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#1
В этой теме я научу читать и понимать ошибки, возникающие в коде
от криворукости
из-за невнимательности.
1. Разбор структуры ошибок. Структура у всех ошибок одинаковая и состоит из названия файла, строки, описания ошибки и трассировки ошибки.
Рассмотрим на примере
Код:
[ERROR] addons/ttt weapon placer/lua/weapons/gmod_tool/stools/tttweaponplacer.lua:119: Tried to use a NULL entity!
1. SetModel - [C]:-1
2. SpawnEntity - addons/ttt weapon placer/lua/weapons/gmod_tool/stools/tttweaponplacer.lua:119
3. LeftClick - addons/ttt weapon placer/lua/weapons/gmod_tool/stools/tttweaponplacer.lua:142
4. unknown - gamemodes/sandbox/entities/weapons/gmod_tool/shared.lua:251
Название файла — где произошла ошибка:
Код:
addons/ttt weapon placer/lua/weapons/gmod_tool/stools/tttweaponplacer.lua
Строка ошибки: 119
Описание ошибки: Tried to use a NULL entity!
Трассировка — показывает какие функции и в каких файлах предшествуют нашей ошибке:
Код:
1. SetModel - [C]:-1
2. SpawnEntity - addons/ttt weapon placer/lua/weapons/gmod_tool/stools/tttweaponplacer.lua:119
3. LeftClick - addons/ttt weapon placer/lua/weapons/gmod_tool/stools/tttweaponplacer.lua:142
4. unknown - gamemodes/sandbox/entities/weapons/gmod_tool/shared.lua:251
2. Описания ошибок. Чтобы понять как решить задачу, нам надо понять что произошло. В этом нам всегда помогает описание ошибки. Ниже я привожу типичные описания ошибок, наиболее часто встречающихся при разработке. (Список не полный и я буду рад вашим дополнениям)
- Tried to use a NULL entity! — означает, что пытаешься использовать несуществующую энтити. Проверь что у тебя в переменной.
- Tried to use a NULL physics object! — вызванная энтити пытается быть физичной, но у неё нет модели.
- attempt to index global ‘MutantSpawns’ (a nil value) — попытка использовать в коде неинициализированную переменную. Проще говоря, переменная пуста, а к ней происходит обращение.
- bad argument #1 to ‘FindByClass’ (string expected, got userdata) — неверный аргумент №1. Там должна быть строка, а получена userdata.
- bad argument #1 to ‘pairs’ (table expected, got nil) — тоже неверный аргумент, должна быть таблица, а получено нулевое значение.
- bad argument #1 to ‘JSONToTable’ (string expected, got no value) — ещё одна похожая херня, должна быть строка, а получено нулевое значение.
- attempt to compare nil with number — сравнение числа и нулевой переменной.
- table index is nil — попытка обращения к нулевому элементу.
- Couldn’t include file ‘shared.lua’ (File not found) — не найден файл shared.lua
- Calling net.Start with unpooled message name! [http://goo.gl/qcx0y] — попытка вызвать функцию net.Start с неизвестным идентификатором. Решается строкой util.AddNetworkString(«ваш идентификатор»)
3. Отсутствие ошибок.
Бывают случаи, когда не понятно почему не запускается сам мод. Такое случается когда в коде происходит фатальная ошибка и мод вообще не загружается. Это можно определить по такой строке:
Код:
Couldn't Load Init Script: 'darkrp/gamemode/init.lua'
В этом случае необходимо проверить последние изменения в коде и отменить их при необходимости. Скорее всего дело в пропущенных скобках, нарушающих синтаксис.
Если же сам мод работает, а не запускается определённые аддоны, то это может быть следствием:
- перекрытия кода (переопределение переменных, функций и пр. в этом или другом файле)
- файл со скриптом не был подключен
- нефатальное нарушение синтаксиса
Последнее редактирование: 7 Янв 2019
One problem when trying to help people with their Lua problem is that they don’t know how to read Lua errors. You can be 100% sure that saying «it doesn’t work» is absolutely not helpful at all. So I’ll tell you the ways to read Lua errors properly and what it means.
In this post, I used «<>» symbol to denote something arbitrary. Start by reading the syntax of Lua error. Lua error is usually have syntax like this:
<filename>:<lineNumber>: <message>
<filename> is the script file. <lineNumber> is line number where it occured. That’s very easy to remember, right? Now for the error message. The error message is usually very descriptive but sometimes it doesn’t really tell you what exactly is wrong, so here are some lists of Lua errors that I’m aware of. If your Lua error is unlisted, that can mean I didn’t add it yet or it’s thrown by external program.
