Function definition not found in 4gl file - informix

I am working on 4gl language but a new bie. In a file custom.4gl a function cleanup() is called, but I didn't find the function definition. I am trying to find that.
I got a file named 'tags' with following line of code in which a hint for cleanup is there. But I didn't understand what this meant. Can anyone help me to find the function definition.
I folder searched with my code editor but there was no way.
cleanup custom.4gl /^function cleanup(
cn_error_handler cnerhand.4gl /^function cn_error_handler(
default_code custom.4gl /^function default_code(
get_file custom.4gl /^function get_file(
get_params custom.4gl /^function get_params(
get_prompts custom.4gl /^function get_prompts(
logo main.4gl /^function logo(

The function cleanup used to be in custom.4gl.
If it's not there now, then someone must have deleted it.
Do you have some sort of source code control system that you might be able to get it from?

what i usually do:
run executable in debugger and break for this function and it tells you the name of .4gl file its defined.
break cleanup

Related

is it possible to call require from C

I have a module compiled in a shared object (I followed the library part of this article https://chsasank.github.io/lua-c-wrapping.html) and I want to load it from C not from the interpreter.
Is it possible ? If so how to do it ?
Yes, it's possible, as require is a function stored in a global environment. Lua does the same in standalone interpreter when it needs to process the -l option, see the dolibrary function.
You do this the same way as with any other global function - in simplest case calling lua_getglobal(), then pushing the name of the file to require, and calling lua_call/lua_pcall/whatever.
I know that I am late, but someone else may struggle with this right now (like I just did).
This is a simple way of doing "require" from C:
int reqRes = luaL_dostring(L, "local t=require('myLib') return (t~=nil)");
if (reqRes==0)
//success
else
//failed
Unfortunately, right now, I'm using Lua 5.1 and "dolibrary" function doesn't exist, I >tried to take some part of the code and it crashes :\ So, for now, I use luaL_dostring(L, >"require 'libMyWrappings'"); libMyWrappings must be in the same directory as the c >program, and I can't use a path to indicate the lib. – Aminos Jan 22 at 11:45
I just ran into the same issue, it has to do when the package library is loaded
{LUA_LOADLIBNAME, luaopen_package}
needs to happen before you try and call it

SSIS foreach loop takes wrong file

I'm developing a SSIS Package that copies contents of specific files to a database. In this package I mak heavy use of the foreach container. Today I came across a strange behavior and have no clue whats wrong. In one of the containers I filter for "VBFA*.txt". But for some reason the container also gets triggered for a file called "VBAP.D2014211.T204008397.R000564.txt". When I change any part of that filename it doesn't trigger the container anymore. Additionally there are plenty of other files that start with "VBAP" and don't trigger the container. What could be the reason for this behavior?
Here is the enumerators implementation:
<DTS:ForEachEnumerator>
<DTS:Property DTS:Name="ObjectName">{6E07E755-700D-4D7D-9550-E08DA5B81264}
</DTS:Property>
<DTS:Property DTS:Name="DTSID">
{f0ceed84-f95c-404c-8794-2eec0155d1a6}</DTS:Property>
<DTS:Property DTS:Name="Description"></DTS:Property>
<DTS:Property DTS:Name="CreationName">DTS.ForEachFileEnumerator.2</DTS:Property>
<DTS:ObjectData>
<ForEachFileEnumeratorProperties>
<FEFEProperty Folder="\\desoswi0204vs\etldata\transfers\out\DP"/>
<FEFEProperty FileSpec="VBFA*.txt"/>
<FEFEProperty FileNameRetrievalType="0"/>
<FEFEProperty Recurse="0"/>
</ForEachFileEnumeratorProperties>
</DTS:ObjectData>
</DTS:ForEachEnumerator>
I've checked the paths contents with dir /x and the short name of my file is wrong. For the file "VBAP.D2014211.T204008397.R000564.txt" the shortname is "VBFA08~1.TXT". The full result is:
01.08.2014 11:02 1.067.169 VBFA08~1.TXT VBAP.D2014211.T204008397.R000564.txt
I have absolutely no clue, what is happening here and how to stop it. This violates every rule I've found regarding the short filename creation. I leave this as the answer for everybody else who is comming accross this beahvior, which is also the case for c# Directory.GetFiles

