How to reference lua table member from table member? - lua

i have a table in lua:
enUS = {
LOCALE_STHOUSANDS = ",", --Thousands separator e.g. comma
patNumber = "%d+["..LOCALE_STHOUSANDS.."%d]*", --regex to find a number
["PreScanPatterns"] = {
["^("..patNumber..") Armor$"] = "ARMOR",
}
}
So you see there is a whole chain of self-references in this table:
LOCAL_STHOUSANDS
patNumber
["^("..patNumber..") Armor$"]
How can i perform self-referencing in an lua table?
What i don't want to do is have to hard-replace the values; there are hundreds of references:
enUS = {
LOCALE_STHOUSANDS = ",", --Thousands separator e.g. comma
patNumber = "%d+[,%d]*", --regex to find a number
["PreScanPatterns"] = {
["^(%d+[,%d]*) Armor$"] = "ARMOR",
}
}

How can i perform self-referencing in an lua table?
You don't.
Lua is not C. Until the table is constructed, none of the table entries exist. Because the table itself doesn't exist yet. Therefore, you can't have one entry in a table constructor reference another entry in a table that doesn't exist.
If you want to cut down on repeated typing, then you should use local variables and do/end blocks:
do
local temp_thousands_separator = ","
local temp_number_pattern = "%d+["..LOCALE_STHOUSANDS.."%d]*"
enUS = {
LOCALE_STHOUSANDS = temp_thousands_separator, --Thousands separator e.g. comma
patNumber = "%d+["..temp_thousands_separator.."%d]*", --regex to find a number
["PreScanPatterns"] = {
["^("..temp_number_pattern..") Armor$"] = "ARMOR",
}
}
end
The do/end block is there so that the temporary variables don't exist outside of the table creation code.
Alternatively, you can do the construction in stages:
enUS = {}
enUS.LOCALE_STHOUSANDS = ",", --Thousands separator e.g. comma
enUS.patNumber = "%d+["..enUS.LOCALE_STHOUSANDS.."%d]*", --regex to find a number
enUS["PreScanPatterns"] = {
["^("..enUS.patNumber..") Armor$"] = "ARMOR",
}

There's no way of doing this inside the constructor itself, but you can do it after creating the table like so:
enUS = {
LOCALE_STHOUSANDS = ","
}
enUS.patNumber = "%d+["..enUS.LOCALE_STHOUSANDS.."%d]*"
enUS.PreScanPatterns = {
["^("..enUS.patNumber..") Armor$"] = "ARMOR",
}
If you specifically need to refer to the current table, Lua provides a "self" parameter, but it's only accessible in functions.
local t = {
x = 1,
y = function(self) return self.x end
}
-- this is functionally identical to t.y
function t:z() return self.x end
-- these are identical and interchangeable
print(t:y(), t.z(t))
-- 1, 1

Related

Full path to the required value

How do I get the full path to the required value in the table? I want to track changes in another table through a proxy table.
I understand that I need to use metatables and __index in it. But I haven't been able to come up with a tracker yet.
Sample table structure:
Objects = {
Panel = { layer = 1, x = 600, y = 328, w = 331, h = 491;
objects = {
label = { layer = 1, x = 0, y = 0, text = 'header' };
Window = { layer = 2, x = 400, y = 100, w = 100, h = 100;
objects = {
label = { layer = 1, x = 0, y = 0, text = 'lorem ipsum dorem' };
};
};
};
};
};
Path: Objects.Panel.objects.Window.objects.label.text
I tried to create a metatable for each of the tables and collect the result of each call to __index into a table in order to roughly understand which key and value were retrieved or changed in order to synchronize these values ​​with other tables.
This will prove itself to be horrendously slow and memory inefficient. Anyway, you were right on the track: proxy and handle __index and __newindex metamethods to your liking. This being said you also need to track the state of the proxy somehow.
You can try to hide it with some closures and upvalues but the easy way is to store the information directly in the proxy tables:
function make_tracker (o, name)
local mt = {}
mt.__index = function (proxy, key)
local path = {unpack(rawget(proxy, "__path"))} -- Stupid shallow copy
local object = rawget(proxy, "__to")
table.insert(path, key)
if type(object[key]) == "table" then
return setmetatable({__to = object[key], __path = path}, mt)
else
return table.concat(path, ".") .. " = " .. tostring(object[key])
end
end
return setmetatable({__to = o, __path = {name}}, mt)
end
__to fields indicates what proxy should point to and __path is there to cover fields we have trespassed so far. It does a shallow copy, so that one can use subproxies with local variables. name parameter is there to initialize the name of the first table, as you just simply can't know that. You use it like this:
local tObjects = make_tracker(Objects, "Objects")
local subproxy = tObjects.Panel.objects.Window
print(subproxy.objects.label.text)
print(tObjects.Panel.objects.label.text)
print(subproxy.x)
-- prints:
-- Objects.Panel.objects.Window.objects.label.text = lorem ipsum dorem
-- Objects.Panel.objects.label.text = header
-- Objects.Panel.objects.Window.x = 400
Of course, I doubt that appending the path to the original value is what you want. Modify insides of else block:
return table.concat(path, ".") .. " = " .. tostring(object[key])
according to your needs, e.g:
register_tracked_path(table.concat(path, "."))
return object[key]
If you want to handle modification of values you need to extend the metatable with similar __newindex.

What is the function of square brackets around table keys in lua?