- attempt to call global ‘<name>’ (a <non-function> value)
This caused when you’re trying to call a global variable called ‘<name>’ but ‘<name>’ is not a function type. Exampleprint() -- works table() -- attempt to call global 'table' (a table value) _VERSION() -- attempt to call global '_VERSION' (a string value) anilvalue() -- attempt to call global 'anilvalue' (a nil value)
- attempt to call field ‘<field>’ (a <non-function> value)
Similar to above, but this occurs when you try to call something within a table.-- Note that 'math' is a global variable which is table math.abs(123) -- works math.pi() -- attempt to call field 'pi' (a number value)
- bad argument #<n> to ‘<name>’ (<type1> expected, got <type2>)
This is caused when a function ‘<name>’ expects value with type <type1> for n-th argument, but user passed something with type <type2> instead.-- io.open expects string for the 1st argument local file = io.open(io.open) -- bad argument #1 to 'open' (string expected, got function) -- tonumber 2nd argument expects number if present tonumber("0xFF") -- works tonumber("0xFF", table) -- bad argument #2 to 'tonumber' (number expected, got table)
- table index is nil
To be honest, this is most undescriptive Lua error message. What it means that you try to assign a value to a table at index «nil» (I mean literal nil).table[nil] = io -- table index is nil
- bad argument #<n> to ‘<name>’ (invalid option ‘<something>’)
This means you passed invalid option. Notable function that throw this is ‘collectgarbage’ and ‘file:seek’.print(collectgarbage("count")) -- works collectgarbage("asd") -- bad argument #1 to 'collectgarbage' (invalid option 'asd')
So I think that covers most common Lua errors that you mostly encounter. In case you need help, please provide the Lua error message, plus the traceback if available. The traceback is also easy to read, the syntax is similar to above, and it definely helps.
… unless you got a very rare «PANIC» error which is unhelpful. No, really.
-- FUNCTIONS / METHODS -- local cFunc = {}; -- Local Functions local cSetting = {}; -- Local Settings MainMenu_Newgame = {}; MainMenu_Newgame.__index = MainMenu_Newgame; --[[ ]] -- /////////////////////////////// -- ///// New ////// -- ///// Returns: Object ////// -- /////////////////////////////// function MainMenu_Newgame:New(...) local obj = setmetatable({}, {__index = self}); if obj.Constructor then obj:Constructor(...); end return obj; end -- /////////////////////////////// -- ///// Render ////// -- ///// Returns: Object ////// -- /////////////////////////////// function MainMenu_Newgame:Render() if(self.enabled) then self.rm:dxDrawRectangle(439, 254, 1102, 356, tocolor(0, 0, 0, 194), falses) self.rm:dxDrawText(strings.mainmenu.newgame.lobbyname, 449, 264, 536, 295, tocolor(255, 255, 255, 255), 0.2, fontManager.fonts.agency, "center", "center", false, false, true, false, false) self.rm:dxDrawRectangle(439, 227, 1102, 27, tocolor(0, 245, 201, 127), true) self.rm:dxDrawText(strings.mainmenu.newgame.newlobby, 439, 227, 1540, 254, tocolor(255, 255, 255, 255), 0.2, fontManager.fonts.agency, "center", "center", false, false, true, false, false) self.rm:dxDrawText(strings.mainmenu.newgame.password, 449, 313, 536, 344, tocolor(255, 255, 255, 255), 0.2, fontManager.fonts.agency, "center", "center", false, false, true, false, false) self.rm:dxDrawText(strings.mainmenu.newgame.playercount, 797, 264, 884, 295, tocolor(255, 255, 255, 255), 0.2, fontManager.fonts.agency, "center", "center", false, false, true, false, false) self.rm:dxDrawText(strings.mainmenu.newgame.rounds, 449, 407, 536, 438, tocolor(255, 255, 255, 255), 0.2, fontManager.fonts.agency, "center", "center", false, false, true, false, false) self.rm:dxDrawText(strings.mainmenu.newgame.roundlenght, 661, 409, 748, 440, tocolor(255, 255, 255, 255), 0.2, fontManager.fonts.agency, "center", "center", false, false, true, false, false) self.rm:dxDrawText(strings.mainmenu.newgame.seconds, 852, 414, 866, 435, tocolor(255, 255, 255, 255), 0.2, fontManager.fonts.agency, "center", "center", false, false, true, false, false) self.rm:dxDrawText(strings.mainmenu.newgame.map, 1000, 268, 1069, 295, tocolor(255, 255, 255, 255), 0.2, fontManager.fonts.agency, "center", "center", false, false, true, false, false) self.rm:dxDrawText(strings.mainmenu.newgame.preview, 894, 305, 976, 473, tocolor(255, 255, 255, 255), 0.2, fontManager.fonts.agency, "center", "center", false, false, true, false, false) local map = guiGetText(self.guiele.combobox4) if(fileExists("files/images/maps/"..map..".jpg")) then self.rm:dxDrawImage(1015, 305, 264, 165, "files/images/maps/"..map..".jpg", 0, 0, 0, tocolor(255, 255, 255, 255), true) end self.rm:dxDrawRectangle(1279, 553, 246, 48, tocolor(255, 255, 255, 73), true) self.rm:dxDrawText(strings.mainmenu.newgame.startgame, 