How to map {Ctrl 0,-,=} keys in vim? - mapping

My keyboard's layout(2nd row):
`1...0-=Backspace
I want to map function calls to Ctrl+ 0, -, =.
This is the function I created:
" it doesn't work
nnoremap <C-=> :call IncFontSize(+1)<CR>
" it works
nnoremap <C--> :call IncFontSize(-1)<CR>
" it doesn't work
nnoremap <C-0> :call IncFontSize(0)<CR>
fun! IncFontSize(inc)
if !exists('+guifont')
return
endif
let s:defaultfont = 'Ubuntu Mono 12'
if a:inc==0 || empty(&guifont)
let &guifont = s:defaultfont
return
endif
let &guifont = substitute(&guifont, '\d\+$', '\=submatch(0)+'.a:inc, '')
endfun
How can I map function calls to these keys?

Notice how in command-line mode, Ctrl-_ results in ^_, but Ctrl-0 and Ctrl-= yield nothing.
Due to the way that the keyboard input is handled internally, differentiating this as well as many other key combinations (like Ctrl+Letter vs. Ctrl+Shift+Letter) unfortunately isn't possible today, even in GVIM. This is a known pain point, and the subject of various discussions on vim_dev and the #vim IRC channel.
Some people (foremost Paul LeoNerd Evans) want to fix that (even for console Vim in terminals that support this), and have floated various proposals, cp. link
But as of today, no patches or volunteers have yet come forward, though many have expressed a desire to have this in a future Vim 8 major release.

http://vim.wikia.com/wiki/Fast_window_resizing_with_plus/minus_keys
just only + and - …… no alias name
:nmap + :echo "hello world"<CR>
Is it what you want ?

Related

How to map to controls into an NES emulator with Lua?

I'm attempting to do something similar to what Mari/o does, but with different AI principles and techniques.
However, I'm having trouble figuring out how to actually send input from the Lua script to the emulator (for example, up down left right a b etc).
I'm trying to figure out how the guy who wrote Mari/o did it in his script, but I'm scratching my head trying to figure out how it works.
So, can someone please explain to me how mapping input to an NES emulator works?
Code so far..(this is using the FCEUX emulator)
inputTable = joypad.read(1);
for k, v in pairs (inputTable) do
if(k == "right") then
v = true;
end;
print(k, v);
end;
while (true) do
joypad.set(1, inputTable);
joypad.write(1, inputTable);
emu.frameadvance();
end;
However, I don't think that joypad.set or joypad.write are correct for setting input, because they don't seem to do anything other than overwrite player input.
You aren't actually assigning into `inputTable at any point here.
The variable v is a local in the for loop. It isn't a pointer/reference/etc. to the value in the table.
To assign to the table you need to actually assign to inputTable[k] in the loop.

Lua: Working with the Modbus TCP/IP Protocol

This question is based off a previous question I asked concerning a similar topic: Lua: Working with Bit32 Library to Change States of I/O's . I'm trying to use a Lua program that, when a PLC changes the state of a coil at a given address (only two addresses will be used) then it triggers a reaction in another piece of equipment. I have some code that is basically the exact same as my previous topic. But this has to do with what this code is actually doing and not so much the bit32 library. Usually I run code I don't in understand in my Linux IDE and slowly make changes until I finally can make sense of it. But this is producing some weird reactions that I can't make sense of.
Code example:
local unitId = 1
local funcCodes = {
readCoil = 1,
readInput = 2,
readHoldingReg = 3,
readInputReg = 4,
writeCoil = 5,
presetSingleReg = 6,
writeMultipleCoils = 15,
presetMultipleReg = 16
}
local function toTwoByte(value)
return string.char(value / 255, value % 255)
end
local coil = 1
local function readCoil(s, coil)
local req = toTwoByte(0) .. toTwoByte(0) .. toTwoByte(6) .. string.char(unitId, funcCodes.readCoil) .. toTwoByte(coil - 1) .. toTwoByte(1)
s:write(req) --(s is the address of the I/O module)
local res = s:read(10)
return res:byte(10) == 1 -- returns true or false if the 10th bit is ==1 I think??? Please confirm
end
The line that sets local req is the part I'm truly not making sense of. Because of my earlier post, I understand fully about the toTwoByte function and was quickly refreshed on bits & byte manipulation (truly excellent by the way). But that particular string is the reason for this confusion. If I run this in the demo at lua.org I get back an error "lua number has no integer representation". If I separate it into the following I am given back ascii characters that represent those numbers (which I know string.char returns the ascii representation of a given digit). If I run this in my Linux IDE, it displays a bunch of boxes, each containing four digits; two on top of the other two. Now it is very hard to distinguish all of the boxes and their content as they are overlapping.
I know that there is a modbus library that I may be able to use. But I would much rather prefer to understand this as I'm fairly new to programming in general.
Why do I receive different returned results from Windows vs Linux?
What would that string "local req" look like when built at this point to the I/O module. And I don't understand how this req variable translates into the proper string that contains all of the information used to read/write to a given coil or register.
If anyone needs better examples or has further questions that I need to answer, please let me know.
Cheers!
ETA: This is with the Modbus TCP/IP Protocol, not RTU. Sorry.

