Replace console.log(), how to input multiple arguments? (NodeJS) - printing

I want to make a new function to "replace" console.log(). Basically a print() function that lets you add a timestamp at the beginning of the text and also change the colors of the timestamp, followed by the text you want to print.
Example:
colors = require('colors')
function debug_print(str) {
console.log(new String(Date().getTime().brightBlue + ": " + str)
}
It works, however it doesn't have the feature where you can place multiple arguments into the function call, or so you can print out an object the way console.log does:
myObject = {"hello": "hey"}
console.log("myObject", myObject); // <-- Works, prints out "myObject {'hello' : 'hey'}"
debug_print("myObject", myObject); // <-- Doesn't work
How do I change my function to both allow multiple arguments and also print out objects the same way console.log does, all in one print line?

You can use spread operator when defining function arguments. You should not use arguments itself (unless you really know what you are doing by that).
function debug_print(...msg) {
console.log('whatever: ', ...msg);
}

You can use arguments object to do so.
In Javascript, arguments is a local JavaScript object variable that is available in all non-arrow functions.
It is an Array-like object, containing all the arguments passed.
function my_function() {
// convert Arguments to a normal Array
var args = Array.from(arguments);
console.log.apply(console, args)
}
my_function(1, 2, "custom text") // 1, 2, "custom text"
As you want to add a text at the beginning of the message, you can simply add an element at the beginning of the Array
args.unshift(timestamp + ": ");

Related

What is the logic behind these functions

I am learning Dart, and I can't understand the logic behind this code if anyone can help:
Function applyMultiplier(num multiplier) {
return (num value) {
return value * multiplier;
};
}
final triple = applyMultiplier(3);
print(triple(6)); //output 18
There is an anonymous function inside a named function.
We assigned a function to a variable.
What I don't understand is how did we pass from triple to value. I can't understand the logic behind.
Well, the function applyMultiplier takes a num as argument and returns a function that itself returns the value it is given multiplied by another multiplier. final tripple = applyMultiplier(3) stores this function that is returned from applyMultiplier in the variable triple. Because the variable triple then stores a function it can also be used like a function.

Dynamic reference to Lua table method, param passed in is null

I'm creating a dynamic table method reference and trying pass a single param to the method. The dynamic method reference does work and the table method is called just as expected, however the completely not nil param I'm passing to the method is nil inside the method. Can you point out my error in these 2 lines?...
Here is a small working example that demonstrates. On first line in the Consider:Move method, mons is nil
local Consider = {}
function Consider:Move( mons )
print( 'Mons ' .. mons.type .. ' considering Move...')
actionChosen.score = 0
return actionChosen
end
local mons = { type = 'Blue' }
local actionPref = 'Move'
local considerAction = Consider[actionPref]
print( 'MonsterAI:chooseAction mons: ', mons.type )
local actionTest = considerAction( mons )
Functions defined using the colon operator hides an additional first self argument. function Consider:Move(mons) is syntactic sugar for function Consider.Move(self, mons).
Calling the function like considerAction(mons) sets the hidden self argument instead of the desired one.
You might want to pass the Consider table as self:
considerAction(Consider, mons)
Or, alternatively, define the function using the dot operator if you don't need self:
function Consider.Move(mons)
print('Mons ' .. mons.type .. ' considering Move...')
end

dustjs html escape output from dusthelper

I want to html escape the content from #pre. Output from {#pre key="property-key" type="content"/} is this contains " and ' in sentence. I want this to be escaped as this contains & #34; and & #39; in sentence.
I tried {#pre key="property-key" type="content" filters="h"/} but not working.
Because {#pre} (I assume this one) returns a Chunk, you can't directly modify the output.
You could wrap this helper in your own helper that HTML-escapes the return value.
dust.helpers.escapePre = function(chunk, context, bodies, params) {
return chunk.tap(function(data) {
return dust.escapeHtml(data);
}).helper('pre', context, bodies, params);
}
{#escapePre key="property-key" type="content" /}
This example helper just invokes the pre helper, and taps the output through a function that escapes all data passed to it.

