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.