How to append data to block from R/S? - red

I am trying to append data to block from Red/System.
Red []
my-red-block: ["some text"] ; some already existen data in block
foo: routine [
blk
]
[
block/rs-append as red-block! blk as red-value! unicode/load-utf8 "new text" size? "new text"
]
foo my-red-block
print my-red-block
I decided to pass block to routine end modify it there.
I am getting error:
*** Runtime Error 1: access violation
*** at: 630EB4DFh

The reason for that is because load-utf8 returns a node! that references an external string buffer, not the string! value itself.
node! is essentially a pointer, and it doesn't match the structure of high-level Red values; however, since it's a pointer, it can be casted to a pointer of another type, like e.g. red-value! or any other struct. The crash happens when you try to access that malformed value slot.
As for the original question, this should answer it.

Related

Pre-compile textual replacement macro with arguments

I am trying to create some kind of a dut_error wrapper. Something that will take some arguments and construct them in a specific way to a dut_error.
I can't use a method to replace the calls to dut_error because to my understanding after check that ... then ... else can only come a dut_error (or dut_errorf). And indeed if I try to do something like:
my_dut_error(arg1: string, arg2: string) is {
dut_error("first argument is ", arg, " and second argument is ", arg2);
};
check that FALSE else my_dut_error("check1", "check2");
I get an error:
*** Error: Unrecognized exp
[Unrecognized expression 'FALSE else my_dut_error("check1", "check2")']
at line x in main.e
check that FALSE else my_dut_error("check1", "check2");
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
So I thought about defining a macro to simply do a textual replace from my wrapper to an actual dut_error:
define <my_dut_error'exp> "my_dut_error(<arg1'name>, <arg2'name>)" as {
dut_error("first argument is ", <arg1'name>, " and second argument is ", <arg2'name>)
};
But got the same error.
Then I read about the preprocessor directive #define so tried:
#define my_dut_error(arg1, arg2) dut_error("first argument is ", arg, " and second argument is ", arg2)
But that just gave a syntax error.
How can I define a pre-compiled textual replacement macro that takes arguments, similar to C?
The reason I want to do that is to achieve some sort of an "interface" to the dut_error so all errors have a consistent structure. This way, different people writing different errors will only pass the arguments necessary by that interface and internally an appropriate message will be created.
not sure i understood what you want to do in the wrapper, but perhaps you can achieve what you want by using the dut_error_struct.
it has set of api, which you can use as hooks (do something when the error is caught) and to query about the specific error.
for example:
extend dut_error_struct {
pre_error() is also {
if source_method_name() == "post_generate" and
source_struct() is a BLUE packet {
out("\nProblem in generation? ", source_location());
// do something for error during generation
};
write() is first {
if get_mesage() ~ "AHB Error..." {
ahb_monitor::increase_errors();
};
};
};
dut_error accepts one parameter, one string. but you can decide of a "separator", that will define two parts to the message.
e.g. - instruct people to write "XXX" in the message, before "first arg" and "second arg".
check that legal else dut_error("ONE thing", "XXX", "another thing");
check that x < 7 else dut_error("failure ", "XXX", "of x not 7 but is ", x);
extend dut_error_struct {
write() is first {
var message_parts := str_split(get_message(), "XXX");
if message_parts.size() == 2 {
out ("First part of message is ", message_parts[0],
"\nand second part of message is ", message_parts[1]
);
};
};
I could get pretty close to what I want using the dut_errorf method combined with a preprocessor directive defining the format string:
#define DUT_FORMAT "first argument is %s and second argument is %s"
check that FALSE else dut_errorf(DUT_FORMAT, "check1", "check2");
but I would still prefer a way that doesn't require this DUT_FORMAT directive and instead uses dut_error_struct or something similar.

