how to parse this data structure in corona sdk? - lua

hello I have this json data
"bookinfo": { "result1":{"page":"1","text":"aa","audio":"1.mp3"},
"result2":{"page":"1","text":"bb","audio":"2.mp3"},
"result3":{"page":"1","text":"cc.","audio":"3.mp3"} }
and I use this code
local function networkListener( event )
if ( event.isError ) then
print ( "ERROR!" )
else
local jsonContent = json.decode(event.response).bookinfo
print(jsonContent[1].text )
end
end
json data don't have only have 3 result1,2,3 ... but hundreds, this where the difficulty come from.
My question is jsonContent[1].text don't work, how to access sub-elements without knowing their names ? just by indexing?
** note : I'm sure this is not a duplicate of any question in stackoverflow, thanks a lot.

I found a dirty workaround that at least works in my case, printing the dictionary elements get's un-ordered... so I followed this approach.
I added this function to main
function tablelength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
then I used this
local count = 0
local function networkListener( event )
if (event.isError) then
print ( "ERROR!" )
else
local jsonContent = json.decode(event.response)
count = tablelength(jsonContent.bookinfo); print(count)
local content = jsonContent
local texts = {}
for i=1,count do texts[i] = jsonContent.bookinfo["result"..i].text end
end
end
if you have a better solution please let us know.

Related

Garry's mod lua code error not working (Entity X, got nil)

I tried to fix some Garry's Mod addon and this is what happens. I tried to fix it for long time, but I'm not the best in Lua coding :/ . What is wrong with this code? I get this error:
[ERROR] addons/garrys_bombs_5_base_528449144/lua/entities/gb5_shockwave_sound_lowsh.lua:80: bad argument #1 to 'SetPhysicsAttacker' (Entity expected, got nil)
1. SetPhysicsAttacker - [C]:-1
2. unknown - addons/garrys_bombs_5_base_528449144/lua/entities/gb5_shockwave_sound_lowsh.lua:80
And the code is pretty long. I have every file working fine, but this file is not working
AddCSLuaFile()
DEFINE_BASECLASS( "base_anim" )
if (SERVER) then
util.AddNetworkString( "gb5_net_sound_lowsh" )
end
ENT.Spawnable = false
ENT.AdminSpawnable = false
ENT.PrintName = ""
ENT.Author = ""
ENT.Contact = ""
ENT.GBOWNER = nil
ENT.MAX_RANGE = 0
ENT.SHOCKWAVE_INCREMENT = 0
ENT.DELAY = 0
ENT.SOUND = ""
net.Receive( "gb5_net_sound_lowsh", function( len, pl )
local sound = net.ReadString()
LocalPlayer():EmitSound(sound)
end );
function ENT:Initialize()
if (SERVER) then
self.FILTER = {}
self:SetModel("models/props_junk/watermelon01_chunk02c.mdl")
self:SetSolid( SOLID_NONE )
self:SetMoveType( MOVETYPE_NONE )
self:SetUseType( ONOFF_USE )
self.Bursts = 0
self.CURRENTRANGE = 0
self.GBOWNER = self:GetVar("GBOWNER")
self.SOUND = self:GetVar("SOUND")
end
end
function ENT:Think()
if (SERVER) then
if not self:IsValid() then return end
local pos = self:GetPos()
self.CURRENTRANGE = self.CURRENTRANGE+(self.SHOCKWAVE_INCREMENT*10)
if(GetConVar("gb5_realistic_sound"):GetInt() >= 1) then
for k, v in pairs(ents.FindInSphere(pos,self.CURRENTRANGE)) do
if v:IsPlayer() then
if not (table.HasValue(self.FILTER,v)) then
net.Start("gb5_net_sound_lowsh")
net.WriteString(self.SOUND)
net.Send(v)
v:SetNWString("sound", self.SOUND)
if self:GetVar("Shocktime") == nil then
self.shocktime = 1
else
self.shocktime = self:GetVar("Shocktime")
end
if GetConVar("gb5_sound_shake"):GetInt()== 1 then
util.ScreenShake( v:GetPos(), 5555, 555, self.shocktime, 500 )
end
table.insert(self.FILTER, v)
end
end
end
else
if self:GetVar("Shocktime") == nil then
self.shocktime = 1
else
self.shocktime = self:GetVar("Shocktime")
end
local ent = ents.Create("gb5_shockwave_sound_instant")
ent:SetPos( pos )
ent:Spawn()
ent:Activate()
ent:SetPhysicsAttacker(ply)
ent:SetVar("GBOWNER", self.GBOWNER)
ent:SetVar("MAX_RANGE",50000)
ent:SetVar("DELAY",0.01)
ent:SetVar("Shocktime",self.shocktime)
ent:SetVar("SOUND", self:GetVar("SOUND"))
self:Remove()
end
self.Bursts = self.Bursts + 1
if (self.CURRENTRANGE >= self.MAX_RANGE) then
self:Remove()
end
self:NextThink(CurTime() + (self.DELAY*10))
return true
end
end
function ENT:OnRemove()
if SERVER then
if self.FILTER==nil then return end
for k, v in pairs(self.FILTER) do
if not v:IsValid() then return end
v:SetNWBool("waiting", true)
end
end
end
function ENT:Draw()
return false
end
Is there a chance someone fix this for me? Or even just telling me what's wrong? I would be pleased. If needed I can send all files. Well... It's not my addon but I'm trying to fix an existing one. Someone tried to fix it too but he didn't (actually he broke it even more).
What the error means
Inside your ENT:Think() function, you are calling ent:SetPhysicsAttacker(ply)
ply is not defined anywhere inside that function, so is nil (Entity expected, got nil)
How to fix this
If no player is responsible for the damage caused by this entity, delete the line ent:SetPhysicsAttacker(ply).
Otherwise, assign an Owner to the entity at the point of creation, using SetOwner.
This would then allow you to use self:GetOwner() inside your Think hook
Example
hook.Add("PlayerSay", "SpawnEntity", function(ply, text)
if string.lower(text) == "!spawnentity" then
-- Create your entity
local myEntity = ents.Create("gb5_shockwave_sound_lowsh")
myEntity:SetPos(ply:GetPos())
myEntity:SetAngles(ply:GetAngles())
myEntity:Spawn()
-- Sets the owner to the player that typed the command
myEntity:SetOwner(ply)
return ""
end
end)
-- Inside your entity code
function ENT:Think()
print("My owner is: " .. tostring(self:GetOwner()))
-- ...
ent:SetPhysicsAttacker(self:GetOwner())
end