1282, 553, 1530, 601, getColorFromBool(getElementData(self.guiele.startgame, "hover"), 255, 255, 255, 255, 255, 255, 255, 150), 0.4, fontManager.fonts.agency, "center", "center", false, false, true, false, false) end end -- /////////////////////////////// -- ///// AddEvents ////// -- ///// Returns: void ////// -- /////////////////////////////// function MainMenu_Newgame:AddEvents() self.startGameFunc = function() local sLobbyName = guiGetText(self.guiele.edit1); local sPassword = guiGetText(self.guiele.edit2); local iPlayers = tonumber(guiGetText(self.guiele.combobox1)); local iRounds = tonumber(guiGetText(self.guiele.combobox2)); local iRoundLenght = tonumber(guiGetText(self.guiele.combobox3)); local sMap = guiGetText(self.guiele.combobox4); local bFriendlyFire = guiCheckBoxGetSelected(self.guiele.checkbox1); if(#sLobbyName > 3 and #sPassword > 3 and (iPlayers) and (iRounds) and (iRoundLenght) and #sMap > 1) then triggerServerEvent("onPlayerLobbyCreate", getLocalPlayer(), sLobbyName, sha256(sPassword), iPlayers, iRounds, iRoundLenght, sMap, bFriendlyFire); else messageBox:Show(strings.messagebox.newgame.failTitle, strings.messagebox.newgame.failMessage, strings.messagebox.newgame.failButton, "error", false); end end addEventHandler("onClientGUIClick", self.guiele.startgame, self.startGameFunc) end -- /////////////////////////////// -- ///// BuildGui ////// -- ///// Returns: void ////// -- /////////////////////////////// function MainMenu_Newgame:BuildGui() self.guiele.checkbox1 = self.rm:guiCreateCheckBox(449, 457, 152, 34, "Friendly fire", true, false) self.guiele.edit1 = self.rm:guiCreateEdit(553, 264, 205, 35, "", false) self.guiele.edit2 = self.rm:guiCreateEdit(553, 309, 205, 35, "", false) self.guiele.startgame = self.rm:guiCreateButton(1279, 553, 1530-1279, 601-553, "", false, nil, true, rstrings.sounds.buttons.hover, rstrings.sounds.buttons.click); guiSetAlpha(self.guiele.startgame, 0) self.guiele.combobox1 = self.rm:guiCreateComboBox(894, 271, 77, 212, "", false) for index, val in ipairs(self.players) do guiComboBoxAddItem(self.guiele.combobox1, val) end; self.guiele.combobox2 = self.rm:guiCreateComboBox(553, 413, 79, 211, "", false) for index, val in ipairs(self.rounds) do guiComboBoxAddItem(self.guiele.combobox2, val) end; self.guiele.combobox3 = self.rm:guiCreateComboBox(768, 414, 79, 215, "", false) for index, val in ipairs(self.roundLenght) do guiComboBoxAddItem(self.guiele.combobox3, val) end; self.guiele.combobox4 = self.rm:guiCreateComboBox(1069, 272, 156, 271, "", false) for index, val in ipairs(self.maps) do guiComboBoxAddItem(self.guiele.combobox4, val) end; self:AddEvents(); for index, ele in pairs(self.guiele) do if(self.guitext[index]) then guiSetText(ele, self.guitext[index]) end guiSetFont(ele, fontManager.guiFonts.agency) end end -- /////////////////////////////// -- ///// DestroyGui ////// -- ///// Returns: void ////// -- /////////////////////////////// function MainMenu_Newgame:DestroyGui() for index, ele in pairs(self.guiele) do self.guitext[index] = (guiGetText(ele) or false) destroyElement(ele); end end -- /////////////////////////////// -- ///// Toggle ////// -- ///// Returns: void ////// -- /////////////////////////////// function MainMenu_Newgame:Toggle() if(self.enabled) then self.enabled = false; self:DestroyGui(); else self.enabled = true; self:BuildGui(); end end -- /////////////////////////////// -- ///// Constructor ////// -- ///// Returns: void ////// -- /////////////////////////////// function MainMenu_Newgame:Constructor(...) -- Instanzen self.guiele = {}; self.guitext = {}; self.enabled = false; self.rm = RenderManager:New(g.aesx, g.aesy); self.players = {2, 4, 6, 8, 10, 12, 14, 16, 32, 64, 128, 256}; self.rounds = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 20, 40, 80, 160, 240}; self.roundLenght = {30, 60, 90, 120, 240, 480}; self.maps = {"prophunt-airport"}; -- Funktionen -- Events outputDebugString("[CALLING] MainMenu_Newgame: Constructor"); end -- EVENT HANDLER --
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#1 |
A Murloc Raider Join Date: Nov 2020 Posts: 7 |
table index is nil Hi, I have been trying to fix this addon and my knowledge of lua is limited at best. It still works, but throws an error first time it’s called then is fine. It started throwing the error in pre-patch shadowlands. And thank you in advance for help to fix this. This is the lua error …
