Nicolas Cannasse <[EMAIL PROTECTED]> (on Sun, 03 Dec 2006 10:03:17 +0100):

  > >   >   * fixes in more-than-five-arguments-calls
  > > 
  > > does that mean neko functions can now have 5 arguments? At least, i still 
get a
  > >   Uncaught exception - callback.c(69) : Too many arguments for a call
  > > if i try.
  > 
  > Neko functions can have more than 5 arguments without any problem :
  > 
  > f = function(a,b,c,d,e,f) { }
  > f(1,2,3,4,5,6);


hm, ok. this doesnt apply for c callbacks, though. i have (experimentally) 
increased CALL_MAX_ARGS to 10 (including the necessary switch extensions) in my 
neko checkout, which seems to work fine (but is ofcourse just as arbitrary a 
limit-- but one that happens to include a few OpenGL functions i want to bind).

what do you think about this? could we push CALL_MAX_ARGS to something that 
includes a little more of the edges of the gauss curve? the maximum i 
(currently) need is 9 (GLULookAt). i could send you a patch to save the typing, 
but i fear it might have other consequences (performance?).

or is there (holds thumbs) a cleaner way to bind a >5-argument C function to 
neko?

-dan

-- 
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-- 
Neko : One VM to run them all
(http://nekovm.org)

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