Getting a “pointer” to a Lua function stored in C

In the Lua C API I can store a number or a string from the stack with lua_tostring().
How can a “reference” (if that is the correct term) to a Lua function be passed to C through the Lua API? So it can be called later from C, with lua_call(), without having to reference it by its name.
(It really needs to be like that, the C program will call the function somewhere in the future and the program doesn't know anything about the function because the functions to be passed are defined in the Lua program)
In C you can't refer to Lua functions directly but you can represent numbers and strings. So, for a function to "be called later", you can store this function in some table and refer to it by a numeric or string key of the table.
Here's a simpleminded mechanism to start with:
On the Lua side:
funcs = {}
local function register_hanlder(key, fn)
funcs[key] = fn
end
register_handler("on_mouse_click", function()
print "You clicked me!"
end)
On the C side:
/* code not tested */
lua_getglobal(L, "funcs");
lua_getfield(L, -1, "on_mouse_click");
if (!lua_isnil(L, -1)) {
lua_call(L, 0, 0);
else {
// nothing registered
}
Instead of registering the functions in a global table you can register them in the registry table (see luaL_ref). You'll get some integer (that's the key in the registry table where the function value is) that you can pass around in you C code.
Note that if you don't need to store a Lua function "for use later" you don't need any of this: if your C function has some Lua function passed to it via argument you can call it outright.
== Edit:
As I mentioned, instead of using a global variable (the funcs above) you can store the reference to the function in the "registry". Conceptually there's no difference between this method and the previous one.
Let's re-use the previous example: you want the Lua programmer to be able to register a function that would be fired whenever a mouse is clicked in your application.
The Lua side would look like this:
register_mouse_click_handler(function()
print "the mouse was clicked!"
end)
On the C side you define register_mouse_click_handler:
static int the_mouse_click_handler = 0;
static int register_mouse_click_handler(lua_State* L) {
the_mouse_click_handler = luaL_ref(L, LUA_REGISTRYINDEX);
return 0;
}
(...and expose it to Lua.)
Then, in your application, when the mouse is clicked and you want to call the Lua function, you do:
...
if (the_mouse_click_handler != 0) {
lua_rawgeti(L, LUA_REGISTRYINDEX, the_mouse_click_handler);
lua_call(L, 0, 0);
} else {
// No mouse handler was registered.
}
...
(I may have typos in the code.)

Read lua interface

In lua, is there any way to read an interface file to extract name/methods/args?
I have an .idl file like this:
interface
{
name = myInterface,
methods = {
testing = {
resulttype = "double",
args = {{direction = "in",
type = "double"},
}
}
}
This is equal to the code bellow (easier to read):
interface myInterface {
double testing (in double a);
};
I can read file, load as string and parse with gmatch for example to extract information, but is there any easy mode to parse this info?
At the end i want something (a table for example) with the interface name, their methods, result types and args. Just to know the interface that i`m working.
Lua has several facilities to interpret chunks of code. Namely, dofile, loadfile and loadstring. Luckily, your input file is almost valid Lua code (assuming those braces were matched). The only thing that is problematic is interface {.
All of the above functions effectively create a function object with a file's or a string's contents as their code. dofile immediately executes that function, while the others return a function, which you can invoke whenever you like. Therefore, if you're free to change the files, replace interface in the first line with return. Then you can do:
local interface = dofile("input.idl")
And interface will be a nice table, just as you have specified it in the file. If you cannot change those files to your liking, you will have to load the file into the string, perform some string manipulation (specifically, replace the first interface with return) and then use loadstring instead:
io.input("input.idl")
local input = io.read("*all")
input = string.gsub(input, "^interface", "return") -- ^ marks beginning of string
local f = loadstring(input)
local interface = f()
In both cases this is what you will get:
> require"pl.pretty".dump(interface)
{
name = "myInterface",
methods = {
testing = {
args = {
{
type = "double",
direction = "in"
}
},
resulttype = "double"
}
}
}
> print(interface.methods.testing.args[1].type)
double
EDIT:
I just realised, in your example input myInterface is not enclosed in " and therefore not a proper string. Is that also a mistake in your input file or is that what your files actually look like? In the latter case, you would need to change that as well. Lua is not going to complain if it's a name it doesn't know, but you also won't get the field in that case.

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