Can you print variables that are dynamically generated? - variables

I am trying to setup a program that takes user input for database ddl generation. I have it working to the point where it can ask a user for the name of the table, the number of columns and any attributes that might be needed. The problem comes when I try to print a string that includes the variables used for the column names. Due to trying to let users have as many columns as they want I used variables similar to this newvar(number that increases every time you enter a column name). This works fine and I can get the values if i do send %newvar1% but it doesn't work to do send newvar%increasing number%. I need to know if this is possible or if I'm just missing something obvious. Also I don't have the code with me but I can post it once I get back to my main computer.
I have tried quite a few things like, send %newvar%%number%, send newvar%number%, othervar = newvar%number% send %othervar%.
I'll show some once I have access to it in about 2 hours.
I expect to be able to output names for increasing variables using an ever increasing number. Class is starting I'll clarify some things later.

You can use a lone percent % beginning the first argument for the send command to achieve what you want. This will make everything after it to be evaluated (up to the next comma). Here is an example:
f1::
newvar1 := "This " , newvar2 := "is just a " , newvar3 := "test."
Loop , 3
Send , % newvar%A_Index%
Return
See: https://www.autohotkey.com/docs/Language.htm#-expression

Related

Is it possible to split an exit block into multiple enter blocks in Anylogic using a set of parameters that can be optimised?

I want to be able to split activity across a number of sites, but I want that split to be determined by an optimisation experiment so I need a way of splitting activity in the exit and sending it to the respective enter blocks. I'd welcome any advice on how to set up my exit block to do this. I recognise I'll need a variable per option.
I know I can do it with a SelectOut block, but I may need a large number of options and so this doesn't work.
I've added the enter blocks into a collection and I can route agents to a particular enter block, but the optimisation engine can't use agent level parameters.
Create a function f_getEnterBlockToUse that takes as an argument your agent and returns an Enter block (select the return type "Other" and then write Enter in the code field).
Now, you can write any sophisticated code in there yourself to select which block to be chosen.
In the Exit block, you only call the function f_getEnterBlockToUse(agent).take(agent). This will send your agent to your desired enter block

Getting the values of an /AIF/ERR variant

I did try using the RS_VARIANT_CONTENTS and RS_VARIANT_VALUES_TECH_DATA, it did show the values of the variant except the values of the name space, interface and interface version in which I also need to retrieve. I also searched the VARI* and TVARC tables but I didn't found it there.
I think it has something to do with the program name and screen number. Do you have any ideas or other way that I can retrieve all those values, whether using FM or select?
Thank you.
Some of the parameters in the transaction /AIF/ERR, the ones you are talking about, vary dynamically based on the value chosen in the Application screen field. They are handled by another AIF program, and they are not saved in the program variant, but in the table /AIF/T_ERR_VARS.
You may call the function module /AIF/ERR_VAR_LOAD to load the missing parameters.
Its usage is shown in the subroutine GET_VAR of the program /AIF/ERROR_HANDLING_TRANS (which is the program behind the transaction /AIF/ERR).

Pentaho/PDI: Increment a value automatically by one if a load-job (within a metajob) fails

in PDI I've got the following structure
0_Metajob
1_Load_1
1_Load_2
1_SimpleEvaluation
1_Mail
As of now
1_Load_1 and 1_Load_2 are independent of each other. The second one will run, irrespective of the success of the first one. That is okay, I want it that way!
Issue
I want to have a counter that is incremented by one every time one of the single loads fails, i.e. in my example the counter can take the values 0, 1 or 2.
What do I need it for? Customer will receive a mail at the end of the metajob. The aforementioned value determines the subject of the mail, i.e. 0=everything fine, 1=so-so, 2=load totally failed!
Why not mailing within every single the Load-Job? I do that but without attaching the log-file because it is usually non-finished. Therefore the log-file is mailed with the mail that is sent when the Metajob is finished.
Tried
"Set a variable". Thought I can simply increment it with adding a one in the value field, i.e. "${VariableName}+1". Of course, this step is implementened within a fail path of each Load-Job.
However, it didn't work.
Would anyone mind helping me? I would appreciate that!
Set Variable doesn't do calculations, you'll need a Javascript step for that.
Fortunately, variables can be also be set within the Javascript step. This bit of code should go into each of the steps you put in place of the Set Variable steps:
var i = parseInt(parent_job.getVariable("Counter"),0);
i = i + 1;
parent_job.setVariable("Counter",i);
true;
This bit of code gets the variable "Counter" from the parent job and converts it to int, since all Pentaho variables are strings. Then it increments it and sets the job variable again. The "true" at the end is to ensure that the javascript step reports success to the main job.
IMPORTANT: This works roughly as you would expect in a Job. It will NOT in a transformation!

