How to get the program and feature in the lua table - lua

from the below
Control Panel\Programs\Programs and Features
Need the List view in the Lua table
Suppose the Name of the Program installed , its version and size etc.
Issue is Lua seems to doesn't takes two argument like two dimension array
Using Lua table you can store List of string
But how to store a two dimension array ?

table = {}
for i = 1, 10 do
table[i] = {}
for j = 1, 10
table[i][j] = i+j
end
end
A multidimensional array in Lua is simply multiple tables in another :), one for each row/col.
Oh and another option is faking a multidimensional array through some simple arithmatic, something like: table[x+rowlen*y]

Related

lua Adding key value pair in nested table

Im new to lua and have a problem which i believe has an elegant solution, but i just cant make it work. I've read similar questions and answers here on stack overflow and elsewhere for hours as well as testing in online lua compiler but no real progress.
Q:
i start out with an empty table:
local vertices = {}
Now, with a for loop or similar i want to populate this table so the end result has this form:
local vertices = {
{x=-6.0, y=0.0},
{x=0.0, y=1},
}
Where the values in the entries {x=-6.0, y=0.0} are arbitrary, and the number of these {x=0.0, y=1} (coordinates) are also arbitrary.
These values are to be fetched from another table and som calculated in the for loop, but that is the next step. For now i just need help populate my empty table with x,y values in a loop.
Thanks to you all.
You can add elements to a Lua table through
the table constructor local t = { v1, v2, v3 }
assignment t[k1] = v1 t[k2] = v2
table.insert(t, 1) (for consecutive integer indices starting at 1)
rawset(t, 1, 1) if you want to avoid invoking metamethods
table.move to copy elements fro one to another table
...
For your case you can simply use assignment in a for loop.
local vertices = {}
for i = 1, 100 do
vertices[i] = NewVertex();
end
To add 100 vertices to the table.

LuA How to sort table from lowest value without key changes [duplicate]

I have a key => value table I'd like to sort in Lua. The keys are all integers, but aren't consecutive (and have meaning). Lua's only sort function appears to be table.sort, which treats tables as simple arrays, discarding the original keys and their association with particular items. Instead, I'd essentially like to be able to use PHP's asort() function.
What I have:
items = {
[1004] = "foo",
[1234] = "bar",
[3188] = "baz",
[7007] = "quux",
}
What I want after the sort operation:
items = {
[1234] = "bar",
[3188] = "baz",
[1004] = "foo",
[7007] = "quux",
}
Any ideas?
Edit: Based on answers, I'm going to assume that it's simply an odd quirk of the particular embedded Lua interpreter I'm working with, but in all of my tests, pairs() always returns table items in the order in which they were added to the table. (i.e. the two above declarations would iterate differently).
Unfortunately, because that isn't normal behavior, it looks like I can't get what I need; Lua doesn't have the necessary tools built-in (of course) and the embedded environment is too limited for me to work around it.
Still, thanks for your help, all!
You seem to misunderstand something. What you have here is a associative array. Associative arrays have no explicit order on them, e.g. it's only the internal representation (usually sorted) that orders them.
In short -- in Lua, both of the arrays you posted are the same.
What you would want instead, is such a representation:
items = {
{1004, "foo"},
{1234, "bar"},
{3188, "baz"},
{7007, "quux"},
}
While you can't get them by index now (they are indexed 1, 2, 3, 4, but you can create another index array), you can sort them using table.sort.
A sorting function would be then:
function compare(a,b)
return a[1] < b[1]
end
table.sort(items, compare)
As Komel said, you're dealing with associative arrays, which have no guaranteed ordering.
If you want key ordering based on its associated value while also preserving associative array functionality, you can do something like this:
function getKeysSortedByValue(tbl, sortFunction)
local keys = {}
for key in pairs(tbl) do
table.insert(keys, key)
end
table.sort(keys, function(a, b)
return sortFunction(tbl[a], tbl[b])
end)
return keys
end
items = {
[1004] = "foo",
[1234] = "bar",
[3188] = "baz",
[7007] = "quux",
}
local sortedKeys = getKeysSortedByValue(items, function(a, b) return a < b end)
sortedKeys is {1234,3188,1004,7007}, and you can access your data like so:
for _, key in ipairs(sortedKeys) do
print(key, items[key])
end
result:
1234 bar
3188 baz
1004 foo
7007 quux
hmm, missed the part about not being able to control the iteration. there
But in lua there is usually always a way.
http://lua-users.org/wiki/OrderedAssociativeTable
Thats a start. Now you would need to replace the pairs() that the library uses. That could be a simples as pairs=my_pairs. You could then use the solution in the link above
PHP arrays are different from Lua tables.
A PHP array may have an ordered list of key-value pairs.
A Lua table always contains an unordered set of key-value pairs.
A Lua table acts as an array when a programmer chooses to use integers 1, 2, 3, ... as keys. The language syntax and standard library functions, like table.sort offer special support for tables with consecutive-integer keys.
So, if you want to emulate a PHP array, you'll have to represent it using list of key-value pairs, which is really a table of tables, but it's more helpful to think of it as a list of key-value pairs. Pass a custom "less-than" function to table.sort and you'll be all set.
N.B. Lua allows you to mix consecutive-integer keys with any other kinds of keys in the same table—and the representation is efficient. I use this feature sometimes, usually to tag an array with a few pieces of metadata.
Coming to this a few months later, with the same query. The recommended answer seemed to pinpoint the gap between what was required and how this looks in LUA, but it didn't get me what I was after exactly :- which was a Hash sorted by Key.
The first three functions on this page DID however : http://lua-users.org/wiki/SortedIteration
I did a brief bit of Lua coding a couple of years ago but I'm no longer fluent in it.
When faced with a similar problem, I copied my array to another array with keys and values reversed, then used sort on the new array.
I wasn't aware of a possibility to sort the array using the method Kornel Kisielewicz recommends.
The proposed compare function works but only if the values in the first column are unique.
Here is a bit enhanced compare function to ensure, if the values of a actual column equals, it takes values from next column to evaluate...
With {1234, "baam"} < {1234, "bar"} to be true the items the array containing "baam" will be inserted before the array containing the "bar".
local items = {
{1004, "foo"},
{1234, "bar"},
{1234, "baam"},
{3188, "baz"},
{7007, "quux"},
}
local function compare(a, b)
for inx = 1, #a do
-- print("A " .. inx .. " " .. a[inx])
-- print("B " .. inx .. " " .. b[inx])
if a[inx] == b[inx] and a[inx + 1] < b[inx + 1] then
return true
elseif a[inx] ~= b[inx] and a[inx] < b[inx] == true then
return true
else
return false
end
end
return false
end
table.sort(items,compare)

