<[EMAIL PROTECTED]>wxLuaSocket is a C++ class for the wxLua app to communicate with a
spawned wxLua process for debugging. It is not a generic socket class,
nor is it wrapped for use in lua.

Ah ok I understand it now,  Thanks
<[EMAIL PROTECTED]>
<[EMAIL PROTECTED]>
<[EMAIL PROTECTED]>Here's the interface file for the socket classes of wxWidgets that
wxLua wraps. You use them in wxLua as you would in C++, but I have to
admit that I've never tried them. See the wxWidgets documentation.
Great ; I will try this way
<[EMAIL PROTECTED]>
<[EMAIL PROTECTED]>
<[EMAIL PROTECTED]>http://wxlua.sourceforge.net/wxLua/bindings/wxwidgets/socket.i

> thinking about using luasocket (kepler project) as well but their uses of
> coroutine (copas) make me a bit uncomfortable :-). And me think wxLua

Sorry never tried this either.
couroutine in lua IMHO is not really a replacement for thread. But I think using it in wxLua is convinient enough to overcome the limitation; as if I have a
lua_interp = new wxLuaState(NULL, wxID_ANY);
and whenever I do  a

int retval=lua_interp->RunFile(lua_file);

wxApp will spawn a new thread (?)  to run the lua file and control return immediately. If this is correct then I can spawn several lua_file in OnInit() without blocking the GUI; and the lua_file might be for the server process, the GUI.

Correct me if I am wrong please.
<[EMAIL PROTECTED]>
<[EMAIL PROTECTED]>
<[EMAIL PROTECTED]>> already provide wxLuaSocket why not using it (even it is not easy to not
> link with it anyway)

I don't know know what you mean by this?
:-).  If you enable wxLuaDebug then you need to enable wxLuaSocket and have to link your application with it even not using it, that is what I mean. But I can build the library only without debug and socket and wxlua, which is fine, just save about 400Kb of size though.
<[EMAIL PROTECTED]>

Thank you very much.

Cheers


S.KIEU


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