Pandoc: Separate table of contents for each section - pandoc

I am converting Markdown to HTML with Pandoc. With --toc, Pandoc generates a table of contents and inserts it under the first H1 heading (of which there is only one).
I would like it to have a separate, additional table of contents for each subheading. More specifically, I would like a small local table of contents under each H3.
Can Pandoc do that, and if yes, how?

I received an answer on the pandoc-discuss mailing list in the form of a Lua filter.
Quoting from the author of the solution:
Warning: Assumes that all chapters are heading level 2 — change the chapter_level and toc_level variables to match!
Warning: Assumes that each section/chapter has a unique identifier!
local chapter_level = 2
local toc_level = 3
local headings = {}
local current_chapter = nil
local function collect_headings (head)
if head.level == chapter_level then
local id = head.identifier
current_chapter = {
chapter = id,
toc = {},
}
headings[id] = current_chapter
elseif head.level == toc_level then
if current_chapter then
local toc = current_chapter.toc
toc[#toc+1] = head
end
end
return nil
end
local function build_toc (heads)
local toc = {}
for _,head in ipairs(heads) do
local entry = {
pandoc.Plain{
pandoc.Link(
head.content:clone(), -- text
'#' .. head.identifier, -- target
"", -- empty title
pandoc.Attr(
"", -- empty identifier
{'local-toc-link'} -- class
)
)
}
}
toc[#toc+1] = entry
end
return pandoc.Div(
{ pandoc.BulletList(toc) },
pandoc.Attr( "", {'local-toc'} )
)
end
local function insert_toc (head)
if head.level == chapter_level then
local id = head.identifier
if headings[id] then
local toc = build_toc(
headings[id].toc
)
return {head,toc}
end
end
return nil
end
return {
{ Header = collect_headings },
{ Header = insert_toc },
}

Related

Table keys not sorting correctly

I have a table that looks like this
{
["slot1"] = {}
["slot2"] = {}
["slot3"] = {}
["slot4"] = {}
["slot5"] = {}
["slot6"] = {}
}
When I do a for k, v in pairs loop I want the keys to go from slot1- the last slot. At the moment when I do a loop the order is inconsistent, slot 5 comes first etc. What is the best way to do this?
also I did not design this table, and I cannot change how the keys look
You can write a simple custom iterator:
local tbl = {
["slot1"] = {},
["slot2"] = {},
["slot3"] = {},
["slot4"] = {},
["slot5"] = {},
["slot6"] = {}
}
function slots(tbl)
local i = 0
return function()
i = i + 1
if tbl["slot" .. i] ~= nil then
return i, tbl["slot" .. i]
end
end
end
for i, element in slots(tbl) do
print(i, element)
end
Output:
1 table: 0xd575f0
2 table: 0xd57720
3 table: 0xd57760
4 table: 0xd5aa40
5 table: 0xd5aa80
6 table: 0xd5aac0
Create a new table:
slot = {}
for k,v in pairs(original_table) do
local i=tonumber(k:match("%d+$"))
slot[i]=v
end
Lua table orders are undeterministic. see here what makes lua tables key order be undeterministic
For your table you can try this
local t = {
["slot1"] = {},
["slot2"] = {},
["slot3"] = {},
["slot4"] = {},
["slot5"] = {},
["slot6"] = {}
}
local slotNumber = 1
while(t['slot' .. slotNumber]) do
slot = t['slot' .. slotNumber]
-- do stuff with slot
slotNumber = slotNumber + 1
end
This method does not handle if the table skips a slot number.

