Ant flaka: modify each elements of a list - ant

I have this list:
<c:let>
a = list('a','b','c')
</c:let>
How can i modify each elements for that list?
I need something like:
for (int i = 0; i < a.length; i++) {
a[i] += 'd';
}
I looked in the tutorial, but the examples show only how to retrieve a list element, not how to modify it.
So, how can i modify list elements, iterating on it?
Thanks!

There is (currently) no function which lets you manipulate lists. All you could do is
<let>
a = list('a', 'b', .. ) ; your list
b = list() ; empty list
</let>
<for var=" item " in=" a ">
<let>
x = some-el-expression( item ) ;
b = append(b, x)
</let>
</for>
<let>
a = b
</let>
Work has started which allows one to use functions with arguments - besides the convenience functions (append() and other functions listed in section 3.6 of the manual). Other work has also been started to allow you to plugin your own functions (would require Java programming - providing functions via Groovy or (J)Ruby needs some research).

Related

lua in a table to get another element of the same table

When creating an element in the table, I need to use another element that I created before in the same table. please help me with this.
local table = {
distance = 30.0,
last_distance = table.distance-10.0
}
I want to do the above operation but I can't, I think I need to use self or setmetatable but I don't know how to do it. and please don't give me answers like first create a value outside and then use it in the table, I don't want to do that.
Basic life advice
First of all: Don't call your table table. That will shadow the global table library. Call it t, tab, tabl, Table, table_, or actually give it a useful name, but don't call it table, or there'll be a big surprise when you try to access any table.* methods. Ideally, your linter should warn you about this.
Implementing it using hacks
Table constructors are equivalent to creating a table on the stack - there is no named local variable self or the like. It is likely possible that there is a hidden local variable accessible using debug.getlocal however:
$ lua
Lua 5.4.4 Copyright (C) 1994-2022 Lua.org, PUC-Rio
> function getlocals()
>> local i = 1; repeat local k, v = debug.getlocal(2, i); i = i + 1; print(k, v) until not k
>> t = {a = getlocals(), b = ()}
stdin:3: unexpected symbol near ')'
> function getlocals()
local i = 1; repeat local k, v = debug.getlocal(2, i); i = i + 1; print(k, v) until not k end
> t = {a = getlocals(), b = 2}
(temporary) table: 0x55e9181302d0
nil nil
> t
table: 0x55e9181302d0
Indeed, from basic testing it appears that this is even the first local inside the table constructor! However, it isn't quite as easy:
> local a = 1; local b = a; t = {a = getlocals(), b = 2}; print(b)
a 1
b 1
(temporary) table: 0x55e918130160
nil nil
1
Using extensive hacks, you might be able to write something that returns the currently constructed table most of the time (probably relying on the fact that it will usually be the last local). The following works:
function lastlocal()
local i = 0
local last
::next:: -- you could (and perhaps should) use a loop instead
i = i + 1
local k, v = debug.getlocal(2, i)
if v then
last = v
goto next
end
return last
end
from my basic testing, this works fine to obtain the table currently being constructed:
> function lastlocal()
local i = 0
local last
::next:: -- you could (and perhaps should) use a loop instead
i = i + 1
local k, v = debug.getlocal(2, i)
if v then
last = v
goto next
end
return last
end
> t = {a = 1, b = lastlocal().a}
> t.a
1
> t.b
1
Why you should not implement this using hacks
With all of this in mind: Don't ever do this. The purpose of this merely is to lead this ad absurdum. There are multiple reasons why this is horribly unreliable:
The order of execution of table constructor assignments is undefined. An optimizing interpreter like LuaJIT (and the PUC Lua implementation just as well) is free to reorder {a = 1, b = 2} to {b = 2, a = 1}.
Likewise, how table constructors are implemented internally is entirely undefined. There is no guarantee that the local variable actually exists and is the last one.
It is horribly inefficient and relies on the debug library for something other than debugging.
What's a metatable?
Metatables serve an entirely different purpose; you could dynamically generate derived fields like last_distance using them, but you can't use them to reference a table using a table constructor. Here's a basic example:
local t = {distance = 30}
setmetatable(t, {__index = function(self, k)
if k ~= "last_distance" then return nil end
return t.distance - 10 -- calculate `last_distance` & return it
end})
print(t.last_distance) -- 20
t.distance = 10
print(t.last_distance) -- 0
Back to the question
When creating an element in the table, I need to use another element that I created before in the same table.
The proper way to do this is to either (1) create a value outside of the table
local distance = 30
local last_distance = distance - 10
local tab = {distance = distance, last_distance = last_distance}
Perfectly readable, perfectly fine.
Or (2) first create a table with some properties, then add derived properties:
local tab = {distance = 30}
tab.last_distance = tab.distance - 10
as readable, as fine.
Both will be highly efficient; only micro-optimizations would be debatable (could (1) choose a better layout for the hashes by choosing the right insertion order? does it pre-allocate the right size (likely yes)? does (2) incur a penalty since it indexes tab to obtain tab.distance?), but none of this will likely ever matter.
I want to do the above operation but I can't, I think I need to use self or setmetatable but I don't know how to do it.
I have shown you:
How you can do it using egregious hacks and why you shouldn't.
How you can do something similar (derived attributes) using a metamethod.
and please don't give me answers like first create a value outside and then use it in the table, I don't want to do that.
This is the correct, idiomatic way to do this in Lua though. Your restriction seems arbitrary.

how to insert keyword in the step load definition section using python script?