Having problem with getPreference and setPreferences in corona

I have been following the tutorials on corona website and everything has been going well so far.
But in the tutorial "Displaying and saving score" i seem to have the following runtime error.
attempt to call field setPreferences' (a nil value)
This is the code of score.lua
local M = {}
M.score = 0
function M.init( options )
local customOptions = options or {} -- nice use of "or" operator
local opt = {}
opt.fontSize = customOptions.fontSize or 24
opt.font = customOptions.font or native.systemFont
opt.x = customOptions.x or display.contentCenterX
opt.y = customOptions.y or opt.fontSize*0.5 -- such that the score is positioned at the top, half of its font size.
opt.maxDigits = customOptions.maxDigits or 6
opt.leadingZeros = customOptions.leadingZeros or false
local prefix = ""
if ( opt.leadingZeros ) then
prefix = "0"
end
M.format = "%" .. prefix .. opt.maxDigits .. "d" -- so that its accesible in other modules.
-- Create the score display object
M.scoreText = display.newText( string.format( M.format, 0 ), opt.x, opt.y, opt.font, opt.fontSize ) -- string.format() works like printf and scanf statements
M.scoreText:setFillColor(1,0,0)
return M.scoreText
end
function M.set( value )
M.score = tonumber(value)
M.scoreText.text = string.format( M.format, M.score )
end
function M.get()
return M.score
end
function M.add( amount )
M.score = M.score + tonumber(amount)
M.scoreText.text = string.format( M.format, M.score )
end
function M.save()
print (" the score is " .. M.score)
local saved = system.setPreferences( "app", { currentScore=M.score } )
if ( saved == false) then
print ( "ERROR: could not save score" )
end
end
function M.load()
local score = system.getPreference( "app", "currentScore", "number" )
if ( score ) then
return tonumber(score)
else
print( "ERROR: could not load score (score may not exist in storage)" )
end
end
return M
This is the code of main.lua
local score = require( "score" )
local scoreText = score.init(
{
fontSize = 20,
font = "CoolCustomFont.ttf",
x = display.contentCenterX,
y = 30,
maxDigits = 7,
leadingZeros = true
})
local savedScore = score.load()
score.set( 1000 ) -- Sets the score to value
score.save()
I am aware there are other ways of keeping score, but I want to know what the problem is in my code. I googled everywhere but couldn't come up with any solution. Maybe I have made a mistake somewhere that I'm not able to identify.
Even tried a build on my smart phone, but ended up getting the same error.
From corona docs
Syntax
system.setPreferences( category, preferences )
category (required)
String. Indicates which set of preferences should be accessed on the system. Currently, only the "app" category is supported — this is the application's custom preferences defined by the Corona app developer.
preferences (required)
Table. Table of preferences to be written to storage. This table should contain key-value pairs where the key is the unique name of the preference and its value is either a boolean, number, or string.
if your M.score is nil then you might get an error
try this
local saved = system.setPreferences( "app", { currentScore=M.score or 0 } )

