Lua: how use all tables in table - syntax

positions = {
--table 1
[1] = {pos = {fromPosition = {x=1809, y=317, z=8},toPosition = {x=1818, y=331, z=8}}, m = {"100 monster"}},
--table 2
[2] = {pos = {fromPosition = {x=1809, y=317, z=8},toPosition = {x=1818, y=331, z=8}}, m = {"100 monster"}},
-- table3
[3] = {pos = {fromPosition = {x=1809, y=317, z=8},toPosition = {x=1818, y=331, z=8}}, m = {"100 monster"}}
}
tb = positions[?]--what need place here?
for _,x in pairs(tb.m) do --function
for s = 1, tonumber(x:match("%d+")) do
pos = {x = math.random(tb.pos.fromPosition.x, tb.pos.toPosition.x), y = math.random(tb.pos.fromPosition.y, tb1.pos.toPosition.y), z = tb.pos.fromPosition.z}
doCreateMonster(x:match("%s(.+)"), pos)
end
end
Here the problem, i use tb = positions[1], and it only for one table in "positions" table. But how apply this function for all tables in this table?

I don't know Lua very well but you could loop over the table:
for i = 0, table.getn(positions), 1 do
tb = positions[i]
...
end
Sources :
http://lua.gts-stolberg.de/en/schleifen.php and http://www.lua.org/pil/19.1.html

You need to iterate over positions with a numerical for.
Note that, unlike Antoine Lassauzay's answer, the loop starts at 1 and not 0, and uses the # operator instead of table.getn (deprecated function in Lua 5.1, removed in Lua 5.2).
for i=1,#positions do
tb = positions[i]
...
end

use the pairs() built-in. there isn't any reason to do a numeric for loop here.
for index, position in pairs(positions) do
tb = positions[index]
-- tb is now exactly the same value as variable 'position'
end

Related

lua table sorting data

I have a table that is generated by lua code and returned as a callback to client side, but the data is not ordered and I want to return a list sorted by id
local players = {}
for k, player in ipairs(QBCore.Functions.GetPlayers()) do
local charinfo = QBCore.Functions.GetPlayer(player).PlayerData.charinfo
local csn = QBCore.Functions.GetPlayer(player).PlayerData.citizenid
local playerjob = QBCore.Functions.GetPlayer(player).PlayerData.job.label
local ped = GetPlayerPed(player)
local playerCoords = GetEntityCoords(ped)
players[k] = {
["id"] = player,
["name"] = tostring(GetPlayerName(player)),
["charName"] = ("%s %s"):format(charinfo.firstname, charinfo.lastname),
["csn"] = csn,
["playerjob"] = playerjob,
["serverid"] = player,
["ped"] = GetPlayerPed(player),
["coords"] = playerCoords,
}
end
cb(players)
you can use table.sort to order your players table. this will sort the table in-place using the function you provide to determine the order.
table.sort is also explained in Programming in Lua: 19.3 – Sort
Here is an example based on your question:
players =
{
{id = 3217},
{id = 6716},
{id = 3432},
{id = 5575},
{id = 6124},
{id = 1156},
{id = 1789},
}
table.sort(players, function(p1,p2) return p1.id < p2.id end)
for k, v in ipairs(players) do
print(k, v.id)
end
Output:
1 1156
2 1789
3 3217
4 3432
5 5575
6 6124
7 6716

Join tiles in Corona SDK into one word for a Breakout game grid?