Lua 5.0 - iterations over tables ignore duplicate keys even though values are different

Reading the injected comments in the Code Snippet should give enough context.
--| Table |--
QuestData = {
["QuestName"]={
["Quest Descrip"]={8,1686192712},
["Quest Descrip"]={32,1686193248},
["Quest Descrip"]={0,2965579272},
},
}
--| Code Snippet |--
--| gets QuestName then does below |--
if QuestName then
-- (K = QuestName) and (V = the 3 entries below it in the table)
for k,v in pairs(QuestData) do
-- Checks to make sure the external function that obtained the QuestName matches what is in the table before cont
if strlower(k) == strlower(QuestName) then
local index = 0
-- Iterates over the first two pairs - Quest Descrip key and values
for kk,vv in pairs(v) do
index = index + 1
end
-- Iterates over the second two pairs of values
if index == 1 then
for kk,vv in pairs(v) do
-- Sends the 10 digit hash number to the function
Quest:Function(vv[2])
end
end
end
end
end
The issue I'm running into is that Lua will only pick up one of the numbers and ignore the rest. I need all the possible hash numbers regardless of duplicates. The QuestData table ("database") has well over 10,000 entries. I'm not going to go through all of them and remove the duplicates. Besides, the duplicates are there because the same quest can be picked up in more than one location in the game. It's not a duplicate quest but it has a different hash number.
Key is always unique. It is the point of the key, that the key is pointing to unique value and you can't have more keys with same name to point different values. It is by definition by Lua tables.
It is like if you would want to have two variables with same name and different content. It does not make sense ...
The table type implements associative arrays. [...]
Like global variables, table fields evaluate to nil if they are not initialized. Also like global variables, you can assign nil to a table field to delete it. That is not a coincidence: Lua stores global variables in ordinary tables.
Quote from Lua Tables
Hashing in Lua
Based on comments, I update the answer to give some idea about hashing.
You are using hashing usually in low-level languages like C. In Lua, the associative arrays are already hashed somehow in the background, so it will be overkill (especially using SHA or so).
Instead of linked lists commonly used in C, you should just construct more levels of tables to handle collisions (there is nothing "better" in Lua).
And if you want to have it fancy set up some metatables to make it somehow transparent. But from your question, it is really not clear how your data look like and what you really want.
Basically you don't need more than this:
QuestData = {
["QuestName"]={
["Quest Descrip"]={
{8,1686192712},
{32,1686193248},
{0,2965579272},
},
},
}
As Jakuje already mentioned table keys are unique.
But you can store both as a table member like:
QuestData = {
-- "QuestName" must be unique! Of course you can put it into a table member as well
["QuestName"]={
{hash = "Quest Descrip", values = {8,1686192712} },
{hash = "Quest Descrip", values = {32,1686193248} },
{hash = "Quest Descrip", values = {0,2965579272} }
}
}
I'm sure you can organize this in a better way. It looks like a rather confusing concept to me.
You've said you can't "rewrite the database", but the problem is the QuestData table doesn't hold what you think it holds.
Here's your table:
QuestData = {
["QuestName"]={
["Quest Descrip"]={8,1686192712},
["Quest Descrip"]={32,1686193248},
["Quest Descrip"]={0,2965579272},
},
}
But, this is actually like writing...
QuestData["Quest Descrip"] = {8,1686192712}
QuestData["Quest Descrip"] = {32,1686193248}
QuestData["Quest Descrip"] = {0,2965579272}
So the second (and then, third) values overwrite the first. The problem is not that you can't access the table, but that the table doesn't contain the values any more.
You need to find a different way of representing your data.

