Tables: Difference between revisions
>Ozzypig |
>Ozzypig |
||
Line 39: | Line 39: | ||
<pre>print(myTable[2]) -- prints: nil</pre> | <pre>print(myTable[2]) -- prints: nil</pre> | ||
== More on | == More on table literals == | ||
Keys can be added to the table while we are creating a table in a very similar way to indexing. Inside the curly brackets, we can put lines that are very similar to indexing, but without the name of the table, and separated by commas (''',''') or semicolons (''';'''). | |||
<pre> | <pre> | ||
Line 49: | Line 49: | ||
[2] = 5 | [2] = 5 | ||
} | } | ||
print(myOtherTable[1], myOtherTable["A string key"], myOtherTable[2]) -- prints: A value Another value 5 | print(myOtherTable[1], myOtherTable["A string key"], myOtherTable[2]) -- prints: A value Another value 5 | ||
</pre> | </pre> | ||
''The commas are important!'' If they are not there, Lua will give an error message saying it expects the | ''The commas and semicolons are are important!'' If they are not there, Lua will give an error message saying it expects the closing curly bracket ('''}''') at the line where the next value appears. | ||
== Arrays == | == Arrays == |
Revision as of 00:07, 12 May 2011
A table is a useful way to store multiple values in one value. It is called a table because it acts like a grid with two columns:
Key | Value |
---|---|
The key column is used to find a row in the table, and the value is the value that is stored in that row. Both the key and value can be any Lua value (numbers, strings, the values of variables, Parts etc., even other tables!) except nil.
Creating a table
To create a table we use a pair of curly brackets ({}). We can then store the table in a variable:
myTable = {}
When you use curly brackets to define a table, this is called a table literal, which means you're defining a table right in your code. You're literally defining a table!
Indexing a table
Getting values into and out of a table is called indexing. An index in a table is like a row in the table model above. To index something in a table, you first need the key for the index you want to get or change the value in. You put the key in square brackets ([]) after the table that that is to be looked in. For example, to get or change the index with the key 1 in the table myTable
, we write myTable[1]
. You can then use this exactly like a variable or value: it can be used, or set to a different value. For example, to store the string "A value" in myTable
in the row with the key 1, we would write:
myTable = {} myTable[1] = "A value"
myTable[1]
can now be used in other places. For example, the print function:
print(myTable[1]) -- prints: A value
If there is already an index in the table with the key that is being set, the old value will be replaced with the new one:
myTable[1] = "A new value" print(myTable[1]) -- prints: A new value (as apposed to "A value")
If there isn't a row with the key we're using when we try to get a value, it will return nil:
print(myTable[2]) -- prints: nil
More on table literals
Keys can be added to the table while we are creating a table in a very similar way to indexing. Inside the curly brackets, we can put lines that are very similar to indexing, but without the name of the table, and separated by commas (,) or semicolons (;).
myOtherTable = { [1] = "A value", ["A string key"] = "Another value", [2] = 5 } print(myOtherTable[1], myOtherTable["A string key"], myOtherTable[2]) -- prints: A value Another value 5
The commas and semicolons are are important! If they are not there, Lua will give an error message saying it expects the closing curly bracket (}) at the line where the next value appears.
Arrays
An array, or list, is a table were all the keys are whole numbers (e.g. 1, 2, 3, 4...). This is very useful for creating lists of things, such as a list of people who can use a tool.
When we are creating arrays, we can miss out the ["key"] =
part, and just write the values separated by commas, and Lua will automatically use the numbers 1, 2, 3, 4, 5... as the keys:
myArray = {"First value", "Second value", "Third value"} print(myArray[1]) -- prints: First value print(myArray[2]) -- prints: Second value print(myArray[3]) -- prints: Third value
We can get the number of values in an array (but not a normal table, only number keys are counted) by using the # operator:
print(#myArray) -- prints: 3
Lua's table manipulation functions allow you to easily do things such as add and remove values from an array.
Note: Normally, nil should not be used as a value in an array. # and Lua's table manipulation functions use nil to tell where an array ends. Putting them in the middle of your table may make Lua think the array ends there.
Loops through tables
We can use the pairs and ipairs functions to write a loop that goes through every value in an array:
for key, value in pairs(myOtherTable) do print(key, "=", value) end Outputs: 1 = A value A string key = Another value 2 = 5
for key, value in ipairs(myArray) do print(key, "=", value) end Outputs: 1 = First value 2 = Second value 3 = Third value
The difference between pairs and ipairs is that ipairs is designed for arrays - it only goes through the keys 1, 2, 3... until it finds a nil value. pairs goes through all the keys, but might not go through them in a set order.
Pass by reference
An important thing to understand when setting more than one variable to the same table is that tables are passed by reference. This means that the variable doesn't directly contain the table itself, but that it holds a reference to it. This means that when more than one variable is set to a table, the variables don't each have a copy of the table, they refer to the same table, so any changes will be noticed by both variables:
var1 = {} var2 = var1 var2["key"] = "value" print(var1["key"]) -- prints "value"!