I have a game project to re-implement Breakout. I want to display two words, each word on a line. They are joined by the bricks block. Inside, the top line is the first name, aligned left. The bottom line is the last name, aligned right. They are input from textboxes, and rendered as shown:
Each second that passes, the screen will add a configurable number of bricks to the grid (for example, five bricks per second) until the two words appear complete. I displayed a letter of the alphabet which is created from the matrix(0,1).
...But I don’t know how to join them into one word. How can I join these letters?
This is what I've gotten so far:
Bricks.lua
local Bricks = display.newGroup() -- static object
local Events = require("Events")
local Levels = require("Levels")
local sound = require("Sound")
local physics = require("physics")
local Sprites = require("Sprites")
local Func = require("Func")
local brickSpriteData =
{
{
name = "brick",
frames = {Sprites.brick}
},
{
name = "brick2",
frames = {Sprites.brick2}
},
{
name = "brick3",
frames = {Sprites.brick3}
},
}
-- animation table
local brickAnimations = {}
Sprites:CreateAnimationTable
{
spriteData = brickSpriteData,
animationTable = brickAnimations
}
-- get size from temp object for later use
local tempBrick = display.newImage('red_apple_20.png',300,500)
--local tempBrick = display.newImage('cheryGreen2.png',300,500)
local brickSize =
{
width = tempBrick.width,
height = tempBrick.height
}
--tempBrick:removeSelf( )
----------------
-- Rubble -- needs to be moved to its own file
----------------
local rubbleSpriteData =
{
{
name = "rubble1",
frames = {Sprites.rubble1}
},
{
name = "rubble2",
frames = {Sprites.rubble2}
},
{
name = "rubble3",
frames = {Sprites.rubble3}
},
{
name = "rubble4",
frames = {Sprites.rubble4}
},
{
name = "rubble5",
frames = {Sprites.rubble5}
},
}
local rubbleAnimations = {}
Sprites:CreateAnimationTable
{
spriteData = rubbleSpriteData,
animationTable = rubbleAnimations
}
local totalBricksBroken = 0 -- used to track when level is complete
local totalBricksAtStart = 0
-- contains all brick objects
local bricks = {}
local function CreateBrick(data)
-- random brick sprite
local obj = display.newImage('red_apple_20.png')
local objGreen = display.newImage('cheryGreen2.png')
obj.name = "brick"
obj.x = data.x --or display.contentCenterX
obj.y = data.y --or 1000
obj.brickType = data.brickType or 1
obj.index = data.index
function obj:Break()
totalBricksBroken = totalBricksBroken + 1
bricks[self.index] = nil
obj:removeSelf( )
sound.play(sound.breakBrick)
end
function obj:Update()
if(self == nil) then
return
end
if(self.y > display.contentHeight - 20) then
obj:Break()
end
end
if(obj.brickType ==1) then
physics.addBody( obj, "static", {friction=0.5, bounce=0.5 } )
elseif(obj.brickType == 2) then
physics.addBody( objGreen,"static",{friction=0.2, bounce=0.5, density = 1 } )
end
return obj
end
local currentLevel = testLevel
-- create level from bricks defined in an object
-- this allows for levels to be designed
local function CreateBricksFromTable(level)
totalBricksAtStart = 0
local activeBricksCount = 0
for yi=1, #level.bricks do
for xi=1, #level.bricks[yi] do
-- create brick?
if(level.bricks[yi][xi] > 0) then
local xPos
local yPos
if(level.align == "center") then
--1100-((99*16)*0.5)
xPos = display.contentCenterX- ((level.columns * brickSize.width) * 0.5/3) + ((xi-1) * level.xSpace)--display.contentCenterX
--xPos = 300 +(xi * level.xSpace)
yPos = 100 + (yi * level.ySpace)--100
else
xPos = level.xStart + (xi * level.xSpace)
yPos = level.yStart + (yi * level.ySpace)
end
local brickData =
{
x = xPos,
y = yPos,
brickType = level.bricks[yi][xi],
index = activeBricksCount+1
}
bricks[activeBricksCount+1] = CreateBrick(brickData)
activeBricksCount = activeBricksCount + 1
end
end
end
totalBricks = activeBricksCount
totalBricksAtStart = activeBricksCount
end
-- create bricks for level --> set from above functions, change function to change brick build type
local CreateAllBricks = CreateBricksFromTable
-- called by a timer so I can pass arguments to CreateAllBricks
local function CreateAllBricksTimerCall()
CreateAllBricks(Levels.currentLevel)
end
-- remove all brick objects from memory
local function ClearBricks()
for i=1, #bricks do