Roblox- how to store large arrays in roblox datastores

i am trying to make a game where players create their own buildings and can then save them for other players to see and play on. However, roblox doesn't let me store all the data needed for the whole creation(there are several properties for each brick)
All i get is this error code:
104: Cannot store Array in DataStore
any help would be greatly appreciated!
I'm not sure if this is the best method, but it's my attempt. Below is an example of a table, you can use tables to store several values. I think you can use HttpService's JSONEncode function to convert tables into strings (which hopefully can be saved more efficiently)
JSONEncode (putting brick's data into a string, which you can save into the DataStore
local HttpService = game:GetService("HttpService")
-- this is an example of what we'll convert into a json string
local exampleBrick = {
["Size"] = Vector3.new(3,3,3),
["Position"] = Vector3.new(0,1.5,0),
["BrickColor"] = BrickColor.new("White")
["Material"] = "Concrete"
}
local brickJSON = HttpService:JSONEncode(exampleBrick)
print(brickJSON)
-- when printed, you'll get something like
-- { "Size": Vector3.new(3,3,3), "Position": Vector3.new(0,1.5,0), "BrickColor": BrickColor.new("White"), "Material": "Concrete"}
-- if you want to refer to this string in a script, surround it with two square brackets ([[) e.g. [[{"Size": Vector3.new(3,3,3)... }]]
JSONDecode (reading the string and converting it back into a brick)
local HttpService = game:GetService("HttpService")
local brickJSON = [[ {"Size": Vector3.new(3,3,3), "Position": Vector3.new(0,1.5,0), "BrickColor": BrickColor.new("White"), "Material": "Concrete"} ]]
function createBrick(tab)
local brick = Instance.new("Part")
brick.Parent = <insert parent here>
brick.Size = tab[1]
brick.Position= tab[2]
brick.BrickColor= tab[3]
brick.Material= tab[4]
end
local brickData = HttpService:JSONDecode(brickJSON)
createBrick(brickData) --this line actually spawns the brick
The function can also be wrapped in a pcall if you want to account for any possible datastore errors.
Encoding a whole model into a string
Say your player's 'building' is a model, you can use the above encode script to convert all parts inside a model into a json string to save.
local HttpService = game:GetService("HttpService")
local StuffWeWantToSave = {}
function getPartData(part)
return( {part.Size,part.Position,part.BrickColor,part.Material} )
end
local model = workspace.Building --change this to what the model is
local modelTable = model:Descendants()
for i,v in pairs(modelTable) do
if v:IsA("Part") or v:IsA("WedgePart") then
table.insert(StuffWeWantToSave, HttpService:JSONEncode(getPartData(modelTable[v])))
end
end
Decoding a string into a whole model
This will probably occur when the server is loading a player's data.
local HttpService = game:GetService("HttpService")
local SavedStuff = game:GetService("DataStoreService"):GetDataStore("blabla") --I don't know how you save your data, so you'll need to adjust this and the rest of the scripts (as long as you've saved the string somewhere in the player's DataStore)
function createBrick(tab)
local brick = Instance.new("Part")
brick.Parent = <insert parent here>
brick.Size = tab[1]
brick.Position= tab[2]
brick.BrickColor= tab[3]
brick.Material= tab[4]
end
local model = Instance.new("Model") --if you already have 'bases' for the players to load their stuff in, remove this instance.new
model.Parent = workspace
for i,v in pairs(SavedStuff) do
if v[1] ~= nil then
CreateBrick(v)
end
end
FilteringEnabled
If your game uses filteringenabled, make sure that only the server handles saving and loading data!! (you probably already knew that) If you want the player to save by clicking a gui button, make the gui button fire a RemoteFunction that sends their base's data to the server to convert it to a string.
BTW I'm not that good at scripting so I've probably made a mistake somehwere.. good luck though
Crabway's answer is correct in that the HttpService's JSONEncode and JSONDecode methods are the way to go about tackling this problem. As it says on the developer reference page for the DataStoreService, Data is ... saved as a string in data stores, regardless of its initial type. (https://developer.roblox.com/articles/Datastore-Errors.) This explains the error you received, as you cannot simply push a table to the data store; instead, you must first encode a table's data into a string using JSONEncode.
While I agree with much of Crabway's answer, I believe the function createBrick would not behave as intended. Consider the following trivial example:
httpService = game:GetService("HttpService")
t = {
hello = 1,
goodbye = 2
}
s = httpService:JSONEncode(t)
print(s)
> {"goodbye":2,"hello":1}
u = httpService:JSONDecode(s)
for k, v in pairs(u) do print(k, v) end
> hello 1
> goodbye 2
As you can see, the table returned by JSONDecode, like the original, uses strings as keys rather than numeric indices. Therefore, createBrick should be written something like this:
function createBrick(t)
local brick = Instance.new("Part")
brick.Size = t.Size
brick.Position = t.Position
brick.BrickColor = t.BrickColor
brick.Material = t.Material
-- FIXME: set any other necessary properties.
-- NOTE: try to set parent last for optimization reasons.
brick.Parent = t.Parent
return brick
end
As for encoding a model, calling GetChildren would produce a table of the model's children, which you could then loop through and encode the properties of everything within. Note that in Crabway's answer, he only accounts for Parts and WedgeParts. You should account for all parts using object:IsA("BasePart") and also check for unions with object:IsA("UnionOperation"). The following is a very basic example in which I do not store the encoded data; rather, I am just trying to show how to check the necessary cases.
function encodeModel(model)
local children = model:GetChildren()
for _, child in ipairs(children) do
if ((child:IsA("BasePart")) or (child:IsA("UnionOperation"))) then
-- FIXME: encode child
else if (child:IsA("Model")) then
-- FIXME: using recursion, loop through the sub-model's children.
end
end
return
end
For userdata, such as Vector3s or BrickColors, you will probably want to convert those to strings when you go to encode them with JSONEncode.
-- Example: part with "Brick red" BrickColor.
color = tostring(part.BrickColor)
print(string.format("%q", color))
> "Bright red"
I suggest what #Crabway said, use HttpService.
local httpService = game:GetService("HttpService")
print(httpService:JSONEncode({a = "b", b = "c"}) -- {"a":"b","b":"c"}
But if you have any UserData values such as Vector3s, CFrames, Color3s, BrickColors and Enum items, then use this library by Defaultio. It's actually pretty nice.
local library = require(workspace:WaitForChild("JSONWithUserdata"))
library:Encode({Vector3.new(0, 0, 0)})
If you want a little documentation, then look at the first comment in the script:
-- Defaultio
--[[
This module adds support for encoding userdata values to JSON strings.
It also supports lists which skip indices, such as {[1] = "a", [2] = "b", [4] = "c"}
Userdata support is implemented by replacing userdata types with a new table, with keys _T and _V:
_T = userdata type enum (index in the supportedUserdataTypes list)
_V = a value or table representing the value
Follow the examples bellow to add suppport for additional userdata types.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Usage example:
local myTable = {CFrame.new(), BrickColor.Random(), 4, "String", Enum.Material.CorrodedMetal}
local jsonModule = require(PATH_TO_MODULE)
local jsonString = jsonModule:Encode(myTable)
local decodedTable = jsonModule:Decode(jsonString)
--]]

