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

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!

Related

LabVIEW - How to clear an array after each iteration in a for loop

I'm trying to clear an array after each iteration of a for loop in LabVIEW, but the way I've implemented it has the values not going directly to what I want, but it changes with previous values in other parts of the array.
It isn't shown, but this code is inside of a for-loop that iterates through another numeric array.
I know that if I get the array to clear properly after each loop iteration, this should work. How do I do that? I'm a beginner at Labview but have been coding for awhile - help is appreciated!!!
[![labview add to array][2]][2]
It looks as if you're not quite used to how LabVIEW passes data around yet. There's no need to use lots of value property nodes for the same control or indicator within one structure; if you want to use the same data in more than one place, just branch the wire. Perhaps you're thinking that a LabVIEW control or indicator is equivalent to a variable in text languages, and you need to use a property node to get or set it. Instead, think of the wire as the variable. If you want to pass the output of one operation to the input of another, just wire the output to the input.
The indicators with terminals inside your loop will be updated with new values every loop iteration, and the code inside the loop should execute faster than a human can read those values, so once the loop has finished all the outputs except the final values will be lost. Is that what you intended, or do you want to accumulate or store them in some way?
I can see that in each loop iteration you're reading two values from a config file, and the section is specified by the string value of one element of the numeric array Array. You're displaying the two values in the indicators PICKERING and SUBUNIT. If you can describe in words (or pseudocode, or a text language you're used to) what manipulation of data you're actually trying to do in the rest of this code, we may be able to make more specific suggestions.
First of all, I'm assuming that the desired order of operations is the following:
Putting the value of Pickering into Array 2
Extracting from Array 2 the values to put in Pickering 1 and Pickering 2
Putting Array 2 back to its original value
If this is the case, with your current code you can't be sure that operation 1 will be executed be fore operation 2. In fact, the order of these operations can't be pre-determined. You must force the dataflow, for example by creating a sequence structure. You will put the code related to 1 in the first frame, then code related to operation 2 in the second.
Then, to put Array 2 back to it's original value I would add a third frame, where you force an empty array into the Value property node of Array 2 (the tool you use for pickering, but as input and not as output).
The sequence structure has to be inside the for loop.
I have never used the property node Reinit to default, so I can't help you with that.
Unfortunately I can't run Labview on this PC but I hope my explanation was clear enough, if not tell me and I will try to be more specific.

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!

Extracting information from a file variable in d3 pick basic

I have a file variable in d3 pick basic and I am trying to figure out what file it corresponds to.
I tried the obvious thing which was to say:
print f *suppose the file variable's name is f in this case
but that didn't work, because:
SELECTION: 58[B34] in program "FILEPRINTER", Line 7: File variable used
where string expression expected.
I also tried things like:
list f *didn't compile
execute list dict f *same error
execute list f *same error
but those also did not work.
In case any one is wondering, the reason I am trying to do this in the first place is that there is a global variable that is passed up and down in the code base I am working with, but I can't find where the global variable gets its value from.
That file pointer variable is called a "file descriptor". You can't get any information from it.
You can use the file-of-files to log Write events, and after a Write is performed by the code, check to see what file was updated. The details for doing this would be a bit cumbersome. You really should rely on the Value-Add Reseller or contract with competent assistance for this.
If this is not a live end-user system, you can also modify an item getting written with some very unique text like "WHAT!FILE!IS!THIS?". Then you can do a Search-System command to search the entire account (or system) to find that text. See docs for proper use of that command.
This is probably the best option... Inject the following:
IF #USER = "CRISZ" THEN ; * substitute your user ID
READU FOO FROM F,"BLAH" ELSE
DEBUG
RELEASE F,"BLAH"
END
END
That code will stop only for one person - for everyone else it will flow as normal. When it does stop, use the LIST-LOCKS command to see which file has a read lock for item "BLAH". That's your file! Don't forget to remove and recompile the code. Note that recompiling code while users are actively using it results in aborts. It's best to do this kind of thing after hours or on a test system.
If you can't modify the code like that, diagnostics like this can be difficult. If the above suggestions don't help, I think this challenge might be beyond your personal level of experience yet and recommend you get some help.
If suggestion here Does help, please flag this as the answer. :)

