Check for equality between more than 2 values in Lua - lua

In Lua 5.3.3, equalities between two values work normally using the == operator.
However, equalities between more than two values don't work.
> print(1 == 1 == 1)
false
>
How can I check if more than 2 values are equal to one another in Lua?

You should compare 2 values at a time:
print((1 == 1) and (1 == 1))
If you have specific needs and if this approach is not acceptable, then you could also write a dedicated function:
function EqualsAll (Values, Number)
local Equals = true
local Index = 1
while (Equals and (Index <= #Values)) do
if Values[Index] == Number then
Index = Index + 1
else
Equals = false
end
end
return Equals
end
You could use it as following:
> EqualsAll({1, 2, 3}, 1)
false
> EqualsAll({1, 1, 1}, 1)
true

Related

Check if table contains number

I need to check if a table contains a specific number that is known.
e.g. My variable is {1, 2, 3, 4, 5} and I want to know how I can check if that variable contains the number 3.
Thanks in advance.
Just loop over the values of your table and compare them against the number:
function contains(table, number)
for key, value in pairs(table) do if value == number then return true end end
return false
end
this will search through the values of both hash & list part. Usage based on your example: var = {1, 2, 3, 4, 5}; assert(contains(var, 3)).
If your list is sorted, you can use a binary search:
function contains(t, num)
local upper = #t
local lower = 1
while upper >= lower do
local mid = math.floor((lower + upper) / 2)
local v = t[mid]
if v < num then
lower = mid + 1
elseif v > num then
upper = mid - 1
else -- v == num
return true
end
end
return false
end

How to check if a given table is a valid sequence?

local seq = { 1, 2, 3, 4, 5 } -- obviously, it's a sequence.
local non_seq = { 1, 2, 3, nil, 5 } -- but it's not.
The defination about sequence: The Length Operator
This question is in chapter 5 of Programming in Lua 4st.
Any comments I would greatly appreciate
You linked the information you need for your answer.
A border in Lua 5.3 is defined as:
(border == 0 or t[border] ~= nil) and t[border + 1] == nil
A proper sequence can only contain one border. However to cover some other condition the code does require a bit more leg work, such as validating the index can be in a sequence.
function is_sequence(t)
local borders = 0
if t[1] ~= nil then -- all sequences must start at 1.
for index in pairs(t) do
if natural_index(index) and t[index + 1] == nil then
borders = borders + 1
if borders > 1 then
break
end
end
end
end
return borders == 1 or valid_no_borders(t) and borders == 0
end
function natural_index(index)
return type(index) == "number" and index > 0 and math.floor(index) == index
end
function valid_no_borders(t)
result = true
for k in pairs(t) do
if natural_index(k) then
result = false
break
end
end
return t[1] == nil and result
end
-- Tests
local seqs = {
{ 1, 2, 3, 4, 5 }, -- obviously, it's a sequence.
{ 1, 2, 3, 4, ["potato"] = 5 },
{ 1, 2, [3.3] = 3 },
{ [2.2] = 2 },
{ [-1] = -1, [0] = 0, 1, 2, 3 },
{},
}
for _, v in ipairs(seqs) do
print("seq: ", is_sequence(v))
end
local non_seqs ={
{ 1, 2, 3, nil, 5 }, -- but it's not.
{ [2] = 2 },
}
for _, v in ipairs(non_seqs) do
print("non_seq: ", is_sequence(v))
end
Results
seq: true
seq: true
seq: true
seq: true
seq: true
seq: true
non_seq: false
non_seq: false
This method has the benefit of only evaluating each element once and exiting as early as possible if the table is not a valid sequence.
There might be a better way, but the first thing I could come up with would look something like this:
local function sequence(tab)
local border
for index in ipairs(tab) do
border = index
end
for index in pairs(tab) do
if type(index)=="number" and index > border then
return false
end
end
end
The problem is that you need to iterate over the table twice; the first time up to the first border, then either until the first integer key larger than the first border, or through the entire table if it is indeed a sequence.
As #Nifim pointed out, you can also implement the definition directly. A slightly improved version of their answer:
local function natural(value)
return type(value)=="number" and value >= 1 and value % 1 == 0
end
local function sequence(tab)
-- 0 can be a border even when it's nil
if tab[1] == nil then
for index in pairs(tab) do
if natural(index) then
return false
end
end
else
local border = false
for index in pairs(tab) do
if natural(index) and tab[index+1]==nil then
if border then
return false
else
border = true
end
end
end
end
return true
end
All you need to do is check if the array part of the table has any holes.
local function isSequence(t)
for k in pairs(t) do
-- Is k an integer greater than 1 whose previous value is nil?
if
type(k) == 'number' and k == math.floor(k) and k > 1 and t[k - 1] == nil
then
return false
end
end
return true
end
If you detect an integer key greater than 1 whose previous value is nil, then the table must have at least 2 borders, making it an invalid sequence. One is somewhere between 0 and that key, and the other is somewhere after that key.