How can I get the name of procedure in Nim?

I am trying to write a macro for debug print in the Nim language.
Currently this macro adds filename andline to the output by instantiationInfo().
import macros
macro debugPrint(msg: untyped): typed =
result = quote do:
let pos = instantiationInfo()
echo pos.filename, ":", pos.line, ": ", `msg`
proc hello() =
debugPrint "foo bar"
hello()
currently output:
debug_print.nim:9: foo bar
I would like to add the name of the procedure (or iterator) of the place where the macro was called.
desired output:
debug_print.nim:9(proc hello): foo bar
How can I get the name of procedure (or iterator) in Nim, like __func__ in C?
At runtime you can do getFrame().procname, but it only works with stacktrace enabled (not in release builds).
At compile-time surprisingly I can't find a way to do it. There is callsite() in macros module, but it doesn't go far enough. It sounds like something that might fit into the macros.LineInfo object.
A hacky solution would be to also use __func__ and parse that back into the Nim proc name:
template procName: string =
var name: cstring
{.emit: "`name` = __func__;".}
($name).rsplit('_', 1)[0]
building on answer from #def- but making it more robust to handle edge cases of functions containing underscores, and hashes containing trailing _N or not
also using more unique names as otherwise macro would fail if proc defines a variable name
import strutils
proc procNameAux*(name:cstring): string =
let temp=($name).rsplit('_', 2)
#CHECKME: IMPROVE; the magic '4' chosen to be enough for most cases
# EG: bar_baz_9c8JPzPvtM9azO6OB23bjc3Q_3
if temp.len>=3 and temp[2].len < 4:
($name).rsplit('_', 2)[0]
else:
# EG: foo_9c8JPzPvtM9azO6OB23bjc3Q
($name).rsplit('_', 1)[0]
template procName*: string =
var name2: cstring
{.emit: "`name2` = __func__;".}
procNameAux(name2)
proc foo_bar()=
echo procName # prints foo_bar
foo_bar()
NOTE: this still has some issues that trigger in complex edge cases, see https://github.com/nim-lang/Nim/issues/8212

