On 04/12/2015 07:42 PM, Holger Freyther wrote: >> On 12 Apr 2015, at 16:19, Roland Plüss <[email protected]> wrote: >> >> Maybe the question got lost in the mailing list? What does make a >> primitive fail as seen from the Smalltalk VM? > If you have a look at libgst/prims.def there is PRIMS_FAILED to indicate > that a primitive failed. Is VMpr_CFuncDescriptor_call the call you end up > making? In that case if NULL is returned from the c binding layer the > primitive will fail That sounds good but I don't know if I use that. My setup looks something like this:
gst_define_cfunc( "DECanvas.getCanvasCount", ( void*
)ccGetCanvasCount );
and in this example ccGetCanvasCount is:
int stClassCanvas::ccGetCanvasCount( OOP self ){
return some integer;
}
So I don't think I'm using that function. Or does it automatically do
this if the return value is OOP?
--
Mit freundlichen Grüssen
Plüss Roland
Leader und Head Programmer
- Game: Epsylon ( http://www.indiedb.com/games/epsylon )
- Game Engine: Drag[en]gine ( http://www.indiedb.com/engines/dragengine
, http://dragengine.rptd.ch/wiki )
- Normal Map Generator: DENormGen ( http://epsylon.rptd.ch/denormgen.php )
- Sowie verschiedene Blender Export-Skripts und Game-Tools
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