So I need to pass an array into a global procedure, but as usual I have to redefine it. I know this is a bit of a noobie question, but can array be passed into as procedure? If not, could it be made global and inserted into a procedure.
$selectedFace = `ls -selection` ;
global proc crTestScripts($selectedFace) {
print ("OMG aren't lists of things awesome?!" + $selectedFace) ;
}
or
$selectedFace = `ls -selection` ;
global array? $selectedFace ;
global proc crTestScripts() {
global array? $selectedFace ;
print ("OMG aren't lists of things awesome?!" + $selectedFace) ;
}
I'm passing in this string and I still get this error:
Error: Wrong number of arguments on call to applyCurrentType
Here is a sample of the code:
string $selectedFace[] = `ls -sl` ;
global proc applyCurrentType (string $selectedFace[]) {
print("Apply Current Type button clicked\n") ;
global int $applyCurrentType ;
$applyCurrentType = 1 ;
select -cl ;
select $selectedFace ;
crTestScripts ;
}
I used proc createControllers(string $name[], int $position) in an auto rig script which is taking an array. I stay away from using the terms global when using mel since maya is picky and just use the rehash function whenever I make changes to my script;
proc buildRig()
{
string $rootNode[]=`ls -sl`;
createControllers($rootNode, 0);
}
proc createControllers(string $name[], int $position)
Worked for me. In the proc createControllers my $name array is equal to my $rootNode array.
Hope this Helps, good luck!
my previous answer was wrong.
so to pass array into proc u need redefine it as global variable,
string $selectedFace[]; will become
global string $selectedFace[];
inside procedure. e.g.:
string $selectedFace[] = filterExpand("-sm", 34, `ls-selection`);
global proc crTestScripts(){
global string $selectedFace[];
print $selectedFace;
}
crTestScripts();
// result: body_skinPrx_finalSkin.f[103]
filterExpand gives two benefits, it flattens array ls -fl, and u can use multiple filters -sm 34 -sm 31
or, i think best way... (i don't like global vars)
simply use normal syntax of variable declaration for args in round brackets:
global proc proc_name( *args_here ){ somecode; return; }
*args:
string $str, string $ls_str[], float $scaleX, float $scale[];.. vector $vec etc.
global proc hide_items(string $items[]){
hide $items;
}
using previous list result $selectedFace:
hide_items($selectedFace);
oops... i forgot maya can't hide faces xD
Related
I have a sequence of values that I know at compile-time, for example: const x: seq[string] = #["s1", "s2", "s3"]
I want to loop over that seq in a manner that keeps the variable a static string instead of a string as I intend to use these strings with macros later.
I can iterate on objects in such a manner using the fieldPairs iterator, but how can I do the same with just a seq?
A normal loop such as
for s in x:
echo s is static string
does not work, as s will be a string, which is not what I need.
The folks over at the nim forum were very helpful (here the thread).
The solution appears to be writing your own macro to do this. 2 solutions I managed to make work for me were from the users mratsim and a specialized version from hlaaftana
Hlaaftana's version:
This one unrolls the loop over the various values in the sequence. By that I mean, that the "iterating variable s" changes its value and is always the value of one of the entries of that compile-time seq x (or in this example a). In that way it functions basically like a normal for-in loop.
import macros
macro unrollSeq(x: static seq[string], name, body: untyped) =
result = newStmtList()
for a in x:
result.add(newBlockStmt(newStmtList(
newConstStmt(name, newLit(a)),
copy body
)))
const a = #["la", "le", "li", "lo", "lu"]
unrollSeq(a, s):
echo s is static
echo s
mratsim's version:
This one doesn't unroll a loop over the values, but over a range of indices.
