Lua get Instance in an instance where the name matches a string - lua

I am a javascript developer and am starting to use lua.
When i write code such as:
var obj = {
prop: "Hello World"
}
, propName = "prop";
//and to fetch the value:
console.log(obj[propName]);
/as apposed to:
console.log(obj.propName) //undefined
in lua is there any way to get a property of an Instance that has the same name as a string.
--i.e:
game.Workspace.<INSERT VARIABLE VALUE HERE>.Humanoid.WalkSpeed = 100
P.S i am using lua for roblox if that makes any changes

I don't known roblox but try this:
game.Workspace[myvar].Humanoid.WalkSpeed = 100
In this sense, Lua is like JavaScript.

Related

Saxonica - .NET API - XQuery - XPDY0002: The context item for axis step root/descendant::xxx is absent

I'm getting same error as this question, but with XQuery:
SaxonApiException: The context item for axis step ./CLIENT is absent
When running from the command line, all is good. So I don't think there is a syntax problem with the XQuery itself. I won't post the input file unless needed.
The XQuery is displayed with a Console.WriteLine before the error appears:
----- Start: XQUERY:
(: FLWOR = For Let Where Order-by Return :)
<MyFlightLegs>
{
for $flightLeg in //FlightLeg
where $flightLeg/DepartureAirport = 'OKC' or $flightLeg/ArrivalAirport = 'OKC'
order by $flightLeg/ArrivalDate[1] descending
return $flightLeg
}
</MyFlightLegs>
----- End : XQUERY:
Error evaluating (<MyFlightLegs {for $flightLeg in root/descendant::FlightLeg[DepartureAirport = "OKC" or ArrivalAirport = "OKC"] ... return $flightLeg}/>) on line 4 column 20
XPDY0002: The context item for axis step root/descendant::FlightLeg is absent
I think that like the other question, maybe my input XML file is not properly specified.
I took the samples/cs/ExamplesHE.cs run method of the XQuerytoStream class.
Code there for easy reference is:
public class XQueryToStream : Example
{
public override string testName
{
get { return "XQueryToStream"; }
}
public override void run(Uri samplesDir)
{
Processor processor = new Processor();
XQueryCompiler compiler = processor.NewXQueryCompiler();
compiler.BaseUri = samplesDir.ToString();
compiler.DeclareNamespace("saxon", "http://saxon.sf.net/");
XQueryExecutable exp = compiler.Compile("<saxon:example>{static-base-uri()}</saxon:example>");
XQueryEvaluator eval = exp.Load();
Serializer qout = processor.NewSerializer();
qout.SetOutputProperty(Serializer.METHOD, "xml");
qout.SetOutputProperty(Serializer.INDENT, "yes");
qout.SetOutputStream(new FileStream("testoutput.xml", FileMode.Create, FileAccess.Write));
Console.WriteLine("Output written to testoutput.xml");
eval.Run(qout);
}
}
I changed to pass the Xquery file name, the xml file name, and the output file name, and tried to make a static method out of it. (Had success doing the same with the XSLT processor.)
static void DemoXQuery(string xmlInputFilename, string xqueryInputFilename, string outFilename)
{
// Create a Processor instance.
Processor processor = new Processor();
// Load the source document
DocumentBuilder loader = processor.NewDocumentBuilder();
loader.BaseUri = new Uri(xmlInputFilename);
XdmNode indoc = loader.Build(loader.BaseUri);
XQueryCompiler compiler = processor.NewXQueryCompiler();
//BaseUri is inconsistent with Transform= Processor?
//compiler.BaseUri = new Uri(xqueryInputFilename);
//compiler.DeclareNamespace("saxon", "http://saxon.sf.net/");
string xqueryFileContents = File.ReadAllText(xqueryInputFilename);
Console.WriteLine("----- Start: XQUERY:");
Console.WriteLine(xqueryFileContents);
Console.WriteLine("----- End : XQUERY:");
XQueryExecutable exp = compiler.Compile(xqueryFileContents);
XQueryEvaluator eval = exp.Load();
Serializer qout = processor.NewSerializer();
qout.SetOutputProperty(Serializer.METHOD, "xml");
qout.SetOutputProperty(Serializer.INDENT, "yes");
qout.SetOutputStream(new FileStream(outFilename,
FileMode.Create, FileAccess.Write));
eval.Run(qout);
}
Also two questions regarding "BaseURI".
1. Should it be a directory name, or can it be same as the Xquery file name?
2. I get this compile error: "Cannot implicity convert to "System.Uri" to "String".
compiler.BaseUri = new Uri(xqueryInputFilename);
It's exactly the same thing I did for XSLT which worked. But it looks like BaseUri is a string for XQuery, but a real Uri object for XSLT? Any reason for the difference?
You seem to be asking a whole series of separate questions, which are hard to disentangle.
Your C# code appears to be compiling the query
<saxon:example>{static-base-uri()}</saxon:example>
which bears no relationship to the XQuery code you supplied that involves MyFlightLegs.
The MyFlightLegs query uses //FlightLeg and is clearly designed to run against a source document containing a FlightLeg element, but your C# code makes no attempt to supply such a document. You need to add an eval.ContextItem = value statement.
Your second C# fragment creates an input document in the line
XdmNode indoc = loader.Build(loader.BaseUri);
but it doesn't supply it to the query evaluator.
A base URI can be either a directory or a file; resolving relative.xml against file:///my/dir/ gives exactly the same result as resolving it against file:///my/dir/query.xq. By convention, though, the static base URI of the query is the URI of the resource (eg file) containing the source query text.
Yes, there's a lot of inconsistency in the use of strings versus URI objects in the API design. (There's also inconsistency about the spelling of BaseURI versus BaseUri.) Sorry about that; you're just going to have to live with it.
Bottom line solution based on Michael Kay's response; I added this line of code after doing the exp.Load():
eval.ContextItem = indoc;
The indoc object created earlier is what relates to the XML input file to be processed by the XQuery.

