LUA Bug?
BlitzMax Forums/BlitzMax Module Tweaks/LUA Bug?
| ||
using the following BlitzMAX code:Import axe.luascript Global scriptEnv:TLuaScriptEngine = New TLuaScriptEngine scriptEnv.reset() ScriptEnv.RunScriptFile("test.lua") ScriptEnv.Shutdown() and the following lua script 'test.lua': print("LUA Script Start") f=io.output("c:\test.txt") f:write("Hello, World!") f:close() print("LUA Script End") I get the script start message but not the end? If I comment out the three lines in the middle then I get the end message as well? Can anyone point me to where I am going wrong? |
| ||
futher investigation reveals the line luaopen_io(m_lua_state) is comented out in luascript.bmx? I have tried adding it to the code, below the reset() ie: Import axe.luascript Global scriptEnv:TLuaScriptEngine = New TLuaScriptEngine scriptEnv.reset() luaopen_io(scriptEnv.m_lua_state) ScriptEnv.RunScriptFile("test.lua") ScriptEnv.Shutdown() now I get an Unhandled Memory Exception error? |
| ||
Thats strange, the example I added to the LUA script engine doc is no longer working either, will try and work out what has happened. |
| ||
I tried to do this using straight Lua (because I consider the LuaScript module to be evil) and the IO functions work but it's throwing a hissy-fit on lua_close. Example: foo.lua [/code] -- foo.lua local file = io.open( "foo.lua", "r" ) for line in file:lines( ) do print( line ) end --file:close( ) --file = nil -- end: foo.lua [/code] |