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Re: [PBML] Correction: modulus op. on file linenumber

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  • Allan Dystrup
    ... lines ... [$C] ... ================================================================== Yup, you re quite right here Dave... that next line was the villain.
    Message 1 of 16 , Sep 1 11:20 AM
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      --- In perl-beginner@yahoogroups.com, Dave Gray <yargevad@g...> wrote:
      > >
      ___________________________________________________________________
      > > while (<DFH>) {
      > > # the do stuff
      > > next if (! m/^\d{2}-\d-\d{4}/ ); # skip a couple of header
      lines
      > > s/\s//g; # squash whitespace
      > > my ($T,$M, $SVC, $TNS, $UID, $S,$R,$A,$C, $Y) = split /,/;
      > > ($DBG & 0x8) and print "[$T][$M][$SVC][$TNS][$UID][$S][$R][$A]
      [$C]
      > > [$Y]\n";
      > > $K = uc(substr($SVC,0,2)); # setup hash key
      > > $hSVC{ lookup_app($K) }++;
      > > ($DBG & 0x8) and printf "\t%s=>%s\n", $K, lookup_app($K);
      > >
      > > !($. % 100_000) and warn "Line $.\n";
      > > }
      > >
      ___________________________________________________________________
      >
      > That 'next' line looks suspicious to me... how about:
      >
      > print("skipping $.\n"), next if (! m/^\d{2}-\d-\d{4}/ );
      >
      > to see how many lines it skips? Or even:
      >
      > print "line $.: $_\n" if $. == 100_000;
      >
      > before and after the 'next' line to debug a specific missing one.
      >
      > > thanks,
      > > allan (pardon my french) dystrup
      >
      > :) which part is the french?

      ==================================================================

      Yup, you're quite right here Dave...
      that next line was the villain.

      Here's how the code ended up:
      __________________________________________________________________
      while (<DFH>) {
      !($. % 100_000) and warn "Line $.\n";
      if (! m/^\d{1,2}-\d{1,2}-\d{4}/ ) { # Skip header lines
      warn "Discarding line: $.\n"; next;
      };
      s/\s//g; # Squash whitespace
      my ($T,$M, $SVC, $TNS, $UID, $S,$R,$A,$C, $Y) = split /,/;
      ($DBG & 0x8) and print "[$T][$M][$SVC][$TNS][$UID][$S][$R][$A][$C]
      [$Y]\n";
      $K = uc(substr($SVC,0,2));
      $hSVC{ lookup_app($K) }++;
      ($DBG & 0x8) and printf "\t%s=>%s\n", $K, lookup_app($K);
      }
      ________________________________________________________________

      The former version had m/^\d{2}-\d-\d{4}/
      assuming a format of dd-d-dddd for day-month-year
      for the leading timestamp of data records for month April --
      which matched the first 100 lines or so (which i inspected)
      but.... not records like d-d-dddd as showed up around
      the "missing" lines in the progress trace...

      MORALE: yes, as you suggest Dave - be sure to trace any
      input data that you "discard" on the assumption, that
      it will only occur under certain known circumstances --
      Trere's always those other circumstances, that you have
      NOT anticipated.

      Thanks again,
      allan (the "french" is my variable naming convention here,
      which is mostly for internal use...) dystrup
    • Charles K. Clarkson
      ... So it is incomplete? That explains a lot. I had assumed you were sending working code from the game. ... Is this a new feature of the game? If it is, is
      Message 2 of 16 , Sep 1 11:25 AM
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        From: Luinrandir Hernsen <mailto:Luinrandir@...> wrote:

        : The piece of code I posted is to see if the ruin is "owned"
        : or not. then it will asign the new owner to the ruin and
        : take the coins from him.

        So it is incomplete? That explains a lot. I had assumed
        you were sending working code from the game.


        : I have a var $TownCurrent that tells the program what town
        : you are in. you can only but the ruin of the town you are
        : in, so when you buy the ruin the subroutine searches for
        : an owner of $TownCurrent (the town you are currently in)
        : and if it is not owned, you are offer the option to buy it,
        : if you have the coins, if you don't have the coins the
        : CastleRules() subrountine prints the info you need to know
        : on what you need to buy the ruiins and turn it into your
        : castle.

