php str_replace produces strange results - str-replace

I am trying to replace some characters in a text block. All of the replacements are working except the one at the beginning of the string variable.
The text block contains:
[FIRST_NAME] [LAST_NAME], This message is to inform you that...
The variables are defined as:
$fname = "John";
$lname = "Doe";
$messagebody = str_replace('[FIRST_NAME]',$fname,$messagebody);
$messagebody = str_replace('[LAST_NAME]',$lname,$messagebody);
The result I get is:
[FIRST_NAME] Doe, This message is to inform you that...
Regardless of which tag I put first or how the syntax is {TAG} $$TAG or [TAG], the first one never gets replaced.
Can anyone tell me why and how to fix this?
Thanks

Until someone can provide me with an explanation for why this is happening, the workaround is to put a string in front and then remove it afterward:
$messagebody = 'START:'.$messagebody;
do what you need to do
$messagebody = substr($messagebody,6);
I believe it must have something to do with the fact that a string starts at position 0 and that maybe the str_replace function starts to look at position 1.

Related

roblox LUA Expected 'end' (to close 'than' at line 3), got '='

function teleportTo(placeCFrame)
local plyr = game.Players.LocalPlayer;
if plyr.Character then
return plyr.Character.HumanoidRootPart.CFrame = placeCFrame;
end
end
teleportTo(game:GetService("Workspace").game:GetService("Workspace").Zeppelin.FuelTank1.Tank.CFrame)
my code is here, idk much about coding thanks for helping
and if you told me how to make the player teleport to a moving object it would be so super
The error is telling you what is going on.
When the code was being interpreted line by line, it expected the next symbol to be end, but instead it got =.
That means that something about how you're using the equals sign is incorrect. So when we look at the line :
return plyr.Character.HumanoidRootPart.CFrame = placeCFrame
You cannot assign a value on the same line as a return command. return is used to pipe a value out of a function so it can be used where the function was called.
But I'm pretty sure that isn't what you intended, you just want to set a player's position. So to fix your issue, remove the return.
if plyr.Character then
plyr.Character.HumanoidRootPart.CFrame = placeCFrame
end
The reason you are getting an error is because = is usually defined as setting a value, and no code can be executed after a return or it will error
If you wanted to, you could add return after all the code is done executing

How to detect if a field contains a character in Lua

I'm trying to modify an existing lua script that cleans up subtitle data in Aegisub.
I want to add the ability to delete lines that contain the symbol "♪"
Here is the code I want to modify:
-- delete commented or empty lines
function noemptycom(subs,sel)
progress("Deleting commented/empty lines")
noecom_sel={}
for s=#sel,1,-1 do
line=subs[sel[s]]
if line.comment or line.text=="" then
for z,i in ipairs(noecom_sel) do noecom_sel[z]=i-1 end
subs.delete(sel[s])
else
table.insert(noecom_sel,sel[s])
end
end
return noecom_sel
end
I really have no idea what I'm doing here, but I know a little SQL and LUA apparently uses the IN keyword as well, so I tried modifying the IF line to this
if line.text in (♪) then
Needless to say, it didn't work. Is there a simple way to do this in LUA? I've seen some threads about the string.match() & string.find() functions, but I wouldn't know where to start trying to put that code together. What's the easiest way for someone with zero knowledge of Lua?
in is only used in the generic for loop. Your if line.text in (♪) then is no valid Lua syntax.
Something like
if line.comment or line.text == "" or line.text:find("\u{266A}") then
Should work.
In Lua every string have the string functions as methods attached.
So use gsub() on your string variable in loop like...
('Text with ♪ sign in text'):gsub('(♪)','note')
...thats replace the sign and output is...
Text with note sign in text
...instead of replacing it with 'note' an empty '' deletes it.
gsub() is returning 2 values.
First: The string with or without changes
Second: A number that tells how often the pattern matches
So second return value can be used for conditions or success.
( 0 stands for "pattern not found" )
So lets check above with...
local str,rc=('Text with strange ♪ sign in text'):gsub('(♪)','notation')
if rc~=0 then
print('Replaced ',rc,'times, changed to: ',str)
end
-- output
-- Replaced 1 times, changed to: Text with strange notation sign in text
And finally only detect, no change made...
local str,rc=('Text with strange ♪ sign in text'):gsub('(♪)','%1')
if rc~=0 then
print('Found ',rc,'times, Text is: ',str)
end
-- output is...
-- Found 1 times, Text is: Text with strange ♪ sign in text
The %1 holds what '(♪)' found.
So ♪ is replaced with ♪.
And only rc is used as a condition for further handling.

