ROBLOX LUA(u) Attempt to call a nil value on Database - lua

I'm trying to make a DB and I'm still in testing phrase, but it doesn't work.
Basically the error is, I want it so if I type: ModuleScript:GetDB("salvage").Set("key", "value"), it would return a value, but it doesn't due to an error.
Any help is highly appreciated.
Error:
Photo
Server Script:
local ModuleScript = require(game.ServerStorage.ModuleScript)
game.Players.PlayerAdded:Connect(function(p)
p.Chatted:Connect(function(msg)
if msg == "t" then
print("lol")
print(ModuleScript:GetDB("salvage"))
ModuleScript:GetDB("salvage").Set("key", "value")
end
end)
end)
Module script:
--Variables
local dss = game:GetService("DataStoreService")
-- Tables
local greenwich = {}
local dbFunctions = {}
--Functions
function greenwich:GetDB(name)
local db = dss:GetDataStore(name)
local new = {}
new.store = db
coroutine.resume(coroutine.create(function()
for k, v in ipairs(dbFunctions) do
new[k] = function(...)
local args = { ... }
v(new.store, unpack(args))
end
end
end))
print(new.store.Name, name)
return new
end
function dbFunctions:Set(store, key, value)
print(value)
return value
end
--Returning everything.
return greenwich
Thanks in advance.

ModuleScript:GetDB("salvage") returns new which does not have a field Set so you cannot call ModuleScript:GetDB("salvage").Set("key", "value)
Set is a field of dbFunctions. You run a generic for loop over it using the ipairs iterator. dbFunctions is not a seqence, hence ipairs does not work for it. Use pairs instead.

Related

LUA using function variable outside of it

I am trying to edit a script in LUA but I couldn't get access of a local defined in a function
LUA Code
function getSafeMoney()
local SafeMoney = nil
QBCore.Functions.ExecuteSql(false, 'SELECT * FROM `moneysafes` WHERE `safe` = "mechanic"', function(result)
SafeMoney = json.decode(json.encode(result[1])).money;
end)
return SafeMoney
end
print(getSafeMoney())
Result :
nil
here's the sql function as sysdevs asked
QBCore.Functions.ExecuteSql = function(wait, query, cb)
local rtndata = {}
local waiting = true
exports['ghmattimysql']:execute(query, {}, function(data)
if cb ~= nil and wait == false then
cb(data)
end
rtndata = data
waiting = false
end)
if wait then
while waiting do
Citizen.Wait(5)
end
if cb ~= nil and wait == true then
cb(rtndata)
end
end
return rtndata
end
Your second function is not holding the main function I assume, I am bad at lua aswell, but I think that changing
QBCore.Functions.ExecuteSql(false, ............
to
QBCore.Functions.ExecuteSql(true, ............
This will probably fix your problem, still your code is ambiguous and needs concentration if you could provide more information I might be able to help more

I'm getting the error "attempt to index local self (a number value)

