I have been searching high and low for a way to handle errors with the C API for Lua, and simply print them out in the console. Though, I'm unable to find a single working example. What I would like to do is simply something like:
static int test(lua_State *L)
{
if(!lua_isstring(L, 1))
return luaL_error(L, "This is not a valid string");
}
or
static int test(lua_State *L)
{
try
{
if (!lua_isstring(L, 1))
{
throw luaL_error(L, "This is not a valid string");
}
}
catch (int e)
{
std::cout << "Error " << e << std::endl;
}
}
But nothing works as up to this point. What would be the correct way to do the error handling with the LUA C API and show messages in the console?
The first code example is one of the correct ways to deal with errors in Lua, but you appear to be confused about how it works.
You are writing a C function that implements an interface that will be exposed to Lua. It works like this Lua code:
The code that made the error in the first place is not the
test
function, it is the code that called it with an invalid argument.When your Lua code calls that function in an invalid way (for instance
test(42)
), it will raise a Lua error, with the string as the error message. If you call it from a standard Lua interpreter, it will stop the program, print the error message and a stack trace.If you want to do something else in your Lua code, for instance just print the error message, you can catch the error with
pcall
which works a bit like try / catch in other languages:Note that since this error is caused by an invalid argument type, your code can probably be improved by using one of luaL_checkstring / luaL_checklstring, luaL_argcheck or luaL_argerror instead of luaL_error directly.
To learn more about how the C API works, I encourage you to read the dedicated section in the book "Programming in Lua (4th edition)".