bricks[i] = nil
end
end
-- stuff run on enterFrame event
function Bricks:Update()
-- update individual bricks
if(totalBricksAtStart > 0) then
for i=1, totalBricksAtStart do
-- brick exists?
if(bricks[i]) then
bricks[i]:Update()
end
end
end
-- is level over?
if(totalBricksBroken == totalBricks) then
Events.allBricksBroken:Dispatch()
end
end
----------------
-- Events
----------------
function Bricks:allBricksBroken(event)
-- cleanup bricks
ClearBricks()
local t = timer.performWithDelay( 1000, CreateAllBricksTimerCall)
--CreateAllBricks()
totalBricksBroken = 0
-- play happy sound for player to enjoy
sound.play(sound.win)
print("You Win!")
end
Events.allBricksBroken:AddObject(Bricks)
CreateAllBricks(Levels.currentLevel)
return Bricks
Levels.lua
local Events = require("Events")
local Levels = {}
local function MakeLevel(data)
local level = {}
level.xStart = data.xStart or 100
level.yStart = data.yStart or 100
level.xSpace = data.xSpace or 23
level.ySpace = data.ySpace or 23
level.align = data.align or "center"
level.columns = data.columns or #data.bricks[1]
level.bricks = data.bricks --> required
return level
end
Levels.test4 = MakeLevel
{
bricks =
{
{0,2,0,0,2,0,0,2,0},
{0,0,2,0,2,0,2,0,0},
{0,0,0,0,2,0,0,0,0},
{1,1,2,1,1,1,2,1,1},
{0,0,0,0,1,0,0,0,0},
{0,0,0,0,1,0,0,0,0},
{0,0,0,0,1,0,0,0,0},
}
}
Levels.test5 = MakeLevel
{
bricks =
{
{0,0,0,1,0,0,0,0},
{0,0,1,0,1,0,0,0},
{0,0,1,0,1,0,0,0},
{0,1,0,0,0,1,0,0},
{0,1,1,1,1,1,0,0},
{1,0,0,0,0,0,1,0},
{1,0,0,0,0,0,1,0},
{1,0,0,0,0,0,1,0},
{1,0,0,0,0,0,1,0}
}
}
-- Levels.test6 = MakeLevel2
-- {
-- bricks =
-- {
----A "a" = {{0,0,0,1,0,0,0,0},
-- {0,0,1,0,1,0,0,0},
-- {0,0,1,0,1,0,0,0},
-- {0,1,0,0,0,1,0,0},
-- {0,1,1,1,1,1,0,0},
-- {1,0,0,0,0,0,1,0},
-- {1,0,0,0,0,0,1,0},
-- {1,0,0,0,0,0,1,0},
-- {1,0,0,0,0,0,1,0}},
----B
-- "b" = {{1,1,1,1,0,0,0},
-- {1,0,0,0,1,0,0},
-- {1,0,0,0,1,0,0},
-- {1,0,0,0,1,0,0},
-- {1,1,1,1,0,0,0},
-- {1,0,0,0,1,0,0},
-- {1,0,0,0,0,1,0},
-- {1,0,0,0,0,1,0},
-- {1,1,1,1,1,0,0}},
--...........
--.......
--...
-- --Z
-- "z"= {{1,1,1,1,1,1,1,0},
-- {0,0,0,0,0,1,0,0},
-- {0,0,0,0,1,0,0,0},
-- {0,0,0,0,1,0,0,0},
-- {0,0,0,1,0,0,0,0},
-- {0,0,1,0,0,0,0,0},
-- {0,0,1,0,0,0,0,0},
-- {0,1,0,0,0,0,0,0},
-- {1,1,1,1,1,1,1,0}}
-- }
-- }
-- stores all levels in ordered table so that one can be selected randomly by index
Levels.levels =
{
--Levels.test4,
Levels.test5
-- Levels.test6,
}
function Levels:GetRandomLevel()
return self.levels[math.random(#Levels.levels)]
end
Levels.notPlayedYet = {}
Levels.currentLevel = Levels:GetRandomLevel()
-- Events
function Levels:allBricksBroken(event)
self.currentLevel = Levels:GetRandomLevel()
end
Events.allBricksBroken:AddObject(Levels)
return Levels
The work I've done thus far (same as above) as an external download: http://www.mediafire.com/download/1t89ftkbznkn184/Breakout2.rar
In the interest of actually answering the question:
I'm not 100% sure what you mean by "How can I join these letters", but from poking through the code I have a guess, so please clarify on whether it is accurate, or if I am wrong about what you wanted.
Scenario 1
You haven't successfully achieved the image illustrated in the screenshot - you've been able to draw one letter, but not multiple ones.
In this case, you'll need to have a better understanding of what your code is doing. The CreateBricksFromTable function takes in a Level object, which is created by the MakeLevel function from a table with a bricks property, which is a table of tables that represent rows with columns in them, showing what type of brick should be at each position. In your commented-out level, you have created an table where the bricks field contains a field for each letter, but the MakeLevel function still expects a bricks field that directly contains the grid of blocks. You will have to - as it seems you attempted - create a MakeWordLevel function (or the like) that takes this letter list, and a word for each line, and constructs a larger grid by copying the appropriate letters into it.
StackOverflow is not your programming tutor, and an SO question is not the right forum for having people write code for you or getting into step-by-step details of how to do this, but I'll leave you a basic outline. Your function would look something like this:
local function MakeWordLevel(data, line1, line2)
local level = {}
...
return level
end
And then would have to:
Populate all of the same properties that MakeLevel does
Calculate how wide (level.columns) the level should be with all the letters
Create a table in the same format as the bricks properties, but big enough to hold all of the letters
Go through the input strings (line1 and line2), find the correct letter data from what is now the test6 array, and copy that data into the large table
Assign that table as level.bricks
This question already is a bit outside of what StackOverflow is intended for in that it asks about how to implement a feature rather than achieve a small, specific programming task, so any further followup should take place in a chatroom - perhaps the Hello World room would be helpful.
Scenario 2:
This was my original guess, but after considering and reading past edits, I doubt this is answering the right question
You may want a solid "background" of, say, red blocks, surrounding your letters and making the field into a solid "wall", with the name in a different color. And you may want these bricks to slowly show up a few at a time.
In that case, the main thing you need to do is keep track of what spaces are "taken" by the name bricks. There are many ways to do this, but I would start with a matrix to keep track of that - as big as the final playing field - full of 0's. Then, as you add the bricks for the name, set a 1 at the x,y location in that matrix according to that block's coordinate.
When you want to fill in the background, each time you go to add a block at a coordinate, check that "taken" matrix before trying to add a block - if it's taken (1), then just skip it and move onto the next coordinate.
This works if you're filling in the background blocks sequentially (say, left to right, top to bottom), or if you want to add them randomly. With random, you'd also want to keep updating the "taken" matrix so you don't try to add a block twice.
The random fill-in, however, presents its own problem - it will keep taking longer to fill in as it goes, because it'll find more and more "taken" blocks and have to pick a new one. There are solutions to this, of course, but I won't go too far down that road when I don't know if that's even what you want.
I don't really understand (or read, for that matter) your code but from what I see joining them into complete words is easy. You have two possibilities.
You can "render" them directly into your level/display data, simply copy them to the appropriate places, like this:
-- The level data.
local level = {}
-- Create the level data.
for row = 1, 25, 1 do
local rowData = {}
for column = 1, 80, 1 do
rowData[column] = "."
end
level[row] = rowData
end
-- Now let us setup the letters.
local letters = {
A = {
{".",".",".","#",".",".",".","."},
{".",".","#",".","#",".",".","."},
{".",".","#",".","#",".",".","."},
{".","#",".",".",".","#",".","."},
{".","#","#","#","#","#",".","."},
{"#",".",".",".",".",".","#","."},
{"#",".",".",".",".",".","#","."},
{"#",".",".",".",".",".","#","."},
{"#",".",".",".",".",".","#","."}
},
B = {
{"#","#","#","#",".",".","."},
{"#",".",".",".","#",".","."},
{"#",".",".",".","#",".","."},
{"#",".",".",".","#",".","."},
{"#","#","#","#",".",".","."},
{"#",".",".",".","#",".","."},
{"#",".",".",".",".","#","."},
{"#",".",".",".",".","#","."},
{"#","#","#","#","#",".","."}
}
}
-- The string to print.
local text = "ABBA"
-- Let us insert the data into the level data.
for index = 1, #text, 1 do
local char = string.sub(text, index, index)
local charData = letters[char]
local offset = index * 7
for row = 1, 9, 1 do
local rowData = charData[row]
for column = 1, 7, 1 do
level[row][offset + column] = rowData[column]
end
end
end
-- Print everything
for row = 1, 25, 1 do
local rowData = level[row]
for column = 1, 80, 1 do
io.write(rowData[column])
end
print()
end
You save you letters in a lookup table and then copy them, piece by piece, to the level data. Here I replaced the numbers with dots and number signs to make it prettier on the command line.
Alternately to that you can also "render" the words into a prepared buffer and then insert that into the level data by using the same logic.

