Parsing URL parameters in eLUA - parsing

Let's say I have an URL like: http://ip/rgb/color?R=200&G=100&B=300
How would I get the values of R, G and B into seperate variables? I've looked into g.sub but I still dont get it at all, the explanations were just code with no further words on how anything works.

Use string.match and patterns:
local url = "http://ip/rgb/color?R=200&G=100&B=300"
local r,g,b= url:match("R=(%d+)&G=(%d+)&B=(%d+)")
print (r,g,b)

Here is a more general solution that stores the fields and values in a table without having to know the names or the order of the fields:
S=[[
https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&ved=0ahUKEwjGpbabuLDTAhUD5iYKHe2LAzcQFgglMAA&url=http%3A%2F%2Fwww.eluaproject.net%2F&usg=AFQjCNHWegTT2pHkN8L75iW2UZBA5_pOMQ&sig2=VxlaLWBWD81Hp8KF8ijw1Q
]]
t = {}
S = S:match(".-?(.*)$") .. "&"
for k,v in S:gmatch("(.-)=(.-)&") do
t[k]=v
print(k,v)
end
It first gets the list of arguments (everything after the first ?), adding & at the end for uniformity. Then all key-value pairs are of the form key=value&.
Applying this code to your URL, you'll get t.R, t.G, t.B.

Related

LuA How to sort table from lowest value without key changes [duplicate]

I have a key => value table I'd like to sort in Lua. The keys are all integers, but aren't consecutive (and have meaning). Lua's only sort function appears to be table.sort, which treats tables as simple arrays, discarding the original keys and their association with particular items. Instead, I'd essentially like to be able to use PHP's asort() function.
What I have:
items = {
[1004] = "foo",
[1234] = "bar",
[3188] = "baz",
[7007] = "quux",
}
What I want after the sort operation:
items = {
[1234] = "bar",
[3188] = "baz",
[1004] = "foo",
[7007] = "quux",
}
Any ideas?
Edit: Based on answers, I'm going to assume that it's simply an odd quirk of the particular embedded Lua interpreter I'm working with, but in all of my tests, pairs() always returns table items in the order in which they were added to the table. (i.e. the two above declarations would iterate differently).
Unfortunately, because that isn't normal behavior, it looks like I can't get what I need; Lua doesn't have the necessary tools built-in (of course) and the embedded environment is too limited for me to work around it.
Still, thanks for your help, all!
You seem to misunderstand something. What you have here is a associative array. Associative arrays have no explicit order on them, e.g. it's only the internal representation (usually sorted) that orders them.
In short -- in Lua, both of the arrays you posted are the same.
What you would want instead, is such a representation:
items = {
{1004, "foo"},
{1234, "bar"},
{3188, "baz"},
{7007, "quux"},
}
While you can't get them by index now (they are indexed 1, 2, 3, 4, but you can create another index array), you can sort them using table.sort.
A sorting function would be then:
function compare(a,b)
return a[1] < b[1]
end
table.sort(items, compare)
As Komel said, you're dealing with associative arrays, which have no guaranteed ordering.
If you want key ordering based on its associated value while also preserving associative array functionality, you can do something like this:
function getKeysSortedByValue(tbl, sortFunction)
local keys = {}
for key in pairs(tbl) do
table.insert(keys, key)
end
table.sort(keys, function(a, b)
return sortFunction(tbl[a], tbl[b])
end)
return keys
end
items = {
[1004] = "foo",
[1234] = "bar",
[3188] = "baz",
[7007] = "quux",
}
local sortedKeys = getKeysSortedByValue(items, function(a, b) return a < b end)
sortedKeys is {1234,3188,1004,7007}, and you can access your data like so:
for _, key in ipairs(sortedKeys) do
print(key, items[key])
end
result:
1234 bar
3188 baz
1004 foo
7007 quux
hmm, missed the part about not being able to control the iteration. there
But in lua there is usually always a way.
http://lua-users.org/wiki/OrderedAssociativeTable
Thats a start. Now you would need to replace the pairs() that the library uses. That could be a simples as pairs=my_pairs. You could then use the solution in the link above
PHP arrays are different from Lua tables.
A PHP array may have an ordered list of key-value pairs.
A Lua table always contains an unordered set of key-value pairs.
A Lua table acts as an array when a programmer chooses to use integers 1, 2, 3, ... as keys. The language syntax and standard library functions, like table.sort offer special support for tables with consecutive-integer keys.
So, if you want to emulate a PHP array, you'll have to represent it using list of key-value pairs, which is really a table of tables, but it's more helpful to think of it as a list of key-value pairs. Pass a custom "less-than" function to table.sort and you'll be all set.
N.B. Lua allows you to mix consecutive-integer keys with any other kinds of keys in the same table—and the representation is efficient. I use this feature sometimes, usually to tag an array with a few pieces of metadata.
Coming to this a few months later, with the same query. The recommended answer seemed to pinpoint the gap between what was required and how this looks in LUA, but it didn't get me what I was after exactly :- which was a Hash sorted by Key.
The first three functions on this page DID however : http://lua-users.org/wiki/SortedIteration
I did a brief bit of Lua coding a couple of years ago but I'm no longer fluent in it.
When faced with a similar problem, I copied my array to another array with keys and values reversed, then used sort on the new array.
I wasn't aware of a possibility to sort the array using the method Kornel Kisielewicz recommends.
The proposed compare function works but only if the values in the first column are unique.
Here is a bit enhanced compare function to ensure, if the values of a actual column equals, it takes values from next column to evaluate...
With {1234, "baam"} < {1234, "bar"} to be true the items the array containing "baam" will be inserted before the array containing the "bar".
local items = {
{1004, "foo"},
{1234, "bar"},
{1234, "baam"},
{3188, "baz"},
{7007, "quux"},
}
local function compare(a, b)
for inx = 1, #a do
-- print("A " .. inx .. " " .. a[inx])
-- print("B " .. inx .. " " .. b[inx])
if a[inx] == b[inx] and a[inx + 1] < b[inx + 1] then
return true
elseif a[inx] ~= b[inx] and a[inx] < b[inx] == true then
return true
else
return false
end
end
return false
end
table.sort(items,compare)