Date: 2020-10-12 12:58:10 It only has 2 files, a TOC and Lua file Code: ## Interface: 90001 ## Title : BattleDex ## Notes: Track Pet Battles ## Author: Cal Henderson (Bees on Hyjal-US) ## Version: 1.1 ## Dependencies: ## SavedVariablesPerCharacter: BattleDexPrefs ## SavedVariables: BattleDexDB BattleDex.lua Lua file Code: BattleDex = {}; BattleDex.default_options = { }; function BattleDex.OnReady() -- init database _G.BattleDexDB = _G.BattleDexDB or {}; _G.BattleDexDB.pets = _G.BattleDexDB.pets or {}; -- set up default options _G.BattleDexPrefs = _G.BattleDexPrefs or {}; local k,v; for k,v in pairs(BattleDex.default_options) do if (not _G.BattleDexPrefs[k]) then _G.BattleDexPrefs[k] = v; end end GameTooltip:HookScript("OnTooltipSetUnit", BattleDex.AlterTooltip); end function BattleDex.OnEvent(frame, event, ...) if (event == 'ADDON_LOADED') then local name = ...; if name == 'BattleDex' then BattleDex.OnReady(); end return; end if (event == 'PET_BATTLE_OPENING_DONE') then BattleDex.RecordBattle(); end end function BattleDex.RecordBattle() if (not C_PetBattles.IsWildBattle()) then return; end -- get pet info local s1 = C_PetBattles.GetPetSpeciesID(2, 1); local s2 = C_PetBattles.GetPetSpeciesID(2, 2); local s3 = C_PetBattles.GetPetSpeciesID(2, 3); local l1 = C_PetBattles.GetLevel(2, 1); local l2 = C_PetBattles.GetLevel(2, 2); local l3 = C_PetBattles.GetLevel(2, 3); local r1 = C_PetBattles.GetBreedQuality(2, 1); local r2 = C_PetBattles.GetBreedQuality(2, 2); local r3 = C_PetBattles.GetBreedQuality(2, 3); -- record each pet BattleDex.RecordPet(s1, l1, r1, 0); BattleDex.RecordPet(s2, l2, r2, s1); BattleDex.RecordPet(s3, l3, r3, s1); end function BattleDex.RecordPet(species, level, quality, primary) --print(string.format("s=%d, l=%d, q=%d, p=%d", species, level, quality, primary)); _G.BattleDexDB.pets[species] = _G.BattleDexDB.pets[species] or {}; local key = primary.."_"..level.."_"..quality; _G.BattleDexDB.pets[species][key] = _G.BattleDexDB.pets[species][key] or 0; _G.BattleDexDB.pets[species][key] = _G.BattleDexDB.pets[species][key] + 1; end function BattleDex.AlterTooltip() local _, unit = GameTooltip:GetUnit(); if (not unit) then return; end; if (not UnitIsWildBattlePet(unit)) then return; end; local species = UnitBattlePetSpeciesID(unit); -- is this pet in our DB at all? if (not _G.BattleDexDB.pets[species]) then GameTooltip:AddLine("|cFF9999FFNever battled"); GameTooltip:Show(); return; end -- make a new data structure of [primary -> {quality: count, quality:count}] local counts = {}; local k,v; for k,v in pairs(_G.BattleDexDB.pets[species]) do local itr = string.gmatch(k, "%d+"); local pri = tonumber(itr()); local lvl = tonumber(itr()); local qul = tonumber(itr()); --GameTooltip:AddLine(string.format("%d / %d / %d", pri, qul, v)); counts[pri] = counts[pri] or {}; counts[pri][qul] = counts[pri][qul] or 0; counts[pri][qul] = counts[pri][qul] + v; end -- colors local _, _, _, col0 = GetItemQualityColor(0); local _, _, _, col1 = GetItemQualityColor(1); local _, _, _, col2 = GetItemQualityColor(2); local _, _, _, col3 = GetItemQualityColor(3); -- output for k,v in pairs(counts) do local pri = k; local num1 = v[1] or 0; local num2 = v[2] or 0; local num3 = v[3] or 0; local num4 = v[4] or 0; local nums = string.format("|c%s%d|r/|c%s%d|r/|c%s%d|r/|c%s%d|r", col0,num1,col1,num2,col2,num3,col3,num4); if (pri == 0) then GameTooltip:AddLine("Primary: "..nums); else local name = C_PetJournal.GetPetInfoBySpeciesID(pri); GameTooltip:AddLine(name..": "..nums); end end GameTooltip:Show(); end -- ############################# Slash Commands ############################# SLASH_BattleDex1 = '/bd'; SLASH_BattleDex2 = '/battledex'; function SlashCmdList.BattleDex(msg, editBox) end -- ############################# Event Frame ############################# BattleDex.EventFrame = CreateFrame("Frame"); BattleDex.EventFrame:Show(); BattleDex.EventFrame:SetScript("OnEvent", BattleDex.OnEvent); BattleDex.EventFrame:SetScript("OnUpdate", BattleDex.OnUpdate); BattleDex.EventFrame:RegisterEvent("ADDON_LOADED"); BattleDex.EventFrame:RegisterEvent("PET_BATTLE_OPENING_DONE"); |
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#2 |
I did that?
Join Date: Dec 2011 Posts: 1,609 |
Try moving OnReady from ADDON_LOADED to PLAYER_LOGIN. Your SavedVariables will have been loaded by the game when this event fires and it only fires once. Don’t forget to remove your old SV .lua file(s) before trying. Lua Code:
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#3 |
A Pyroguard Emberseer
Join Date: Jul 2006 Posts: 2,215 |
SavedVars should be ready by the time ADDON_LOADED fires. It’s part of the addon loading process. The error isn’t complaining about the table itself being nil, there’s a different error for that. The problem is when you use nil as a key. The code only works if the opponent has 3 battle pets. If they don’t have a full team, this error occurs. One or more empty spots causes species in BattleDex.RecordPet() (along with most of the other arguments) to be nil. This is what the error means by «table index is nil». Again, if this was a load issue with the SavedVar, this would be «attempt to index nil» instead. It’s a common mistake to confuse these two.