Unable to spawn process on another node in Erlang

When I try to create a new process on separate node using
Pid = spawn(mynode, mymodule, myfunction, [self()])
(myfunction/1 is exported), I get this error:
Error in process <0.10.0> on node 'no#de1' with exit value:
{undef,[{mymodule, myfunction, [<33.64.0>], []}]}
I tried to set -compile(export_all) flag, but assuming the additional braces in error log, this is not the case.
I don't know what causes the error and I have no clue what to do.
The error you get is saying “There is no module ‘mymodule’ and/or no function ‘mymodule:myfunction/1’”.
This means mymodule is not loaded in the code server of your separate node.
To load mymodule's code there you need something like this snippet or this function
Did you check that the module mymodule is in the path of no#de1?
When you spwan a process using spawn(mynode, mymodule, myfunction, [self()]), the VM needs to load the code before executing it.
If you use a high order function (a fun) in this way spawn(Node, Fun), then in is not more necessary to have the code in the path (but beware that any call to a function in the function definition need to be solved on the remote node)
go to no#de1 and run m(mymodule). It should clarify if the module is loadable and which functions does export.
also: check if the other node is reachable. Do a net_adm:ping on it.

Run script instructions from external source in Lua

Ok, I'm wanting to know if there's a way of running scripts from an external source with Lua. Be it another file in .txt format or from pastebin, what have you, and run the code and wait for said code to finish, and then continue on with the rest of the function. I'm not quite sure at all about how it'd work, but this is basically the idea I'm going by and isn't actual code.
function runStuff()
print("checking for stuff")
run.script(derp.txt)
wait for script
if run.script == finished
continue program
elseif nil
print("looks like this script sucks.")
end
end
runStuff()
And for example what "derp.txt" contains is:
function lookFile()
if herp.txt exists then
rename herp.txt to herp.lua
else
nil
end
end
lookFile()
I'm still new to Lua so I'm coding like a moron here, but you get my picture hopefully. I'm working on a project that'll act like an installer package for repositories based from pastebin or anywhere else that'll supply raw format outputs of lua scripts and I'm going to use that idea for it to call on scripts to run externally. So when I supply a "First Time Run" version of the program, it'll call out to a lua script that'll call to another lua script and install that script, then close.
This is for minecraft, mind you. ComputerCraft made me take interest in Lua, but anyway, hopefully you got the gist of what I'm trying to figure out. Hopefully that's doable and if not, I'll just have to figure something else out.
To load and execute a Lua code fragment you can use something like this:
local http = require("socket.http")
local response, err = http.request("url to some Lua code")
if not response then error(err) end
local f, err = (loadstring or load)(response)
if not f then error(err) end
print("done with "..response)
-- make sure you read on (in)security implications of running remote code
-- f() -- call the function based on the remote code
You probably need to use sandboxing.

Calling back to a main file from a dofile in lua

Say i have two files:
One is called mainFile.lua:
function altDoFile(name)
dofile(debug.getinfo(1).source:sub(debug.getinfo(1).source:find(".*\\")):sub(2)..name)
end
altDoFile("libs/caller.lua")
function callBack()
print "called back"
end
doCallback()
The other called caller.lua, located in a libs folder:
function doCallback()
print "performing call back"
_G["callBack"]()
end
The output of running the first file is then:
"performing call back"
Then nothing more, i'm missing a line!
Why is callBack never getting executed? is this intended behavior, and how do i get around it?
The fact that the function is getting called from string is important, so that can't be changed.
UPDATE:
I have tested it further, and the _G["callBack"] does resolve to a function (type()) but it still does not get called
Why not just use dofile?
It seems that the purpose of altDoFile is to replace the running script's filename with the script you want to call thereby creating an absolute path. In this case the path for caller.lua is a relative path so you shouldn't need to change anything for Lua to load the file.
Refactoring your code to this:
dofile("libs/caller.lua")
function callBack()
print "called back"
end
doCallback()
Seems to give the result you are looking for:
$ lua mainFile.lua
performing call back
called back
Just as a side note, altDoFile throws an error if the path does not contain a \ character. Windows uses the backslash for path names, but other operating systems like Linux and MacOS do not.
In my case running your script on Linux throws an error because string.find returns nill instead of an index.
lua: mainFile.lua:2: bad argument #1 to 'sub' (number expected, got nil)
If you need to know the working path of the main script, why not pass it as a command line argument:
C:\LuaFiles> lua mainFile.lua C:/LuaFiles
Then in Lua:
local working_path = arg[1] or '.'
dofile(working_path..'/libs/caller.lua')
If you just want to be able to walk back up one directory, you can also modify the loader
package.path = ";../?.lua" .. package.path;
So then you could run your file by doing:
require("caller")
dofile "../Untitled/SensorLib.lua" --use backpath librarys
Best Regards
K.

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