        Is this a new feature of the game? If it is, is the
        file currently used by any other routine?


        : There is a list is town, about 100 city names.
        :
        : What I think I need to do is figure out how to write and
        : read a hash to a file. I started readin about hashes
        : yesterday.

        There are several modules for writing hashes to files,
        but a hash may not be your best solution. At least, not
        the way I think you are thinking of them.

        The logic of your code seems to indicate that the
        script work with a fixed number of preset cities
        (castles). A better design would allow the code to work
        with any castle names. Form a few to a few thousand
        without changing the code.


        : now questions about what you wrote... which will
        : take days to read up on and figure out what you
        : just did :)

        Hope I can contribute a few sleepless nights. :)


        : : Are the city name variables being used outside
        : : the sub?
        :
        : This file will be used by everyone in the game to
        : see who owns what. so yes, teh file info will be
        : used, the vars may or may not be...
        : i'm not able to forsee how or when I would use the
        : same vars...


        Sorry. This question was written assuming this
        sub was part of working code. I'll assume an answer
        of "No, but the sub may need to return some things
        to the caller."


        : sub CastleTitleRecord {
        : my $file = 'Title.db';
        :
        :
        : ok... I just got this...
        : if the file is not there, do this.. ok got it.
        :
        : unless ( -e $file ) {
        : print
        : q|The Title Clerk is missing!!!<BR>|,
        : q|Report this immediately to |,
        : q|Luinrandir@... and stop playing.<BR>|;
        : exit; }
        :
        : I am guessing FH is the same as the FILENAME name i was using.

        Sorry, I have a macro in my editor for opening files.
        I rarely use anything other than FH.


        : I will have to research :$! but I am guessing that it a print
        : command or a temp var?
        :
        : open FH, $file or die qq(Cannot open "$file": $!);

        Read 'perlvar' from the documentation. $! holds the
        text for errors from perl. It gives the error, the line
        number and such. It's very handy for debugging code.


        :
        : is LOCKE the actual code or are they to be replaced with "2"?
        : flock FH,2; #?????
        :
        : flock FH, LOCK_EX;

        Yes, I think Jenda or Japhy recommended it in this
        thread. The flock constants are imported from the
        Fcntl.pm module. It assumes "use Fcntl qw( :flock );"
        is located somewhere in the script.



        [snip]
        :
        : $CastleVar = $cities[0];
        : $CastleCity = 'Avalon';
        : if ( $TownCurrent eq $CastleCity ) {
        : if ( $CastleVar eq '' ) {
        : print qq|No one owns the ruins of $CastleCity.<BR>|;
        :
        : if ( $Coins >= 20000 ) {
        : print qq|Do you wish to buy it?|;
        : } else {
        : CastleRules();
        : }
        :
        : } else {
        : print
        : qq|$CastleVar is the current owner |,
        : qq|of Castle $CastleCity.<BR>|;
        : }
        : } else {
        : print qq|error|;
        : }
        [snip]
        :
        : Right, I forgot to change Avalon to something like
        : $CityList[1] $TownCurrent tells the subroutine what
        : town you are in.

        Ah! So this is the part you originally started the
        thread for. I see now. Should have realized that earlier.


        : What I don't understand is the middle part. It's
        : only acting on one city. How does the code "know" that
        : 'Avolon' is the city to purchase. Is there another sub
        : like this for each city?!?
        :
        : Nothing seems to happen if I have the cash. We
        : print something, but we don't call a sub to handle the
        : input.
        :
        : CastleRules() is a print qq|Here is what you need to
        : do and have to buy a ruin.|;
        : What's in CastleRules()?
        :
        : This is where the line/command goes that changes the
        : players info (like $Money=$Money-20000)
        :
        : ## Update new purchase, subtract coins etc
        :
        [snipped code]:
        :
        : And here is my bottom post, which i personally hate
        : to do.. yes, I one of those -top posters-!

        Yes, I know one of your more annoying habits. :)


        : I am going to rewrite this code and use a hash to
        : read and write the file...
        : soon as I figure out how....