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) + "();");

How to comment on MATLAB variables

When I´m using MATLAB, sometimes I feel the need to make comments on some variables. I would like to save these comments inside these variables. So when I have to work with many variables in the workspace, and I forget the context of some of these variables I could read the comments I put in every one of them. So I would like to comment variables and keep the comments inside of them.
While I'm of the opinion that the best (and easiest) approach would be to make your variables self-documenting by giving them descriptive names, there is actually a way for you to do what you want using the object-oriented aspects of MATLAB. Specifically, you can create a new class which subclasses a built-in class so that it has an additional property describing the variable.
In fact, there is an example in the documentation that does exactly what you want. It creates a new class ExtendDouble that behaves just like a double except that it has a DataString property attached to it which describes the data in the variable. Using this subclass, you can do things like the following:
N = ExtendDouble(10,'The number of data points')
N =
The number of data points
10
and N could be used in expressions just as any double value would. Using this example subclass as a template, you could create "commented" versions of other built-in numeric classes, with the exception of those you are not allowed to subclass (char, cell, struct, and function_handle).
Of course, it should be noted that instead of using the ExtendDouble class like I did in the above example, I could instead define my variable like so:
nDataPoints = 10;
which makes the variable self-documenting, albeit with a little more typing needed. ;)
How about declaring another variable for your comments?
example:
\>> num = 5;
\>> numc = 'This is a number that contains 5';
\>> whos
...
This is my first post in StackOverflow. Thanks.
A convenient way to solve this is to have a function that does the storing and displaying of comments for you, i.e. something like the function below that will pop open a dialog box if you call it with comments('myVar') to allow you to enter new (or read/update previous) comments to variable (or function, or co-worker) labeled myVar.
Note that the comments will not be available in your next Matlab session. To make this happen, you have to add save/load functionality to comments (i.e. every time you change anything, you write to a file, and any time you start the function and database is empty, you load the file if possible).
function comments(name)
%COMMENTS stores comments for a matlab session
%
% comments(name) adds or updates a comment stored with the label "name"
%
% comments prints all the current comments
%# database is a n-by-2 cell array with {label, comment}
persistent database
%# check input and decide what to do
if nargin < 1 || isempty(name)
printDatabase;
else
updateDatabase;
end
function printDatabase
%# prints the database
if isempty(database)
fprintf('no comments stored yet\n')
else
for i=1:size(database,1)
fprintf('%20s : %s\n',database{i,1},database{i,2});
end
end
end
function updateDatabase
%# updates the database
%# check whether there is already a comment
if size(database,1) > 0 && any(strcmp(name,database(:,1)))
idx = strcmp(name,database(:,1));
comment = database(idx,2);
else
idx = size(database,1)+1;
comment = {''};
end
%# ask for new/updated comment
comment = inputdlg(sprintf('please enter comment for %s',name),'add comment',...
5,comment);
if ~isempty(comment)
database{idx,1} = name;
database(idx,2) = comment;
end
end
end
Always always always keep the Matlab editor open with a script documenting what you do. That is, variable assignments and calculations.
Only exceptions are very short sessions where you want to experiment. Once you have something -- add it to the file (It's also easier to cut and paste when you can see your entire history).
This way you can always start over. Just clear all and rerun the script. You never have random temporaries floating around in your workspace.
Eventually, when you are finished, you will also have something that is close to 'deliverable'.
Have you thought of using structures (or cells, although structures would require extra memory use)?
'>> dataset1.numerical=5;
'>> dataset1.comment='This is the dataset that contains 5';
dataset1 =
numerical: 5
comment: 'This is the dataset that contains 5'