LUA - Getting values from nested table

I have a table which will be used to store each players name, id and another value
{
{
rpname = "name",
SteamID = "STEAM_0:0:",
giftsFound = "1",
},
The table is being sent from server to client via net.ReadTable()
I want to be able to choose each value seperatley but when I have tried the following below it only returns the first letter of every value instead of the first value
for k, v in pairs(tableData) do
for k, v in pairs(v) do
print(v[1]
end
end
Please could somebody help me out?
If I understood correctly, the sample table you wrote in the first block of code would be what you called tableData in the second, right? So, what you want to have is:
An array of players
Each entry in this array is a table
A way of getting each field of each player
With a few tweaks we can make your code more readable and, from that, correct it. Firsly, I would rename some things:
Rename your table players, for it is an array of players
local players = {
{
rpname = "john",
SteamID = "STEAM_0:0:1",
giftsFound = "4",
},
-- [...]
}
Rename your variables in the for-loop
In Lua it is common pratice to use _ to name variable we are not going to use. In this case, the key (originally named k) is not something we will use.
Since it is a list of players, each entry is a player, so it is logical to rename the variable v to player.
Also, I changed pairs() to ipairs() and there's a good reason for that. I won't cover it here, but here it is explained as best as I could. Rule of thumb: if your table is array-like, use ipairs(); else, use pairs().
for _, player in ipairs(players) do
-- [...]
end
For the nested for-loop, it does make sense using k, v and pairs, so it would be something like this:
for k, v in pairs(player) do
print(k,v)
end
Running the full piece would produce this:
rpname john
giftsFound 4
SteamID STEAM_0:0:1
I suppose it solves your problem. The real errors in your code were the way you tried to access the nested table field and, arguably, naming variables with names you have already used (k and v) in the same scope, which is, in the best case, misleading.
If you want to access a specific field in the table, instead of going through the whole thing, you can do:
-- To print every player's name
for _, player in ipairs(players) do
local name = player.rpname
print(name)
end
Or even:
-- To get the first player's (in the array) name
local name = players[1].rpname
One last thing: "Lua" is not an acronym, you don't need to use all capital letters. Lua was created in Brazil and here we speak portuguese. Lua means Moon in portuguese.

Is there a way to tell `next` to start at specific key?

My understanding is that pairs(t) simply returns next, t, nil.
If I change that to next, t, someKey (where someKey is a valid key in my table) will next start at/after that key?
I tried this on the Lua Demo page:
t = { foo = "foo", bar = "bar", goo = "goo" }
for k,v in next, t, t.bar do
print(k);
end
And got varying results each time I ran the code. So specifying a starting key has an effect, unfortunately the effect seems somewhat random. Any suggestions?
Every time you run a program that traverses a Lua table the order will be different because Lua internally uses a random salt in hash tables.
This was introduced in Lua 5.2. See luai_makeseed.
From the lua documentation:
The order in which the indices are enumerated is not specified, even
for numeric indices. (To traverse a table in numeric order, use a
numerical for.)