I came across tables that have square brackets around keys:
local commands_json =
{
["request"] = {
["application"] = PW_APPLICATION,
["push_token"] = deviceToken
}
}
Can the square brackets be omitted?
It's simply the long form of specifying keys in a table. You can put any value between the [] (except nil. And floating-point NaNs). Whereas without them, you can only use identifiers.
For example:
tbl =
{
key name = 5,
}
That's a compile error, since "key name" isn't an identifier (due to the space). This works:
tbl =
{
["key name"] = 5,
}
And this:
tbl =
{
"key name" = 5,
}
Is also a compile error. If Lua sees a naked value like this, it thinks you're trying to add to the array part of the table. That is, it confuses it with:
tbl =
{
"key name",
}
Which creates a 1-element array, with tbl[1] equal to "key name". By using [], the compiler can easily tell that you meant for something to be a key rather than the value of an array element.
The long form also lets you distinguish between:
local name = "a name";
tbl =
{
["name"] = 5,
[name] = 7,
}
The second part means to evaluate the expression name, the result of which will be the key. So this table has the keys "name" and "a name".
You cannot omit the brackets
> x = { 'a' = 1 }
stdin:1: '}' expected near '='
the correct code is
> x = { ['a'] = 1 }
> print(x['a'])
1
or
> x = { a = 1 }
> print(x['a'])
1
However, the second one has its limitations. What if you want to have a key called "-"?
> x = { - = 1 }
stdin:1: unexpected symbol near '='
> x = { '-' = 1 }
stdin:1: '}' expected near '='
again the correct way is to use brackets
> x = { ['-'] = 1 }
> print(x['-'])
1
Or you want to create a field of name which is contained in a variable called a?
> a = 'cat'
> x = { [a] = 1 }
> print(x['cat'])
1
Brackets are used as a general form of key creation, they give you ability to put any hashable object as a key - not only strings.

Lua - iterating through nested list

I'm going to simplify the situation as much as I can. I have the following code:
windows = { "window1", "window2" }
window1 = {
x = 100
y = 100
properties = { active = false, width = 200, height = 200 }
}
window2 = {
x = 0
y = 0
properties = { active = false, width = 200, height = 200 }
}
If I do the following, I get the correct output:
print (window1.x)
OUTPUT: 0
print (window1.properties.active)
OUTPUT: false
HOWEVER, if I iterate through the list, I get "nil" values for "l.x" and "l.properties.active":
for _,l in ipairs(windows) do
print (l)
print (l.x)
print (l.properties.active)
end
Is there a different way I need to iterate through the variables in the lists, so I can get the values?
That is not a nested table, but just a table containing strings. And, as you just saw, a string doesn't contain a value for the key "x".
You have to put the tables in a sequence:
local window1 = {...} -- first table
local window2 = {...} -- second table
local windows = {window1, window2}
for _,l in ipairs(windows) do
-- do stuff with l
end
Or, if you want to keep the list of strings and iterate over the strings, put the windows in a second table using these strings as a key.
local windowNames = { "window1", "window2" }
local windows = {}
windows.window1 = {...} -- first table
windows.window2 = {...} -- second table
for _,l in ipairs(windowNames) do
local ourWindow = windows[l]
-- do stuff with ourWindow
end

Split Lua string into tables with subtables

All the examples for splitting strings generate arrays. I want the following
Given string like x.y.z e.g. storage.clusters.us-la-1
How do I generate a table from that resembling
x = {
y = {
z = {
}
}
}
Below is a function that should do what you want.
function gen_table(str, existing)
local root = existing or {}
local tbl = root
for p in string.gmatch(str, "[^.]+") do
local new = tbl[p] or {}
tbl[p] = new
tbl = new
end
return root
end
Usage:
local t = gen_table("x.y.z")
local u = gen_table("x.y.w", t)
t.x.y.z.field = "test1"
t.x.y.w.field = "test2"

how to access data in such table?

I'm writing a program with lua. I have data that organized in the following way:
t= {
i1 = {
p1 = { value = "i1p1" },
p2 = { value = "i1p2" },
-- etc
pm = { value = "i1pm" }
},
i2 = {
p1 = { value = "i2p1" },
p2 = { value = "i2p2" },
-- etc
pm = { value = "i2pm" }
},
im = {
p1 = { value = "imp1" },
p2 = { value = "imp2" },
-- etc
pm = { value = "impm" }
}
} --(inner tables)
In another way each group of data is indexed by two variables i&p,I am sure that the data is kept correctly but I want a way to print the data from their tables because I won't know the values of i and p to iterate over them or even the numbers n & m any body know how to do this with lua?
If you know the depth of your nested (inner) tables, you can iterate explicitly to that depth:
for k1,v1 in pairs(t) do
for k2,v2 in pairs(v1) do
for k3, v3 in pairs(v2) do
print(k3, ":", v3)
end
end
end
Alternatively, you can recursively iterate into your nested structure:
function print_tbl(tbl)
if type(tbl) == "table" then
for _,v in pairs(tbl) do
print_tbl(v)
end
else
print(tbl)
end
end
print_tbl(t)
This is just an example. If your tables contain functions, contains userdata, or your nesting has cycles, you'll need a different approach. Take a look at table serialization on the Lua user wiki. Serialization requires sensible handling of tables with nesting, functions, cycles, etc. You may be able to use lessons learned on your data.

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