Simple LZW Compression doesnt work

I wrote simple class to compress data. Here it is:
LZWCompressor = {}
function LZWCompressor.new()
local self = {}
self.mDictionary = {}
self.mDictionaryLen = 0
-- ...
self.Encode = function(sInput)
self:InitDictionary(true)
local s = ""
local ch = ""
local len = string.len(sInput)
local result = {}
local dic = self.mDictionary
local temp = 0
for i = 1, len do
ch = string.sub(sInput, i, i)
temp = s..ch
if dic[temp] then
s = temp
else
result[#result + 1] = dic[s]
self.mDictionaryLen = self.mDictionaryLen + 1
dic[temp] = self.mDictionaryLen
s = ch
end
end
result[#result + 1] = dic[s]
return result
end
-- ...
return self
end
And i run it by:
local compressor = LZWCompression.new()
local encodedData = compressor:Encode("I like LZW, but it doesnt want to compress this text.")
print("Input length:",string.len(originalString))
print("Output length:",#encodedData)
local decodedString = compressor:Decode(encodedData)
print(decodedString)
print(originalString == decodedString)
But when i finally run it by lua, it shows that interpreter expected string, not Table. That was strange thing, because I pass argument of type string. To test Lua's logs, i wrote at beggining of function:
print(typeof(sInput))
I got output "Table" and lua's error. So how to fix it? Why lua displays that string (That i have passed) is a table? I use Lua 5.3.
Issue is in definition of method Encode(), and most likely Decode() has same problem.
You create Encode() method using dot syntax: self.Encode = function(sInput),
but then you're calling it with colon syntax: compressor:Encode(data)
When you call Encode() with colon syntax, its first implicit argument will be compressor itself (table from your error), not the data.
To fix it, declare Encode() method with colon syntax: function self:Encode(sInput), or add 'self' as first argument explicitly self.Encode = function(self, sInput)
The code you provided should not run at all.
You define function LZWCompressor.new() but call CLZWCompression.new()
Inside Encode you call self:InitDictionary(true) which has not been defined.
Maybe you did not paste all relevant code here.
The reason for the error you get though is that you call compressor:Encode(sInput) which is equivalent to compressor.Encode(self, sInput). (syntactic sugar) As function parameters are not passed by name but by their position sInput inside Encode is now compressor, not your string.
Your first argument (which happens to be self, a table) is then passed to string.len which expects a string.
So you acutally call string.len(compressor) which of course results in an error.
Please make sure you know how to call and define functions and how to use self properly!

