VC下的luajit的集成比linux/unix/mac下还要简单,至少我的过程是这样的。
平台:windows7-32bit, VS2013.
1,下载:luajit2.0.2,解压缩。通过vs2013的native tool command promot进入src目录:
然后,很快就编译好了。生成的文件lib啥的,都直接在src目录下。强迫症患者找个好地方放,而随便的人,就在那里了。
2,新建一个VC的console工程,把刚才的src目录加入到工程的include与lib目录中。如果include与lib指向了原生的非jit的lua目录,则会使用原生lua。
3,下面是我的例子程序,包括了一个简单的script.lua脚本。
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print "hello world"
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print (package.path)
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function foo()
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end;
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function callbar()
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print "call bar"
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for i=0,30000000 do
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bar()
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end
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end
还有一个C++文件,演示了从lua调用C++函数还有从C++调用lua函数。
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// hellolua.cpp : Defines the entry point for the console application.
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//
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#include "stdafx.h"
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#include "windows.h"
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extern "C" {
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#include "lua.h"
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#include "lualib.h"
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#include "lauxlib.h"
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}
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#pragma comment(lib, "lua51.lib")
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//#pragma comment(lib, "lua5.1.lib")
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static int l_bar(lua_State *L) {
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return 0;
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}
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int _tmain(int argc, _TCHAR* argv[])
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{
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int status;
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lua_State * L;
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L = luaL_newstate();
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luaL_openlibs(L);
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status = luaL_loadfile(L, "script.lua");
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if (status)
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{
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printf("could not open lua file : %s\n", lua_tostring(L, -1));
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return -1;
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}
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/* do the file */
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printf("run script\n");
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int result = lua_pcall(L, 0, 0, 0);
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if (result) {
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printf("failed to run script : %s\n", lua_tostring(L, -1));
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return -1;
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}
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printf("run foo\n");
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DWORD tm1 = GetTickCount();
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for (int i = 0; i < 30000000; ++i) {
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lua_getglobal(L, "foo");
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result = lua_pcall(L, 0, 0, 0);
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if (result) {
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printf("failed to run script : %s\n", lua_tostring(L, -1));
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return -1;
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}
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}
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printf("run time is %d-%d\n",tm1, GetTickCount()-tm1);
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/* call from lua by c */
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lua_pushcfunction(L, l_bar);
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lua_setglobal(L, "bar");
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if (status) {
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printf("register function failed : %s\n", lua_tostring(L, -1));
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return -1;
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}
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lua_getglobal(L, "callbar");
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tm1 = GetTickCount();
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status = lua_pcall(L, 0, 0, 0);
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if (status) {
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printf("callbar failed: %s\n", lua_tostring(L, -1));
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return -1;
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}
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printf("run time is %d-%d\n", tm1, GetTickCount() - tm1);
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lua_close(L);
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return 0;
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}
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