Var dump

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This function outputs information about one or more variables using outputConsole().

Syntax

string/table var_dump( ... )

Arguments

The function can have a variable number of arguments. Those arguments can be of three types:

  • Modifiers: A string that begins with a "-" (minus) and that is followed by at least another parameter is a modifier. A modifier can change the behaviour of the function. Modifiers don't have to be the first argument, they always work on all arguments after it (see examples).
  • Names: A string that is followed by at least another parameter and isn't preceeded by another string (that is not a modifier), is a name. A name is output before the variable output, to make it recognizable (basicially a description of the variable that is being output, e.g. the name).
  • Values: Any value that is not one of the two above will generate an output with information about the variable:
    • For strings: string(lengthOfString) "value"
    • For userdata: userdata(MTA element type) "value"
    • For tables: table(numerOfElements) "value"
      • If the table contains any elements, they will also be output if the appropriate modifiers are set. This will always be in the form [key] => value, while key and value are formatted by var_dump.

Modifiers

  • v (verbose): Dumps more data than usual (for now it outputs whole tables including subtables)
  • n (normal): Switches back into 'normal' non-verbose mode.
  • s (silent): With this activated, it outputs nothing at all, however it still returns the output, so you can use it yourself (also used internally for recursion).
  • u (unnamed): Don't use names. Every string that is not a modifier will be output as a value, not a decription.
  • d[number] (depth): Output nested tables up to this depth (e.g. "d1" means output all values of the initial table, but not the values of the values, if they are also tables).


Returns

Returns a string with all the output in one line and a table with several lines of output.

Code

Click to collapse [-]
Server- and/or clientside Script
-- modifiers: v - verbose (all subtables), n - normal, s - silent (no output), dx - up to depth x, u - unnamed
function var_dump(...)
	-- default options
	local verbose = false
	local firstLevel = true
	local outputDirectly = true
	local noNames = false
	local indentation = "\t\t\t\t\t\t"
	local depth = nil

	local name = nil
	local output = {}
	for k,v in ipairs(arg) do
		-- check for modifiers
		if type(v) == "string" and k < #arg and v:sub(1,1) == "-" then
			local modifiers = v:sub(2)
			if modifiers:find("v") ~= nil then
				verbose = true
			end
			if modifiers:find("s") ~= nil then
				outputDirectly = false
			end
			if modifiers:find("n") ~= nil then
				verbose = false
			end
			if modifiers:find("u") ~= nil then
				noNames = true
			end
			local s,e = modifiers:find("d%d+")
			if s ~= nil then
				depth = tonumber(string.sub(modifiers,s+1,e))
			end
		-- set name if appropriate
		elseif type(v) == "string" and k < #arg and name == nil and not noNames then
			name = v
		else
			if name ~= nil then
				name = ""..name..": "
			else
				name = ""
			end

			local o = ""
			if type(v) == "string" then
				table.insert(output,name..type(v).."("..v:len()..") \""..v.."\"")
			elseif type(v) == "userdata" then
				local elementType = "no valid MTA element"
				if isElement(v) then
					elementType = getElementType(v)
				end
				table.insert(output,name..type(v).."("..elementType..") \""..tostring(v).."\"")
			elseif type(v) == "table" then
				local count = 0
				for key,value in pairs(v) do
					count = count + 1
				end
				table.insert(output,name..type(v).."("..count..") \""..tostring(v).."\"")
				if verbose and count > 0 and (depth == nil or depth > 0) then
					table.insert(output,"\t{")
					for key,value in pairs(v) do
						-- calls itself, so be careful when you change anything
						local newModifiers = "-s"
						if depth == nil then
							newModifiers = "-sv"
						elseif  depth > 1 then
							local newDepth = depth - 1
							newModifiers = "-svd"..newDepth
						end
						local keyString, keyTable = var_dump(newModifiers,key)
						local valueString, valueTable = var_dump(newModifiers,value)
						
