Cobol REPLACING ALL pattern matching - cobol

I'm working on converting some legacy COBOL code and came across a statement like this:
INSPECT WS-LOCAL-VAR REPLACING ALL X'0D25' BY ' '
I understand that the INSPECT...REPLACING ALL statement will look through WS-LOCAL-VAR, match the pattern X'0D25' and replace it with a space.
What I don't understand is the purpose of the X outside of '0D25'. All examples of REPLACING ALL that I've found online don't use anything other than a char literal for pattern matching.
How does the X affect which patterns are replaced?
COBOL is running on an EBCDIC machine and the input file is coming from a Windows machine.

The X indicates that the characters in the string are in hexadecimal. In this case, X"0D" indicates the return carriage character and X"25" the % sign (assuming an ASCII system).
A similar notation is used to indicate national strings (N"
こんにちは") and boolean/bit strings (B"0101010") and their respective hexadecimal equivalents (NX"01F5A4" and BX"2A").

Is the Cobol running on a EBCDIC machine (Mainframe / AS400) and is the file coming from a Windows Machine ???.
Ebcdic has only one end-of-line character x'25' as apposed to the 2 (\r, \n) in ascii. X'0D25' is the Ebcdic representation of Windows End-of-Line Marker \r\n. In Ebcdic 0D is not a valid character.
Possibly sources of the problem:
Poor conversion of a Windows Text file when transfered to the mainframe / AS400.
Java (and possibly other modern languages) on Windows. Java on windows supports writing Ebcdic Text files using its standard writers. But on Windows, Java insists on writing \r\n even though \r is not a valid EBCDIC character and you get corrupt files containing x'0D25'.
If you move a program that hard codes \r\n to the mainframe and run it, you will also get x'0d25' in files.

Related

Why is the following piece of Lua code, completely valid?

From my Lua knowledge (and according to what I have read in Lua manuals), I've always been under impression that an identifier in Lua is only limited to A-Z & a-z & _ & digits (and can not start using a digit nor be a reserved keyword i.e. local local = 123).
And now I have run into some (obfuscated) Lua program which uses all kind of weird characters for an identifier:
https://i.imgur.com/HPLKMxp.png
-- Most likely, copy+paste won't work. Download the file from https://tknk.io/7HHZ
print(_VERSION .. " " .. (jit and "JIT" or "non-JIT"))
local T = {}
T.math = T.math or {}
T.math.​â®â€‹âŞâ®â€‹­ď»żâ€Śâ€­âŽ­ = math.sin
T.math.â¬â€‹â­â¬â­â«â®â€­â€¬ = math.cos
for k, v in pairs(T.math) do print(k, v) end
Output:
Lua 5.1 JIT
â¬â€‹â­â¬â­â«â®â€­â€¬ function: builtin#45
​â®â€‹âŞâ®â€‹­ď»żâ€Śâ€­âŽ­ function: builtin#44
It is unclear to me, why is this set of characters allowed for an identifier?
In other words, why is it a completely valid Lua program?
Unlike some languages, Lua is not really defined by a formal specification, one which covers every contingency and entirely explains all of Lua's behavior. Something as simple as "what character set is a Lua file encoded in" isn't really explain in Lua's documentation.
All the docs say about identifiers is:
Names (also called identifiers) in Lua can be any string of letters, digits, and underscores, not beginning with a digit and not being a reserved word.
But nothing ever really says what a "letter" is. There isn't even a definition for what character set Lua uses. As such, it's essentially implementation-dependent. A "letter" is... whatever the implementation wants it to be.
So, let's say you're writing a Lua implementation. And you want users to be able to provide Unicode-encoded strings (that is, strings within the Lua text). Lua 5.3 requires this. But you also don't want them to have to use UTF-16 encoding for their files (also because lua_load gets sequences of bytes, not shorts). So your Lua implementation assumes the byte sequence it gets in lua_load is encoded in UTF-8, so that users can write strings that use Unicode characters.
When it comes to writing the lexer/parser part of this implementation, how do you handle this? The simplest, easiest way to handle UTF-8 is to... not handle UTF-8. Indeed, that's the whole point of that encoding. Since everything that Lua defines with specific symbols are encoded in ASCII, and ASCII text is also UTF-8 text with the same meaning, you can basically treat a UTF-8 string like an ASCII string. For in-Lua strings, you just copy the sequence of bytes between the start and end characters of the string.
So how do you go about lexing identifiers? Well, you could ask the question above. Or you could ask a much simpler question: is the character a space, control character, digit, or symbol? A "letter" is merely something that isn't one of those.
Lua defines what things it considers to be "symbols". ASCII can tell you what is a control character, space, and a digit. In such an implementation, any UTF-8 code unit with a value outside of ASCII is a letter. Even if technically, those code units decode into something Unicode thinks of as a "symbol", your lexer just threats it as a letter.
This simple form of UTF-8 lexing gives you fast performance and low memory overhead. You don't have to decode UTF-8 into Unicode codepoints, and you don't need a giant Unicode table to tell you whether a codepoint is a "symbol" or "space" or whatever. And of course, it's also something that would naturally fall out of many ASCII-based Lua implementations.
So most Lua implementations will do it this way, if only by accident. Doing something more would require deliberate effort.
It also allows a user to use Unicode character sequences as identifiers. That means that someone can easily write code in their native language (outside of keywords).
But it also means that obfuscators have lots of ways to create "identifiers" that are just strings of nonsensical bytes. Indeed, because there are multiple ways in Unicode to "spell" the same apparent Unicode string (unless you examine the bytes directly), obfuscators can rig up identifiers that appear when rendered in a text editor to all be the same text, while actually being different strings.
To clarify there is only one identifier T
T.math is sugar syntax for T["math"] this also extends to the obfuscate strings. It is perfectly valid to have a key contain any characters or even start with a number.
Now being able to use the . rather then [ ] does not work with a string that don't conform to the identifier's limitations. See Nicol Bolas' answer for a great break down of those limitations.