        Are you using the castle names in any part of the
        existing code? How are they used? Can you show me the
        code?


        HTH,

        Charles K. Clarkson
        --
        Mobile Homes Specialist
        254 968-8328
      • Luinrandir Hernsen
        all 8000 lines? this is just the part i am working on now... what I need to do is figure out how to read and write hashes. Lou ... From: Charles K. Clarkson
        Message 3 of 16 , Sep 1 2:00 PM
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          all 8000 lines?
          this is just the part i am working on now...
          what I need to do is figure out how to read and write hashes.
          Lou
          ----- Original Message -----
          From: Charles K. Clarkson
          To: perl-beginner@yahoogroups.com
          Sent: Wednesday, September 01, 2004 2:25 PM
          Subject: RE: [PBML] You asked to see the code I am working on....


          From: Luinrandir Hernsen <mailto:Luinrandir@...> wrote:

          : The piece of code I posted is to see if the ruin is "owned"
          : or not. then it will asign the new owner to the ruin and
          : take the coins from him.

          So it is incomplete? That explains a lot. I had assumed
          you were sending working code from the game.


          : I have a var $TownCurrent that tells the program what town
          : you are in. you can only but the ruin of the town you are
          : in, so when you buy the ruin the subroutine searches for
          : an owner of $TownCurrent (the town you are currently in)
          : and if it is not owned, you are offer the option to buy it,
          : if you have the coins, if you don't have the coins the
          : CastleRules() subrountine prints the info you need to know
          : on what you need to buy the ruiins and turn it into your
          : castle.

          Is this a new feature of the game? If it is, is the
          file currently used by any other routine?


          : There is a list is town, about 100 city names.
          :
          : What I think I need to do is figure out how to write and
          : read a hash to a file. I started readin about hashes
          : yesterday.

          There are several modules for writing hashes to files,
          but a hash may not be your best solution. At least, not
          the way I think you are thinking of them.

          The logic of your code seems to indicate that the
          script work with a fixed number of preset cities
          (castles). A better design would allow the code to work
          with any castle names. Form a few to a few thousand
          without changing the code.


          : now questions about what you wrote... which will
          : take days to read up on and figure out what you
          : just did :)

          Hope I can contribute a few sleepless nights. :)


          : : Are the city name variables being used outside
          : : the sub?
          :
          : This file will be used by everyone in the game to
          : see who owns what. so yes, teh file info will be
          : used, the vars may or may not be...
          : i'm not able to forsee how or when I would use the
          : same vars...


          Sorry. This question was written assuming this
          sub was part of working code. I'll assume an answer
          of "No, but the sub may need to return some things
          to the caller."


          : sub CastleTitleRecord {
          : my $file = 'Title.db';
          :
          :
          : ok... I just got this...
          : if the file is not there, do this.. ok got it.
          :
          : unless ( -e $file ) {
          : print
          : q|The Title Clerk is missing!!!<BR>|,
          : q|Report this immediately to |,
          : q|Luinrandir@... and stop playing.<BR>|;
          : exit; }
          :
          : I am guessing FH is the same as the FILENAME name i was using.

          Sorry, I have a macro in my editor for opening files.
          I rarely use anything other than FH.


          : I will have to research :$! but I am guessing that it a print
          : command or a temp var?
          :
          : open FH, $file or die qq(Cannot open "$file": $!);

          Read 'perlvar' from the documentation. $! holds the
          text for errors from perl. It gives the error, the line
          number and such. It's very handy for debugging code.


          :
          : is LOCKE the actual code or are they to be replaced with "2"?
          : flock FH,2; #?????
          :
          : flock FH, LOCK_EX;

          Yes, I think Jenda or Japhy recommended it in this
          thread. The flock constants are imported from the
          Fcntl.pm module. It assumes "use Fcntl qw( :flock );"
          is located somewhere in the script.