regular expression for removing empty lines produces wrong results

Can someone help me solve the problem I'm having with a regular expression? I have a file containing the following code:
I'm using a visit to find matches and replace them so that I can remove the empty lines. The result is, however, not what I'm expecting. The code is as follows:
str content = readFile(location);
// Remove empty lines
content = visit (content) {
case /^[ \t\f\v]*?$(?:\r?\n)*/sm => ""
}
This regular expression also removes non empty lines resulting in an output equal to:
Can someone explain what I'm doing wrong with the regular expression as well as the one shown below? I can't seem to figure out why it's not working.
str content = readFile(location);
// Remove empty lines
content = visit (content) {
case /^\s+^/m => ""
}
Kind regards,
Bob
I think the big issue here is that in the context of visit, the ^ anchor does not mean what you think it does. See this example:
rascal>visit ("aaa") { case /^a/ : println("yes!"); }
yes!
yes!
yes!
visit matches the regex at every postfix of the string, so the ^ is relative for every postfix.
first it starts at "aaa", then at "aa" and then at "a".
In your example visit, what will happen is that empty postfixes of lines will also match your regex, and substitute those by empty strings. I think an additional effect is that the carriage return is not eaten up eagerly.
To fix this, simply not use a visit but a for loop or while, with a := match as the condition.

