how are the index applied in upvalue + lua - lua

I'm trying to understand how are index applied in upvalue but unable to get so as led me to ask this question over here.
function newCounter ()
local t = 10
local n = 0
local k = 0
return function ()
l = t
k = n
n = n + 1
return n
end
end
counter = newCounter()
counter()
counter()
print("<==============>")
local i = 1
repeat
name, val = debug.getupvalue(counter, i)
if name then
print ("index", i, name, "=", val)
if (name == "n") then
debug.setupvalue(counter,2,10)
end
i = i + 1
end -- if
until not name
When I run this I get following o/p
index 1 _ENV = table: 0x7f8203c03ea0
index 2 t = 10
index 3 k = 1
index 4 n = 2
Note : I was assuming the o/p to be (based on the order in which they are initialise)
index 1 t = 10
index 2 k = 1
index 3 n = 2
index 4 _ENV = table: 0x7f8203c03ea0
Can any provide me an info as to what is the logical way to find the correct index associate with a given upvalue.

Every chunk in Lua starts with _ENV as its first upvalue.

Related

Stack Overflow on Lua metatable

I used to have a construct that worked with luajit:
mytbl = setmetatable({1}, {__index = function(tbl,idx) return tbl[idx - 1] + 1 end})
Now with plain Lua 5.4 this gives me a stack overflow:
> mytbl[1000]
stdin:1: C stack overflow
stack traceback:
stdin:1: in metamethod 'index'
....
The goal is to have a table where the default is to return the index itself:
mytbl[10]
should return 10. But when I say
mytbl[3] = 5
the value of
mytbl[10]
should be 12 (the values from 1 now yield 1,2,5,6,7,8,9,10,11,12,...)
Is there a way to get this in Lua 5.4 without the stack overflow? Or should I create another function for it?
You are accessing the table within the __index. That causes another __index to be called and so on.
Use rawget when you want to access the tbl itself.
If you want to get a custom logic that does not rely on existence of elements, write your function in a way that allows for trailing recursion or write it iteratively without any recursion at all:
__index=function(tbl, idx)
local acc = 0
for i=idx-1, 1, -1 do
local th = rawget(tbl, i)
if th then
return acc + th + 1
else
acc = acc + 1
end
end
return acc
end
This is what I came up with now:
__index=function(tbl, idx)
local max = 0
for k, v in next, tbl do
if k <= idx then max = v - k end
end
return idx + max
end
I only have very few entries in tbl so this should be reasonable fast for my purposes.
My test:
mytbl[5] = 9
for i = 1, 10 do
print(mytbl[i])
end
outputs
1
2
3
4
9
10
11
12
13
14

Minimum Change Maker Returning Optimal Solution and No Solution

I need Help adding a if clause to my Change Maker, so that if say I have denominations of coins that can't equal the input coin value. For Example I have Coins worth 2,4,6 and I have a Value of 1. I Want it to return Change Not Possible I tried adding a clause to it below but when I test it I get 1.#INF
I also am curious how I can find the optimal coin solution, So on top of saying the minimum number of coins it returns the optimal coin setup if there is one.
function ChangeMaking(D,n)
--[[
//Applies dynamic programming to find the minimum number of coins
//of denominations d1< d2 < . . . < dm where d1 = 1 that add up to a
//given amount n
//Input: Positive integer n and array D[1..m] of increasing positive
// integers indicating the coin denominations where D[1]= 1
//Output: The minimum number of coins that add up to n
]]
F = {} -- F is List Array of Coins
m = tablelength(D)
F[0] = 0
for i =1,n do
temp = math.huge
j = 1
while j <= m and i >= D[j] do
temp = math.min(F[ i - D[j] ], temp)
j = j + 1
end
F[i] = temp + 1
end
--I wanted to Catch the failed Solution here but I return 1.#INF instead
--if F[n] <= 0 and F[n] == 1.#INF then print("No Change Possible") return end
return F[n]
end
function main()
--[[
//Prints a Greeting, Asks for Denominations separated by spaces.
// Iterates through the input and assigns values to table
// Table is then input into ChangeMaker, and a while loop takes an n value for user input.
// User Enters 0 to end the Loop
]]
io.write("Hello Welcome the to Change Maker - LUA Edition\nEnter a series of change denominations, separated by spaces: ")
input = io.read()
deno = {}
for num in input:gmatch("%d+") do table.insert(deno,tonumber(num)) end
local i = 1
while i ~= 0 do
io.write("Please Enter Total for Change Maker, When Finished Enter 0 to Exit: ")
input2 = io.read("*n")
if input2 ~= 0 then io.write("\nMinimum # of Coins: " .. ChangeMaking(deno,input2).."\n") end
if input2 == 0 then i=0 print("0 Entered, Exiting Change Maker") end
end
end
function tablelength(T)
--[[
//Function for grabbing the total length of a table.
]]
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
main()