I am using python to insert *Include, Input=file.inp into step load definition section to apply for pressure boundary condition on nodes. Here is my script, however, it is inserted in Part level section. I am wondering how to control the insert position using python. Thanks
def GetKeywordPosition(myModel, blockPrefix, occurrence=1):
if blockPrefix == '':
return len(myModel.keywordBlock.sieBlocks)+1
pos = 0
foundCount = 0
for block in myModel.keywordBlock.sieBlocks:
if string.lower(block[0:len(blockPrefix)])==\
string.lower(blockPrefix):
foundCount = foundCount + 1
if foundCount >= occurrence:
return pos
pos=pos+1
return +1
position = GetKeywordPosition(myModel, '*step')+24
myModel.keywordBlock.synchVersions(storeNodesAndElements=False)
myModel.keywordBlock.insert(position, "\n*INCLUDE, INPUT=file.inp")
You can adapt the re module. This should work
import re
# Get keywordBlock object
kw_block = myModel.keywordBlock
kw_block.synchVersions(storeNodesAndElements=False)
sie_blocks = kw_block.sieBlocks
# Define keywords for the search (don't forget to exclude special symbols with '\')
kw_list = ['\*Step, name="My Step"']
# Find index
idx = 0
for kw in kw_list:
r = re.compile(kw)
full_str = filter(r.match, sie_blocks[idx:])[0]
idx += sie_blocks[idx:].index(full_str)
UPD: Some explanations as requested
As keywords in the .inp file could be somewhat repetitive, the main idea here is to create a "search route", where the last pattern in the list will correspond to a place where you want to make your modifications (for example, if you want to find the "*End" keyword after a specific "*Instance" keyword).
So we proceed iteratively through our "search route" == list of search patterns:
Compile the regex expression;
Find the first appearance of the pattern in the sie_blocks starting from the index idx;
Update the idx so the next search is performed from this point.
Hope this will help

How to populate a multimap in Dart

I'm using a MultiMap from the quiver package. I'm trying to populate the map with 2 lists like I would with an ordinary map:
final keys = myMap.keys.toList();
final values = myMap.values.toList();
for (var i = 0; i < values.length; i++) {
map[values[i]] = itemSpit[I];
}
However the for loop doesn't compile: value
The operator '[]=' isn't defined for the type 'Multimap<dynamic, dynamic>'.
How can I add the lists to the multimap
Dart has two versions of the square brackets operator; one for reading (operator []) and one for writing (operator []=). Multimap providers operator [] but does not provide operator []=. Presumably this is because it would be unclear to readers whether multimap[key] = value intends to add a new value or to replace the existing values.
Instead, Multimap provides add and addValues methods for adding values. (Replacing requires explicitly calling removeAll first.)

maps,filter,folds and more? Do we really need these in Erlang?