Lua #Table returning 0, despite Table containing 3 elements (tables)? [duplicate]

Sounds like a "let me google it for you" question, but somehow I can't find an answer. The Lua # operator only counts entries with integer keys, and so does table.getn:
tbl = {}
tbl["test"] = 47
tbl[1] = 48
print(#tbl, table.getn(tbl)) -- prints "1 1"
count = 0
for _ in pairs(tbl) do count = count + 1 end
print(count) -- prints "2"
How do I get the number of all entries without counting them?
You already have the solution in the question -- the only way is to iterate the whole table with pairs(..).
function tablelength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
Also, notice that the "#" operator's definition is a bit more complicated than that. Let me illustrate that by taking this table:
t = {1,2,3}
t[5] = 1
t[9] = 1
According to the manual, any of 3, 5 and 9 are valid results for #t. The only sane way to use it is with arrays of one contiguous part without nil values.
You can set up a meta-table to track the number of entries, this may be faster than iteration if this information is a needed frequently.
The easiest way that I know of to get the number of entries in a table is with '#'. #tableName gets the number of entries as long as they are numbered:
tbl={
[1]
[2]
[3]
[4]
[5]
}
print(#tbl)--prints the highest number in the table: 5
Sadly, if they are not numbered, it won't work.
There's one way, but it might be disappointing: use an additional variable (or one of the table's field) for storing the count, and increase it every time you make an insertion.
count = 0
tbl = {}
tbl["test"] = 47
count = count + 1
tbl[1] = 48
count = count + 1
print(count) -- prints "2"
There's no other way, the # operator will only work on array-like tables with consecutive keys.
function GetTableLng(tbl)
local getN = 0
for n in pairs(tbl) do
getN = getN + 1
end
return getN
end
You're right. There are no other way to get length of table
You could use penlight library. This has a function size which gives the actual size of the table.
It has implemented many of the function that we may need while programming and missing in Lua.
Here is the sample for using it.
> tablex = require "pl.tablex"
> a = {}
> a[2] = 2
> a[3] = 3
> a['blah'] = 24
> #a
0
> tablex.size(a)
3
local function CountedTable(x)
assert(type(x) == 'table', 'bad parameter #1: must be table')
local new_t = {}
local mt = {}
-- `all` will represent the number of both
local all = 0
for k, v in pairs(x) do
all = all + 1
end
mt.__newindex = function(t, k, v)
if v == nil then
if rawget(x, k) ~= nil then
all = all - 1
end
else
if rawget(x, k) == nil then
all = all + 1
end
end
rawset(x, k, v)
end
mt.__index = function(t, k)
if k == 'totalCount' then return all
else return rawget(x, k) end
end
return setmetatable(new_t, mt)
end
local bar = CountedTable { x = 23, y = 43, z = 334, [true] = true }
assert(bar.totalCount == 4)
assert(bar.x == 23)
bar.x = nil
assert(bar.totalCount == 3)
bar.x = nil
assert(bar.totalCount == 3)
bar.x = 24
bar.x = 25
assert(bar.x == 25)
assert(bar.totalCount == 4)
I stumbled upon this thread and want to post another option. I'm using Luad generated from a block controller, but it essentially works by checking values in the table, then incrementing which value is being checked by 1. Eventually, the table will run out, and the value at that index will be Nil.
So subtract 1 from the index that returned a nil, and that's the size of the table.
I have a global Variable for TableSize that is set to the result of this count.
function Check_Table_Size()
local Count = 1
local CurrentVal = (CueNames[tonumber(Count)])
local repeating = true
print(Count)
while repeating == true do
if CurrentVal ~= nil then
Count = Count + 1
CurrentVal = CueNames[tonumber(Count)]
else
repeating = false
TableSize = Count - 1
end
end
print(TableSize)
end
seems when the elements of the table is added by insert method, getn will return correctly. Otherwise, we have to count all elements
mytable = {}
element1 = {version = 1.1}
element2 = {version = 1.2}
table.insert(mytable, element1)
table.insert(mytable, element2)
print(table.getn(mytable))
It will print 2 correctly

