I'm just trying to pick up D having come from C++. I'm sure it's something very basic, but I can't find any documentation to help me. I'm trying to print the character à, which is U+00E0. I am trying to assign this character to a variable and then use write() to output it to the console.
I'm told by this website that U+00E0 is encoded as 0xC3 0xA0 in UTF-8, 0x00E0 in UTF-16 and 0x000000E0 in UTF-32.
Note that for everything I've tried, I've tried replacing string with char[] and wstring with wchar[]. I've also tried with and without the w or d suffixes after wide strings.
These methods return the compiler error, "Invalid trailing code unit":
string str = "à";
wstring str = "à"w;
dstring str = "à"d;
These methods print a totally different character (Ò U+00D2):
string str = "\xE0";
string str = hexString!"E0";
And all these methods print what looks like ˧á (note á ≠ à!), which is UTF-16 0x2E7 0x00E1:
string str = "\xC3\xA0";
wstring str = "\u00E0"w;
dstring str = "\U000000E0"d;
Any ideas?
I confirmed it works on my Windows box, so gonna type this up as an answer now.
In the source code, if you copy/paste the characters directly, make sure your editor is saving it in utf8 encoding. The D compiler insists on it, so if it gives a compile error about a utf thing, that's probably why. I have never used c:b but an old answer on the web said edit->encodings... it is a setting somewhere in the editor regardless.
Or, you can replace the characters in your source code with \uxxxx in the strings. Do NOT use the hexstring thing, that is for binary bytes, but your example of "\u00E0" is good, and will work for any type of string (not just wstring like in your example).
Then, on the output side, it depends on your target because the program just outputs bytes, and it is up to the recipient program to interpret it correctly. Since you said you are on Windows, the key is to set the console code page to utf-8 so it knows what you are trying to do. Indeed, the same C function can be called from D too. Leading to this program:
import core.sys.windows.windows;
import std.stdio;
void main() {
SetConsoleOutputCP(65001);
writeln("Hi \u00E0");
}
printing it successfully. On older Windows versions, you might need to change your font to see the character too (as opposed to the generic box it shows because some fonts don't have all the characters), but on my Windows 10 box, it just worked with the default font.
BTW, technically the console code page a shared setting (after running the program and it exits, you can still hit properties on your console window and see the change reflected there) and you should perhaps set it back when your program exits. You could get that at startup with the get function ( https://learn.microsoft.com/en-us/windows/console/getconsoleoutputcp ), store it in a local var, and set it back on exit. You could auto ccp = GetConsoleOutputCP(); SetConsoleOutputCP(65005;) scope(exit) SetConsoleOutputCP(ccp); right at startup - the scope exit will run when the function exits, so doing it in main would be kinda convenient. Just add some error checking if you want.
The Microsoft docs don't say anything about setting it back, so it probably doesn't actually matter, but still I wanna mention it just in case. But also the knowledge that it is shared and persists can help in debugging - if it works after you comment it, it isn't because the code isn't necessary, it is just because it was set previously and not unset yet!
Note that running it from an IDE might not be exactly the same, because IDEs often pipe the output instead of running it right out to the Windows console. If that happens, lemme know and we can type up some stuff about that for future readers too. But you can also open your own copy of the console (run the program outside the IDE) and it should show correctly for you.
D source code needs to be encoded as UTF-8.
My guess is that you're putting a UTF-16 character into the UTF-8 source file.
E.g.
import std.stdio;
void main() {
writeln(cast(char)0xC3, cast(char)0xA0);
}
Will output as UTF-8 the character you seek.
Which you can then hard code like so:
import std.stdio;
void main() {
string str = "à";
writeln(str);
}
Related
Using Autokey 95.8, Python 3 version in Linux Mint 19.3 and I have a series of keyboard macros which generate Unicode characters. This example works:
# alt+shift+a = á
import sys
char = "\u00E1"
keyboard.send_keys(char)
sys.exit()
But the attempt to print an mdash [—] generates the following error:
SyntaxError:(unicode error) 'unicodeescape' codec' can't decode bytes in position 0-5: truncated \UXXXXXXXX escape
# alt+shift+- = —
import sys
char = "\u2014"
keyboard.send_keys(char)
sys.exit()
Any idea how to overcome this problem in Autokey is greatly appreciated.
The code you posted above would not generated the error you ae getting - "truncated \UXXXXXXXX" needs an uppercase \U - and 8 hex-digits - if you try putting in the Python source char = "\U2014", you will get that error message (and probably it you got it when experimenting with the file in this way).
The sequence char = "\u2014" will create an mdash unicode character on the Python side - but that does not mean it is possible to send this as a Keyboard sybo via autokey to Windows. That is the point your program is likely failing (and since there is no programing error, you won't get a Python error message - it is just that it won't work - although Autokey might be nice and print out some apropriate error message in this case).