Japanese characters interpreted as control character

I have several files which include various strings in different written languages. The files I am working with are in the .inf format which is somewhat similar to .ini files.
I am inputting the text from these files into a parser which considers the [ symbol as the beginning of a 'category'. Therefore, it is important that this character does not accidentally appear in string sequences or parsing will fail because it interprets these as "control characters".
For example, this string contains some Japanese writings:
iANSProtocol_HELP="�C���e��(R) �A�h�o���X�g�E�l�b�g���[�N�E�T�[�r�X Protocol �̓`�[���������щ��z LAN �Ȃǂ̍��x�#�\�Ɏg�����܂��B"
DISKNAME ="�C���e��(R) �A�h�o���X�g�E�l�b�g���[�N�E�T�[�r�X CD-ROM �܂��̓t���b�s�[�f�B�X�N"
In my text-editors (Atom) default UTF-8 encoding this gives me garbage text which would not be an issue, however the 0x5B character is interpreted as [. Which causes the parser to fail because it assumes that this is signaling the beginning of a new category.
If I change the encoding to Japanese (CP 932), these characters are interpreted correctly as:
iANSProtocol_HELP="インテル(R) アドバンスト・ネットワーク・サービス Protocol はチーム化および仮想 LAN などの高度機能に使われます。"
DISKNAME ="インテル(R) アドバンスト・ネットワーク・サービス CD-ROM またはフロッピーディスク"
Of course I cannot encode every file to be Japanese because they may contain Chinese or other languages which will be written incorrectly.
What is the best course of action for this situation? Should I edit the code of the parser to escape characters inside string literals? Are there any special types of encoding that would allow me to see all special characters and languages?
Thanks
If the source file is in shift-jis, then you should use a parser that can support it, or convert the file to UTF-8 before you parse it.
I believe that this character set also uses ASCII as it's base type but it uses 2 bytes to for certain characters, so if 0x5B it probably doesn't appear as the 'first byte' of a character. (note: this is conjecture based on how I think shift-jis works).
So yea, you need to modify your parser to understand shift-jis, or you need to convert the file to UTF-8 before parsing. I imagine that converting is the easiest.

Trouble making a heart symbol in Lua?

I was wondering how to make the heart sign or "♥" in Lua, I have tried \003 because that is the ASCII code for it, but it does not print it out.
This has little to do with Lua.
You need to find out which character set and encoding is used in your environment and select a font that supports ♥ in that encoding.
Then you need to use an editor for your Lua script that saves in that encoding. If that part is not possible then you can determine the byte sequence required, code it as numeric escapes in a literal string and save in a compatible encoding such as CP437. For example, if you are outputting to a UTF-8 processor, "\xE2\x99\xA5".
Keep in mind that a Lua string is a counted sequence of bytes. It's up to you and your editor to put the right bytes in in the file, it's up to your environment (e.g., console) to interpret those bytes in a particular character encoding, and up to the font to display the glyph.
In a Windows console, you can select the Lucinda Console font, chcp 65001 to use UTF-8 and use Lua 5.1 like this: lua -e "print('\226\153\165')". As a comparison, chcp 437 to use IBM437 and use Lua 5.1 like this: lua -e "print('\003')".
For ASCII, only range 0x20 to 0x7E are printable. Others, including 0x03, isn't printable. Printing its value would be up to the implementation.
If the environment supports Unicode, you can simply call:
print("♥")
For instance, Lua Demo outputs ♥, same in ideone.