Getting KeyError when trying to create multiple variables in for loop ("post0", "post1", etc.)

Very new to python - just started actually using it yesterday. I'm running a for loop that scans a text file and copies specific parts of it into variables that will then be put into a class "post". I want to create a new post at the bottom of the loop, named "post0", "post1", and so on, corresponding with the number of times the for loop has been run. This is what I'm trying to use:
postname = globals()['post%s' % s]
And I currently am trying to have it print the name of the post every time it creates one with a simple print(postname). 's' is the variable the for loop runs off of, if that makes sense. It starts at 0 and runs up to the number of lines in the text file, currently 424.
When I run the code, it returns "KeyError: post0". What am I doing wrong?
Also, reading around here it seems that creating variables this way is bad practice. If there is a more efficient way to do it I'd be happy to try that instead, but I'd also like to know how to make this method work just so I understand the concept. Thanks.
Edit: Problem solved! See my answer below.
I created a list postlist = [] outside of the loop, then inside the loop I append the list with a "post_" where "_" is the 's' variable. Looks like this:
postlist.append('post%s' % s)
Python is cool!

calling script_execute with a variable

I'm using GameMaker:Studio Pro and trying to execute a script stored in a variable as below:
script = close_dialog;
script_execute(script);
It doesn't work. It's obviously looking for a script named "script". Anyone know how I can accomplish this?
This question's quite old now, but in case anyone else ends up here via google (as I did), here's something I found that worked quite well and avoids the need for any extra data structures as reference:
scriptToCall = asset_get_index(scr_scriptName);
script_execute(scriptToCall);
The first line here creates the variable scriptToCall and then assigns to it Game Maker's internal ID number for the script you want to call. This allows script_execute to correctly find the script from the ID, which doesn't work if you try to pass it a string containing the script name.
I'm using this to define which scripts should be called in a particular situation from an included txt file, hence the need to convert a string into an addressable script ID!
You seem to have some confusion over how Game Maker works, so I will try to address this before I get around to the actual question.
GML is a rather simple-minded beast, it only knows two data types: strings and numbers. Everything else (objects, sprites, scripts, data structures, instances and so on) is represented with a number in your GML code.
For example, you might have an object called "Player" which has all kinds of fancy events, but to the code Player is just a constant number which you can (e.g.) print out with show_message(string(Player));
Now, the function script_execute(script) takes as argument the ID of the script that should be executed. That ID is just a normal number. script_execute will find the script with that ID in some internal table and then run the script.
In other words, instead of calling script_execute(close_dialog) you could just as well call script_execute(14) if you happened to know that the ID of close_dialog is 14 (although that is bad practice, since it make the code difficult to understand and brittle against ID changes).
Now it should be obvious that assigning the numeric value of close_dialog to a variable first and then calling script_execute on that variable is perfectly OK. In the end, script_execute only cares about the number that is passed, not about the name of the variable that this number comes from.
If you are thinking ahead a bit, you might wonder whether you need script_execute at all then, or if you could instead just do this:
script = close_dialog;
script();
In my opinion, it would be perfectly fine to allow this in the language, but it does not work - the function call operator actually does care about the name of the thing you try to call.
Now with that background out of the way, on to your actual question. If close_dialog is actually a script, your suggested code will work fine. If it is an extension function (or a built-in function -- I don't own Studio so what do I know) then it does not actually have an ID, and you can't call it with script_execute. In fact, you can't even assign close_dialog to a variable then because it does not have any value in GML -- all you can do with it then is call it. To work around this though, you could create a script (say, close_dialog_script which only calls close_dialog, which you can then use just as above.
Edit: Since it does not seem to work anyway, check whether you have a different resource by the name of close_dialog (perhaps a button sprite). This kind of conflict could mean that close_dialog gives you the ID of the sprite, not of the script, while calling the script directly would still work.
After much discussion on the forums, I ended up going with this method.
I wrote a script called script_id()
var sid;
sid = 6; //6 = scriptnotfound script :)
switch (argument0) {
case "load_room":
sid = 0;
break;
case "show_dialog":
sid = 1;
break;
case "close_dialog":
sid = 3;
break;
case "scrExample":
sid = 4;
break;
}
return sid;
So now I can call script_execute(script_id("close_dialog"));
I hate it, but it's better than keeping a spreadsheet... in my opinion.
There's also another way, with execute_string();
Should look like this:
execute_string(string(scriptName) + "();");