Lua #Table returning 0, despite Table containing 3 elements (tables)? [duplicate]

Sounds like a "let me google it for you" question, but somehow I can't find an answer. The Lua # operator only counts entries with integer keys, and so does table.getn:
tbl = {}
tbl["test"] = 47
tbl[1] = 48
print(#tbl, table.getn(tbl)) -- prints "1 1"
count = 0
for _ in pairs(tbl) do count = count + 1 end
print(count) -- prints "2"
How do I get the number of all entries without counting them?
You already have the solution in the question -- the only way is to iterate the whole table with pairs(..).
function tablelength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
Also, notice that the "#" operator's definition is a bit more complicated than that. Let me illustrate that by taking this table:
t = {1,2,3}
t[5] = 1
t[9] = 1
According to the manual, any of 3, 5 and 9 are valid results for #t. The only sane way to use it is with arrays of one contiguous part without nil values.
You can set up a meta-table to track the number of entries, this may be faster than iteration if this information is a needed frequently.
The easiest way that I know of to get the number of entries in a table is with '#'. #tableName gets the number of entries as long as they are numbered:
tbl={
[1]
[2]
[3]
[4]
[5]
}
print(#tbl)--prints the highest number in the table: 5
Sadly, if they are not numbered, it won't work.
There's one way, but it might be disappointing: use an additional variable (or one of the table's field) for storing the count, and increase it every time you make an insertion.
count = 0
tbl = {}
tbl["test"] = 47
count = count + 1
tbl[1] = 48
count = count + 1
print(count) -- prints "2"
There's no other way, the # operator will only work on array-like tables with consecutive keys.
function GetTableLng(tbl)
local getN = 0
for n in pairs(tbl) do
getN = getN + 1
end
return getN
end
You're right. There are no other way to get length of table
You could use penlight library. This has a function size which gives the actual size of the table.
It has implemented many of the function that we may need while programming and missing in Lua.
Here is the sample for using it.
> tablex = require "pl.tablex"
> a = {}
> a[2] = 2
> a[3] = 3
> a['blah'] = 24
> #a
0
> tablex.size(a)
3
local function CountedTable(x)
assert(type(x) == 'table', 'bad parameter #1: must be table')
local new_t = {}
local mt = {}
-- `all` will represent the number of both
local all = 0
for k, v in pairs(x) do
all = all + 1
end
mt.__newindex = function(t, k, v)
if v == nil then
if rawget(x, k) ~= nil then
all = all - 1
end
else
if rawget(x, k) == nil then
all = all + 1
end
end
rawset(x, k, v)
end
mt.__index = function(t, k)
if k == 'totalCount' then return all
else return rawget(x, k) end
end
return setmetatable(new_t, mt)
end
local bar = CountedTable { x = 23, y = 43, z = 334, [true] = true }
assert(bar.totalCount == 4)
assert(bar.x == 23)
bar.x = nil
assert(bar.totalCount == 3)
bar.x = nil
assert(bar.totalCount == 3)
bar.x = 24
bar.x = 25
assert(bar.x == 25)
assert(bar.totalCount == 4)
I stumbled upon this thread and want to post another option. I'm using Luad generated from a block controller, but it essentially works by checking values in the table, then incrementing which value is being checked by 1. Eventually, the table will run out, and the value at that index will be Nil.
So subtract 1 from the index that returned a nil, and that's the size of the table.
I have a global Variable for TableSize that is set to the result of this count.
function Check_Table_Size()
local Count = 1
local CurrentVal = (CueNames[tonumber(Count)])
local repeating = true
print(Count)
while repeating == true do
if CurrentVal ~= nil then
Count = Count + 1
CurrentVal = CueNames[tonumber(Count)]
else
repeating = false
TableSize = Count - 1
end
end
print(TableSize)
end
seems when the elements of the table is added by insert method, getn will return correctly. Otherwise, we have to count all elements
mytable = {}
element1 = {version = 1.1}
element2 = {version = 1.2}
table.insert(mytable, element1)
table.insert(mytable, element2)
print(table.getn(mytable))
It will print 2 correctly