          [snip]
          :
          : $CastleVar = $cities[0];
          : $CastleCity = 'Avalon';
          : if ( $TownCurrent eq $CastleCity ) {
          : if ( $CastleVar eq '' ) {
          : print qq|No one owns the ruins of $CastleCity.<BR>|;
          :
          : if ( $Coins >= 20000 ) {
          : print qq|Do you wish to buy it?|;
          : } else {
          : CastleRules();
          : }
          :
          : } else {
          : print
          : qq|$CastleVar is the current owner |,
          : qq|of Castle $CastleCity.<BR>|;
          : }
          : } else {
          : print qq|error|;
          : }
          [snip]
          :
          : Right, I forgot to change Avalon to something like
          : $CityList[1] $TownCurrent tells the subroutine what
          : town you are in.

          Ah! So this is the part you originally started the
          thread for. I see now. Should have realized that earlier.


          : What I don't understand is the middle part. It's
          : only acting on one city. How does the code "know" that
          : 'Avolon' is the city to purchase. Is there another sub
          : like this for each city?!?
          :
          : Nothing seems to happen if I have the cash. We
          : print something, but we don't call a sub to handle the
          : input.
          :
          : CastleRules() is a print qq|Here is what you need to
          : do and have to buy a ruin.|;
          : What's in CastleRules()?
          :
          : This is where the line/command goes that changes the
          : players info (like $Money=$Money-20000)
          :
          : ## Update new purchase, subtract coins etc
          :
          [snipped code]:
          :
          : And here is my bottom post, which i personally hate
          : to do.. yes, I one of those -top posters-!

          Yes, I know one of your more annoying habits. :)


          : I am going to rewrite this code and use a hash to
          : read and write the file...
          : soon as I figure out how....

          Are you using the castle names in any part of the
          existing code? How are they used? Can you show me the
          code?




          well here i am bottom posting... and as usual i can't get rid of the damn
          line in the side.....
          the castle names are also the city names. Each city will have a .db file
          ie Avalon.db......

          so my choice now is, write to the file using arrays of hashes....
          since i know how to read/write arrays.. guess that is how i will do it.
          Lou



          [Non-text portions of this message have been removed]
        • Charles K. Clarkson
          Luinrandir Hernsen wrote: Top and bottom posting. You re killing me here ... [best spoken with a Brooklyn accent.] ... You should
          Message 4 of 16 , Sep 1 4:30 PM
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            Luinrandir Hernsen <Luinrandir@...> wrote:

            Top and bottom posting. You're killing me here ...
            [best spoken with a Brooklyn accent.]


            : : Are you using the castle names in any part
            : : of the existing code? How are they used? Can you
            : : show me the c ode?

            : all 8000 lines?

            You should probably send it to me off-list, but, yes,
            I'd like to look at it. I do not guarantee I won't run
            away screaming.


            : this is just the part i am working on now...
            : what I need to do is figure out how to read
            : and write hashes.

            A hash is like an array except the indexes are named
            and not kept in any particular order. Just as you can
            list the indexes to an array:

            foreach my $index ( 0 .. $#array ) {

            and its values:

            foreach my $element ( @array ) {


            You can do the same for a hash:

            foreach my $key ( keys %hash ) {

            and its values

            foreach my $value ( values %hash ) {

            : well here i am bottom posting... and as usual i can't get
            : rid of the damn line in the side.....

            What line in the side? Oh, wait, default your replies
            to plain text. Then you can intersperse your comments in
            the response.


            : the castle names are also the city names. Each city will
            : have a .db file
            : ie Avalon.db......

            I figured you'd use something like that. I foresee a problem
            when you want to add a new city. What you have shown so far looks
            like the cities are hard coded into the code. It would be more
            robust if any amount of cities could be added or deleted anytime.


            : so my choice now is, write to the file using arrays of
            : hashes.... since i know how to read/write arrays.. guess that
            : is how i will do it.

            You sound like the guy at the hardware store who is looking
            at the power drills knowing that is what he needs to drill his
            fastener into the slab. Unfortunately he is totally unaware of
            the Hilti Gun on the next aisle.

            A hash will probably do what you need, but an introduction
            to data structures might be more worthwhile reading.

            BTW, does the game already have castles and cities? I took
            a look at the map, but I couldn't tell. I think it may only
            work in IE.


            HTH,

            Charles K. Clarkson
            --
            Mobile Homes Specialist
            254 968-8328
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