John Labenski wrote:

But this does not work, when run from the run script menu, it still
calls function that are wrong.

I've changed wxluacan to use the "wxluacan" namespace and everything
seems to work properly. Please let me know if there are other
problems.
I did update from cvs, and in the wxluacan sample in the menu -> ModifyObjects->Run Script.
And you run the script in wxCanlua.acripts/incircles.lua.

I get still the same error:

attempt to call field `getCan` ( a nil value ).

Do you not get this?

Now if you change all the name spaces in lua to use wx instead of wxcanlua, it all works well.
( so in the rules file and in the script ).

I also changed the interface file and removed %delete for the classes.
It's meant only for classes that lua itself will delete, like wxColour
for example.
But what if both can happen? Can an object not be created in lua and/or C++?
Like here i can imagine one wants to create a wxlCan in lua script, and add objects to it in lua.
But in the sample it is all added to C++ instead.

If I
understand correctly the c++ AddObject function takes ownership of the
pointer and deletes it in the destructor.
Yes, as i say, i can imagine that for a class both can happen.
I would say this is a perfect use of smart pointers. In that case Lua and C++ can hold a smrtPtr to the object, who releases it last will delete the object. So making the wxLuaState::m_pTrackedList a smart pointer list, will already solve it. Since then i would use for say the object in a canvas smart pointers too, and all will be fine, no matter if Lua or C++ releases its smrtPtr to the object first.
I think  it would make thinks easier.

Klaas












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