__________________
«All I want is a pretty girl, a decent meal, and the right to shoot lightning at fools.»
-Anders (Dragon Age: Origins — Awakening) |
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#4 |
A Murloc Raider Join Date: Nov 2020 Posts: 7 |
Thank you for your help. I have a full team, but the wild pets don’t always, testing in Darnassus where pets are single, low level. I’m fairly sure it was throwing the error on 3 wild pets, full team, too, but will go test the theory. … Theory tested, and No, no error when starting with wild pets that have a full team with changed lua file. Also tested my original lua file and no it doesn’t error with the other team being full either. Both versions of lua recorded the first battle. |
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#5 |
A Pyroguard Emberseer
Join Date: Jul 2006 Posts: 2,215 |
That’s the spot it’s complaining about. Line 69 in function BattleDex.RecordPet(). The only line there that would generate that error (there are other operations like it, but it would throw a different error generating the second key) is this. Code: _G.BattleDexDB.pets[species] = _G.BattleDexDB.pets[species] or {}; The error is specifically saying species is nil. PS: The theory was about the enemy team having less than 3 pets. The only other explanation is if BattleDex.RecordBattle() is running before pet data is available.
__________________
«All I want is a pretty girl, a decent meal, and the right to shoot lightning at fools.»
-Anders (Dragon Age: Origins — Awakening) |
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#6 |
A Murloc Raider Join Date: Nov 2020 Posts: 7 |
So is there a way I can get it to realize that when the pet doesn’t exist it’s 0, zero, not nil? or that it’s ok that the pet doesn’t exist? and just record the existing pet/s a couple of lines down it tells it to either record/add 0 or 1 Code: _G.BattleDexDB.pets[species][key] = _G.BattleDexDB.pets[species][key] or 0; _G.BattleDexDB.pets[species][key] = _G.BattleDexDB.pets[species][key] + 1; |
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#7 |
A Cliff Giant
Join Date: Jun 2020 Posts: 73 |
Option 1: Add a safeguard to RecordPet() so that it doesn’t try to execute when information is missing. Lua Code:
Option 2: Change RecordBattle() so it is smart enough to know you sometimes have fewer than three pets. I think you can do it using C_PetBattles.GetNumPets() but its probably also doable with a simple if (s2) then … end Lua Code:
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#8 |
A Murloc Raider Join Date: Nov 2020 Posts: 7 |
Awesome, I went with option 2. It errored on login, but putting ‘then’ on line 22 fixed that, and it’s now recording the low level pets without error. Thank you very much everyone for your help |
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#9 |
A Pyroguard Emberseer
Join Date: Jul 2006 Posts: 2,215 |
I’d honestly convert it to a loop. Lua Code:
__________________
«All I want is a pretty girl, a decent meal, and the right to shoot lightning at fools.»
-Anders (Dragon Age: Origins — Awakening) |
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Are you having trouble to understand the error that Lua (CS2D console) gives to you? Fear not because Dousea is here for you! This thread is going to explain what errors you’d expect while scripting. Note that maybe not all errors have been identified by me so please.. contact if you find anything. Enough with the useless chit-chat, let’s go to the fun part.
Just a note, use CTRL+F to find your error here.
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General Syntax
These are the errors that are commonly given for general syntax error.
Keep in mind
that you either forgot or accidentally inserted a word or a symbol that doesn’t match with Lua’s syntax.
Quote:
‘X’ expected near ‘Y’
X
: a word or a symbol.
Y
: a word or a symbol.
Lua is expecting
X
near
Y
.
Code:
if (not a)
a = {true} — ‘then’ expected near ‘a’
end
print(a][1]) — ‘)’ expected near ‘]’
Quote:
‘X’ expected (to close ‘Z’ at line W) near ‘Y’
W
: line that contains
Z
.
X
: a word or a symbol.
Y
: a word or a symbol.
Z
: a word or a symbol.
Lua is expecting
X
near
Y
to close
Z
at line
W
.
Code:
if (true) then
print(«it’s true!») — ‘end’ expected (to close ‘if’ at line 1) near ‘<eof>’
Quote:
unexpected symbol near ‘X’
X
: a word or a symbol.
Lua is not expecting any symbol near
X
.
Code:
print(«a»)) — unexpected symbol near ‘)’
Quote:
malformed number near ‘X’
X
: a word or a symbol.
There’s malformed number near
X
. You either try to concatenate a literal number with strings without brackets or accidentally inserted a word or a symbol after a number.
Code:
print(1..»st») — malformed number near ‘1..’
Quote:
unfinished string near ‘X’
X
: a word or a symbol.
You forgot to finish a string near
X
.