While debugging the function breakpoint is not hit

I am using powerbuilder 11.2 and I have a pbl that creates a main screen. The user enters an order number in the textbox and hit enter and it fills in data in the bottom of the screen. I am trying to get debugging to hit a breakpoint in my function but it seems to ignore the breakpoint. Is there a way to break into the function? I have a variable I need to evaluate and I can't seem to get into the function while running. Here is the code:
Decimal{2} ld_total_hrs,ld_load_hrs,ld_unload_hrs
long ll_stops_rowcount, ll_row, ll_type, ll_ord_number, ll_rd_rowcount
datetime ldt_1st_stop, ldt_last_stop, ldt_start_time, ldt_end_time, ldt_deliver_time
string ls_dest_id, ls_type, ls_pay_id, ls_ref_number, ls_pay_leg_config
boolean lb_first_drop = TRUE
ld_load_hrs = 0
ld_unload_hrs = 0
SetNull(ldt_deliver_time)
ll_stops_rowcount = dw_trip.RowCount()
If ll_stops_rowcount < 1 then Return 0
For ll_row = 1 to ll_stops_rowcount
If ll_row = 1 then
ldt_1st_stop = dw_trip.GetItemDateTime ( 1, "stops_stp_arrivaldate" )
End if
If dw_trip.GetItemString(ll_row,"stops_stp_type") = "PUP" then
ldt_start_time = dw_trip.GetItemDateTime(ll_row,"stops_stp_arrivaldate")
ldt_end_time = dw_trip.GetItemDateTime(ll_row,"stops_stp_departuredate")
ld_load_hrs = ld_load_hrs + (f_datetimediff(ldt_start_time,ldt_end_time)/60)/60
End if
If dw_trip.GetItemString(ll_row,"stops_stp_type") = "DRP" then
ldt_start_time = dw_trip.GetItemDateTime(ll_row,"stops_stp_arrivaldate")
ldt_end_time = dw_trip.GetItemDateTime(ll_row,"stops_stp_departuredate")
ld_unload_hrs = ld_unload_hrs + (f_datetimediff(ldt_start_time,ldt_end_time)/60)/60
// get the first drops info for the report if paylegaslane is true else get last drop
ls_pay_leg_config = is_PayLegConfig
If is_CompanyOverride=true then
ls_pay_leg_config = "ByLeg"
End if
//TGRIFFIT - PayLegConfig = 'ByLeg' in TMW is equivalent to 'PayLegAsLane = 'Y' in FSS
if Upper(ls_pay_leg_config) = 'BYLEG' then
If lb_first_drop Then
ldt_deliver_time = ldt_end_time
ls_dest_id = dw_trip.GetItemString(ll_row,"stops_cmp_id")
ls_ref_number = dw_trip.GetItemString(ll_row,"stops_stp_refnum")
lb_first_drop = FALSE
End if
else
ldt_deliver_time = ldt_end_time
ls_dest_id = dw_trip.GetItemString(ll_row,"stops_cmp_id")
ls_ref_number = dw_trip.GetItemString(ll_row,"stops_stp_refnum")
end if
End if
Next
ldt_last_stop = dw_trip.GetItemDateTime ( ll_stops_rowcount, "stops_stp_departuredate" )
ld_total_hrs = (f_datetimediff(ldt_1st_stop,ldt_last_stop)/60)/60
ll_ord_number = long(dw_triptab.GetItemString(1,"ord_number"))
//If g_messlevel% < 1 Then
if gnv_app.ii_MessLevel < 1 Then
ids_revdist.Reset()
End if
//Load the datastore that stores all the revenue distribution values
ll_rd_rowcount = ids_revdist.RowCount()
ids_revdist.InsertRow(0)
ll_rd_rowcount ++
ids_revdist.SetItem(ll_rd_rowcount,"mov_number",i_movenum%)
ids_revdist.SetItem(ll_rd_rowcount,"lgh_number",dw_trip.GetItemNumber(1,"stops_lgh_number"))
ids_revdist.SetItem(ll_rd_rowcount,"total_hours",ld_total_hrs)
ids_revdist.SetItem(ll_rd_rowcount,"load_hours",ld_load_hrs)
ids_revdist.SetItem(ll_rd_rowcount,"unload_hours",ld_unload_hrs)
ids_revdist.SetItem(ll_rd_rowcount,"deliver_date",ldt_deliver_time)
ids_revdist.SetItem(ll_rd_rowcount,"dest_code",ls_dest_id)
ids_revdist.SetItem(ll_rd_rowcount,"ref_number",ls_ref_number)
Return ids_revdist.RowCount()
I need to evaluate this line specifically and I set a breakpoint at this line:
ls_pay_leg_config = "ByLeg"
as well as the following lines. It does not break. I am rusty at PowerBuilder and can figure this out.
Put the breakpoint at the start of the loop.