require 'class'
Paddle=class{}
function Paddle:init(x,y,width,height)
self.x=x
self.y=y
self.width=width
self.height=height
self.dy=0
end function Paddle:update(dt)
if self.dy < 0 then
self.y = math.max(`enter code here`0, self.y + self.dy * dt)
else
self.y=math.min(VIRTUAL_HEIGHT,-self.height,self.y+self.dy*dt)
end
end
function Paddle:render()
love.graphics.rectangle('fill',self.x,self.y,self.width,self.height)
end
I am following the course CS50 lecture 0 pong update 5, and the same code is working for the teacher. I don't know why this is happening neither understand the problem because it makes no sense. If you want, here's 'class'. This problem isn't happening in the other class I made called 'ball' which does exactly the same thing. I also defined self.dy, and it does have a value "0" so I don't know why it does that error and what that error means.
local function include_helper(to, from, seen)
if from == nil then
return to
elseif type(from) ~= 'table' then
return from
elseif seen[from] then
return seen[from]
end
seen[from] = to
for k,v in pairs(from) do
k = include_helper({}, k, seen) -- keys might also be tables
if to[k] == nil then
to[k] = include_helper({}, v, seen)
end
end
return to
end
-- deeply copies `other' into `class'. keys in `other' that are already
-- defined in `class' are omitted
local function include(class, other)
return include_helper(class, other, {})
end
-- returns a deep copy of `other'
local function clone(other)
return setmetatable(include({}, other), getmetatable(other))
end
local function new(class)
-- mixins
class = class or {} -- class can be nil
local inc = class.__includes or {}
if getmetatable(inc) then inc = {inc} end
for _, other in ipairs(inc) do
if type(other) == "string" then
other = _G[other]
end
include(class, other)
end
-- class implementation
class.__index = class
class.init = class.init or class[1] or function() end
class.include = class.include or include
class.clone = class.clone or clone
-- constructor call
return setmetatable(class, {__call = function(c, ...)
local o = setmetatable({}, c)
o:init(...)
return o
end})
end
-- interface for cross class-system compatibility (see https://github.com/bartbes/Class-Commons).
if class_commons ~= false and not common then
common = {}
function common.class(name, prototype, parent)
return new{__includes = {prototype, parent}}
end
function common.instance(class, ...)
return class(...)
end
end
-- the module
return setmetatable({new = new, include = include, clone = clone},
{__call = function(_,...) return new(...) end})
So this is the part where I call the update function, which is what someone said might be the error
function love.update(dt)
if love.keyboard.isDown('w') then
player1.dy=-PADDLE_SPEED
elseif love.keyboard.isDown('s') then
player1.dy=PADDLE_SPEED
else
player1.dy=0
end
if love.keyboard.isDown('up') then
player2.dy=-PADDLE_SPEED
elseif love.keyboard.isDown('down') then
player2.dy=PADDLE_SPEED
else
player2.dy=0
end
if gameState=='play' then
ball.update(dt)
end
player1.update(dt)
player2.update(dt)
This error is pretty clear on what you're doing wrong.
You're indexing local self, a number value.
That means that somewhere you're doing something like self.dy where self is not a table but a number and using the index operator . on numbers is not allowed as it does not make any sense.
The question is why self is not a table.
function myTable:myFunction() end
is short (syntactic sugar) for
function myTable.myFunction(self) end
and the function call
myTable:myFunction() is short for myTable.myFunction(myTable)
Please refer to the Lua manual.
Function Calls
Function Definitions
Find a function in your code that is defined with : and called with . and gets a number as first argument during that call.
That way a number ends up where you expect self.
I guess the error is in the main.lua which you did not provide.
There you have several calls to Paddle:update(dt). Writing myPaddle.update(dt) would cause that error for example. But I can't tell for sure as you did not provide your code.
But that it works for the teacher, but not for you is usually because you do something different/wrong.
Edit:
As you've provided more code I can tell for sure that the observed error is caused by
ball.update(dt)
player1.update(dt)
player2.update(dt)
This will put dt a number value, where the function expects self, the table ball.
replace it by
ball.update(ball, dt) or ball:update(dt)
player1.update(player1, dt) or player1:update(dt)
player2.update(player2, dt) or player2:update(dt)

Roblox Error: attempt to index local 'screengui' (a nil value)

Workspace.Part.Script:16: attempt to index local 'screengui' (a nil value)
wait(2) -- Testing to make sure assets loaded
script.Parent.Touched:connect(function(hit)
if not hit or not hit.Parent then return end
local human = hit.Parent:findFirstChild("Humanoid")
if human and human:IsA("Humanoid") then
local person = game.Players:GetPlayerFromCharacter(human.parent)
if not person then return end
person.Checklist.FirstEggCollected.Value = true
local playgui = person:FindFirstChild('PlayerGui')
print(playgui)
wait(0.2)
local screengui = playgui:FindFirstChild('ScreenGui')
wait(0.2)
print(screengui) -- This prints nil
local collectnotice = screengui:FindFirstChild('CollectionNotice') -- This is line 16
local Toggle = collectnotice.Toggle
local text = Toggle.Text
local value = text.Value
value = "The Easy Egg!"
person:WaitForChild('PlayerGui'):FindFirstChild('ScreenGui'):FindFirstChild('CollectionNotice').Toggle.Color.Value = Color3.fromRGB(0,255,0)
person:WaitForChild('PlayerGui'):FindFirstChild('ScreenGui'):FindFirstChild('CollectionNotice').Toggle.Value = true
script.Parent:Destroy()
wait(5)
game.Workspace.Variables.IfFirstEggInGame.Value = false
end
end)
I've been at this for hours. No idea how to make the error fix. FE is on, Yes its name is "ScreenGui" and it is inside "PlayerGui"
Error: Workspace.Part.Script:16: attempt to index local 'screengui' (a nil value)
From the Roblox manual: http://wiki.roblox.com/index.php?title=API:Class/Instance/FindFirstChild
Description: Returns the first child found with the given name, or nil
if no such child exists.
So there seems to be no child named "ScreenGui".
If a function may return nil you have to handle that properly. Blindly indexing possible nil values is bad practice.
Your issue is at the line local collectnotice = screengui:FindFirstChild('CollectionNotice').
You do not have an instance listed for the screengui variable.

