Example #1
0
File: lua.go Project: szll/golua
// lua_newthread
func (L *State) NewThread() *State {
	//TODO: call newState with result from C.lua_newthread and return it
	//TODO: should have same lists as parent
	//		but may complicate gc
	s := C.lua_newthread(L.s)
	return &State{s, nil, nil}
}
Example #2
0
// Creates a new thread, pushes it on the stack, and returns a pointer
// to a State that represents this new thread. The new state returned by
// this function shares with the original state all global objects (such
// as tables), but has an independent execution stack.
//
// There is no explicit function to close or to destroy a thread. Threads
// are subject to garbage collection, like any Lua object.
func (this *State) Newthread() *State {
	if !this.Checkstack(1) {
		panic("STATE: unable to grow lua_state stack")
	}

	newstate := &State{
		luastate: C.lua_newthread(this.luastate),
	}

	return newstate
}
Example #3
0
// Creates a new thread, pushes it on the stack, and returns a pointer
// to a State that represents this new thread. The new state returned by
// this function shares with the original state all global objects (such
// as tables), but has an independent execution stack.
//
// There is no explicit function to close or to destroy a thread. Threads
// are subject to garbage collection, like any Lua object.
func (s *State) Newthread() *State {
	l := C.lua_newthread(s.l)
	return &State{l}
}
Example #4
0
// Creates a new thread, pushes it on the stack, and returns a pointer
// to a State that represents this new thread. The new state returned by
// this function shares with the original state all global objects (such
// as tables), but has an independent execution stack.
//
// There is no explicit function to close or to destroy a thread. Threads
// are subject to garbage collection, like any Lua object.
func (s *State) Newthread() *State {
	l := C.lua_newthread(s.l)
	return &State{l: l, gfregistry: make(map[int]interface{})}
}