You basically tell the staticFor macro over what range of values you want an unrolled for loop and it generates that for you. You can access the individual entries in the seq then with that index.
import std/macros
proc replaceNodes(ast: NimNode, what: NimNode, by: NimNode): NimNode =
# Replace "what" ident node by "by"
proc inspect(node: NimNode): NimNode =
case node.kind:
of {nnkIdent, nnkSym}:
if node.eqIdent(what):
return by
return node
of nnkEmpty:
return node
of nnkLiterals:
return node
else:
var rTree = node.kind.newTree()
for child in node:
rTree.add inspect(child)
return rTree
result = inspect(ast)
macro staticFor*(idx: untyped{nkIdent}, start, stopEx: static int, body: untyped): untyped =
result = newStmtList()
for i in start .. stopEx: # Slight modification here to make indexing behave more in line with the rest of nim-lang
result.add nnkBlockStmt.newTree(
ident("unrolledIter_" & $idx & $i),
body.replaceNodes(idx, newLit i)
)
staticFor(index, x.low, x.high):
echo index
echo x[index] is static string
Elegantbeefs version
Similar to Hlaaftana's version this unrolls the loop itself and provides you a value, not an index.
import std/[macros, typetraits]
proc replaceAll(body, name, wth: NimNode) =
for i, x in body:
if x.kind == nnkIdent and name.eqIdent x:
body[i] = wth
else:
x.replaceAll(name, wth)
template unrolledFor*(nameP, toUnroll, bodyP: untyped): untyped =
mixin
getType,
newTree,
NimNodeKind,
`[]`,
add,
newIdentDefs,
newEmptyNode,
newStmtList,
newLit,
replaceAll,
copyNimTree
macro myInnerMacro(name, body: untyped) {.gensym.} =
let typ = getType(typeof(toUnroll))
result = nnkBlockStmt.newTree(newEmptyNode(), newStmtList())
result[^1].add nnkVarSection.newTree(newIdentDefs(name, typ[^1]))
for x in toUnroll:
let myBody = body.copyNimTree()
myBody.replaceAll(name, newLit(x))
result[^1].add myBody
myInnerMacro(nameP, bodyP)
const x = #["la", "le", "Li"]
unrolledFor(value, x):
echo value is static
echo value
All of them are valid approaches.
Functions in Dart are first-class objects, allowing you to pass them to other objects or functions.
void main() {
var shout = (msg) => ' ${msg.toUpperCase()} ';
print(shout("yo"));
}
This made me wonder if there was a way to modify a function a run time, just like an object, prior to passing it to something else. For example:
Function add(int input) {
return add + 2;
}
If I wanted to make the function a generic addition function, then I would do:
Function add(int input, int increment) {
return add + increment;
}
But then the problem would be that the object I am passing the function to would need to specify the increment. I would like to pass the add function to another object, with the increment specified at run time, and declared within the function body so that the increment cannot be changed by the recipient of the function object.
The answer seems to be to use a lexical closure.
From here: https://dart.dev/guides/language/language-tour#built-in-types
A closure is a function object that has access to variables in its
lexical scope, even when the function is used outside of its original
scope.
Functions can close over variables defined in surrounding scopes. In
the following example, makeAdder() captures the variable addBy.
Wherever the returned function goes, it remembers addBy.
/// Returns a function that adds [addBy] to the
/// function's argument.
Function makeAdder(int addBy) {
return (int i) => addBy + i;
}
void main() {
// Create a function that adds 2.
var add2 = makeAdder(2);
// Create a function that adds 4.
var add4 = makeAdder(4);
assert(add2(3) == 5);
assert(add4(3) == 7);
}
In the above cases, we pass 2 or 4 into the makeAdder function. The makeAdder function uses the parameter to create and return a function object that can be passed to other objects.
You most likely don't need to modify a closure, just the ability to create customized closures.
The latter is simple:
int Function(int) makeAdder(int increment) => (int value) => value + increment;
...
foo(makeAdder(1)); // Adds 1.
foo(makeAdder(4)); // Adds 2.
You can't change which variables a closure is referencing, but you can change their values ... if you an access the variable. For local variables, that's actually hard.