You'd have to look around on how to type an arbitrary unicode character on your S.O. config (on Linux mint it should be on the docs for "wayland" I guess), and send the character composign sequence to Autokey instead. If there is no such a sequence, then finding a way to copy the desired character to the window environment clipboard, and then send Autokey the "paste" sequence (usually ctrl + v - but depending on the app it could change. Terminal emulators use ctrl + shift + v, for example)
When you need to emit non-English US characters in AutoKey, you have two choices. The simplest is to put them into the clipboard with clipboard.fill_clipboard(your characters) and paste them into the window using keyboard.send_keys("<ctrl>+v"). This almost always works.
If you need to define a phrase with multibyte characters in it, select the Paste using Clipboard (Ctrl+V) option. (I'm trying to get that to be the default option in a future release.)
The other choice, that I'm still not quite sure of, is directly sending the Unicode escape sequence to the window, letting it convert that into the actual Unicode character. Something like keyboard.send_keys("\U2014"). Assigning that to a variable first, as in the question, creates the actual Unicode character which that API call can't handle correctly.
The problem being that the underlying code for keyboard.send_keys() wants to send keycodes that actually exist on your keyboard or that it can add to an unused key in your layout. Most of the time that doesn't work for anything multibyte.
I've got an existing DOORS module which happens to have some rich text entries; these entries have some symbols in them such as 'curly' quotes. I'm trying to upgrade a DXL macro which exports a LaTeX source file, and the problem is that these high-number symbols are not considered "standard UTF-8" by TexMaker's import function (and in any case probably won't be processed by Xelatex or other converters) . I can't simply use the UnicodeString functions in DXL because those break the rest of the rich text, and apparently the character identifier charOf(decimal_number_code) only works over the basic set of characters, i.e. less than some numeric code value. For example, charOf(8217) should create a right-curly single quote, but when I tried code along the lines of
if (charOf(8217) == one_char)
I never get a match. I did copy the curly quote from the DOORS module and verified via an online unicode analyzer that it was definitely Unicode decimal value 8217 .
So, what am I missing here? I just want to be able to detect any symbol character, identify it correctly, and then replace it with ,e.g., \textquoteright in the output stream.
My overall setup works for lower-count chars, since this works:
( c is a single character pulled from a string)
thedeg = charOf(176)
if( thedeg == c )
{
temp += "$\\degree$"
}
Got some help from DXL coding experts over at IBM forums.
Quoting the important stuff (there's some useful code snippets there as well):
Hey, you are right it seems intOf(char) and charOf(int) both do some
modulo 256 and therefore cut anything above that off. Try:
int i=8217;
char c = addr_(i);
print c;
Which then allows comparison of c with any input char.
Note: Non-BMP characters can be displayed in IDLE as of Python 3.8 (so, it's possible Tkinter might display them now, too, since they both use TCL), which was released some time after I posted this question. I plan to edit this after I try out Python 3.9 (after I install an updated version of Xubuntu). I also read the editing these characters in IDLE might not be as straightforward as other characters; see the last comment here.
So, today I was making shortcuts for entering certain Unicode characters. All was going well. Then, when I decided to do these characters (in my Tkinter program; they wouldn't even try to go in IDLE), 𝄫 and 𝄪, I got a strange unexpected error and my program started deleting just about everything I had written in the text box. That's not acceptable.
Here's the error:
_tkinter.TclError: character U+1d12b is above the range (U+0000-U+FFFF) allowed by Tcl
I realize most of the Unicode characters I had been using only had four characters in the code. For some reason, it doesn't like five.
So, is there any way to print these characters in a ScrolledText widget (let alone without messing everything else up)?
UTF-8 is my encoding. I'm using Python 3.4 (so UTF-8 is the default).
I can print these characters just fine with the print statement.
Entering the character without just using ScrolledText.insert (e.g. Ctrl-shift-u, or by doing this in the code: b'\xf0\x9d\x84\xab') does actually enter it, without that error, but it still starts deleting stuff crazily, or adding extra spaces (including itself, although it reappears randomly at times).
There is currently no way to display those characters as they are supposed to look in Tkinter in Python 3.4 (although someone mentioned how using surrogate pairs may work [in Python 2.x]). However, you can implement methods to convert the characters into displayable codes and back, and just call them whenever necessary. You have to call them when you print to Text widgets, copy/paste, in file dialogs*, in the tab bar, in the status bar, and other stuff.
*The default Tkinter file dialogs do not allow for much internal engineering of the dialogs. I made my own file dialogs, partly to help with this issue. Let me know if you're interested. Hopefully I'll post the code for them here in the future.
These methods convert out-of-range characters into codes and vice versa. The codes are formatted with ordinal numbers, like this: {119083ū}. The brackets and the ū are just to distinguish this as a code. {119083ū} represents 𝄫. As you can see, I haven’t yet bothered with a way to escape codes, although I did purposefully try to make the codes very unlikely to occur. The same is true for the ᗍ119083ūᗍ used while converting. Anyway, I'm meaning to add escape sequences eventually. These methods are taken from my class (hence the self). (And yes, I know you don’t have to use semi-colons in Python. I just like them and consider that they make the code more readable in some situations.)
import re;
def convert65536(self, s):
#Converts a string with out-of-range characters in it into a string with codes in it.
l=list(s);
i=0;
while i<len(l):
o=ord(l[i]);
if o>65535:
l[i]="{"+str(o)+"ū}";
i+=1;
return "".join(l);
def parse65536(self, match):
#This is a regular expression method used for substitutions in convert65536back()
text=int(match.group()[1:-2]);
if text>65535:
return chr(text);
else:
return "ᗍ"+str(text)+"ūᗍ";
def convert65536back(self, s):
#Converts a string with codes in it into a string with out-of-range characters in it
while re.search(r"{\d\d\d\d\d+ū}", s)!=None:
s=re.sub(r"{\d\d\d\d\d+ū}", self.parse65536, s);
s=re.sub(r"ᗍ(\d\d\d\d\d+)ūᗍ", r"{\1ū}", s);
return s;
My answer is based on #Shule answer but provide more pythnoic and easy to read code. It also provide a real case.