						if #keyTable == 1 and #valueTable == 1 then
							table.insert(output,indentation.."["..keyString.."]\t=>\t"..valueString)
						elseif #keyTable == 1 then
							table.insert(output,indentation.."["..keyString.."]\t=>")
							for k,v in ipairs(valueTable) do
								table.insert(output,indentation..v)
							end
						elseif #valueTable == 1 then
							for k,v in ipairs(keyTable) do
								if k == 1 then
									table.insert(output,indentation.."["..v)
								elseif k == #keyTable then
									table.insert(output,indentation..v.."]")
								else
									table.insert(output,indentation..v)
								end
							end
							table.insert(output,indentation.."\t=>\t"..valueString)
						else
							for k,v in ipairs(keyTable) do
								if k == 1 then
									table.insert(output,indentation.."["..v)
								elseif k == #keyTable then
									table.insert(output,indentation..v.."]")
								else
									table.insert(output,indentation..v)
								end
							end
							for k,v in ipairs(valueTable) do
								if k == 1 then
									table.insert(output,indentation.." => "..v)
								else
									table.insert(output,indentation..v)
								end
							end
						end
					end
					table.insert(output,"\t}")
				end
			else
				table.insert(output,name..type(v).." \""..tostring(v).."\"")
			end
			name = nil
		end
	end
	local string = ""
	for k,v in ipairs(output) do
		if outputDirectly then
			outputConsole(v)
		end
		string = string..v
	end
	return string, output
end

Example

Click to collapse [-]
Serverside Example

Get a table of all players on the server (if there are 4 players).

var_dump(getElementsByType("player"))

Output:

table(4) "table: 02998058"

With 'verbose' modifier.

var_dump("-v",getElementsByType("player"))
table(1) "table: 043C6900"
 {
      [number "1"] => userdata(player) "userdata: 00000134"
 }

Now another table we created before (please note that the table 'test2' is both key and value in this example):

test = {hello="test"}
test2 = {"haha","naja"}
test[test2] = test2
var_dump("-v",getElementsByType("player"),test)
table(1) "table: 020B7838"
 {
      [number "1"] => userdata(player) "userdata: 00000134"
 }
table(2) "table: 021770A0"
 {
      [string(5) "hello"] => string(4) "test"
      [table(2) "table: 02313070"
       {
            [number "1"] => string(4) "haha"
            [number "2"] => string(4) "naja"
       }]
       => table(2) "table: 02313070"
       {
            [number "1"] => string(4) "haha"
            [number "2"] => string(4) "naja"
       }
 }

The same as before, but now with a modifier to output the second table 'normal':

test = {hello="test"}
test2 = {"haha","naja"}
test[test2] = test2
var_dump("-v",getElementsByType("player"),"-n",test)
table(1) "table: 01BB9030"
 {
      [number "1"] => userdata(player) "userdata: 00000134"
 }
table(2) "table: 0223B2D8"

The same as before, but now with a modifier to output the second table only to depth 1 (the verbose is still active from the first argument):

test = {hello="test"}
test2 = {"haha","naja"}
test[test2] = test2
var_dump("-v",getElementsByType("player"),"-d1",test)
table(1) "table: 029BE6E8"
 {
      [number "1"] => userdata(player) "userdata: 00000134"
 }
table(2) "table: 01E2CDF8"
 {
      [string(5) "hello"] => string(4) "test"
      [table(2) "table: 021C6378"] => table(2) "table: 021C6378"
 }

The same as before, but now with names to make clear which output belongs to which variable (of course in this small example, it's not really needed):

test = {hello="test"}
test2 = {"haha","naja"}
test[test2] = test2
var_dump("-v","players",getElementsByType("player"),"-d1","test tables",test)
players: table(1) "table: 0219F4D0"
 {
      [number "1"] => userdata(player) "userdata: 00000134"
 }
test tables: table(2) "table: 0219DB20"
 {
      [string(5) "hello"] => string(4) "test"
      [table(2) "table: 01B68048"] => table(2) "table: 01B68048"
 }

The same as before, but now 'unnamed', meaning all values that are not modifiers will be output as values. However, the last two arguments were also removed, which leaves the last modifier as last argument, which will output the modifier as a normal value:

var_dump("-u","players",getElementsByType("player"),"-d1")
string(7) "players"
table(1) "table: 028B8A10"
string(3) "-d1"