Mutating state which makes an existing closure change behavior can sometimes be appropriate, but those functions should be very precise about how they change and where they are being used. For a function like add which is used for its behavior, changing the behavior is rarely a good idea. It's better to replace the closure in the specific places that need to change behavior, and not risk changing the behavior in other places which happen to depend on the same closure. Otherwise it becomes very important to control where the closure actually flows.
If you still want to change the behavior of an existing global, you need to change a variable that it depends on.
Globals are easy:
int increment = 1;
int globalAdder(int value) => value + increment;
...
foo(globalAdd); // Adds 1.
increment = 2;
foo(globalAdd); // Adds 2.
I really can't recommend mutating global variables. It scales rather badly. You have no control over anything.
Another option is to use an instance variable to hold the modifiable value.
class MakeAdder {
int increment = 1;
int instanceAdd(int value) => value + increment;
}
...
var makeAdder = MakeAdder();
var adder = makeAdder.instanceAdd;
...
foo(adder); // Adds 1.
makeAdder.increment = 2;
foo(adder); // Adds 2.
That gives you much more control over who can access the increment variable. You can create multiple independent mutaable adders without them stepping on each other's toes.
To modify a local variable, you need someone to give you access to it, from inside the function where the variable is visible.
int Function(int) makeAdder(void Function(void Function(int)) setIncrementCallback) {
var increment = 1;
setIncrementCallback((v) {
increment = v;
});
return (value) => value + increment;
}
...
void Function(int) setIncrement;
int Function(int) localAdd = makeAdder((inc) { setIncrement = inc; });
...
foo(localAdd); // Adds 1.
setIncrement(2);
foo(localAdd); // Adds 2.
This is one way of passing back a way to modify the local increment variable.
It's almost always far too complicated an approach for what it gives you, I'd go with the instance variable instead.
Often, the instance variable will actually represent something in your model, some state which can meaningfully change, and then it becomes predictable and understandable when and how the state of the entire model changes, including the functions referring to that model.
Using partial function application
You can use a partial function application to bind arguments to functions.
If you have something like:
int add(int input, int increment) => input + increment;
and want to pass it to another function that expects to supply fewer arguments:
int foo(int Function(int input) applyIncrement) => applyIncrement(10);
then you could do:
foo((input) => add(input, 2); // `increment` is fixed to 2
foo((input) => add(input, 4); // `increment` is fixed to 4
Using callable objects
Another approach would be to make a callable object:
class Adder {
int increment = 0;
int call(int input) => input + increment;
}
which could be used with the same foo function above:
var adder = Adder()..increment = 2;
print(foo(adder)); // Prints: 12
adder.increment = 4;
print(foo(adder)); // Prints: 14
Imagine a gfor with a seq j...
If I need to use the value of the instance j as a index, who can I do that?
something like:
vector<double> a(n);
gfor(seq j, n){
//Do some calculation and save this on someValue
a[j] = someValue;
}
Someone can help me (again) ?
Thanks.
I've found a solution for this...
if someone had a better option, feel free to post...
First, create a seq with the same size of your gfor instances.
Then, convert that seq in a array.
Now, take the value of that line on array (it's equals the index)
seq sequencia(0, 200);
af::array sqc = sequencia;
//Inside the gfor loop
countLoop = (int) sqc(j).scalar<float>();
Your approach works, but breaks gfors parallelization as converting the index to a scalar forces it to be written from the gpu back to the host, slamming the breaks on the GPU.