Code:
print(«I forgot to close this string) — unfinished string near ‘<eof>’
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Arithmetic
Arithmetic operation is a weakness for some scripters. These are the errors for arithmetic operations failures.
Keep in mind
that Lua provides automatic conversion for strings to numbers whenever a number is expected. Arithmetic only can be performed with numbers, and strings with following condition: only numerical constant inside the string, no other char.
Quote:
attempt to perform arithmetic on Y ‘X’ (a Z value)
X
: variable that is attempted to be performed with arithmetic.
Y
: either
local
,
global
, or
field
, based on
X
.
Z
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
, or
table
, based on
X
.
You’re trying to perform arithmetic on
X
, while
X
is a
Z
value that couldn’t perform any arithmetic.
Code:
a = {}
b = «b»
print(a — 0) — attempt to perform arithmetic on global ‘a’ (a table value)
print(4 / b) — attempt to perform arithmetic on global ‘b’ (a string value)
Quote:
attempt to perform arithmetic on a X value
X
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
, or
table
.
You’re trying to perform arithmetic on a literal or table value that couldn’t perform any arithmetic.
Code:
a = {}
a[10] = «string»
print(a[10] — 1) — attempt to perform arithmetic on a string value
print(«1» % {}) — attempt to perform arithmetic on a table value
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Concatenation
These are the errors that given when a concatenation error occured. Concatenation is only for strings and numbers.
Keep in mind
that Lua automatically converts numbers to strings whenever a string expected. Therefore, string concatenation accepts numbers besides strings.
Quote:
attempt to concatenate Y ‘X’ (a Z value)
X
: variable that is attempted to be concatenated.
Y
: either
local
,
global
, or
field
, based on
X
.
Z
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
, or
table
, based on
X
.
You’re trying to concatenate
X
, while
X
is a
Z
value that is unconcatenatable.
Code:
a = {}
print(a .. » is a table») — attempt to concatenate global ‘a’ (a table value)
print(«a.b = » .. a.b) — attempt to concatenate field ‘b’ (a nil value)
Quote:
attempt to concatenate a X value
X
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
, or
table
.
You’re trying to concatenate a literal or table value that is unconcatenatable.
Code:
a = {}
print(«Can I concatenate » .. true .. «?») — attempt to concatenate a boolean value
print(«a[1] = » .. a[1]) — attempt to concatenate a nil value
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Length Operator
Errors of these are given because you’re messing with length operator that’s denoted by
#
tag.
Keep in mind
that values that have length are strings and tables. The length of a string is its number of bytes (each character is one byte), while the length of a table is only permitted if the table is a sequence, a set of its keys are all numeric and equal to {1..n} where n is a non-negative integer (n is its length).
Quote:
attempt to get length of Y ‘X’ (a Z value)
X
: variable that is attempted to get its length.
Y
: either
local
,
global
, or
field
, based on
X
.
Z
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
, or
table
, based on
X
.
You’re trying to get the length of
X
, while
X
is a
Z
value that doesn’t have any sort of length.
Code:
print(#a) — attempt to get length of global ‘a’ (a nil value)
Quote:
attempt to get length of a X value
X
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
, or
table
.
You’re trying to get length of a literal or table value that doesn’t have any sort of length.
Code:
a = {}
a[97] = false
print(#nil) — attempt to get length of a nil value
print(#a[1]) — attempt to get length of a boolean value
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Table Index
These are the errors for table indexing.
Keep in mind
that all variables can act as keys in tables, but only two literal values can act as ones, number and string.
Quote:
attempt to index Y ‘X’ (a Z value)
X
: variable that is attempted to be indexed.
Y
: either
local
,
global
, or
field
, based on
X
.
Z
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
, or
table
, based on
X
.
You’re trying to index
X
, while
X
is a
Z
value that couldn’t be indexed.
Code:
a = io.open(«test.txt»)
print(a[1]) — attempt to index global ‘a’ (a userdata value)
print(b.b) — attempt to index global ‘b’ (a nil value)
Quote:
attempt to index a X value
X
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
, or
table
.
You’re trying to index a literal or table value that couldn’t be indexed.
Code:
a = {}
a[98] = true
print(a[1].index) — attempt to index a boolean value
print((«a»)[1]) — attempt to index a string value
You’re trying to set a value to nil index of a table.
Code:
a[nil] = true — table index is nil
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Function Calls
These errors are given to you if you’re doing something weird with function calls.
Keep in mind
that function calls are only for, well, functions. Built-in functions give you an error if you’re trying to send invalid arguments.
Quote:
attempt to call Y ‘X’ (a Z value)
X
: variable that is attempted to be called.
Y
: either
local
,
global
, or
field
, based on
X
.
Z
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
, or
table
, based on
X
.
You’re trying to call
X
, while
X
is a
Z
value that couldn’t be called.
Code:
print(a()) — attempt to call global ‘a’ (a nil value)
Quote:
attempt to call a X value
X
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
, or
table
.
You’re trying to call a literal or table value that couldn’t be called.
Code:
a = {}
a.ortimh = «user»
a.ortimh() — attempt to call a string value
io.openfile(«file») — attempt to call a nil value
Quote:
bad argument #X to ‘Z’ (Y expected)
X
: position of the argument.