Different methods for determining whether a number is included in a given list

Is it faster to check whether a number is equivalent to another, or to look up the number in a table?
I have a program where commands sent from a server are received as numbers. Commands are sent frequently: anywhere from 1/second to 30+/second. Certain commands are ignored while others trigger various events. Would it be better to determine which event to trigger by doing this:
function incoming_integer(n)
if n == 33 then
print('a')
elseif n == 44 then
print('b')
elseif n == 567 then
print('c')
... (the actual list is occasionally pretty long: upwards of ten valid numbers)
end
end
or this:
functions = {
[33] = function() print('a') end,
[44] = function() print('b') end,
[567] = function() print('c') end,
...
}
relevant_commands = {[33]= true, [44]=true, [567]=true ...}
function incoming_integer(n)
if relevant_commands[n] then
functions[n]()
end
end
Is there a point at which one method becomes more efficient?
What if the commands were instead sent as strings?
For your throughput, I would suggest that the overhead for either mechanism is likely to be negligible.
I ran very quick and dirty test of the overhead of the table lookup for both string and numeric keys. See below. Even with a large number of keys and a high hit rate, I struggled to get >1us overhead even on the slowest box I could find.
f = {}
function incoming_integer(n)
local t = f[n]
return t and t()
end
SIZE = 10000
RAN = 20000
REPEAT = 10000000
for i =1,SIZE do
--f[math.random(RAN)] = function() return "z" end
f[tostring(math.random(RAN))] = function() return "z" end
end
tm = os.time()
for i = 1,REPEAT do
--math.random(RAN)
tostring(math.random(RAN))
end
print(os.difftime(os.time(),tm))
tm = os.time()
for i = 1,REPEAT do
--incoming_integer(math.random(RAN))
incoming_integer(tostring(math.random(RAN)))
end
print(os.difftime(os.time(),tm))
If you want to trigger different events with the returned numbers, I would use this way...
function trigger( value )
if ( value == "..." ) then
triggerThis()
elseif ( value == "..." ) then
triggerElse()
-- and so on
end
end
function incoming_integer(n)
if ( n ) then -- check if variable is incoming to prevent errors
trigger( n )
else
alert( "noop, there is nothing here" )
end
end
Maybe you could try keys. Didn't tested it just an example.
http://lua-users.org/wiki/TablesTutorial
table = { [33]="a", [44]="b", [567]="c" }
function onCall( value ) -- if 33
if ( table[value] ) then
return( table[value] ) -- then if exists return a
end
end
onCall( 33 ) -- now it will search in table and get key
EDIT: You could name the triggered functions like the number, so you can directly trigger them. This would save a lot of time!
functions = {[33] = function() print('a') end, etc...}
setmetatable(functions, {__index = function() return function() end end}) -- return empty function if no defined function is found
Usage:
functions[32]() -- ignores
functions[33]() -- does defined function

