference_tocopydiscard_resultreturn_stl_iteratorrawyield

   adopt
   Motivation
       Used to transfer ownership across language boundaries.

   Defined in
          #include <luabind/adopt_policy.hpp>

   Synopsis
          adopt(index)

   Parameters
                                ┌───────────┬───────────────────────────────────────┐
                                │ Parameter │ Purpose                               │
                                ├───────────┼───────────────────────────────────────┤
                                │ index     │ The  index  which   should   transfer │
                                │           │ ownership, _N or result               │
                                └───────────┴───────────────────────────────────────┘

   Example
          X* create()
          {
              return new X;
          }

          module(L)
          [
              def("create", &create, adopt(result))
          ];

   dependency
   Motivation
       The  dependency  policy  is  used  to  create  life-time dependencies between values.  This is needed for
       example when returning internal references to some class.

   Defined in
          #include <luabind/dependency_policy.hpp>

   Synopsis
          dependency(nurse_index, patient_index)

   Parameters
                              ┌───────────────┬───────────────────────────────────────┐
                              │ Parameter     │ Purpose                               │
                              ├───────────────┼───────────────────────────────────────┤
                              │ nurse_index   │ The index which will keep the patient │
                              │               │ alive.                                │
                              ├───────────────┼───────────────────────────────────────┤
                              │ patient_index │ The index which will be kept alive.   │
                              └───────────────┴───────────────────────────────────────┘

   Example
          struct X
          {
              B member;
              B& get() { return member; }
          };

          module(L)
          [
              class_<X>("X")
                  .def("get", &X::get, dependency(result, _1))
          ];

   out_value
   Motivation
       This policy makes it possible to wrap functions that take non-const references or pointer to non-const as
       it's parameters with the intention to write  return  values  to  them.  Since  it's  impossible  to  pass
       references  to primitive types in lua, this policy will add another return value with the value after the
       call. If the function already has one return value, one instance of this policy will add  another  return
       value (read about multiple return values in the lua manual).

   Defined in
          #include <luabind/out_value_policy.hpp>

   Synopsis
          out_value(index, policies = none)

   Parameters
                                ─────────────────────────────────────────────────────
                                  Parameter   Purpose
                                ─────────────────────────────────────────────────────
                                  index       The index of the parameter to be used
                                              as an out parameter.
                                ─────────────────────────────────────────────────────
                                  policies    The   policies   used  internally  to
                                              convert  the  out  parameter  to/from
                                              Lua.  _1  means to C++, _2 means from
                                              C++.
                                ┌───────────┬───────────────────────────────────────┐
                                │           │                                       │
   Example                      │           │                                       │
--

SPLITTING UP THE REGISTRATION

       It is possible to split up a module registration into  several  translation  units  without  making  each
       registration dependent on the module it's being registered in.

       a.cpp:

          luabind::scope register_a()
          {
              return
                  class_<a>("a")
                      .def("f", &a::f)
                      ;
          }

       b.cpp:

          luabind::scope register_b()
          {
              return
                  class_<b>("b")
                      .def("g", &b::g)
                      ;
          }

       module_ab.cpp:

          luabind::scope register_a();
          luabind::scope register_b();

          void register_module(lua_State* L)
          {
              module("b", L)
              [
                  register_a(),
                  register_b()
              ];
          }

ERROR HANDLING

   pcall errorfunc
       As  mentioned  in the Lua documentation, it is possible to pass an error handler function to lua_pcall().
       Luabind makes use of lua_pcall() internally when calling member functions  and  free  functions.   It  is
       possible to set the error handler function that Luabind will use globally:

          typedef int(*pcall_callback_fun)(lua_State*);
          void set_pcall_callback(pcall_callback_fun fn);

       This  is primarily useful for adding more information to the error message returned by a failed protected
       call. For more information on how to use the pcall_callback function, see errfunc under the pcall section
       of the lua manual.

       For more information on how to retrieve debugging information from lua, see the debug section of the  lua
       manual.