Maps, filters, folds and more : http://learnyousomeerlang.com/higher-order-functions#maps-filters-folds
The more I read ,the more i get confused.
Can any body help simplify these concepts?
I am not able to understand the significance of these concepts.In what use cases will these be needed?
I think it is majorly because of the syntax,diff to find the flow.
The concepts of mapping, filtering and folding prevalent in functional programming actually are simplifications - or stereotypes - of different operations you perform on collections of data. In imperative languages you usually do these operations with loops.
Let's take map for an example. These three loops all take a sequence of elements and return a sequence of squares of the elements:
// C - a lot of bookkeeping
int data[] = {1,2,3,4,5};
int squares_1_to_5[sizeof(data) / sizeof(data[0])];
for (int i = 0; i < sizeof(data) / sizeof(data[0]); ++i)
squares_1_to_5[i] = data[i] * data[i];
// C++11 - less bookkeeping, still not obvious
std::vec<int> data{1,2,3,4,5};
std::vec<int> squares_1_to_5;
for (auto i = begin(data); i < end(data); i++)
squares_1_to_5.push_back((*i) * (*i));
// Python - quite readable, though still not obvious
data = [1,2,3,4,5]
squares_1_to_5 = []
for x in data:
squares_1_to_5.append(x * x)
The property of a map is that it takes a collection of elements and returns the same number of somehow modified elements. No more, no less. Is it obvious at first sight in the above snippets? No, at least not until we read loop bodies. What if there were some ifs inside the loops? Let's take the last example and modify it a bit:
data = [1,2,3,4,5]
squares_1_to_5 = []
for x in data:
if x % 2 == 0:
squares_1_to_5.append(x * x)
This is no longer a map, though it's not obvious before reading the body of the loop. It's not clearly visible that the resulting collection might have less elements (maybe none?) than the input collection.
We filtered the input collection, performing the action only on some elements from the input. This loop is actually a map combined with a filter.
Tackling this in C would be even more noisy due to allocation details (how much space to allocate for the output array?) - the core idea of the operation on data would be drowned in all the bookkeeping.
A fold is the most generic one, where the result doesn't have to contain any of the input elements, but somehow depends on (possibly only some of) them.
Let's rewrite the first Python loop in Erlang:
lists:map(fun (E) -> E * E end, [1,2,3,4,5]).
It's explicit. We see a map, so we know that this call will return a list as long as the input.
And the second one:
lists:map(fun (E) -> E * E end,
lists:filter(fun (E) when E rem 2 == 0 -> true;
(_) -> false end,
[1,2,3,4,5])).
Again, filter will return a list at most as long as the input, map will modify each element in some way.
The latter of the Erlang examples also shows another useful property - the ability to compose maps, filters and folds to express more complicated data transformations. It's not possible with imperative loops.
They are used in almost every application, because they abstract different kinds of iteration over lists.
map is used to transform one list into another. Lets say, you have list of key value tuples and you want just the keys. You could write:
keys([]) -> [];
keys([{Key, _Value} | T]) ->
[Key | keys(T)].
Then you want to have values:
values([]) -> [];
values([{_Key, Value} | T}]) ->
[Value | values(T)].
Or list of only third element of tuple:
third([]) -> [];
third([{_First, _Second, Third} | T]) ->
[Third | third(T)].
Can you see the pattern? The only difference is what you take from the element, so instead of repeating the code, you can simply write what you do for one element and use map.
Third = fun({_First, _Second, Third}) -> Third end,
map(Third, List).
This is much shorter and the shorter your code is, the less bugs it has. Simple as that.
You don't have to think about corner cases (what if the list is empty?) and for experienced developer it is much easier to read.
filter searches lists. You give it function, that takes element, if it returns true, the element will be on the returned list, if it returns false, the element will not be there. For example filter logged in users from list.
foldl and foldr are used, when you have to do additional bookkeeping while iterating over the list - for example summing all the elements or counting something.
The best explanations, I've found about those functions are in books about Lisp: "Structure and Interpretation of Computer Programs" and "On Lisp" Chapter 4..

How to create a recursive data structure value in (functional) F#?

How can a value of type:
type Tree =
| Node of int * Tree list
have a value that references itself generated in a functional way?
The resulting value should be equal to x in the following Python code, for a suitable definition of Tree:
x = Tree()
x.tlist = [x]
Edit: Obviously more explanation is necessary. I am trying to learn F# and functional programming, so I chose to implement the cover tree which I have programmed before in other languages. The relevant thing here is that the points of each level are a subset of those of the level below. The structure conceptually goes to level -infinity.
In imperative languages a node has a list of children which includes itself. I know that this can be done imperatively in F#. And no, it doesn't create an infinite loop given the cover tree algorithm.
Tomas's answer suggests two possible ways to create recursive data structures in F#. A third possibility is to take advantage of the fact that record fields support direct recursion (when used in the same assembly that the record is defined in). For instance, the following code works without any problem:
type 'a lst = Nil | NonEmpty of 'a nelst
and 'a nelst = { head : 'a; tail : 'a lst }
let rec infList = NonEmpty { head = 1; tail = infList }
Using this list type instead of the built-in one, we can make your code work:
type Tree = Node of int * Tree lst
let rec x = Node(1, NonEmpty { head = x; tail = Nil })
You cannot do this directly if the recursive reference is not delayed (e.g. wrapped in a function or lazy value). I think the motivation is that there is no way to create the value with immediate references "at once", so this would be awkward from the theoretical point of view.
However, F# supports recursive values - you can use those if the recursive reference is delayed (the F# compiler will then generate some code that initializes the data structure and fills in the recursive references). The easiest way is to wrap the refernece inside a lazy value (function would work too):
type Tree =
| Node of int * Lazy<Tree list>
// Note you need 'let rec' here!
let rec t = Node(0, lazy [t; t;])
Another option is to write this using mutation. Then you also need to make your data structure mutable. You can for example store ref<Tree> instead of Tree:
type Tree =
| Node of int * ref<Tree> list
// empty node that is used only for initializataion
let empty = Node(0, [])
// create two references that will be mutated after creation
let a, b = ref empty, ref empty
// create a new node
let t = Node(0, [a; b])
// replace empty node with recursive reference
a := t; b := t
As James mentioned, if you're not allowed to do this, you can have some nice properties such as that any program that walks the data structure will terminate (because the data-structrue is limited and cannot be recursive). So, you'll need to be a bit more careful with recursive values :-)

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