Lua - Couple Questions

Im a amatuer at coding. So, mind me if i face palmed some things.
Anyways, im making a alpha phase for a OS im making right? I'm making my installer. Two questions. Can i get a code off of pastebin then have my lua script download it? Two. I put the "print" part of the code in cmd. I get "Illegal characters". I dont know what went wrong. Here's my code.
--Variables
Yes = True
No = False
--Loading Screen
print ("1")
sleep(0.5)
print("2")
sleep(0.5)
print("Dowloading OS")
sleep(2)
print("Done!")
sleep(0.2)
print("Would you like to open the OS?")
end
I see a few issues with your code.
First of all, True and False are both meaningless names - which, unless you have assigned something to them earlier, are both equal to nil. Therefore, your Yes and No variables are both set to nil as well. This isn't because true and false don't exist in lua - they're just in lowercase: true and false. Creating Yes and No variables is redundant and hard to read - just use true and false directly.
Second of all, if you're using standard lua downloaded from their website, sleep is not a valid function (although it is in the Roblox version of Lua, or so I've heard). Like uppercase True and False, sleep is nil by default, so calling it won't work. Depending on what you're running this on, you'll want to use either os.execute("sleep " .. number_of_seconds) if you're on a mac, or os.execute("timeout /t " .. number_of_seconds) if you're on a PC. You might want to wrap these up into a function
function my_sleep_mac(number_of_seconds)
os.execute("sleep " .. number_of_seconds)
end
function my_sleep_PC(number_of_seconds)
os.execute("timeout /t " .. number_of_seconds)
end
As for the specific error you're experiencing, I think it's due to your end statement as the end of your program. end in lua doesn't do exactly what you think it does - it doesn't specify the end of the program. Lua can figure out where the program ends just by looking to see if there's any text left in the file. What it can't figure out without you saying it is where various sub-blocks of code end, IE the branches of if statements, functions, etc. For example, suppose you write the code
print("checking x...")
if x == 2 then
print("x is 2")
print("Isn't it awesome that x is 2?")
print("x was checked")
lua has no way of knowing whether or not that last statement, printing the x was checked, is supposed to only happen if x is 2 or always. Consequently, you need to explicitly say when various sections of code end, for which you use end. For a file, though, it's unnecessary and actually causes an error. Here's the if statement with an end introduced
print("checking x...")
if x == 2 then
print("x is 2")
print("isn't it awesome that x is 2?")
end
print("x was checked")
although lua doesn't care, it's a very good idea to indent these sections of code so that you can tell at a glance where it starts and ends:
print("checking x...")
if x == 2 then
print("x is 2")
print("isn't it awesome that x is 2?")
end
print("x was checked")
with regards to your "pastebin" problem, you're going to have to be more specific.
You can implement sleep in OS-independent (but CPU-intensive) way:
local function sleep(seconds)
local t0 = os.clock()
repeat
until os.clock() - t0 >= seconds
end