Lua String char encoding

I cant see what encoding Lua uses for its strings.
Im using
string.byte (s [, i [, j]])
which has the doc
Returns the internal numerical codes of the characters s[i], s[i+1],
···, s[j]. The default value for i is 1; the default value for j is i.
Note that numerical codes are not necessarily portable across
platforms.
Reading around people suggest it uses ASCII - which is fine for me - but I dont get the changing across platforms - I thought the very nature of using a single encoding (like ASCII) is that this wouldnt happen - or is it just saying this as ASCII does not define for over 126 (or 127) and therefore different countries / OEMS / OSs etc may be using custom ASCII extensions from decades ago for the upper range?
Its important for me to know that [a-zA-Z] will have the same char values on all platforms im running on.
The Lua doc could be a bit more specific here!
Any light anyone can shed on this would be great thx
I'm fairly sure you can safely assume an ASCII-derived encoding. So the minuscule set of characters you're interested in stays the same.
The note about the code changing between platforms likely means that Lua doesn't know anything about the character encoding at all and thus just uses whatever bytes the OS hands out. On Linux this is likely UTF-8, which means you'd have to deal with individual code units when stepping outside ASCII. On Windows I could imagine it being the system's legacy codepage, which means sort-of Latin 1 (CP 1252) in much of the Western world.

Squeak Monticello character-encoding

For a work project I am using headless Squeak on a (displayless, remote) Linuxserver and also using Squeak on a Windows developer-machine.
Code on the developer machine is managed using Monticello. I have to copy the mcz to the server using SFTP unfortunately (e.g. having a push-repository on the server is not possible for security reasons). The code is then merged by eg:
MczInstaller installFileNamed: 'name-b.18.mcz'.
Which generally works.
Unfortunately our code-base contains strings that contain Umlauts and other non-ascii characters. During the Monticello-reimport some of them get replaced with other characters and some get replaced with nothing.
I also tried e.g.
MczInstaller installStream: (FileStream readOnlyFileNamed: '...') binary
(note .mcz's are actually .zip's, so binary should be appropriate, i guess it is the default anyway)
Finding out how to make Monticello's transfer preserve the Squeak internal-encoding of non-ascii's is the main Goal of my question. Changing all the source code to only use ascii-strings is (at least in this codebase) much less desirable because manual labor is involved. If you are interested in why it is not a simple grep-replace in this case read this side note:
(Side note: (A simplified/special case) The codebase uses Seaside's #text: method to render strings that contain chars that have to be html-escaped. This works fine with our non-ascii's e.g. it converts ä into ä, if we were to grep-replace the literal ä's by ä explicitly, then we would have to use the #html: method instead (else double-escape), however that would then require that we replace all other characters that have to be html-escaped as well (e.g. &), but then again the source-code itself contains such characters. And there are other cases, like some #text:'s that take third-party strings, they may not be replaced by #html's...)
Squeak does use unicode (ISO 10646) internally for encoding characters in a String.
It might use extension like CP1252 for characters in range 16r80 to: 16r9F, but I'm not really sure anymore.
The characters codes are written as is on the stream source.st, and these codes are made of a single byte for a ByteString when all characters are <= 16rFF. In this case, the file should look like encoded in ISO-8859-L1 or CP1252.
If ever you have character codes > 16rFF, then a WideString is used in Squeak. Once again the codes are written as is on the stream source.st, but this time these are 32 bits codes (written in big-endian order). Technically, the encoding is thus UTF-32BE.
Now what does MczInstaller does? It uses the snapshot/source.st file, and uses setConverterForCode for reading this file, which is either UTF-8 or MacRoman... So non ASCII characters might get changed, and this is even worse in case of WideString which will be re-interpreted as ByteString.
MC itself doesn't use the snapshot/source.st member in the archive.
It rather uses the snapshot.bin (see code in MCMczReader, MCMczWriter).
This is a binary file whose format is governed by DataStream.
The snippet that you should use is rather:
MCMczReader loadVersionFile: 'YourPackage-b.18.mcz'
Monticello isn't really aware of character encoding. I don't know the present situation in squeak but the last time I've looked into it there was an assumed character encoding of latin1. But that would mean it should work flawlessly in your situation.
It should work somehow anyway if you are writing and reading from the same kind of image. If the proper character encoding fails usually the internal byte representation is written from memory to disk. While this prevents any cross dialect exchange of packages it should work if using the same image kind.
Anyway there are things that should or could work but they often go wrong. So most projects try to avoid using non 7bit characters in their code.
You don't need to convert non 7bit characters to HTML entities. You can use
Character value: 228
for producing an ä in your code without using non 7bit characters. On every character you like to add a conversion you can do
$ä asciiValue => 228
I know this is not the kind of answer some would want to get. But monticello is one of these things that still need to be adjusted for proper character encoding.

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