Converting Python function to Lua function

I am trying to convert existing python function into lua function. But my lua function is not producing same result as python function. Any help is appreciated.
Python function:
import json
test = '{"http://localhost:8080/":{"phone":{"-detail/phone detail.template.html":"5167n,a,7,2","s/motorola-xoom-with-wifi.json":"516a0,5,4,3"},"favicon.ico":"016ad,3,3,2","img/phones/motorola-xoom-with-wi-fi.":{"1.jpg":"*02s,2s,4v,h3|116da,o,l,6","2.jpg":"*02s,2s,4v,kp|116da,j,i,8","3.jpg":"*02s,2s,4v,ob|116da,o,m,8,7,,7,7,7","4.jpg":"*02s,2s,4v,rx|116da,o,m,9,8,,7,7,7","5.jpg":"*02s,2s,4v,vj|116da,p,m,a,8,,7,7,7"}}}'
def tri(param):
t = {}
for key in param:
if key not in param:
continue
if isinstance(param[key], dict) and param[key] is not None:
flat = tri(param[key])
for x in flat:
if x not in flat:
continue
t[key + x] = flat[x]
else:
t[key] = param[key]
return t
print(tri(json.loads(test)))
Lua code ( which is not producing same result as python function)
local json = require('cjson')
local test = '{"http://localhost:8080/":{"phone":{"-detail/phone-detail.template.html":"5167n,a,7,2","s/motorola-xoom-with-wi-fi.json":"516a0,5,4,3"},"favicon.ico":"016ad,3,3,2","img/phones/motorola-xoom-with-wi-fi.":{"1.jpg":"*02s,2s,4v,h3|116da,o,l,6","2.jpg":"*02s,2s,4v,kp|116da,j,i,8","3.jpg":"*02s,2s,4v,ob|116da,o,m,8,7,,7,7,7","4.jpg":"*02s,2s,4v,rx|116da,o,m,9,8,,7,7,7","5.jpg":"*02s,2s,4v,vj|116da,p,m,a,8,,7,7,7"}}}'
local function tri(param)
t = {}
for key in pairs(param) do
if param[key] == nil then end
if type(param[key]) == "table" then
flat = tri(param[key])
for k in pairs(flat) do
t[key .. k] = flat[k]
end
else
t[key] = param[key]
end
end
return t
end
print(json.encode(tri(json.decode(test))))
local function tri(param)
t = {} -- every time we call tri t will be "reset" to an empty table
for key in pairs(param) do
if param[key] == nil then end
if type(param[key]) == "table" then
flat = tri(param[key]) -- here we call tri, but we still need t!
for k in pairs(flat) do
t[key .. k] = flat[k]
end
else
t[key] = param[key]
end
end
return t
end
Making at least t global should solve that problem. But there is also no reason for flat to be global so we make it local too.
local function tri(param)
local t = {}
for key in pairs(param) do
if param[key] == nil then end
if type(param[key]) == "table" then
local flat = tri(param[key])
for k in pairs(flat) do
t[key .. k] = flat[k]
end
else
t[key] = param[key]
end
end
return t
end
Your task could be done a bit easier using json.traverse() function from this Lua JSON module.
Traversing lets you perform arbitrary operations with JSON elements on-the-fly.
This code concatenates element's path (for every JSON element except JSON containers: arrays/objects) and uses it as a key for Lua table.
local json = require'json'
local t = {}
local function callback(path, json_type, value)
if value ~= nil then -- value == nil for containers (arrays/objects)
t[table.concat(path)] = value
end
end
local test = '{"http://localhost:8080/":{"phone":{"-detail/phone detail.template.html":"5167n,a,7,2","s/motorola-xoom-with-wifi.json":"516a0,5,4,3"},"favicon.ico":"016ad,3,3,2","img/phones/motorola-xoom-with-wi-fi.":{"1.jpg":"*02s,2s,4v,h3|116da,o,l,6","2.jpg":"*02s,2s,4v,kp|116da,j,i,8","3.jpg":"*02s,2s,4v,ob|116da,o,m,8,7,,7,7,7","4.jpg":"*02s,2s,4v,rx|116da,o,m,9,8,,7,7,7","5.jpg":"*02s,2s,4v,vj|116da,p,m,a,8,,7,7,7"}}}'
json.traverse(test, callback)
-- Now t == {
-- ["http://localhost:8080/favicon.ico"] = "016ad,3,3,2",
-- ["http://localhost:8080/img/phones/motorola-xoom-with-wi-fi.1.jpg"] = "*02s,2s,4v,h3|116da,o,l,6",
-- ["http://localhost:8080/img/phones/motorola-xoom-with-wi-fi.2.jpg"] = "*02s,2s,4v,kp|116da,j,i,8",
-- ["http://localhost:8080/img/phones/motorola-xoom-with-wi-fi.3.jpg"] = "*02s,2s,4v,ob|116da,o,m,8,7,,7,7,7",
-- ["http://localhost:8080/img/phones/motorola-xoom-with-wi-fi.4.jpg"] = "*02s,2s,4v,rx|116da,o,m,9,8,,7,7,7",
-- ["http://localhost:8080/img/phones/motorola-xoom-with-wi-fi.5.jpg"] = "*02s,2s,4v,vj|116da,p,m,a,8,,7,7,7",
-- ["http://localhost:8080/phone-detail/phone detail.template.html"] = "5167n,a,7,2",
-- ["http://localhost:8080/phones/motorola-xoom-with-wifi.json"] = "516a0,5,4,3"
-- }

