I just want to know how to find/create a function to list all crontables already scheduled in NodeMCU.
(http://nodemcu.readthedocs.io/en/dev/en/modules/cron/)
Thanks.
That feature is currently not available. There's a discussion about that at https://github.com/nodemcu/nodemcu-firmware/issues/1751.
Solved on github by https://github.com/djphoenix
>>>>>
Hi there.
So, there is some issues with it.
Now, schedule string description (like 0 1 * * *) is being parsed once you call :schedule method, and stored in packed bitmask format. There is difficult thing to process it back to string.
So list of entries without something that describing them is totally unusable (correct me if I wrong).
As module initiator and maintainer I prefer to keep it simple as possible, but if we can make it better - this is good :)
Related
Working in Lua and I currently I have a function that does:
function Entity:damage(dmg)
self.health = self.health - dmg
end
when I call it in another class's update function, like so:
function Room:update(dt)
if not entity.dead and self.player:collides(entity) then
self.player:damage(1)
end
instead of only dealing 1 damage, it actually deals up to 13 damage, as if the function is being called multiple times, but I'm not sure why that would be? I have very similar functions that are all doing the same thing and I'm not sure why the function/expression therein is being evaluated multiple times?
I've omitted a lot of code because I'm not sure what is relevant to helping. (I am using a Class library and player inherits from entity)
understandably a lot of code is missing and I'll likely end up debugging this myself, but if anyone has a suggestion that might be helpful/steer me in some direction I'd appreciate it, and I do apologize for the poorly formed question.
Thanks to everyone who commented; with your help, I found out what was going on!
First, Piglet you were correct--the 'collision' check state was longer than 1 frame. However, once I fixed that, I still noticed I was getting the wrong return value for
function Room:update(dt)
if not entity.dead and self.player:collides(entity) then
self.player:damage(1)
end
and I think Alexander you were correct in pointing out the multithreading or upvalues--that is a little bit beyond my comprehension at the moment-- but I checked the page linked and discovered that when I moved the function call 'upstream', I was getting the return value I expected.
So it seems perhaps where I was calling the function resulted in it being called or processed multiple times by the update functions of various classes.
Thanks for the comments; I'll use them to improve my question asking and also my general knowledge :)
Hey guys this has been tripping me up quite a bit. So here is the general problem:
I am writing an application that requires users to enter their Summoner Names from league of legends. I do a pretty simple data scrape of a match and enter the data into my database. Unfortunately I am having some errors registering users with "special characters".
For this example I will use one problem user: RIÇK
As you can see RICK != RIÇK. So when I do the data scrub from the site I get the correct value which I push onto an array for later use.
Once I need the player names I pull from the array as follows: (player_names is the array)
#temp_player = User.find_by_username(player_names[i].to_s)
The problem is the users with any special characters are not being pulled. Should I not be using find_by? Is to_s changing my original values? I am really quite lost on what to do and would greatly appreciate any help / advice.
Thanks in advance,
Dan
I would like to thank Brian Kung for the link to the following: joelonsoftware.com/articles/Unicode.html It does a great job giving the bare minimum a programmer truly needs to understand.
For my particular issue I had used a HTML scraper to get the contents but which kept HTML entries throughout. When using these with my SQL lookups it was obvious that things were not being found. In order to fix this I used the HTMLEntities Gem to decode the text as follows (as soon as I put the into the array originally):
requires 'RubyGems' #without this cannot include htmlentries as a gem
requires 'HTMLEntries'
coder = HTMLEntries.new
line = '<'
player_names.push(coder.decode(line))
The Takeaway
When working with text and if running into errors I would strongly recommend tracing the strings you are working with to the origin and truly understanding what encoding is being used in each process. By doing this you can easily find where things are going wrong.
I've been poring over this subject for the past 12 hours, and I simply cannot seem to get anywhere. I do not even know if this is possible, but I'm hoping it is because it would go a long way to continuing my project.
What I am attempting to do is create coroutines so the particular program I use does not freeze up due to its inability to perform asynchronous http requests. I've figured out how to do that part, even though my understanding of coroutines is still in the "Huh? How does that work?" phase. My issue now is being able to respond to multiple requests with the correct information. For instance, the following should produce three separate responses:
foo(a)
foo(b)
foo(c)
where foo initiates a coroutine with the parameters inside. If all requested separately, then it returns the proper results. However, if requested as a block, it will only return foo(c)'s result. Now, I understand the reasoning behind this, but I cannot find a way to make it return all three results when requested as a block. To help understand this problem a bit, here's the actual code:
function background_weather()
local loc = url.escape(querystring)
weatherpage = http.request("http://api.wunderground.com/api/004678614f27ceae/conditions/q/" .. loc .. ".json")
wresults = json.decode(weatherpage)
--process some stuff here, mainly datamining
end
--send datamined information as a response
coroutine.yield()
end
And the creation of the coroutine:
function getweather ()
-- see if backgrounder running
if background_task == nil or
coroutine.status (background_task) == "dead" then
-- not running, create it
background_task = coroutine.create (background_weather)
-- make timer to keep it going
AddTimer ("tickler", 0, 0, 1, "",
timer_flag.Enabled + timer_flag.Replace,
"tickle_it")
end -- if
end -- function
The querystring variable is set with the initial request. I didn't include it here, but for the sake of testing, use 12345 as the querystring variable. The timer is something that the original author of the script initialized to check if the coroutine was still running or not, poking the background every second until done. To be honest, I'm not even sure if I've done this correctly, though it seems to run asynchronously in the program.