Potential problems with storing the second table of two dimensional arrays in the index

In the past I found myself using a table as index and value of
a table when the order was irrelevant.
Since every table returns a unique value they are save to use as
index and with that I already got all the information I want to
use later on in the program. Now I did not see any similar lua code
jet and didn't use it in a non test-program. So I'm worrying that I
might get some unforeseen/unexpected problems when using this method.
example:
a = {1,2,3,4,5} --some testing values
b = {2,nil,4,nil,1}
c = {3,nil,nil,nil,2}
d = {4,nil,1,nil,3}
e = {5,1,2,3,4}
tab = {a,b,c,d,e}
t = {}
for i, v in pairs(tab) do
t[v] = 0
end
for iv in pairs(t) do --is almost every time outputting it in a different order
print(iv[1],iv[2],iv[3],iv[4],iv[5]) --could be a list of data where you have to go through all of it anyway
end
io.read()
Now I can store some additional information in t[v] but if I don't have
any is there maybe some lua-type that is smaller?
Edit:
Does this go well with the use of weak-tables?
Note:
Standard 2d table: table[key1] = table
table[key1][key2] <-- contains stuff
this version: table[table] = anything but nil <-- not accessible over table[key1][key2]
key1[key2] <-- contains stuff
It's fine to use a table as a key in another table.
However, note that different tables will be different keys, even of the tables have the same contents.

How to work with tables in Corona SDK

I have a sort of general question but i think that if I tried to be too specific I would only make it very confusing. So basically what I want to know is this:
When you create a table in Corona/Lua you can put pretty much an unlimited number of things in it correct?
So say i create a table called
rectangles = {};
and then i put a bunch of instances of rectangles in it. If i wanted to change a property of ALL the rectangles at once, how could I do it?
I understand how it would work with a set number of items in the table, like:
for i = 1, 10 do
rectangles[i] = display.newImage("rectangle.png");
then to change all of the images x positions for instance you would simply say
rectangles[i].x = 20;
but how would you change a property of all items in the array without knowing how many there are, as in you didnt give an upper bound, and cant because the table is always growing?
For arrays that have only one kind of elements you can use #rectangles for element count.
for i = 1, #rectangles do
rectangles[i] = display.newImage("rectangle.png");
end
Regarding the youtube example,
if you add element into rectangles like this:
rectangles[b]=b;
what it actually does is
rectangles["083DF6B0"]=b"
you see when a display object b is used as a key it is converted into a hex string.
in addition, you would need to use pairs to go over each element as they are
keys (e.g. array.length,array.width,array.weight..) rather than index (e.g. array[2],array[3]..)
for key,value in pairs(rectangles) do
print(key); --prints 083DF6B0
print(value); --prints 20
rectangles[key]=30;
end
It depends on how you're storing items in the table. If you're storing by index (as in your example), you can use ipairs to iterate over indexes and values:
for index,value in ipairs(rectangles) do
value.x = 20
--or
rectangles[index].x = 20
end
If you're storing by key (as in the youtube video you mention in a comment), iterate using pairs:
for key,value in pairs(rectangles) do
value.x = 20
--or
rectangles[key].x = 20
end
Just don't store items using both index and keys, unless you know what to expect.

Resources