Lua - FlashAir card CONFIG file gets damaged

I am using Toshiba FlashAir card to wirelessly upload photos from my drone to my web server via Lua script installed on FlashAir card. The card works fine most of the time, but sometimes the photos doesn't upload. When I connect to the card via my mac, I get this message, "CONFIG" is damaged and can't be opened.
Not sure why this is happening. The ftpUpload.lua script that does the uploading is listed below:
require("Settings")
local blackList = {}
local dateTable = {}
local parseThreads = 0
local ftpstring = "ftp://"..user..":"..passwd.."#"..server.."/"..serverDir.."/"
local lockdir = "/uploaded/" -- trailing slash required, and folder must already exist
local fileTable = {}
--Options
local sortByFileName = false -- If true sorts alphabetically by file else sorts by modified date
local jpegsOnly = true --Excludes .RAW files if set to true
local function exists(path)
if lfs.attributes(path) then
return true
else
return false
end
end
local function is_uploaded(path)
local hash = fa.hash("md5", path, "")
return exists(lockdir .. hash)
end
local function set_uploaded(path)
local hash = fa.hash("md5", path, "")
local file = io.open(lockdir .. hash, "w")
file:close()
end
local function delete(path)
-- Both of the following methods cause the next photo to be lost / not stored.
fa.remove(path)
-- fa.request("http://127.0.0.1/upload.cgi?DEL="..path)
end
--Format file date to something meanigful
local function FatDateTimeToTable(datetime_fat)
local function getbits(x, from, to)
local mask = bit32.lshift(1, to - from + 1) - 1
local shifted = bit32.rshift(x, from)
return bit32.band(shifted, mask)
end
local fatdate = bit32.rshift(datetime_fat, 16)
local day = getbits(fatdate, 0, 4)
local month = getbits(fatdate, 5, 8)
local year = getbits(fatdate, 9, 15) + 1980
local fattime = getbits(datetime_fat, 0, 15)
local sec = getbits(fattime, 0, 4) * 2
local min = getbits(fattime, 5, 10)
local hour = getbits(fattime, 11, 15)
return {
year = string.format('%02d', year),
month = string.format('%02d', month),
day = string.format('%02d', day),
hour = string.format('%02d', hour),
min = string.format('%02d', min),
sec = string.format('%02d', sec),
}
end
--Looks for value in table
local function exists_in_table(tbl, val)
for i = 1, #tbl do
if (tbl[i] == val) then
return true
end
end
return false
end
local function create_thumbs()
print("Creating Thumbs!")
for i = 1, #dateTable do
local message = "d="..dateTable[i]
local headers = {
["Content-Length"] = string.len(message),
["Content-Type"] = "application/x-www-form-urlencoded"
}
local b, c, h = fa.request{
url = "http://"..server.."/"..serverDir.."/ct.php",
method = "POST",
headers = headers,
body = message
}
end
print("COMPLETE!")
end
local function upload_file(folder, file, subfolder)
local path = folder .. "/" .. file
-- Open the log file
local outfile = io.open(logfile, "a")
outfile:write(file .. " ... ")
local url = ftpstring..subfolder.."/"..file
local response = fa.ftp("put", url, path)
--print("Uploading", url)
--Check to see if it worked, and log the result!
if response ~= nil then
print("Success!")
outfile:write(" Success!\n")
set_uploaded(path)
if delete_after_upload == true then
print("Deleting " .. file)
outfile:write("Deleting " .. file .. "\n")
sleep(1000)
delete(path)
sleep(1000)
end
else
print(" Fail ")
outfile:write(" Fail\n")
end
--Close our log file
outfile:close()
end
local function sort_upload_table()
if (sortByFileName) then
print("Sorting filenames alphabetically")
table.sort(fileTable, function(a,b)
return a.file>b.file
end)
else
print("Sorting filenames by modded date")
table.sort(fileTable, function(a,b)
return a.sortDate>b.sortDate
end)
end
end
local function run_upload()
print("Starting upload")
for i = 1, #fileTable do
local ft = fileTable[i]
print("Uploading:", ft.folder, ft.file, ft.dateString)
upload_file(ft.folder, ft.file, ft.dateString)
end
create_thumbs()
end
local function walk_directory(folder)
parseThreads = parseThreads+1
for file in lfs.dir(folder) do
local path = folder .. "/" .. file
local skip = string.sub( file, 1, 2 ) == "._"
local attr = lfs.attributes(path)
local dt={}
if (not skip) then
print( "Found "..attr.mode..": " .. path )
if attr.mode == "file" then
local dateString = ""
if (attr.modification~=nil) then
dt = FatDateTimeToTable(attr.modification)
dateString = dt.day.."-"..dt.month.."-"..dt.year
end
if not is_uploaded(path) then
if (not exists_in_table(blackList, dateString)) then
local s,f = true, true
if (jpegsOnly) then
s,f = string.find(string.lower(file), ".jpg")
end
if (s and f) then
fileTable[#fileTable+1] =
{
folder = folder,
file = file,
dateString = dateString,
sortDate=dt.year..dt.month..dt.day..dt.hour..dt.min..dt.sec
}
--upload_file(folder, file, dateString)
end
else
print("Skipping ".. dateString.." - Blacklisted")
end
else
print(path .. " previously uploaded, skipping")
end
elseif attr.mode == "directory" then
print("Entering " .. path)
walk_directory(path)
end
end
end
parseThreads = parseThreads-1
if (parseThreads == 0) then
--create_thumbs()
sort_upload_table()
run_upload()
end
end
local function create_folders(folder)
if (#dateTable==0) then
print("ERROR: DID NOT FIND ANY DATES!")
return
end
for i = 1, #dateTable do
local message = "d="..dateTable[i]
local headers = {
["Content-Length"] = string.len(message),
["Content-Type"] = "application/x-www-form-urlencoded"
}
local b, c, h = fa.request{
url = "http://"..server.."/"..serverDir.."/cd.php",
method = "POST",
headers = headers,
body = message
}
if (b~=nil) then
b = string.gsub(b, "\n", "")
b = string.gsub(b, "\r", "")
end
if (b and b == "success") then
print("SUCCESS FROM SERVER FOR FOLDER:"..dateTable[i].."<<")
else
print("FAILED RESPONSE FROM SERVER FOR FOLDER:"..dateTable[i].."<<")
print("ADDING TO BLACKLIST")
blackList[#blackList+1] = dateTable[i]
end
end
print("OK FTP Starting...")
walk_directory(folder)
end
local function get_folders(folder)
parseThreads = parseThreads+1
local tableCount = 1
--Get the date range from the file
for file in lfs.dir(folder) do
local path = folder .. "/" .. file
local skip = string.sub( file, 1, 2 ) == "._"
local attr = lfs.attributes(path)
if (not skip) then
if (attr.mode == "file") then
print( "Datesearch Found "..attr.mode..": " .. path )
local dateString = ""
if (attr.modification~=nil) then
local dt = FatDateTimeToTable(attr.modification)
dateString = dt.day.."-"..dt.month.."-"..dt.year
end
if (not exists_in_table(dateTable, dateString)) then
dateTable[#dateTable+1] = dateString
end
elseif attr.mode == "directory" then
print("Datesearch Entering " .. path)
get_folders(path)
end
end
end
parseThreads = parseThreads-1
if (parseThreads == 0) then
create_folders(folder)
end
end
-- wait for wifi to connect
while string.sub(fa.ReadStatusReg(),13,13) ~= "a" do
print("Wifi not connected. Waiting...")
sleep(1000)
end
sleep(30*1000)
get_folders(folder)