This is the methode populating items to a tkinter.Listbox. There is no back conversion. This solution only take care of displaying strings with Tcl-unallowed characters.
class MyListbox (Listbox):
# ...
def populate(self):
"""
"""
def _convert65536(to_convert):
"""Converts a string with out-of-range characters in it into a
string with codes in it.
Based on <https://stackoverflow.com/a/28076205/4865723>.
This is a workaround because Tkinter (Tcl) doesn't allow unicode
characters outside of a specific range. This could be emoticons
for example.
"""
for character in to_convert[:]:
if ord(character) > 65535:
convert_with = '{' + str(ord(character)) + 'ū}'
to_convert = to_convert.replace(character, convert_with)
return to_convert
# delete all listbox items
self.delete(0, END)
# add items to listbox
for item in mydata_list:
try:
self.insert(END, item)
except TclError as err:
_log.warning('{} It will be converted.'.format(err))
self.insert(END, _convert65536(item))
My goal is to create a program, with which the user can learn Bible verses by getting shown a problem and solving it through input (e.g. "Quote vers Gen 3:15"). As the Bible translation, I have to work with, is German, it contains a ton of umlauts, which are never showing properly.
My PyGame file's header:
#!/usr/bin/python
# -*- coding: utf-8 -*-
Later on, I list the three German umlauts:
u'ö'.encode('utf-8')
u'ä'.encode('utf-8')
u'ü'.encode('utf-8')
The txt-file is parsed by this function:
def load_list(listname):
fullname = os.path.join("daten", listname + ".txt")
with codecs.open(fullname, "r", "utf-8-sig") as name:
lines = name.readlines()
for x in range(0, len(lines)):
lines[x] = lines[x].strip("\n")
lines[x] = lines[x].strip("\r")
print lines
I'm aware, that I could combine the two lines with the strip-commands, but that's not the topic here.
How can I get my PyGame to display the umlauts from the text-file correctly as well also display the user input's umlauts correctly? I checked hundreds of suggestions, I can't get anything really working here.
Any help is highly appreciated, before I lose my sane mind (well, as I'm sitting here, coding games, I probably did already anyway :D )
I'll try to summarize:
Printing something else than a string or unicode opject triggers that object's __repr__() method. If it is a sequence, this applies to the contained elements as well, causing any non-ascii character to be escaped with \xXX (or \uXXXX) notation. Note the difference between print 'text' and print ['text']: in the latter case, the string's quotes will be printed as well (besides the brackets of course). Use str.join() for concatenating lists of strings in order to control the way the output looks.
It's a good idea to always explicitely decode input (as you do by using codecs) and encode the output (which is not done in the code snippets in your question).
The source file encoding (the # coding: utf8 line in the header) has nothing to do with encoding of input and output. It only enables you to type non-ascii character in string literals (= characters inside quotes in the source file), instead of using \xXX escapes.
Hope that makes some things clearer. There's a lot that can go wrong that looks like an encoding error, and it's not always easy to find out what's actually happening.
i am using wxMac 2.8 in non-unicode build. I try to read a file with mutated vowels "ü" to a wxtextctrl. When i do, the data gets interpreted as current encoding, but it is a multibyte string. I narrowed the problem down to this:
text_ctrl->Clear();
text_ctrl->SetValue("üüüäääööößßß");
This is the result:
üüüäääööößßß
Note that the character count has doubled - printing the string in gdb displays "\303\274" and similar per original char. Typing "ü" or similar into the textctrl is no problem. I tried various wxMBConv methods but the result is always the same. Is there a way to solve this?
Best regards,
If you use anything but 7 bit ASCII, you must use Unicode build of wxWidgets. Just do yourself a favour and switch to it. If you have too much existing code that was written for "ANSI" build of wxWidgets 2.8 and earlier and doesn't compile with Unicode build, use wxWidgets 2.9 instead where it will compile -- and work as intended.
It sounds like your text editor (for program source code) is in a different encoding from the running program.
Suppose for example that your text entry control and the rest of your program are (correctly) using UTF-8. Now if your text editor is using some other encoding, then a string that looks fine on screen will actually contain garbage bytes.
Assuming you are in a position to help create a pure-UTF8 world, then you should:
1) Encode UTF-8 directly into the string literals using escapes, e.g. "\303" or "\xc3". That's annoying to do, but it means you just don't have to worry about you text editor (or the editor settings of other developers).
2) Then check that the program is using UTF-8 everywhere.