Y
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
,
table
, or
value
.
Z
: a word or a symbol.
You’re trying to send an invalid value at argument position #
X
to
Z
function while argument #
X
of the function is expecting
Y
.
Code:
a = {}
b = setmetatable(a, «__add») — bad argument #2 to ‘setmetatable’ (nil or table expected)
Quote:
bad argument #X to ‘W’ (Y expected, got Z)
W
: a word or a symbol.
X
: position of the argument.
Y
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
,
table
, or
value
.
Z
: either
nil
,
boolean
,
number
,
string
,
function
,
userdata
,
thread
,
table
, or
no value
.
You’re trying to send
Z
at argument position #
X
to
W
function while argument #
X
of the function is expecting
Y
.
Code:
print(table.concat()) — bad argument #1 to ‘concat’ (table expected, got no value)
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You’ve read one, or some, or all of the errors meanings. These are several statements/questions that may lurk in your head currently.
I don’t understand these errors meanings.
Sorry for the inconvenience. I’m trying to give the best-short explanation for you to understand it better without useless words being used. Errors that Lua give are pretty explanatory.
I always get «attempt to concatenate a boolean value» error while I don’t have any boolean value?
Maybe you’re trying to send invalid arguments to CS2D functions such as player, thus resulting a false value.
Flacko has written:
Some cs2d functions such as player() return false on error (wrong parameter or invalid player ID)
Here’s an example of how this error can occur:
Code:
function joinhook(id)
msg2(id, «Welcome, » .. player(id — 1, «name») .. «!@C») — attempt to concatenate a boolean value, if id = 1
end
addhook(«join», «joinhook»)
I’m getting «attempt to call a nil value» every X, without giving me which file that causes the error!
Maybe that’s because you’re adding a hook while the function you add to the hook is nil or not exist. You either need to delete the «adding hook» part or create a function for that hook. Here’s an example of how this error can occur:
Code:
function joinhook(id)
msg2(id, «Welcome, » .. player(id, «name») .. «!@C»)
end
addhook(«join», «welcomehook») — attempt to call a nil value
What do ?, <eof> and <name> mean?
? means unknown, <eof> means end of file, and <name> could mean a lot such as identifier.
Let’s hope that you find your solutions to your problems!
edited 11×, last 07.07.16 01:41:40 pm
I’m awesome … and I really like cookies.
I tried setting up lsp-status according to the example config in the readme but once my lsp loads I get an error (also see #9 (comment) who seems to be having the same issue):
Error executing vim.schedule lua callback: .../start/lsp-status.nvim/lua/lsp-status/util.lua:62: table index is nil
My lsp/lsp-status config is here. It’s basically the lsp-status config from the readme but integrated into the default config from lspconfig.
-- setup lsp status local lsp_status = require('lsp-status') lsp_status.config({ }) lsp_status.register_progress() local nvim_lsp = require('lspconfig') -- Use an on_attach function to only map the following keys -- after the language server attaches to the current buffer local on_attach = function(client, bufnr) local function buf_set_keymap(...) vim.api.nvim_buf_set_keymap(bufnr, ...) end local function buf_set_option(...) vim.api.nvim_buf_set_option(bufnr, ...) end -- Enable completion triggered by <c-x><c-o> buf_set_option('omnifunc', 'v:lua.vim.lsp.omnifunc') -- key bindings -- lsp_status lsp_status.on_attach(client) end -- Use a loop to conveniently call 'setup' on multiple servers and -- map buffer local keybindings when the language server attaches local servers = { 'julials' } for _, lsp in ipairs(servers) do nvim_lsp[lsp].setup { on_attach = on_attach, capabilities = lsp_status.capabilities, flags = { debounce_text_changes = 150, } } end
From looking at the lsp-status source my guess is that id
is never set but I can’t figure out why.
I have the same issue with a similar config, have you found a fix yet?
Nope, I can’t use this plugin until it’s fixed unfortunuately.
…
On Fri, Dec 03, 2021 at 12:14:05AM -0800, scrouthtv wrote:
I have the same issue with a similar config, have you found a fix yet?
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub, or unsubscribe.*
Sorry for neglecting to get to this for so long. I’ve been unable to reproduce this issue with your config — do you see this error with servers other than JuliaLS, or just that server?
Also, if you’re willing to help debug this, could you please try putting print
calls with unique messages at the calls to util.ensure_init
in lsp_status.messaging.register_client
and lsp_status.messaging.progress_callback
, so that we can narrow down where the nil
value is occurring?
I’m also not able to reproduce this issue anymore. I tried some things in my config, I guess the order in which plugins are loaded is relevant. The plugin is currently working for me.
yes, it’s working for me too now! lightline doesn’t seem to support animations but that’s fine.
-
i1abnrk
- Member
- Posts: 20
- Joined: Sat May 11, 2013 03:20
- GitHub:
i1abnrk - IRC: i1abnrk
- In-game: mervyncoll
- Location: Wisconsin
- Contact:
lua help: nil, table expected [solved]
I have a lua error and I kEep trying to iron this out but my point (voxel) is nil when I try to pass it to the function in a mapgen. Here’s the code. I need a fresh pair of eyes to spot the problem.