       The  message returned by the pcall_callback is accessible as the top lua value on the stack. For example,
       if you would like to access it as a luabind object, you could do like this:

          catch(error& e)
          {
              object error_msg(from_stack(e.state(), -1));
              std::cout << error_msg << std::endl;
          }

   file and line numbers
       If you want to add file name and line number to the error messages generated by luabind  you  can  define
       your  own  pcall errorfunc. You may want to modify this callback to better suit your needs, but the basic
       functionality could be implemented like this:

          int add_file_and_line(lua_State* L)
          {
             lua_Debug d;
             lua_getstack(L, 1, &d);
             lua_getinfo(L, "Sln", &d);
             std::string err = lua_tostring(L, -1);
             lua_pop(L, 1);
             std::stringstream msg;
             msg << d.short_src << ":" << d.currentline;

             if (d.name != 0)
             {
                msg << "(" << d.namewhat << " " << d.name << ")";
             }
             msg << " " << err;
             lua_pushstring(L, msg.str().c_str());
             return 1;
          }

       For more information about what kind of information you can add to  the  error  message,  see  the  debug
       section of the lua manual.

       Note  that  the  callback  set  by set_pcall_callback() will only be used when luabind executes lua code.
       Anytime when you call lua_pcall yourself, you have to supply your function if  you  want  error  messages
       translated.

   lua panic
       When  lua  encounters  a fatal error caused by a bug from the C/C++ side, it will call its internal panic
       function. This can happen, for example,  when you call lua_gettable on a value that isn't a table. If you
       do the same thing from within lua, it will of course just fail with an error message.

       The default panic function will exit()  the  application.  If  you  want  to  handle  this  case  without
       terminating  your  application, you can define your own panic function using lua_atpanic. The best way to
       continue from the panic function is to make sure lua is compiled as C++ and throw an exception  from  the
       panic  function.  Throwing  an  exception instead of using setjmp and longjmp will make sure the stack is
       correctly unwound.

       When the panic function is called, the lua state is invalid, and the only allowed operation on it  is  to
       close it.

       For more information, see the lua manual section 3.19.

   structured exceptions (MSVC)
       Since  lua is generally built as a C library, any callbacks called from lua cannot under any circumstance
       throw an exception. Because of that, luabind has to catch all exceptions and translate them  into  proper
       lua errors (by calling lua_error()). This means we have a catch(...) {} in there.

       In  Visual  Studio,  catch  (...)  will  not  only  catch  C++  exceptions, it will also catch structured
       exceptions, such as segmentation fault. This means that if your function, that gets called from  luabind,
       makes  an invalid memory addressing, you won't notice it. All that will happen is that lua will return an
       error message saying "unknown exception".

       To remedy this, you can create your own exception translator:

          void straight_to_debugger(unsigned int, _EXCEPTION_POINTERS*)
          { throw; }

          #ifdef _MSC_VER
             ::_set_se_translator(straight_to_debugger);
          #endif

       This will make structured exceptions, like segmentation fault, to actually get caught by the debugger.

   Error messages
       These are the error messages that can be generated by luabind, with a more in-depth explanation.

       •

            the attribute 'class-name.attribute-name' is read only

         There is no data member named attribute-name in the class class-name,  or  there's  no  setter-function
         registered on that property name. See the Properties section.

       •

            the attribute 'class-name.attribute-name' is of type: (class-name) and does not match (class_name)

         This  error  is  generated  if  you  try  to  assign an attribute with a value of a type that cannot be
         converted to the attributes type.

       •

            class-name() threw an exception, class-name:function-name() threw an exception

         The class' constructor or member function threw an  unknown  exception.   Known  exceptions  are  const
         char*, std::exception. See the Exceptions section.

       •

            no overload of 'class-name:function-name' matched the arguments (parameter-types)
            no match for function call 'function-name' with the parameters (parameter-types)
            no constructor of class-name matched the arguments (parameter-types)
            no operator operator-name matched the arguments (parameter-types)

         No  function/operator  with the given name takes the parameters you gave it. You have either misspelled
         the function name, or given it incorrect parameters. This error is  followed  by  a  list  of  possible
         candidate  functions to help you figure out what parameter has the wrong type. If the candidate list is
         empty there's no function at all with that name.  See the signature matching section.