How to get number of entries in a Lua table?

Sounds like a "let me google it for you" question, but somehow I can't find an answer. The Lua # operator only counts entries with integer keys, and so does table.getn:
tbl = {}
tbl["test"] = 47
tbl[1] = 48
print(#tbl, table.getn(tbl)) -- prints "1 1"
count = 0
for _ in pairs(tbl) do count = count + 1 end
print(count) -- prints "2"
How do I get the number of all entries without counting them?
You already have the solution in the question -- the only way is to iterate the whole table with pairs(..).
function tablelength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
Also, notice that the "#" operator's definition is a bit more complicated than that. Let me illustrate that by taking this table:
t = {1,2,3}
t[5] = 1
t[9] = 1
According to the manual, any of 3, 5 and 9 are valid results for #t. The only sane way to use it is with arrays of one contiguous part without nil values.
You can set up a meta-table to track the number of entries, this may be faster than iteration if this information is a needed frequently.
The easiest way that I know of to get the number of entries in a table is with '#'. #tableName gets the number of entries as long as they are numbered:
tbl={
[1]
[2]
[3]
[4]
[5]
}
print(#tbl)--prints the highest number in the table: 5
Sadly, if they are not numbered, it won't work.
There's one way, but it might be disappointing: use an additional variable (or one of the table's field) for storing the count, and increase it every time you make an insertion.
count = 0
tbl = {}
tbl["test"] = 47
count = count + 1
tbl[1] = 48
count = count + 1
print(count) -- prints "2"
There's no other way, the # operator will only work on array-like tables with consecutive keys.
function GetTableLng(tbl)
local getN = 0
for n in pairs(tbl) do
getN = getN + 1
end
return getN
end
You're right. There are no other way to get length of table
You could use penlight library. This has a function size which gives the actual size of the table.
It has implemented many of the function that we may need while programming and missing in Lua.
Here is the sample for using it.
> tablex = require "pl.tablex"
> a = {}
> a[2] = 2
> a[3] = 3
> a['blah'] = 24
> #a
0
> tablex.size(a)
3
local function CountedTable(x)
assert(type(x) == 'table', 'bad parameter #1: must be table')
local new_t = {}
local mt = {}
-- `all` will represent the number of both
local all = 0
for k, v in pairs(x) do
all = all + 1
end
mt.__newindex = function(t, k, v)
if v == nil then
if rawget(x, k) ~= nil then
all = all - 1
end
else
if rawget(x, k) == nil then
all = all + 1
end
end
rawset(x, k, v)
end
mt.__index = function(t, k)
if k == 'totalCount' then return all
else return rawget(x, k) end
end
return setmetatable(new_t, mt)
end
local bar = CountedTable { x = 23, y = 43, z = 334, [true] = true }
assert(bar.totalCount == 4)
assert(bar.x == 23)
bar.x = nil
assert(bar.totalCount == 3)
bar.x = nil
assert(bar.totalCount == 3)
bar.x = 24
bar.x = 25
assert(bar.x == 25)
assert(bar.totalCount == 4)
I stumbled upon this thread and want to post another option. I'm using Luad generated from a block controller, but it essentially works by checking values in the table, then incrementing which value is being checked by 1. Eventually, the table will run out, and the value at that index will be Nil.
So subtract 1 from the index that returned a nil, and that's the size of the table.
I have a global Variable for TableSize that is set to the result of this count.
function Check_Table_Size()
local Count = 1
local CurrentVal = (CueNames[tonumber(Count)])
local repeating = true
print(Count)
while repeating == true do
if CurrentVal ~= nil then
Count = Count + 1
CurrentVal = CueNames[tonumber(Count)]
else
repeating = false
TableSize = Count - 1
end
end
print(TableSize)
end
seems when the elements of the table is added by insert method, getn will return correctly. Otherwise, we have to count all elements
mytable = {}
element1 = {version = 1.1}
element2 = {version = 1.2}
table.insert(mytable, element1)
table.insert(mytable, element2)
print(table.getn(mytable))
It will print 2 correctly