See Also

Table functions

  • addTableChangeHandler » This function monitors the changes of a table.
  • getKeyFromValueInTable » This function returns the key of the specified value in a table.
  • getTableFromSql » This functionality is used to obtain saved tables using the function (SetTableToSql ).
  • isValueInTable » This function returns true if the value exists in the table, false if the value does not exist in the table.
  • pairsByKeys » This function sort pairs table.
  • rangeToTable » This function converts a string range to a table containing number values.
  • setTableProtected » This function protects a table and makes it read-only.
  • setTableToSql » This function is used to save the table in the database (sql).
  • Sort_Functions » These functions are able to sort your tables by a key.
  • table.compare » This function checks whether two given tables are equal.
  • table.copy » This function copies a whole table and all the tables in that table.
  • table.deepmerge » This function deep merges two tables. Every nested table will be correspondingly merged.
  • table.element » This function returns a new table with only userdata content.
  • table.flip » This function returns the table from the last value to the first value, such as reflection.
  • table.fromString » This function converts string to a table.
  • table.getRandomRows » This function returns random rows from table.
  • table.map » This function goes through a table and replaces every field with the return of the passed function, where the field's value is passed as first argument and optionally more arguments.
  • table.merge » This function merges two or more tables together.
  • table.random » This function retrieves a random value from a table.
  • table.removeValue » This function removes a specified value from a table.
  • table.size » This function returns the absolute size of a table.

ACL functions

  • aclGroupClone » This function clone a group to another group with/without ACLs and/or objects.
  • getPlayerAcls » This function returns a table of all ACL groups on a player.
  • getPlayersInACLGroup » This function returns all players in an ACL group.
  • isPlayerInACL » This function checks if a player element is in an ACL group.
  • renameAclGroup » This function gives an existing ACL group a new name.

Account functions

Camera functions

  • smoothMoveCamera » This function allows you to create a cinematic camera flight.
  • sCamera » The function creates a speed camera in-game, fines speeding vehicles, and notifies the driver and take money from player based on vehicle speed.

Colshape functions

Cursor functions

Drawing functions

Effects functions

  • attachEffect » This function allows you attach an effect to an element.
  • setScreenFlash » This function will make the screen flash(like a screenshot).

Element functions

  • autoAttach » This function attaches one element into another at the same position and rotation they are.
  • attachElementToBone » This function allows you to attach an element to ped bone accurately using new bone functions.
  • getElementDirectionCardialPoint » This function returns the direction of the element according to the wind rose.
  • getElementSpeed » This function returns the specified element's speed in m/s, km/h or mph.
  • getElementUsingData » This function returns table elements that contains the elements data with the given key and value.
  • getElementZoneFullName » This function allows you to retrieve the zone full name of a element.
  • getElementsInDimension » This function returns a table of elements that are in the specified dimension.
  • getElementsWithinMarker » This function returns a table of elements that are within a marker's collision shape.
  • getNearestElement » This function returns the nearest element (of a specific type) to a player.
  • isElementInAir » This function checks if an element is in air or not.
  • isElementInPhotograph » This function checks if an element is in the player's camera picture area.
  • isElementInRange » This function allows you to check if an element's range to a main point is within the maximum range.
  • isElementMoving » This function checks if an element is moving.
  • isElementPlayer » This function checks whether the element is a player or not.
  • isElementWithinAColShape » This function checks if an element is within a collision shape element.
  • multi_check » This function checks one element to many, handy and clean.
  • setElementSpeed » This function allows you to set the speed of an element in kph or mph units.
  • getPositionInFrontOfElement » This function returns position in provided distance away from element, including element's rotation.

Events

  • onClientPlayerTimeChange » This code implements an event that is triggered when the player's real time change.
  • onPlayerZoneChange » This code implements an event that is triggered when the player enters a new area on the map.
  • onVehicleWeaponFire » This code implements an event that is triggered when a player in a vehicle fires a vehicle's weapon.

Input functions

  • bindControlKeys » This function allows you to bind each key bound to a control individually. Doing this bypasses a little MTA restriction.
  • getBoundControls » This function returns a table of control names that are bound to the specified key.
  • unbindControlKeys » This function allows you to unbind each key bound to a control individually. Use this function with bindControlKeys.
  • isCommandHandlerAdded » This function allows you to check if a command is added or not in the respective resource.