       •

            call of overloaded 'class-name:function-name*(*parameter-types)' is ambiguous
            ambiguous match for function call 'function-name' with the parameters (parameter-types)
            call of overloaded constructor 'class-name*(*parameter-types)' is ambiguous
            call of overloaded operator operator-name (parameter-types) is ambiguous

         This means that the function/operator you are trying to call has  at  least  one  other  overload  that
         matches the arguments just as good as the first overload.

       •

            cannot derive from C++ class 'class-name'. It does not have a wrapped type.

BUILD OPTIONS

       There  are  a number of configuration options (preprocessor #defines available when building luabind.  It
       is very important that your project has the exact same configuration options as the ones given  when  the
       library   was   build!   The  exceptions  are  the  LUABIND_MAX_ARITY  and  LUABIND_MAX_BASES  which  are
       template-based options and only matters when you use the library (which means they can  differ  from  the
       settings  of  the  library).  To achieve this you should use the CMake equivalent of these options. Then,
       when building with CMake the build_information.hpp  header  is  created  and  automatically  included  by
       config.hpp, thus keeping the options in sync automatically.

       LUABIND_MAX_ARITY
              Controls  the  maximum  arity  of  functions that are registered with luabind.  You can't register
              functions that takes more parameters than the number this macro is set to. It defaults to  5,  so,
              if  your  functions  have  greater  arity  you  have  to  redefine  it. A high limit will increase
              compilation time.

       LUABIND_MAX_BASES
              Controls the maximum number of classes one class can derive from in luabind (the number of classes
              specified  within  bases<>).   LUABIND_MAX_BASES  defaults  to  4.  A  high  limit  will  increase
              compilation time.

       LUABIND_NO_ERROR_CHECKING
              If  this  macro  is  defined,  all  the  Lua code is expected only to make legal calls. If illegal
              function calls are made (e.g. giving parameters that doesn't match the  function  signature)  they
              will  not  be detected by luabind and the application will probably crash. Error checking could be
              disabled when shipping a release build (given that no end-user has  access  to  write  custom  Lua
              code).  Note  that  function  parameter  matching  will be done if a function is overloaded, since
              otherwise it's impossible to know which one was called. Functions will  still  be  able  to  throw
              exceptions when error checking is disabled.

              If a function throws an exception it will be caught by luabind and propagated with lua_error().

       LUABIND_NO_EXCEPTIONS
              This  define  will  disable all usage of try, catch and throw in luabind.  This will in many cases
              disable run-time errors, when performing invalid casts or calling  Lua  functions  that  fails  or
              returns  values  that  cannot  be converted by the given policy. luabind requires that no function
              called directly or indirectly by luabind throws an exception (throwing exceptions through Lua  has
              undefined behavior).

              Where  exceptions are the only way to get an error report from luabind, they will be replaced with
              calls to the callback functions set with set_error_callback() and set_cast_failed_callback().

       LUA_API
              If you want to link dynamically against Lua, you can set this define to the import-keyword on your
              compiler and platform. On Windows in Visual Studio this should  be  __declspec(dllimport)  if  you
              want to link against Lua as a dll.

       LUABIND_DYNAMIC_LINK
              Must  be  defined if you intend to link against the luabind shared library (.so or DLL) / build it
              as  such.   Note  that  in  future  versions  of  luabind,  this  option  may  be   dependent   on
              BUILD_SHARED_LIBS in CMake, so you should always set both CMake options to the same value.

              If  enabling  this,  you  should link Lua dynamically to both Luabind and your application. If you
              encounter double-free errors or other memory corruption, this might be the problem.

       LUABIND_CPLUSPLUS_LUA
              Without this, all included Lua headers will be wrapped in extern "C".  Define this if you compiled
              Lua as C++.