Lua - how to sort a table by the value chain

I'm looking for a method of sorting a Lua table by its values chain. Say, the table:
local vals = {
{ id = "checkpoint4" },
{ id = "checkpoint1", nextid = "checkpoint2" },
{ id = "checkpoint3", nextid = "checkpoint4" },
{ id = "checkpoint2", nextid = "checkpoint3" },
}
Should transform into this after sorting:
local vals = {
{ id = "checkpoint1", nextid = "checkpoint2" },
{ id = "checkpoint2", nextid = "checkpoint3" },
{ id = "checkpoint3", nextid = "checkpoint4" },
{ id = "checkpoint4" },
}
It's not essentially with the exact same names, they might vary. I wanted to make the comparison of numbers after "checkpoint", but it turned out that I have to work with dynamic things like this (already sorted the way I want it to be):
local vals = {
{ id = "checkpoint1", nextid = "cp" },
{ id = "cp", nextid = "chp" },
{ id = "chp", nextid = "mynextcheckpoint" },
{ id = "mynextcheckpoint"},
}
Thanks.
What you are describing is called topological sorting. However, since this is a restricted case, we do not have to implement a complete topological sorting algorithm:
function sort_list(tbl)
local preceding = {}
local ending
local sorted = {}
for i, e in ipairs(tbl) do
if e.nextid == nil then
ending = e
else
preceding[e.nextid] = i
end
end
if ending == nil then
return nil, "no ending"
end
local j = #tbl
while ending ~= nil do
sorted[j] = ending
ending = tbl[preceding[ending.id]]
j = j - 1
end
if sorted[1] == nil then
return nil, "incomplete list"
end
return sorted
end
Usage:
local sorted = sort_list(vals)
local id2val, tailsizes = {}, {}
for _, val in ipairs(vals) do id2val[val.id] = val end
local function tailsize(val) -- memoized calculation of tails sizes
if not tailsizes[val] then
tailsizes[val] = 0 -- cycle-proof
if val.nextid and id2val[val.nextid] then -- dangling nextid proof
tailsizes[val] = tailsize(id2val[val.nextid]) + 1
end
end
return tailsizes[val]
end
-- sorting according to tails sizes
table.sort(vals, function(a,b) return tailsize(a) > tailsize(b) end)