How do I get the number of keys in a hash table in Lua?

myTable = {}
myTable["foo"] = 12
myTable["bar"] = "blah"
print(#myTable) -- this prints 0
Do I actually have to iterate through the items in the table to get the number of keys?
numItems = 0
for k,v in pairs(myTable) do
numItems = numItems + 1
end
print(numItems) -- this prints 2
I experimented with both the # operator and table.getn(). I thought table.getn() would do what you wanted but as it turns out it's returning the same value as #, namely 0. It appears that dictionaries insert nil placeholders as necessary.
Looping over the keys and counting them seems like the only way to get the dictionary size.
The length operator:
The length of a table t is defined to be any integer index n such that t[n] is not nil and t[n+1] is nil; moreover, if t[1] is nil, n can be zero. For a regular array, with non-nil values from 1 to a given n, its length is exactly that n, the index of its last value. If the array has "holes" (that is, nil values between other non-nil values), then #t can be any of the indices that directly precedes a nil value (that is, it may consider any such nil value as the end of the array).
so only way to get length is iterate over it.
Aside from iterating through the keys manually, it is simple to automatically keep track of it via metamethods. Considering you probably don't want to keep track of every table you make, you can just write a function that will allow you to convert any table into a key-countable object. The following isn't perfect, but I think it would illustrate the point:
function CountedTable(x)
assert(type(x) == 'table', 'bad parameter #1: must be table')
local mt = {}
-- `keys` will represent the number of non integral indexes
-- `indxs` will represent the number of integral indexes
-- `all` will represent the number of both
local keys, indxs, all = 0, 0, 0
-- Do an initial count of current assets in table.
for k, v in pairs(x) do
if (type(k) == 'number') and (k == math.floor(k)) then indxs = indxs + 1
else keys = keys + 1 end
all = all + 1
end
-- By using `__nexindex`, any time a new key is added, it will automatically be
-- tracked.
mt.__newindex = function(t, k, v)
if (type(k) == 'number') and (k == math.floor(k)) then indxs = indxs + 1
else keys = keys + 1 end
all = all + 1
t[k] = v
end
-- This allows us to have fields to access these datacounts, but won't count as
-- actual keys or indexes.
mt.__index = function(t, k)
if k == 'keyCount' then return keys
elseif k == 'indexCount' then return indxs
elseif k == 'totalCount' then return all end
end
return setmetatable(x, mt)
end
Examples of using this would include:
-- Note `36.35433` would NOT be counted as an integral index.
local foo = CountedTable { 1, 2, 3, 4, [36.35433] = 36.35433, [54] = 54 }
local bar = CountedTable { x = 23, y = 43, z = 334, [true] = true }
local foobar = CountedTable { 1, 2, 3, x = 'x', [true] = true, [64] = 64 }
print(foo.indexCount) --> 5
print(bar.keyCount) --> 4
print(foobar.totalCount) --> 6
Live Working Example
Hope this helped! :)
Lua stores table as two separates parts : a hash part and an array part, the len operator only deal with the array part, meaning value indexed by a number value, plus using rules mentioned below, so you don't have any choice for counting "hash" value you need to iterate over the table with pairs() function.

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