How does the __call metamethod in Lua 5.1 actually work?

I'm trying, as an exercise, to make a set implementation in Lua. Specifically I want to take the simplistic set implementation of Pil2 11.5 and grow it up to include the ability to insert values, delete values, etc.
Now the obvious way to do this (and the way that works) is this:
Set = {}
function Set.new(l)
local s = {}
for _, v in ipairs(l) do
s[v] = true
end
return s
end
function Set.insert(s, v)
s[v] = true
end
ts = Set.new {1,2,3,4,5}
Set.insert(ts, 5)
Set.insert(ts, 6)
for k in pairs(ts) do
print(k)
end
As expected I get the numbers 1 through 6 printed out. But those calls to Set.insert(s, value) are really rather ugly. I'd much rather be able to call something like ts:insert(value).
My first attempt at a solution to this looked like this:
Set = {}
function Set.new(l)
local s = {
insert = function(t, v)
t[v] = true
end
}
for _, v in ipairs(l) do
s[v] = true
end
return s
end
ts = Set.new {1,2,3,4,5}
ts:insert(5)
ts:insert(6)
for k in pairs(ts) do
print(k)
end
This works mostly fine until you see what comes out of it:
1
2
3
4
5
6
insert
Very obviously the insert function, which is a member of the set table, is being displayed. Not only is this even uglier than the original Set.insert(s, v) problem, it's also prone to some serious trouble (like what happens if "insert" is a valid key someone is trying to enter?). It's time to hit the books again. What happens if I try this instead?:
Set = {}
function Set.new(l)
local s = {}
setmetatable(s, {__call = Set.call})
for _, v in ipairs(l) do
s[v] = true
end
return s
end
function Set.call(f)
return Set[f]
end
function Set.insert(t, v)
t[v] = true
end
ts = Set.new {1,2,3,4,5}
ts:insert(5)
ts:insert(6)
for k in pairs(ts) do
print(k)
end
Now the way I'm reading this code is:
When I call ts:insert(5), the fact that insert doesn't exist to be called means that the ts metatable is going to be searched for "__call".
The ts metatable's "__call" key returns Set.call.
Now Set.call is called with the name insert which causes it to return the Set.insert function.
Set.insert(ts, 5) is called.
What's really happening is this:
lua: xasm.lua:26: attempt to call method 'insert' (a nil value)
stack traceback:
xasm.lua:26: in main chunk
[C]: ?
And at this point I'm stumped. I have absolutely no idea where to go from here. I hacked around for an hour with varying degrees of increasingly desperate variations on this code but the end result is that I have nothing that works. What undoubtedly obvious thing am I overlooking at this point?
Now the way I'm reading this code is:
When I call ts:insert(5), the fact that insert doesn't exist to be called means that the ts metatable is going to be searched for "__call".
There's your problem. The __call metamethod is consulted when the table itself is called (ie, as a function):
local ts = {}
local mt = {}
function mt.__call(...)
print("Table called!", ...)
end
setmetatable(ts, mt)
ts() --> prints "Table called!"
ts(5) --> prints "Table called!" and 5
ts"String construct-call" --> prints "Table called!" and "String construct-call"
Object-oriented colon-calls in Lua such as this:
ts:insert(5)
are merely syntactic sugar for
ts.insert(ts,5)
which is itself syntactic sugar for
ts["insert"](ts,5)