       NDEBUG This define will disable all asserts and should be defined in a release build.

       LUABIND_USE_NOEXCEPT
              If you use Boost <= 1.46 but your compiler is C++11 compliant and marks destructors as noexcept by
              default, you need to define LUABIND_USE_NOEXCEPT.  Failing to do so  will  cause  std::terminate()
              being called if a destructor throws (e.g. the destructor of the proxy returned by call_function or
              object::operator()).

       LUABIND_LIBRARY_VERSION
              Specify the version of luabind being built, in x.y.z form.

   CMake options
       The  following  options can be given to CMake when building luabind. You can either specify them directly
       on the commandline using -Doption=value or let CMake ask you for each of them by invoking it with the  -i
       flag. On Windows, you will usually prefer cmake-gui.

       All options are booleans, unless specified otherwise.

       LUABIND_ENABLE_WARNINGS
              Enable compiler warnings during the build of luabind and the tests.

       LUABIND_USE_CXX11
              This  controls  whether  the  -std=c++11  flag is passed to compilers that support it. And whether
              support for C++11 scoped enums can be enabled.

       BUILD_TESTING
              Whether to generate build files for the unit tests (they must be run manually in any case).

       LUABIND_BUILD_HEADER_TESTS
              Enable this for (many) additional compilation tests: Each of  Luabind’s  public  headers  will  be
              included  in  a  generated .cpp file which otherwise only contains an empty main function, meaning
              that one dummy binary per header file is generated.

              This can only be enabled if BUILD_TESTING is enabled.

       LUABIND_APPEND_VERSION_SUFFIX
              With this option set (the default),  built  binaries  and  object  archives  will  be  named  e.g.
              luabind09.dll instead of just luabind.dll.

       LUABIND_LUA_VERSION
              A string variable with defaults to "" (the empty string). It can be set to "51" or "52" to use the
              respective Lua versions. If left empty, Lua52 will be tried first before falling back to Lua51.

       CMAKE_BUILD_TYPE
              String option. See the corresponding entry in the CMake manual.

IMPLEMENTATION NOTES

       The  classes  and  objects are implemented as user data in Lua. To make sure that the user data really is
       the internal structure it is supposed to be, we tag their metatables. Previously a boolean  at  a  string
       key  was  used,  making  it  relatively  easy  for  the  malevolent  user  to  fool Luabind and crash the
       application. However, this has been replaced with a light userdata key that should be quite impossible to
       imitate.

       In the Lua registry, luabind kept an entry called "__luabind_classes".   This  string  key  is  now  also
       replaced with a light userdata one.

       In  the  global table, a variable called super is used every time a constructor in a lua-class is called.
       This is to make it easy for that constructor to call its base class'  constructor.  So,  if  you  have  a
       global  variable  named  super  it  may  be overwritten. This is probably not the best solution, and this
       restriction may be removed in the future.

       NOTE:
          Deprecated

          super() has been deprecated since version 0.8 in favor of directly invoking the base  class'  __init()
          function:

              function Derived:__init()
                  Base.__init(self)
              end

   The detail namespace and undocumented features
       Inside  the  luabind  namespace,  there’s  another  namespace called detail.  Everything cotained therein
       should not be used by user code and is subject to change or vanish even  between  patch  versions.  There
       also exist no explicit tests or documentation for this namespace’s contents.

       Classes  and  functions which reside directly in the luabind namespace but are not documented should also
       rather not be used. However, if you have to depend on undocumented features, these are still better  than
       the detail ones.

FAQ

       What's up with __cdecl and __stdcall?
              If  you're having problem with functions that cannot be converted from void (__stdcall *)(int,int)
              to void (__cdecl*)(int,int). You can change the project settings to  make  the  compiler  generate
              functions with __cdecl calling conventions. This is a problem in developer studio.

       What's wrong with functions taking variable number of arguments?
              You  cannot register a function with ellipses in its signature. Since ellipses don't preserve type
              safety, those should be avoided anyway.