Radix sort not working in Lua

Firstly I should mention I've not been coding very long at all, although that much is probably obvious from my code :P
I'm having two problems, firstly the sort isn't functioning correctly but does sort the numbers by their length. Any help here would be appreciated.
Secondly it's changing both the table it grabs and the table it returns (not sure why). How do I prevent it changing the table it grabs?
I'd prefer if people didn't post a fully optisimised premade code as I'm not going to learn or understand anything that way.
function radix_sort(x)
pass, bucket, maxstring = 0, x, 2
while true do
pass = pass + 1
queue = {}
for n=#bucket,1,-1 do
key_length = string.len(bucket[n])
key = bucket[n]
if pass == 1 and key_length > maxstring then
maxstring = key_length
end
if key_length == pass then
pool = string.sub(key, 1,1)
if queue[pool + 1] == nil then
queue[pool + 1] = {}
end
table.insert(queue[pool + 1], key)
table.remove(bucket, n)
end
end
for k,v in pairs(queue) do
for n=1,#v do
table.insert(bucket, v[n])
end
end
if pass == maxstring then
break
end
end
return bucket
end
There's a lot of changes I made to get this working, so hopefully you can look through and pickup on them. I tried to comment as best I could.
function radix_sort(x)
pass, maxstring = 0, 0
-- to avoid overwriting x, copy into bucket like this
-- it also gives the chance to init maxstring
bucket={}
for n=1,#x,1 do
-- since we can, convert all entries to strings for string functions below
bucket[n]=tostring(x[n])
key_length = string.len(bucket[n])
if key_length > maxstring then
maxstring = key_length
end
end
-- not a fan of "while true ... break" when we can set a condition here
while pass <= maxstring do
pass = pass + 1
-- init both queue and all queue entries so ipairs doesn't skip anything below
queue = {}
for n=1,10,1 do
queue[n] = {}
end
-- go through bucket entries in order for an LSD radix sort
for n=1,#bucket,1 do
key_length = string.len(bucket[n])
key = bucket[n]
-- for string.sub, start at end of string (LSD sort) with -pass
if key_length >= pass then
pool = tonumber(string.sub(key, pass*-1, pass*-1))
else
pool = 0
end
-- add to appropriate queue, but no need to remove from bucket, reset it below
table.insert(queue[pool + 1], key)
end
-- empty out the bucket and reset, use ipairs to call queues in order
bucket={}
for k,v in ipairs(queue) do
for n=1,#v do
table.insert(bucket, v[n])
end
end
end
return bucket
end
Here's a test run:
> input={55,2,123,1,42,9999,6,666,999,543,13}
> output=radix_sort(input)
> for k,v in pairs(output) do
> print (k , " = " , v)
> end
1 = 1
2 = 2
3 = 6
4 = 13
5 = 42
6 = 55
7 = 123
8 = 543
9 = 666
10 = 999
11 = 9999
pool = string.sub(key, 1,1)
always looks at the first character; perhaps you meant string.sub(key, pass, 1)