As such, the action that is being taken on ts is not a call, but an index (the result of ts["insert"] being what is called), which is governed by the __index metamethod.
The __index metamethod can be a table for the simple case where you want indexing to "fall back" to another table (note that it is the value of the __index key in the metatable that gets indexed and not the metatable itself):
local fallback = {example = 5}
local mt = {__index = fallback}
local ts = setmetatable({}, mt)
print(ts.example) --> prints 5
The __index metamethod as a function works similarly to the signature you expected with Set.call, except that it passes the table being indexed before the key:
local ff = {}
local mt = {}
function ff.example(...)
print("Example called!",...)
end
function mt.__index(s,k)
print("Indexing table named:", s.name)
return ff[k]
end
local ts = {name = "Bob"}
setmetatable(ts, mt)
ts.example(5) --> prints "Indexing table named:" and "Bob",
--> then on the next line "Example called!" and 5
For more information on metatables, consult the manual.
You said:
Now the way I'm reading this code is:
When I call ts:insert(5), the fact that insert doesn't
exist to be called means that the ts metatable is going
to be searched for "__call".
The ts metatable's "__call" key returns Set.call.
Now Set.call is called with the name insert which causes
it to return the Set.insert function.
Set.insert(ts, 5) is called.
No, what happens is this:
When insert isn't found directly in the ts object, Lua looks for __index in its metatable.
If it is there and it is a table, Lua will search for insert there.
If it is there and it is a function, it will call it with the original table (ts in this case) and the key being searched for (insert).
If it isn't there, which is the case, it is considered nil.
The error you're having is because you don't have __index set in your metatable, so you are effectively calling a nil value.
This can be solved by pointing __index to some table, namely Set, if you're going to store your methods there.
As for __call, it is used for when you call the object as a function. Ie:
Set = {}
function Set.new(l)
local s = {}
setmetatable(s, {__index=Set, __call=Set.call})
for _, v in ipairs(l) do
s[v] = true
end
return s
end
function Set.call(s, f)
-- Calls a function for every element in the set
for k in pairs(s) do
f(k)
end
end
function Set.insert(t, v)
t[v] = true
end
ts = Set.new {1,2,3,4,5}
ts:insert(5)
ts:insert(6)
ts(print) -- Calls getmetatable(ts).__call(ts, print),
-- which means Set.call(ts, print)
-- The way __call and __index are set,
-- this is equivalent to the line above
ts:call(print)
Set = {}
function Set.new(l)
local s = {}
setmetatable(s, {__index=Set})
for _, v in ipairs(l) do
s[v] = true
end
return s
end
function Set.call(f)
return Set[f]
end
function Set.insert(t, v)
t[v] = true
end
ts = Set.new {1,2,3,4,5}
ts:insert(5)
ts:insert(6)
for k in pairs(ts) do
print(k)
end
I modified your first version and this version would offer the features I think you are looking for.
Set = {}
Set.__index = Set
function Set:new(collection)
local o = {}
for _, v in ipairs(collection) do
o[v] = true
end
setmetatable(o, self)
return o
end
function Set:insert(v)
self[v] = true
end
set = Set:new({1,2,3,4,5})
print(set[1]) --> true
print(set[10]) --> nil
set:insert(10)
print(set[10]) --> true

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