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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