Swift strings are not being stored in struct

I have a bare bones struct.
struct Transaction {
var value: String = ""
var date: String = ""
var title: String = ""
}
In my project, Transaction is used like so...
var transaction:Transaction = Transaction()
//loops 3 times
repeat {
let parsed = stringAndType(from:myParser)//-> (string:String, type:UInt8)
switch parsed.type {
case 1:
print("1 -- \(parsed.string")
transaction.value = parsed.string
case 2:
print("2 -- \(parsed.string)")
transaction.date = parsed.string
case 4:
print("4 -- \(parsed.string)")
transaction.title = parsed.string
default: break
}
} while myParser.isOk
print("Returning transaction: \(transaction)")
return transaction
In this code, a structure is created. The parser feeds the data to the switch, which assigns the parsed string to the appropriate Transaction variable. When I run the following code, the output indicates that the assignments to transaction.date and transaction.value are not sticking.
Output:
2 -- 12/22/2015
1 -- -5.00
4 -- RECURRING PAYMENT BACKBLAZE
Returning transaction: Transaction(value: "", date: "", title: "RECURRING PAYMENT BACKBLAZE")
There is complex buffering behind the scenes in stringAndType(). Looking at this as a C programmer, I really want to think that function might be the problem. However, I was under the impression that Swift strings are structures, and are therefore copy on write, just like an integer or double. Hoping you can provide insight. Thank you for your time.
Update 02/15/17
The logic in this code is functioning as expected. I think the problem here is memory management. To help drive this point, I've...
Removed the print lines from my switch
Added didSet {} to each variable in Transaction
Like so...
struct Transaction {
var value: String = "" {
didSet {
print("The VALUE has changed from \(oldValue) to \(value)")
}
}
//this is repeated appropriately for the other two variables
}
The given output rules out any logical issues. Output:
The DATE has changed from to 12/22/2015
The VALUE has changed from to -5.00
The TITLE has changed from to RECURRING PAYMENT BACKBLAZE
Returning transaction: Transaction(value: "", date: "", title: "RECURRING PAYMENT BACKBLAZE")
stringAndType() does read from an unsafe buffer, but it copies the bytes to a Data structure, and returns a string initialized from the COPIED data. I thought this would insulate me from safety issues...perhaps theres an implementation detail to String I'm missing?
Credit to #unkgd, you were on the right track with your initial answer before you retracted it. There was a logical error between the while parser.isOk loop and the parent loop (omitted to keep the code short) that was wiping Transaction between value and title being set. There was no indication of this happening in the output. The loop posted above was not looping three times, rather, it was looping once, but that single loop was iterated three times by the parent. Therefore, only the most recent parsed value was stored in the structure, in this case, title. Again, full credit to #unkgd (if you repost your answer and I will mark it as correct). Thanks to everyone for their ideas.

generating Localizable.strings creates strange output

When I use genstrings -o en.lproj *.m it generates the Localizable.strings file with entries in this structure:
/* this is the text: %# ID: %02X */
"this is the text: %# ID: %02X" = "this is the text: %1$# ID: %2$X";
Please notice that it makes from %# -> %1$#
Why is this? I always have to change it back to %# manually.
Thanks
Did you use the "-j" option? It produces java localized string (which have the format like %1$#).
[EDIT]
Sorry, looked at the wrong manual page. Please use the option -noPositionalParameters to turn off generation of positional parameters. -> Info's here
You don't need to change it back, since %1$# refers to the first argument given to your format string.
Actually, in a case different from yours, it might happen that the order of the arguments changes from a translation to another. For example, if your code uses a format to display some player property value like:
let fmt = NSLocalizedString("Player property value", comment: "The player property value")
String(format:fmt, playerName, playerProperty, value)
You might have in the "en.lproj/Localizable.strings":
/* The player property value */
"Player property value" = "Player %1$#'s %2$# is %3$d"
and in the "fr.lproj/Localizable.strings":
/* The player property value */
"Player property value" = "Le %2$# du joueur %1$# is %3$d"
or:
/* The player property value */
"Player property value" = "Le joueur %1$# a %3$d points de %2$#"