lua - checking for duplicate data in a string

I have the following string data that I receive as input:
"route1,1234,1,no~,,route2,1234,1,no~,"
It represents two "records" of data... where each record has 4 fields.
I've built code to parse this string into it's individual columns / fields.
But the part that isn't working is when I test to see if I have any duplicates in field 2. Field 2 is the one that currently has "1234" as the value.
Here's the code:
function string:split(delimiter)
local result = { }
local from = 1
local delim_from, delim_to = string.find( self, delimiter, from )
while delim_from do
table.insert( result, string.sub( self, from , delim_from-1 ) )
from = delim_to + 1
delim_from, delim_to = string.find( self, delimiter, from )
end
table.insert( result, string.sub( self, from ) )
return result
end
local check_for_duplicate_entries = function(route_data)
local route
local route_detail = {}
local result =true
local errtxt
local duplicate = false
print("received :" ..route_data)
route = string.gsub(route_data, "~,,", "~")
route = route:sub(1,string.len(route)-2)
print("route :" ..route)
-- break up in to an array
route = string.split(route,"~")
for key, value in pairs(route) do
route_detail[key] = string.split(value,",")
end
local list_of_second_column_only = {}
for key,value in pairs(route_detail) do
local temp = value[2]
print(temp .. " - is the value I'm checking for")
if list_of_second_column_only[temp] == nil then
print("i dont think it exists")
list_of_second_column_only[key] = value[2]
print(list_of_second_column_only[key])
else
--found a duplicate.
return true
end
end
return false
end
print(check_for_duplicate_entries("route1,1234,1,no~,,route2,1234,1,no~,"))
I think where I'm going wrong is the test:
if list_of_second_column_only[temp] == nil then
I think I'm checking for key with the value temp instead of a value with the value that temp contains. But I don't know how to fix the syntax.
Also, I'm wondering if there's a more efficient way to do this.
The number of "records" i receive as input is dynamic / unknown, as is the value of the second column in each record.
Thanks.
EDIT 1
The post I was trying to use as a reference is: Search for an item in a Lua list
In the answer, they show how to test for a record in the table by value, instead of looping through the entire table...
if items["orange"] then
-- do something
end
I was playing around to try and do something similar...
This should be a bit more efficient with only one table creation and less regex matching.
The match does require that you're only interested in dups in the second field.
local function check_for_duplicate_entries(route_data)
assert(type(route_data)=="string")
local field_set = {}
for route in route_data:gmatch"([^~]*)~,?,?" do
local field = route:match",([^,]*)"
if field_set[field] then
return true
else
field_set[field] = true
end
end
return false
end
Try this. It's doing the check on the value of the second field.
I haven't looked at the efficiency.
if list_of_second_column_only[value[2]] == nil then
print("i dont think it exists")
list_of_second_column_only[value[2]] = true
print(list_of_second_column_only[value[2]])
else
--found a duplicate.
return true
end