is there aliasing in lua similar to ruby

Can you alias a function (not in a class) in LUA in a similar way to Ruby? In ruby you would do something like this:
alias new_name_for_method method()
def method()
new_name_for_method() # Call original method then do custom code
i = 12 # New code
end
I'm asking because I'm developing for a program that uses LUA scripting and I need to override a function that is declared in a default file.
In Lua, functions are values, treated like any other value (number, string, table, etc.) You can refer to a function value via as many variables as you like.
In your case:
local oldmethod = method
function method(...)
oldmethod(...)
i = 12 -- new code
end
keep in mind that
function method() end
is shorthand for:
method = function() end
function() end just creates a function value, which we assign to the variable method. We could turn around and store that same value in a dozen other variables, or assign a string or number to the method variable. In Lua, variables do not have type, only values do.
More illustration:
print("Hello, World")
donut = print
donut("Hello, World")
t = { foo = { bar = donut } }
t.foo.bar("Hello, World")
assert(t.foo.bar == print) -- same value
FYI, when wrapping a function, if you want its old behavior to be unaffected for now and forever, even if its signature changes, you need to be forward all arguments and return values.
For a pre-hook (new code invoked before the old), this is trivial:
local oldmethod = method
function method(...)
i = 12 -- new code
return oldmethod(...)
end
A post-hook (new code invoked after the old) is a bit more expensive; Lua supports multiple return values and we have to store them all, which requires creating a table:
local oldmethod = method
function method(...)
local return_values = { oldmethod(...) }
i = 12 -- new code
return unpack(return_values)
end
In lua, you can simply override a variable by creating a new function or variable with the same name.
function name_to_override()
print('hi')
end
If you still want to be able to call the old function:
local old_function = name_to_override
function name_to_override()
old_function()
print('hi')
end

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.

Firefox extension javascript module: what happens to unexported symbols?

I'm just starting to write my first FF extension using javascript modules (rather than trying an XPCOM component) but I'm fuzzy on what happens when a jsm is loaded.
Q: Does the file scope act as a closure for non-exported symbols, or are unreferenced symbols simply garbage collected?
For an example, could/should a module be written as follows?
//modules/myModule.js
var EXPORTED_SYMBOLS = [ 'foo', 'bar' ];
var data;
function foo(){
return data;
}
function bar(newData){
data = newData;
}
importing it somewhere else as:
var aNS = {};
Components.utils.import("resource://myext/myModule.js", aNS);
aNS.bar('it works?');
alert(aNS.foo()); //alert: 'it works?'
Even if a module can be written this way, is there a good reason not to?
It acts in closure manner, but only if you're referencing it somewhere. In my extension I have something like:
var EXPORTED_SYMBOLS = ['foo'];
let cacheService = Components.classes["#mozilla.org/network/cache-service;1"]
.getService(Components.interfaces.nsICacheService);
let foo = {
svc : cacheService,
dosomethingwithit : function(){this.svc.somemethod();}
}
So because it is referenced by foo.svc my cacheService is well and alive. If I wasn't referencing it anywhere it would've been garbage collected - which is to no surprise since if it's not used who cares.
But now thinking a bit more about it, I'm just wandering why I did it this way. Doesn't really makes much sense, or difference. I could've had something like:
var EXPORTED_SYMBOLS = ['foo'];
function something(){
this.svc = Components.classes["#mozilla.org/network/cache-service;1"]
.getService(Components.interfaces.nsICacheService);
}
let foo = new something();
I think I just liked the looks of the first approach more.

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