Evaluating a math string in Corona Lua

I would like to evaluate a math string in my corona app. Right now I'm focusing on the trig functions, so let's let the example be the most difficult we're likely to face:
local expr = "2sin(4pi+2)+7"
My goal is for this to somehow be (either) evaluated as is with maybe a pi --> math.pi switch, or to even break it up. The breaking up would be much more difficult, however, since it COULD be as complicated a above, but could also just be sin(1).
So I would prefer to stay as close to the python eval(expr) function as possible, but if that can't happen, I am flexible.
The simplest way would be to replace sin with math.sin (pi with math.pi and so on), add missing multiplications signs, and run it through loadstring, but loadstring is not available in Corona environment.
This means you will need to write your own parser for these expressions. I found a discussion on Corona forums that may help you as a starting point: here, with some details and a demo here
This should do the trick, it is able to use the lua math functions without putting 'math.function' so just sqrt(100) works fine. I threw this together because I have seen this question asked way too many times. Hopes this helps :)
If you have any questions feel free to contact me at rayaman99#gmail.com
function evaluate(cmd,v) -- this uses recursion to solve math equations
--[[ We break it into pieces and solve tiny pieces at a time then put them back together
Example of whats going on
Lets say we have "5+5+5+5+5"
First we get this:
5+5+5+5 + 5
5+5+5 + 5
5+5 + 5
5 + 5
Take all the single 5's and do their opperation which is addition in this case and get 25 as our answer
if you want to visually see this with a custom expression, uncomment the code below that says '--print(l,o,r)'
]]
v=v or 0
local count=0
local function helper(o,v,r)-- a local helper function to speed things up and keep the code smaller
if type(v)=="string" then
if v:find("%D") then
v=tonumber(math[v]) or tonumber(_G[v]) -- This section allows global variables and variables from math to be used feel free to add your own enviroments
end
end
if type(r)=="string" then
if r:find("%D") then
r=tonumber(math[r]) or tonumber(_G[r]) -- A mirror from above but this affects the other side of the equation
-- Think about it as '5+a' and 'a+5' This mirror allows me to tackle both sides of the expression
end
end
local r=tonumber(r) or 0
if o=="+" then -- where we handle different math opperators
return r+v
elseif o=="-" then
return r-v
elseif o=="/" then
return r/v
elseif o=="*" then
return r*v
elseif o=="^" then
return r^v
end
end
for i,v in pairs(math) do
cmd=cmd:gsub(i.."(%b())",function(a)
a=a:sub(2,-2)
if a:sub(1,1)=="-" then
a="0"..a
end
return v(evaluate(a))
end)
end
cmd=cmd:gsub("%b()",function(a)
return evaluate(a:sub(2,-2))
end)
for l,o,r in cmd:gmatch("(.*)([%+%^%-%*/])(.*)") do -- iteration this breaks the expression into managable parts, when adding pieces into
--print(":",l,o,r) -- uncomment this to see how it does its thing
count=count+1 -- keep track for certain conditions
if l:find("[%+%^%-%*/]") then -- if I find that the lefthand side of the expression contains lets keep breaking it apart
v=helper(o,r,evaluate(l,v))-- evaluate again and do the helper function
else
if count==1 then
v=helper(o,r,l) -- Case where an expression contains one mathematical opperator
end
end
end
if count==0 then return (tonumber(cmd) or tonumber(math[cmd]) or tonumber(_G[cmd])) end
-- you can add your own enviroments as well... I use math and _G
return v
end
a=5
print(evaluate("2+2+2*2")) -- This still has work when it comes to pemdas; however, the use parentheses can order things!
print(evaluate("2+2+(2*2)"))-- <-- As seen here
print(evaluate("sqrt(100)"))
print(evaluate("sqrt(100)+abs(-100)"))
print(evaluate("sqrt(100+44)"))
print(evaluate("sqrt(100+44)/2"))
print(evaluate("5^2"))
print(evaluate("a")) -- that we stored above
print(evaluate("pi")) -- math.pi
print(evaluate("pi*2")) -- math.pi

py3k print significant figures

In python3 is there a nice way to set significant figures - i.e if I have a list:
l = [2.2738257169723513, 2.2725769281387329, 2.3101812601089478]
I can use the nice new print system and do
print(*l,sep="\t")
But I'm unclear as to how to set the sigfig with out doing
m = "%.2f, %.2f, %.2f" % (l[0], l[1], l[2])
print(m)
I was wondering if there was an option to print to just say - print all floats to 2 dp?
I guess I could use a loop but that seems not very Python like
Actually, it is definitely pythonic, and it is the only way to do what you're asking. That said, you can still use a comprehension to make this more concise (in this cause a tuple, but you can use a list or use list(map():
# I've changed the name to float_list because l should not be
# used as a variable name in Python according to the standard
# style recommendations
print(*('{0:.2f}'.format(x) for x in float_list), sep="\t")

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