Lua - table won't insert from function

I have a Lua function where I build a table of value and attempt to add it to a global table with a named key.
The key name is pulled from the function arguments. Basically, it's a filename, and I'm pairing it up with data about the file.
Unfortunately, the global table always comes back nil. Here's my code: (let me know if you need to see more)
(Commented parts are other attempts, although many attempts have been deleted already)
Animator = Class{}
function Animator:init(atlasfile, stringatlasfriendlyname, totalanimationstates, numberofframesperstate, booleanstatictilesize)
-- Define the Animator's operation mode. Either static tile size or variable.
if booleanstatictilesize ~= false then
self.isTileSizeStatic = true
else
self.isTileSizeStatic = false
end
-- Define the total animation states (walking left, walking right, up down, etc.)
-- And then the total frames per state.
self.numAnimationStates = totalanimationstates or 1
self.numAnimationFrames = numberofframesperstate or 2
-- Assign the actual atlas file and give it a programmer-friendly name.
self.atlasname = stringatlasfriendlyname or removeFileExtension(atlasfile, 'animation')
generateAnimationQuads(atlasfile, self.atlasname, self.numAnimationStates, self.numAnimationFrames)
end
function generateAnimationQuads(atlasfile, atlasfriendlyname, states, frames)
spriteWidthDivider = atlasfile:getWidth() / frames
spriteHeightDivider = atlasfile:getHeight() / states
animationQuadArray = generateQuads(atlasfile, spriteWidthDivider, spriteHeightDivider)
animationSetValues = {atlasarray = animationQuadArray, width = spriteWidthDivider, height = spriteHeightDivider}
--gAnimationSets[#gAnimationSets+1] = atlasfriendlyname
gAnimationSets[atlasfriendlyname] = animationSetValues
--table.insert(gAnimationSets, atlasfriendlyname)
end
Note: when using print(atlasfriendlyname) and print(animationSetValues), neither are empty or nil. They both contain values.
For some reason, the line(s) that assign the key pair to gAnimationSets does not work.
gAnimationSets is defined a single time at the top of the program in main.lua, using
gAnimationSets = {}
Animator class is called during the init() function of a character class called Bug. And the Bug class is initialized in the init() function of StartState, which extends from BaseState, which simply defines dummy init(), enter(), update() etc. functions.
StartState is invoked in main.lua using the StateMachine class, where it is passed into StateMachine as a value of a global table declared in main.lua.
gAnimationSets is declared after the table of states and before invoking the state.
This is using the Love2D engine.
Sorry that I came here for help, I've been picking away at this for hours.
Edit: more testing.
Trying to print the animationQuadArray at the index gTextures['buganimation'] always returns nil. Huh?
Here's gTextures in Main.lua
gTextures = {
['background'] = love.graphics.newImage('graphics/background.png'),
['main'] = love.graphics.newImage('graphics/breakout.png'),
['arrows'] = love.graphics.newImage('graphics/arrows.png'),
['hearts'] = love.graphics.newImage('graphics/hearts.png'),
['particle'] = love.graphics.newImage('graphics/particle.png'),
['buganimation'] = love.graphics.newImage('graphics/buganimation.png')
}
Attempting to return gTextures['buganimation'] returns a file value as normal. It's not empty.
My brain is so fried right now I can't even remember why I came to edit this. I can't remember.
Global table in Main.lua, all other functions can't access it.
print(gTextures['buganimation']) works inside the function in question. So gTextures is absolutely accessible.
Table isn't empty. AnimationSetValues is not empty.
I'm adding second answer because both are correct in context.
I ended up switching IDE's to VS Code and now the original one works.
I was originally using Eclipse LDT with a Love2D interpreter and in that environment, my original answer is correct, but in VS Code, the original is also correct.
So Dimitry was right, they are equivalent, but something about my actual Eclipse setup was not allowing that syntax to work.
I switched to VS Code after I had another strange syntax problem with the interpreter where goto syntax was not recognized and gave a persistent error. The interpreter thought goto was the name of a variable.
So I switched, and now both things are fixed. I guess I just won't use LDT for now.
Solution: Lua syntax. Brain Fry Syndrome
I wrote:
animationSetValues = {atlasarray = animationQuadArray, width = spriteWidthDivider, height = spriteHeightDivider}
Should be:
animationSetValues = {['atlasfile']=atlasfile, ['atlasarray']=animationQuadArray, ['width']=spriteWidthDivider, ['height']=spriteHeightDivider}
Edit: I'm fully aware of how to use answers. This was posted here to reserve my spot for an answer so I could edit it later when I returned back home, which is exactly what I'm doing right now. I'll keep the old post for archival purposes.
Original:
I solved it. I apologize for not posting the solution right now. My brain is melted into gravy.
I will post it tomorrow. Just wanted to "answer" saying no need to help. Solved it.
Solution is basically, "oh it's just one of those Lua things". Wonderful. I'm having so much fun with this language - you can tell by my blank expression.
From the language without line endings or brackets, but forced print parentheses... ugh. I'm going back to C# when this class is done.

0 Checking if TextBox.Text contains the string in the table. But it doesn't work? Lua

I am making a script inside TextButton script that will check if the TextBox contains any of the word or string inside the table.
text = script.Parent.Parent:WaitForChild('TextBox')
label = script.Parent.Parent:WaitForChild('TextLabel')
a = {'test1','test2','test3'}
script.Parent.MouseButton1Click:connect(function()
if string.match(text.Text, a) then
label.Text = "The word "..text.Text.." was found in the table."
else
label.Text = "The word "..text.Text.." was not found in the table."
end
end)
But it gives an error string expected, got table. from line 7 which is refering to the line if string.match....
Is there any way to get all text in the table?
What's the right way to do it?
Oh boy, there's a lot to say about this.
The error message
Yes.
No, seriously, the answer is yes. The error message is exactly right. a is a table value; you can clearly see that on the third line of code. string.match needs a string as its second argument, so it obviously crashes.
Simple solution
use a for loop and check for each string in a separately.
found = false
for index, entry in ipairs(a) do
if entry == text.Text then
found = true
end
end
if found then
... -- the rest of your code
The better* solution
In Lua, if we want to know if a single element is in a set, we usually take advantage of the fact that tables are implemented as hashmaps, meaning they are very fast when looking up keys.
For that to work, one first needs to change the way the table looks:
a = {["test1"] = true, ["test2"] = true, ["test3"] = true}
Then we can just index a with a string to find out if it is contained int eh set.
if a[text.Text] then ...
* In practice this is just as good as the first solution as long as you only have a few elements in your table. It only becomes relevant when you have a few hundred entries or your code needs to run absolutely as fast as possible.

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