Data functions

  • byte2human » This function converts an integer (number of bytes) into a human-readable unit.
  • capitalize » This function capitalizes a given string.
  • convertDate » This function converts date to another look.
  • convertServerTickToTimeStamp » This function converts server ticks to a unix timestamp.
  • convertTextToSpeech » This function converts the provided text to a speech in the provided language which players can hear.
  • findRotation3D » This function takes two sets of XYZ coordinates. It returns the 3D direction from point A to point B.
  • findRotation » This function takes two points and returns the direction from point A to point B.
  • formatDate » This function formats a date on the basis of a format string and returns it.
  • formatNumber » This function formats large numbers by adding commas.
  • generateRandomASCIIString » This function returns a random string which uses ASCII characters.
  • generateString » This function generates a random string with any characters.
  • getAge » This function calculates the age of a given birthday.
  • getDistanceBetweenElements » Returns the distance between two elements.
  • getDistanceBetweenPointAndSegment2D » This function takes point coordinates and line (a segment) starting and ending coordinates. It returns the shortest distance between the point and the line.
  • getEasterDate » This function returns easter date monthday and month for a given year.
  • getElementRelatedAngle » This function returns the related angle between one element to another. This is useful to check which side an element is to another.
  • getFreeDimension » This function get free dimension.
  • getOffsetFromXYZ » This function allows you to take an entity and a position and calculate the relative offset between them accounting for rotations.
  • getPointFromDistanceRotation » This function finds a point based on a starting point, direction and distance.
  • getRealMonth » This function returns the current month name
  • getRGColorFromPercentage »This function returns two integers representing red and green colors according to the specified percentage.
  • getScreenRotationFromWorldPosition » This function returns a screen relative rotation to a world position.
  • getTimestamp » This function returns the UNIX timestamp of a specified date and time.
  • gradientString » This function transforms a string in a new coloured gradient string.
  • hex2rgb » This function convert hex to rgb.
  • hexColorToRGB » This function convert hex string/number to RGBA values.
  • isLeapYear » This function returns a boolean representing if a given year is a leap year.
  • isValidMail » This function checks whether a provided e-mail string is valid.
  • removeHex » This function is used to remove hexadecimal numbers (colors, for example) from strings.
  • RGBToHex » This function returns a string representing the color in hexadecimal.
  • RGBToHSV » This function convert RGB to HSV color space.
  • RGBToDecimal » This function convert RGB to Decimal color.
  • secondsToTimeDesc » This function converts a plain seconds-integer into a user-friendly time description.
  • string.count » This function counts the amount of occurences of a string in a string.
  • string.explode » This function splits a string at a given separator pattern and returns a table with the pieces.
  • string.insert » This function inserts a string within another string at a given position.
  • splitMultiple » This function improves the split function so that multiple characters can be used as the split at character.
  • switch » This function allows the value of a variable or expression to control the flow of program execution via a multiway branch.
  • tocolor2rgba » This function convert tocolor to rgba.
  • toHex » This function converts a decimal number to a hexadecimal number, as a fix to be used client-side.
  • var dump » This function outputs information about one or more variables using outputConsole.
  • wavelengthToRGBA » This function converts a physical wavelength of light to a RGBA color.
  • fixPersianString » This function returns a fixed sorted bilingual RTL for strings consisting of Farsi/Arabic and English.

GUI functions

  • centerWindow » This function centers a CEGUI window element responsively in any resolution.
  • guiMoveElement » This function moves guiElement by/like using moveObject.
  • guiSetStaticImageMovable » This function allows you to move a static image like a gui window.
  • isMouseOnGUICloseButton » This function allows you to check whether the mouse cursor/pointer is within a gui-window's native close button.
  • isMouseOnGuiElement » This function allows you to check whether or not your mouse is over a specific gui element, this is especially useful if the gui element has a parent.
Comboboxes
Gridlists
Labels
  • guiLabelAddEffect » This function add an effects to the gui-label like (shadow, outline).