Trying to match values from one raw file with another raw file values in Lua

First of all: I'm an inexperienced coder and just started reading PiL. I only know a thing or two but I'm fast learning and understanding. This method is really unnecessary but I sort of want to give myself a hard time in order to learn more.
Okay so for testing and for getting to know the language more, I'm trying to grab two different values from two different files and storing them in tables
local gamemap = file.Read("addons/easymap/data/maplist.txt", "GAME")
local mapname = string.Explode( ",", gamemap )
local mapid = file.Read("addons/easymap/data/mapid.txt", "GAME")
local id = string.Explode( ",", mapid )
I'm grabbing two values which in the end are mapname and id
Once I have them, I know that using
for k, v in pairs(mapname)
It will give specific values to the data taken from the file, or at least assign them.
But what I need to do with the both tables is that if there is certain map in the server, check for the value in the table unless the map name is nil and then once having the name, grab the value of that map and match it with the id of the other file.
For example, I have in the maplist.txt file gm_construct and it is the first entry [1] and its corresponding id in mapid.txt lets say it is 54321 and it is also the first entry [1].
But now I must check the server's current map with game.GetMap function, I have that solved and all, I grab the current map, match it with the mapname table and then check for its corresponding value in the id table, which would be gm_construct = 1.
For example it would be something like
local mapdl = game.GetMap()
local match = mapname[mapdl]
if( match != nil )then --supposing the match isn't nil and it is in the table
--grab its table value, lets say it is 1 and match it with the one in the id table
It is a more complex version of this http://pastebin.com/3652J8Pv
I know it is unnecessary but doing this script will give me more options to expand the script further.
TL;DR: I need to find a function that lets me match two values coming from different tables and files, but in the end they are in the same order ([1] = [1]) in both files. Or a way to fetch a full table from another file. I don't know if a table can be loaded globally and then grabbed by another file to use it in that file.
I'm sorry if I'm asking too much, but where I live, if you want to learn to program, you have to do it on your own, no schools have classes or anything similar, at least not until University, and I'm far away from even finishing High School.
Edit: this is intended to be used on Garry's mod. The string.Explode is explained here: http://wiki.garrysmod.com/page/string/Explode
It basically separates phrases by a designated character, in this case, a comma.
Okay. If I understand correctly... You have 2 Files with data.
One with Map Names
gm_construct,
gm_flatgrass,
de_dust2,
ttt_waterworld
And One with IDs, Numbers, Whataver (related to the entries at the same position in the Map Names File
1258,
8592,
1354,
2589
And now you want to find the ID of the current Map, right?
Here is your Function
local function GetCurrentMapID()
-- Get the current map
local cur_map = game.GetMap()
-- Read the Files and Split them
local mapListRaw = file.Read("addons/easymap/data/maplist.txt", "GAME")
local mapList= string.Explode(",", mapListRaw)
local mapIDsRaw = file.Read("addons/easymap/data/mapid.txt", "GAME")
local mapIDs = string.Explode(",", mapIDsRaw)
-- Iterate over the whole map list
for k, v in pairs(mapList) do
-- Until you find the current map
if (v == cur_map) then
-- then return the value from mapIDs which is located at the same key (k)
return mapIDs[k]
end
end
-- Throw a non-breaking error if the current map is not in the Maplist
ErrorNoHalt( "Current map is not registered in the Maplist!\n" )
end
Code could have errors 'cause I couldn't test it. Pls Comment with error if so.
Source: My Experience and the GMod Wiki

using type() function to see if current string exist as table

Is it possible to see if a string is the same as the name of a table?
For example:
I know that a table called 'os' exists, and I have a string "os".
Is there then a way to do this:
x="os"
if type(x)=="table" then
print("hurra, the string is a table")
end
Of course this example wont work like I want it to because
type(x)
will just return "string".
The reason why I want to do this, is just because I wanted to list all existing Lua tables, so I made this piece of code:
alphabetStart=97
alphabetEnd=122
function findAllTables(currString, length)
if type(allTables)=="nil" then
allTables={}
end
if type(currString)=="table" then
allTables[#allTables+1]=currString
end
if #currString < length then
for i=alphabetStart, alphabetEnd do
findAllTables(currString..string.char(i), length)
end
end
end
findAllTables("", 2)
for i in pairs(allTables) do
print(i)
end
I wouldn't be surprised if there is an easier method to list all existing tables, I'm just doing this for fun in my progress of learning Lua.
If you want to iterate over all global variables, you can use a for loop to iterate over the special _G table which stores them:
for key, value in pairs(_G) do
print(key, value)
end
key will hold the variable name. You can use type(value) to check if the variable is a table.
To answer your original question, you can get a global variable by name with _G[varName]. So type(_G["os"]) will give "table".
interjay gave the best way to actually do it. If you're interested, though, info on your original question can be found in the lua manual. Basically, you want:
mystr = "os"
f = loadstring("return " .. mystr);
print(type(f()))
loadstring creates a function containing the code in the string. Running f() executes that function, which in this case just returns whatever was in the string mystr.

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