Comparing two index tables by index-value in lua

I'm attempting to compare two tables of equal length with a function, since I don't know of any other way to do so. However, with the following function, it fails to register, and I've no clue why. I'm hoping someone can provide insight to this problem or has a better way of comparing the two tables.
The tables are being populated with the following code:
str = "parameters determined by program (all digits)"
tableone = {}
for word in str:gmatch("%d") do table.insert(tableone,word) end
It's identical for both tables, except, of course, the individual table names. The tables are being populated properly, and display properly when I print them. Here are two tables for the sake of this question:
tableone = {}
tabletwo = {}
for i=1,4 do table.insert(tableone, i) end
for i=1,4 do table.insert(tabletwo, i) end
Obviously, these two tables are going to be equal to each other. The function I wrote to compare the index tables is as follows:
function comparetables(t1, t2)
matchct = 0
for i=1,#t1 do
if t1[i] == t2[i] then
matchct = matchct + 1
end
if matchct == #t1 then
return true
end
end
I tried doing
print(comparetables(tableone,tabletwo))
to see if it'll print "true" but no luck. To me, it seems like it should work without a problem. Yet it doesn't. What am I missing? I've tried searching for something like a table.compare function that someone may have already written, but no such luck in finding one. Thanks for any suggestions!
Additional information:
The reason I'm comparing tables is for a mastermaind-type game. That means the following three rules must apply when comparing tables. The function I created was to just get me started, thinking I could work from there.
When comparing the tables, if the numbers match, Ccount increases by 1.
When comparing tables, if the value exists in a different index position, increment Pcount by 1
For example, with a table of values {1, 3, 3, 4} and a guess of {4, 4, 3, 1}, it would return Pcount of 2 (the one 4 and the 1) and a Ccount of 1 (the three in the third position). I think one of the hardest parts is going to be getting the comparison to recognize that the second 4 in the guess should not increment the Pcount at all.
A slight variant on your code that should work is:
function comparetables(t1, t2)
if #t1 ~= #t2 then return false end
for i=1,#t1 do
if t1[i] ~= t2[i] then return false end
end
return true
end
However I use something more like this: It checks the types of the arguments, their metatables, and a few other cases.
-- This is not clever enough to find matching table keys
-- i.e. this will return false
-- recursive_compare( { [{}]:1 }, { [{}]:1 } )
-- but this is unusual enough for me not to care ;)
-- It can also get stuck in infinite loops if you use it on
-- an evil table like this:
-- t = {}
-- t[1] = t
function recursive_compare(t1,t2)
-- Use usual comparison first.
if t1==t2 then return true end
-- We only support non-default behavior for tables
if (type(t1)~="table") then return false end
-- They better have the same metatables
local mt1 = getmetatable(t1)
local mt2 = getmetatable(t2)
if( not recursive_compare(mt1,mt2) ) then return false end
-- Check each key-value pair
-- We have to do this both ways in case we miss some.
-- TODO: Could probably be smarter and not check those we've
-- already checked though!
for k1,v1 in pairs(t1) do
local v2 = t2[k1]
if( not recursive_compare(v1,v2) ) then return false end
end
for k2,v2 in pairs(t2) do
local v1 = t1[k2]
if( not recursive_compare(v1,v2) ) then return false end
end
return true
end
Here's an example of it in use:
print( recursive_compare( {1,2,3,{1,2,1}}, {1,2,3,{1,2,1}} ) ) -- prints true
print( recursive_compare( {1,2,3,{1,2,1}}, {2,2,3,{1,2,3}} ) ) -- prints false
If you're comparing objects that are more objecty than tabley in an Object oriented sense, then I'd look at implementing the functions in the lua OO way.
Something like this should do the trick:
GameState = {}
GameState.mt = {}
GameState.mt.fns = {}
GameState.mt.__index = GameState.mt.fns
function GameState.new(a,b,c,d)
-- TODO: put argument checks here...
local retval = {}
retval[1] = a
retval[2] = b
retval[3] = c
retval[4] = d
setmetatable(retval, GameState.mt)
return retval
end
function GameState.mt.fns.print( self )
print(" GameState: ", self[1], self[2], self[3], self[4] )
end
function GameState.mt.__tostring( self )
return "GameState: "..self[1].." "..self[2].." "..self[3].." "..self[4]
end
function GameState.mt.__eq(self, other)
-- Check it's actually a GameState, and all its bits match
return getmetatable(other)==GameState.mt and
(self[1] == other[1]) and
(self[2] == other[2]) and
(self[3] == other[3]) and
(self[4] == other[4])
end
Then you'd use it like this:
state1 = GameState.new(1,2,3,4)
state2 = GameState.new(1,2,3,4)
print("State 1 is:")
state1:print()
print("State 2 is:")
print(state2)
print( "state1 == state2 : ", state1 == state2 )
print( "Changing state 2")
state2[1]=2
print( "state1 == state2 : ", state1 == state2 )

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