Code: Select all
minetest.register_on_generated(function(minp, maxp, seed)
local limit={
XMIN = -33000,
XMAX = 33000,
YMIN = 3000,
YMAX = 5000,
ZMIN = -33000,
ZMAX = 33000,
}
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local grid = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
function get_matter(point)
return minetest.get_node(point).name
end
function get_depth(point)
local y0 = limit.YMIN
local y1 = limit.YMAX
local y = y0
local pi = point
while y <= y1 do
if get_matter(pi) == "air" then
return y
end
y = y + 1
pi = above(pi)
end
return y1
end
function set_matter(point, material)
data[grid:indexp(point)]=minetest.get_content_id(material)
end
function incrementY(point)
local currentValue = math.floor(get_depth(point)) + 1
if (currentValue >= limit.YMAX) then
return
else
set_matter(point, "default:stone")
end
end
function below(point)
return {x=point.x,y=point.y-1,z=point.z}
end
function above(point)
return {x=point.x,y=point.y+1,z=point.z}
end
function north(point)
return {x=point.x,y=point.y,z=point.z-1}
end
function south(point)
return {x=point.x,y=point.y,z=point.z+1}
end
function east(point)
return {x=point.x-1, y=point.y, z=point.z}
end
function west(point)
return {x=point.x+1, y=point.y, z=point.z}
end
function adjacent(point)
return {point, above(point), below(point), north(point), south(point), east(point), west(point)}
end
function level_neigh(point)
local neighbors = {point, north(point), south(point), east(point), west(point)}
return neighbors
end
function sumOfNeighbors(point)
local sum = 0
for ni = 0, #level_neigh(point) do
local nb=level_neigh(point)[ni]
sum = sum + get_depth(nb)
end
return sum
end
function countNeighborsOnLevel(point)
local sum = 0
for ni = 0, #level_neigh(point) do
local nb=level_neigh(point)[ni]
if get_depth(point)==get_depth(nb) then
sum = sum + 1
end
end
return sum
end
function addOneHere(point)
local seed = math.random()
local chance_constant=0.04
local plant = 0
local sn = sumOfNeighbors(point)
local cl = countNeighborsOnLevel(point)
local chanceModifier = (1.0+(chance_constant * sn)) ^ cl
plant = seed * chanceModifier
return plant
end
function generate_chunk()
local x0 = emin.x
local x1 = emax.x
local y0 = emin.y
local z0 = emin.z
local z1 = emax.z
for dz = z0, z1 do
for dx = x0, x1 do
local vi = grid:index(dx, y0, dz)
local point = grid:position(vi)
if addOneHere(point) >= 1.0 then
incrementY(point)
end
end
end
end
generate_chunk()
vm:set_data(data)
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map(data)
vm:update_map()
end)
Thanks, guys. Again, I’m nil hunting here. Might I suggest a separate thread for Lua questions?
Last edited by i1abnrk on Sun Feb 16, 2014 15:41, edited 1 time in total.
-
i1abnrk
- Member
- Posts: 20
- Joined: Sat May 11, 2013 03:20
- GitHub:
i1abnrk - IRC: i1abnrk
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- Location: Wisconsin
- Contact:
by i1abnrk » Sun Feb 16, 2014 10:19
Post
The stack trace starts at get_matter(point) with «attempting to index a nil» meaning x, y or z properties are not being set from VoxelArea:position or is being changed to a nil by my code.
Last edited by i1abnrk on Sun Feb 16, 2014 10:24, edited 1 time in total.
-
rubenwardy
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by rubenwardy » Sun Feb 16, 2014 11:34
Post
-
i1abnrk
- Member
- Posts: 20
- Joined: Sat May 11, 2013 03:20
- GitHub:
i1abnrk - IRC: i1abnrk
- In-game: mervyncoll
- Location: Wisconsin
- Contact:
by i1abnrk » Sun Feb 16, 2014 13:39
Post
No, that doesn’t work. I use the correct form of the get_node method according to the developer wiki. It seems to be nil from the generate_chunk function but it looks correct to me. Somewhere, I’m referencing and passing another value like perhaps the index instead of the table.
Last edited by i1abnrk on Sun Feb 16, 2014 13:45, edited 1 time in total.
-
Krock
- Developer
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- Contact:
by Krock » Sun Feb 16, 2014 14:36
Post
1) take your «limit» table outside of the function
2) take the other function in that function outside
3) test it
4) exact error messages increase your chance for getting help
Last edited by Krock on Sun Feb 16, 2014 14:37, edited 1 time in total.
-
i1abnrk
- Member
- Posts: 20
- Joined: Sat May 11, 2013 03:20
- GitHub:
i1abnrk - IRC: i1abnrk
- In-game: mervyncoll
- Location: Wisconsin
- Contact:
by i1abnrk » Sun Feb 16, 2014 15:40
Post
Ok, tables are 1-based and I had written 0-based loops in my sum functions. Yay for the print function. Functions in functions work fine for me and make my code cleaner. Moving things around though gave me the idea to generate debug output. (Duh-copter.) Thanks for the impetus, Krock.
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