       Internal structure overflow in VC
              If you, in visual studio, get fatal error C1204: compiler limit : internal structure overflow. You
              should try to split that compilation unit up in smaller ones. See Splitting  up  the  registration
              and Splitting class registrations.

       What's wrong with precompiled headers in VC?
              Visual  Studio doesn't like anonymous namespaces in its precompiled headers. If you encounter this
              problem you can disable precompiled headers for the compilation unit (cpp-file) that uses luabind.

       error C1076: compiler limit - internal heap limit reached in VC
              In visual studio you will probably hit this error. To fix it you have  to  increase  the  internal
              heap with a command-line option. We managed to compile the test suit with /Zm300, but you may need
              a larger heap then that.

       error C1055: compiler limit : out of keys in VC
              It  seems  that  this  error  occurs  when  too  many  assert()  are  used  in  a program, or more
              specifically, the __LINE__ macro. It seems to be fixed by changing /ZI (Program database for  edit
              and continue) to /Zi (Program database).

       How come my executable is huge?
              If you're compiling in debug mode, you will probably have a lot of debug-info and symbols (luabind
              consists  of  a  lot  of  functions). Also, if built in debug mode, no optimizations were applied,
              luabind relies on that the compiler is able to inline functions. If you built in release mode, try
              running strip on your executable to remove export-symbols, this will trim down the size.

              Our tests suggests that cygwin's gcc produces much bigger executables compared  to  gcc  on  other
              platforms and other compilers.

       Can I register class templates with luabind?
              Yes  you  can,  but you can only register explicit instantiations of the class. Because there's no
              Lua counterpart to C++ templates. For example, you  can  register  an  explicit  instantiation  of
              std::vector<> like this:

                 module(L)
                 [
                     class_<std::vector<int> >("vector")
                         .def(constructor<int>)
                         .def("push_back", &std::vector<int>::push_back)
                 ];

       Do I have to register destructors for my classes?
              No,  the  destructor of a class is always called by luabind when an object is collected. Note that
              Lua has to own the object to collect it.  If you pass it to C++ and gives up ownership (with adopt
              policy) it will no longer be owned by Lua, and not collected.

              If you have a class hierarchy, you should make the destructor virtual if you want to be sure  that
              the correct destructor is called (this apply to C++ in general).

       Fatal Error C1063 compiler limit : compiler stack overflow in VC
              VC6.5 chokes on warnings, if you are getting a lot of warnings from your code try suppressing them
              with a pragma directive, this should solve the problem.

       Crashes when linking against luabind as a dll in Windows
              When  you  build  luabind, Lua and you project, make sure you link against the runtime dynamically
              (as a dll).

       I cannot register a function with a non-const parameter
              This is because there is no way to get a reference to a Lua value. Have a look  at  out_value  and
              pure_out_value policies.

KNOWN ISSUES

       • You cannot use strings with extra nulls in them as member names that refers to C++ members.

       • If  one  class  registers two functions with the same name and the same signature, there's currently no
         error. The last registered function will be the one that's used.

       • In VC7, classes can not be called test.

       • If you register a function and later rename it, error messages will use the original function name.

       • luabind does not support class hierarchies with virtual inheritance. Casts are done with static pointer
         offsets.

ACKNOWLEDGMENTS

       Written by Daniel Wallin and Arvid Norberg. © Copyright 2003.  All rights reserved.

       Evan Wies has contributed with thorough testing, countless bug reports and feature ideas.

       Many features and fixes of this fork come from Ryan  Pavlik's  (rpavlik)  fork  and  from  Peter  Colberg
       (fhoefling's fork).

       Christian Neumüller (Oberon00) is the maintainer of this fork.

       A rather complete list of contributors can be found at http://github.com/Oberon00/luabind/contributors.

       This library was highly inspired by Dave Abrahams' Boost.Python library.

       • Search Page

AUTHOR

       Daniel Wallin, Arvid Norberg

COPYRIGHT

       2023 Rasterbar Software; 2013 Christian Neumüller

0.9                                               Aug 25, 2023                                        LUABIND(3)