So, is it possible to receive multiple requests in one block and return multiple responses, correctly? Or is this far too much a task for Lua to handle?
Coroutines don't work like that. They are, in fact, blocking.
The problem coroutines resolve is "I want to have a function I can execute for a while, then go back to do other thing, and then come back and have the same state I had when I left it".
Notice that I didn't say "I want it to keep running while I do other things"; the flow of code "stops" on the coroutine, and only continues on it when you go back to it.
Using coroutines you can modify (and in some cases facilitate) how the code behaves, to make it more evident or legible. But it is still strictly single-threaded.
Remember that what Lua implements must be specified by C99. Since this standard doesn't come with a thread implementation, Lua is strictly single-threaded by default. If you want multi-threading, you need to hook it to an external lib. For example, luvit hooks Luajit with the libuv lib to achieve this.
A couple good references:
http://lua-users.org/wiki/CoroutinesTutorial
http://lua-users.org/wiki/ThreadsTutorial
http://lua-users.org/wiki/MultiTasking
http://kotisivu.dnainternet.net/askok/bin/lanes/comparison.html
Chapter 9.4 of Programming in Lua contains a fairly good example of how to deal with this exact problem, using coroutines and LuaSocket's socket.select() function to prevent busylooping.
Unfortunately I don't believe there's any way to use the socket.http functions with socket.select; the code in the PiL example is often all you'll need, but it doesn't handle some fairly common cases such as the requested URL sending a redirect.
I'm trying to get messages after a certain time-stamp, the way I've coded it was suggested by another programmer in this site:
GregorianCalendar date = new GregorianCalendar();
SearchTerm newer = new ReceivedDateTerm(ComparisonTerm.GT,date.getTime());
Message msgs[] = folder.search(newerThen);
The issue is that I get all the messages since the date, not the specific time. I was wondering if there is some work-around to emulate this. I mean, for an instance, if I want to get all the messages since today in the midday I would get those messages spicifically and not those ones received in today's morning.
Thanks in advance,
EDIT:
A new thought concerning to this: perhaps some date manipulation could do the job. I mean, comparing the minutes in the timestamp and filter programmatically those messages that don't fit the criteria. I know it's not the best way, but it could work.
PS: I'm using IMAP and trying to get mails from gmail, but I guess it should work no matter what the mail-server is.
Unfortunately, no. In this case, the IMAP protocol is being used by the JavaMail classes, and IMAP's SEARCH command takes only dates, not times (see the SINCE and SENTSINCE criteria).
You could use the setTime() method to query for some specific time.
Example:
setTime(timeInMilliseconds)
How do you make a combo of two emotes in lua in World of Warcraft work?
function Button2_OnClick()
PlaySoundFile("Interface\\Addons\\Fart\\common_fart[1].wav");
DoEmote("moon");
DoEmote("sit");
DoEmote("dance");
DoEmote("beckon");
end
I am using Wow Addon Studio to make a fart application on Wow.
I used this function, and only the sit motion showed, and beckon and moon only showed on the chat window. The dance emote didn't show up anywhere.
Blizzard has explicitly prohibited anything that can be used to make lua wait or pause because it is an essential ingredient to making a gold mining or grinding bot.
There isn't a native (i.e. lua only) way to have lua wait without using all the CPU. Outside of the WOW client, you'd use win.sleep or some other 3rd party API call that calls into the host application or operating systems threading functions.
It may be possible to simulate a wait by having code execute on a frequent event (such as text arriving at the chat window) and then in the event handler checking to see if enough time has passed to permit executing the next command in the sequence. This probably wouldn't be a very accurate timer and it would be rather complex as you'd have to create a data structure to hold the sequence of commands, the timings between each, the current command, etc. and so on.
This may be an intentional limitation of the API to prevent in game automation (botting).
What has worked for me is to have a global variable that is incremented through the loop. Such as
Integer count = 0;
function Button2_OnClick()
i++
switch
case(1)
PlaySoundFile("Interface\\Addons\\Fart\\common_fart[1].wav");
case(2)
DoEmote("moon");
case(3)
DoEmote("sit");
case(4)
DoEmote("dance");
case(5)
DoEmote("beckon");
default
i=0;
end
end
What you would have to do then is to click the button multiple times, but you would get the effect you're going for.
I would suggest you wait some time before doing the next emote. As far as I know, the server disconnects you if you spam too much. This might just trigger it sometimes.
Besides that, I guess maybe the client has a way of preventing it? In either case, I would suggest you add some sort of fraction-of-a-second delay between the emotes.
Cheers,
Amit Ron
Could it be that the last two can't be done while sitting?
infact, integer i = 0, because defining integer 'count' and then using i is incorrect. :)