You want to do it more like this :
af::array a(200);
gfor(seq j, 200){
//Do some calculation and save this on someValue
a[j] = af::array(someValue); // for someValue a primitive type, say float
}
// ... Now we're safe outside the parallel loop, let's grab the array results
float results[200];
a.host(results) // Copy array from GPU to host, populating a c-type array
I have a list of all the files in the directory. I have stored them in a variable file_list. I want to get the tail name for each file. My approach is like this.
set file_list [list /a/b/a.txt /a/b/b.txt /a/b/c/file1.tcl /a/b/c/file2.tcl]
proc file_tail {filename} {
set x {}
set f_tail [file tail $filename]
lappend x $f_tail
return $x
}
foreach ft $file_list {
set f_tail [file_tail $ft]
}
but f_tail only contains last value stored i.e. "file2.tcl" Please guide me. I want a list of all tail values of file
I suggest either:
set f_tail {}
foreach ft $file_list {
lappend f_tail [file_tail $ft]
}
or (if you have a later version of Tcl):
set f_tail [lmap ft $file_list {file_tail $ft}]
Documentation:
foreach,
lappend,
lmap (for Tcl 8.5),
lmap
If you are making a list of all the tails, do this:
set f_tail {}
foreach ft $file_list {
lappend f_tail [file tail $ft]
}
If your helper function is going to do the lappend, you need to keep the variable holding the list outside the procedure:
proc file_tail {filename listVariable} {
upvar 1 $listVariable theList
set f_tail [file tail $filename]
lappend theList $f_tail
}
set tails {}
foreach ft $file_list {
file_tail $ft tails ; # <<< NAME, so not $tails as that would READ the variable
}
Note that we are passing in the name of the variable (tails outside) and using upvar 1 inside the procedure to make a linked local variable (theList inside) that can be updated. However, you can't do it by passing in a list value; Tcl uses copy-on-write semantics for its values. You need to be careful about the difference between the names of variables and the values they contain; they're not the same.
In the Lua C API I can store a number or a string from the stack with lua_tostring().
How can a “reference” (if that is the correct term) to a Lua function be passed to C through the Lua API? So it can be called later from C, with lua_call(), without having to reference it by its name.
(It really needs to be like that, the C program will call the function somewhere in the future and the program doesn't know anything about the function because the functions to be passed are defined in the Lua program)
In C you can't refer to Lua functions directly but you can represent numbers and strings. So, for a function to "be called later", you can store this function in some table and refer to it by a numeric or string key of the table.
Here's a simpleminded mechanism to start with:
On the Lua side:
funcs = {}
local function register_hanlder(key, fn)
funcs[key] = fn
end
register_handler("on_mouse_click", function()
print "You clicked me!"
end)
On the C side:
/* code not tested */
lua_getglobal(L, "funcs");
lua_getfield(L, -1, "on_mouse_click");
if (!lua_isnil(L, -1)) {
lua_call(L, 0, 0);
else {
// nothing registered
}
Instead of registering the functions in a global table you can register them in the registry table (see luaL_ref). You'll get some integer (that's the key in the registry table where the function value is) that you can pass around in you C code.
Note that if you don't need to store a Lua function "for use later" you don't need any of this: if your C function has some Lua function passed to it via argument you can call it outright.
== Edit:
As I mentioned, instead of using a global variable (the funcs above) you can store the reference to the function in the "registry". Conceptually there's no difference between this method and the previous one.
Let's re-use the previous example: you want the Lua programmer to be able to register a function that would be fired whenever a mouse is clicked in your application.
The Lua side would look like this:
register_mouse_click_handler(function()
print "the mouse was clicked!"
end)
On the C side you define register_mouse_click_handler:
static int the_mouse_click_handler = 0;
static int register_mouse_click_handler(lua_State* L) {
the_mouse_click_handler = luaL_ref(L, LUA_REGISTRYINDEX);
return 0;
}
(...and expose it to Lua.)
Then, in your application, when the mouse is clicked and you want to call the Lua function, you do:
...
if (the_mouse_click_handler != 0) {
lua_rawgeti(L, LUA_REGISTRYINDEX, the_mouse_click_handler);
lua_call(L, 0, 0);
} else {
// No mouse handler was registered.
}
...
(I may have typos in the code.)