Count frequency of elements into an array in Lua

I have a table in Lua:
p = {'sachin', 'sachin', 'dravid', 'Dhoni', 'yuvraj', 'kohli'}
I want to count frequency of each name in table .
test1 = {sachin=2, dravid=1, Dhoni=1, yuvraj=1, kohli=1}
I tried this program with lot of for loops .Please see my code
> function exec(ele,p)
count = 0
for k,v in pairs(p) do
if ele == p[k] then
count = count +1
end
end
return count
end
> new_table = {}
> for k,v in pairs(p) do
new_table[v] = exec(v,p)
end
>
> for k,v in pairs(new_table) do
print(k,v)
end
dhone 1
yuvraj 1
kohli 1
sachin 2
dravid 1
I want to do this more efficient way. How can I achieve this?
You can count the frequency like this:
function tally(t)
local freq = {}
for _, v in ipairs(t) do
freq[v] = (freq[v] or 0) + 1
end
return freq
end
And here's another demo example.
Using metatable may be a little unnecessary for this simple case, just showing another option:
local mt = {__index = function() return 0 end}
local newtable = {}
setmetatable(newtable, mt)
for _, v in pairs(p) do
newtable[v] = newtable[v] + 1
end
The metamethod __index above gives the table 0 as the default value.

How to get number of entries in a Lua table?

Sounds like a "let me google it for you" question, but somehow I can't find an answer. The Lua # operator only counts entries with integer keys, and so does table.getn:
tbl = {}
tbl["test"] = 47
tbl[1] = 48
print(#tbl, table.getn(tbl)) -- prints "1 1"
count = 0
for _ in pairs(tbl) do count = count + 1 end
print(count) -- prints "2"
How do I get the number of all entries without counting them?
You already have the solution in the question -- the only way is to iterate the whole table with pairs(..).
function tablelength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
Also, notice that the "#" operator's definition is a bit more complicated than that. Let me illustrate that by taking this table:
t = {1,2,3}
t[5] = 1
t[9] = 1
According to the manual, any of 3, 5 and 9 are valid results for #t. The only sane way to use it is with arrays of one contiguous part without nil values.
You can set up a meta-table to track the number of entries, this may be faster than iteration if this information is a needed frequently.
The easiest way that I know of to get the number of entries in a table is with '#'. #tableName gets the number of entries as long as they are numbered:
tbl={
[1]
[2]
[3]
[4]
[5]
}
print(#tbl)--prints the highest number in the table: 5
Sadly, if they are not numbered, it won't work.
There's one way, but it might be disappointing: use an additional variable (or one of the table's field) for storing the count, and increase it every time you make an insertion.
count = 0
tbl = {}
tbl["test"] = 47
count = count + 1
tbl[1] = 48
count = count + 1
print(count) -- prints "2"
There's no other way, the # operator will only work on array-like tables with consecutive keys.
function GetTableLng(tbl)
local getN = 0
for n in pairs(tbl) do
getN = getN + 1
end
return getN
end
You're right. There are no other way to get length of table
You could use penlight library. This has a function size which gives the actual size of the table.
It has implemented many of the function that we may need while programming and missing in Lua.
Here is the sample for using it.
> tablex = require "pl.tablex"
> a = {}
> a[2] = 2
> a[3] = 3
> a['blah'] = 24
> #a
0
> tablex.size(a)
3
local function CountedTable(x)
assert(type(x) == 'table', 'bad parameter #1: must be table')
local new_t = {}
local mt = {}
-- `all` will represent the number of both
local all = 0
for k, v in pairs(x) do
all = all + 1
end
mt.__newindex = function(t, k, v)
if v == nil then
if rawget(x, k) ~= nil then
all = all - 1
end
else
if rawget(x, k) == nil then
all = all + 1
end
end
rawset(x, k, v)
end
mt.__index = function(t, k)
if k == 'totalCount' then return all
else return rawget(x, k) end
end
return setmetatable(new_t, mt)
end
local bar = CountedTable { x = 23, y = 43, z = 334, [true] = true }
assert(bar.totalCount == 4)
assert(bar.x == 23)
bar.x = nil
assert(bar.totalCount == 3)
bar.x = nil
assert(bar.totalCount == 3)
bar.x = 24
bar.x = 25
assert(bar.x == 25)
assert(bar.totalCount == 4)
I stumbled upon this thread and want to post another option. I'm using Luad generated from a block controller, but it essentially works by checking values in the table, then incrementing which value is being checked by 1. Eventually, the table will run out, and the value at that index will be Nil.
So subtract 1 from the index that returned a nil, and that's the size of the table.
I have a global Variable for TableSize that is set to the result of this count.
function Check_Table_Size()
local Count = 1
local CurrentVal = (CueNames[tonumber(Count)])
local repeating = true
print(Count)
while repeating == true do
if CurrentVal ~= nil then
Count = Count + 1
CurrentVal = CueNames[tonumber(Count)]
else
repeating = false
TableSize = Count - 1
end
end
print(TableSize)
end
seems when the elements of the table is added by insert method, getn will return correctly. Otherwise, we have to count all elements
mytable = {}
element1 = {version = 1.1}
element2 = {version = 1.2}
table.insert(mytable, element1)
table.insert(mytable, element2)
print(table.getn(mytable))
It will print 2 correctly

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