generating TTT game tree in lua

I am attempting to write a tic-tac-toe game in lua, and plan on using the minimax algorithm to decide non-human moves. The first step in this involves generating a tree of all possible board states from a single input state. I am trying to recursively do this, but cannot seem to figure out how. (I think) I understand conceptually how this should be done, but am having trouble implementing it in lua.
I am trying to structure my tree in the following manner. Each node is a list with two fields.
{ config = {}, children = {} }
Config is a list of integers (0,1,2) that represent empty, X, and O and defines a TTT board state. Children is a list nodes which are all possible board states one move away from the current node.
Here is my function that I currently have to build the game tree
function tree_builder(board, player)
supertemp = {}
for i in ipairs(board.config) do
--iterate through the current board state.
--for each empty location create a new node
--representing a possible board state
if board.config[i] == 0 then
temp = {config = {}, children = {}}
for j in ipairs(board.config) do
temp.config[j] = board.config[j]
end
temp.config[i] = player
temp.children = tree_builder(temp, opposite(player))
supertemp[i] = temp
end
end
return supertemp
end
The function is called in the following manner:
start_board = {config = {1,0,0,0}, children = {} }
start_board.children = tree_builder(start_board, 1)
When I comment out the recursive element of the function (the line "temp.children = builder(temp, opposite(player))") and only generate the first level of children. the output is correct. When called via code that is conceptually identical to (I am using love2D so formatting is different):
for i in pairs(start_board.children) do
print (start_board.children[i].config)
The three children are:
1,1,0,0
1,0,1,0
1,0,0,1
However, once I add the recursive element, the following is output for the same three children
1,1,2,1
1,1,2,1
1,1,2,1
I have been searching online for help and most of what I have found is conceptual in nature or involves implementation in different languages. I believe I have implemented the recursive element wrongly, but cannot wrap my head around the reasons why.
Don't understand what opposite(player) means in temp.children = tree_builder(temp, opposite(player)).
Notice that a recursion need an end condition.
This is my solution under your structure:
local COL = 3
local ROW = 3
local function printBoard( b )
local output = ""
local i = 1
for _,v in ipairs(b.config) do
output = output .. v .. ( (i % COL == 0) and '\n' or ',' )
i = i + 1
end
print( output )
end
local function shallowCopy( t )
local t2 = {}
for k,v in pairs(t) do
t2[k] = v
end
return t2
end
local MAX_STEP = COL * ROW
local ING = 0
local P1 = 1
local P2 = 2
local TIE = 3
local STATUS = { [P1] = "P1 Win", [P2] = "P2 Win", [TIE] = "Tied" }
local start_board = { config = {P1,0,0,0,0,0,0,0,0}, children = {} }
local function checkIfOver( board, step )
local config = board.config
local over = false
--check rows
for i=0,ROW-1 do
over = true
for j=1,COL do
if 0 == config[i*COL+1] or config[i*COL+j] ~= config[i*COL+1] then
over = false
end
end
if over then
return config[i*COL+1]
end
end
--check cols
for i=1,COL do
over = true
for j=0,ROW-1 do
if 0 == config[i] or config[i] ~= config[i+COL*j] then
over = false
end
end
if over then
return config[i]
end
end
--check diagonals
if config[1] ~= 0 and config[1] == config[5] and config[5] == config[9] then
return config[1]
end
if config[3] ~=0 and config[3] == config[5] and config[5] == config[7] then
return config[3]
end
if step >= MAX_STEP then
return TIE
else
return ING
end
end
local function treeBuilder( board, step )
--check the game is over
local over = checkIfOver( board, step )
if over ~= ING then
printBoard( board )
print( STATUS[over], '\n---------\n' )
return
end
local child
local childCfg
for i,v in ipairs(board.config) do
if 0 == v then
child = { config = {}, children = {} }
childCfg = shallowCopy( board.config )
childCfg[i] = (step % 2 == 0) and P1 or P2
child.config = childCfg
table.insert( board.children, child )
treeBuilder( child, step + 1 )
end
end
end
treeBuilder( start_board, 1 )

How to sort this lua table?

I have next structure
self.modules = {
["Announcements"] = {
priority = 0,
-- Tons of other attributes
},
["Healthbar"] = {
priority = 40,
-- Tons of other attributes
},
["Powerbar"] = {
priority = 35,
-- Tons of other attributes
},
}
I need to sort this table by priorty DESC, other values does not matter.
E.g. Healthbar first, then Powerbar, and then going all others.
// edit.
Keys must be preserved.
// edit #2
Found a solution, thanks you all.
local function pairsByPriority(t)
local registry = {}
for k, v in pairs(t) do
tinsert(registry, {k, v.priority})
end
tsort(registry, function(a, b) return a[2] > b[2] end)
local i = 0
local iter = function()
i = i + 1
if (registry[i] ~= nil) then
return registry[i][1], t[registry[i][1]]
end
return nil
end
return iter
end
You can't sort a records table because entries are ordered internally by Lua and you can't change the order.
An alternative is to create an array where each entry is a table containing two fields (name and priority) and sort that table instead something like this:
self.modulesArray = {}
for k,v in pairs(self.modules) do
v.name = k --Store the key in an entry called "name"
table.insert(self.modulesArray, v)
end
table.sort(self.modulesArray, function(a,b) return a.priority > b.priority end)
for k,v in ipairs(self.modulesArray) do
print (k,v.name)
end
Output:
1 Healthbar 40
2 Powerbar 35
3 Announcements 0

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