Perl to Ruby conversion (multidimensional arrays)

I'm just trying to get my head around a multidimensional array creation from a perl script i'm currently converting to Ruby, I have 0 experience in Perl, as in i opened my first Perl script this morning.
Here is the original loop:
my $tl = {};
for my $zoom ($zoommin..$zoommax) {
my $txmin = lon2tilex($lonmin, $zoom);
my $txmax = lon2tilex($lonmax, $zoom);
# Note that y=0 is near lat=+85.0511 and y=max is near
# lat=-85.0511, so lat2tiley is monotonically decreasing.
my $tymin = lat2tiley($latmax, $zoom);
my $tymax = lat2tiley($latmin, $zoom);
my $ntx = $txmax - $txmin + 1;
my $nty = $tymax - $tymin + 1;
printf "Schedule %d (%d x %d) tiles for zoom level %d for download ...\n",
$ntx*$nty, $ntx, $nty, $zoom
unless $opt{quiet};
$tl->{$zoom} = [];
for my $tx ($txmin..$txmax) {
for my $ty ($tymin..$tymax) {
push #{$tl->{$zoom}},
{ xyz => [ $tx, $ty, $zoom ] };
}
}
}
and what i have so far in Ruby:
tl = []
for zoom in zoommin..zoommax
txmin = cm.tiles.xtile(lonmin,zoom)
txmax = cm.tiles.xtile(lonmax,zoom)
tymin = cm.tiles.ytile(latmax,zoom)
tymax = cm.tiles.ytile(latmin,zoom)
ntx = txmax - txmin + 1
nty = tymax - tymin + 1
tl[zoom] = []
for tx in txmin..txmax
for ty in tymin..tymax
tl[zoom] << xyz = [tx,ty,zoom]
puts tl
end
end
end
The part i'm unsure of is nested right at the root of the loops, push #{$tl->{$zoom}},{ xyz => [ $tx, $ty, $zoom ] };
I'm sure this will be very simple for a seasoned Perl programmer, thanks! `
The Perl code is building up a complex data structure in $tl -- hash, array, hash, array:
$tl{$zoom}[i]{xyz}[j] = $tx # j = 0
$tl{$zoom}[i]{xyz}[j] = $ty # j = 1
$tl{$zoom}[i]{xyz}[j] = $zoom # j = 2
So I think the key line in your Ruby code should be like this:
tl[zoom] << { 'xzy' => [tx,ty,zoom] }
Note also that the root item ($tl) refers to a hash in the Perl code, while your Ruby code initializes it to be an array. That difference might cause problems for you, depending on the values that $zoom takes.

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