Marker functions

Math functions

  • math.clamp » This function returns the number between range of numbers or it's minimum or maximum.
  • math.getBezierPoint » Get N-th order bezier point.
  • math.hypot » This function returns the Hypotenuse of the triangle given by sides x and y.
  • math.isPointInPolygon » Check if point is inside polygon or not.
  • math.lerp » Get val between two integer.
  • math.percent » This function returns a percentage from two number values.
  • math.polygonArea » Compute area of any polygon.
  • math.randomDiff » Generates a pseudo-random integer that's always different from the last random number generated.
  • math.rotVecToEulerAngle » Rotation Vector To Euler Angle
  • math.round » Rounds a number whereas the number of decimals to keep and the method may be set.
  • mathNumber » This function is a workaround for the client-side floating-point precision of 24-bits.
  • reMap » Re-maps a number from one range to another.
  • math.percentProgress » Returns a percentage progress from two specific values.
  • math.average » This function returns the simple arithmetic mean of multiple numbers.
  • math.absin » This function returns a formula representing the just positive half of a sine wave.

Map functions

Ped functions

  • getAlivePlayersInTeam » This function returns a table of the alive players in a team.
  • getGuestPlayers » This function gets a players not login or players Guest .
  • getOnlineAdmins » This function returns a table of all logged-in administrators.
  • getPedEyesPosition » This function allows you to get peds eyes position.
  • getPedGender » This function allows you to get peds their gender.
  • getPedMaxHealth » This function returns a pedestrians's maximum health by converting it from their maximum health stat.
  • getPedMaxOxygenLevel » This function returns a ped's maximum oxygen level by converting it from their maximum underwater stamina stat.
  • getPedWeaponSkill » This function returns a ped's corresponding weapon skill level name.
  • getPedHitBone » This function gets the approximate number of the bone where the ped is hit.
  • getPlayerFromNamePart » This function returns a player from partial name.
  • getPlayerFromSerial » This function returns a player from their serial.
  • getPlayersByData » This function returns a table of players that have the specified data name.
  • getPlayersInPhotograph » This function returns a table of all players in photograph.
  • getPlayersInVehicles » This function returns a table of the players insides vehicles from a specified dimension.
  • isPedAiming» This function checks if a pedestrian is aiming their weapon.
  • isPedAimingNearPed » This is similar to isPedAiming but uses a colshape to be more precise.
  • isPedDiving » This feature checks that pedestrian is diving in the water.
  • isPedDrivingVehicle » This function checks if a specified pedestrian is driving a vehicle.
  • isPedNearbyWall » This function checks if player/ped is nearby a objects like buildings or walls.
  • isPlayerInTeam » This function checks if a player is in a specified team.
  • setPedAttack » This function will make a ped attack a specified target.
  • setPedFollow » This function will make a ped follow a specified target.
  • getPlayerNameFromID » This function will get the player name from the ID element data.

Player functions

Resource functions

Sound functions

Browser functions

  • playVideo » This function plays a video on the screen.

Team functions

Vehicle functions

Weapon functions

Object functions

XML functions

  • getXMLNodes » This function returns all children of a XML node.

Engine functions

Utility

  • animate » This function allows you to use interpolateBetween without render event and easily used.
  • callClientFunction » This function allows you to call any client-side function from the server's side.
  • callServerFunction » This function allows you to call any server-side function from the client's side.
  • check » This function checks if its arguments are of the right type and calls the error-function if one is not.
  • checkPassiveTimer » This function allows you to use passive timers in your conditions. For example you want to prevent players repeatedly using a command.
  • coroutine.resume » This function applies a fix for hidden coroutine error messages.
  • compact » This function create table containing variables and their values.
  • getBanBySerial » This function returns the ban if the serial is banned.
  • getBanFromName » This functions returns the ban of the given playername.
  • getCurrentFPS » This function returns the frames per second at which GTA: SA is running.
  • getSkinNameFromID » This function returns the name of the skin from the given id.
  • IfElse » This function returns one of two values based on a boolean expression.
  • isCharInString » This shared function allows you to check if a char specified is in a string value.
  • isLastExecuteInTimer » This function check if the execute is the last execute in the timer.
  • isMouseInCircle » This function checks if a cursor position is in circular area or not.
  • isMouseInPosition » This function allows you to check whether the mouse cursor/pointer is within a rectangular position.
  • iterElements » This function returns a time-saving iterator for your for-loops.
  • PlotTrajectoryAtTime » Calculate projectile/water trajectory.
  • preprocessor » This function allow you to use gcc macros.
  • vector3:compare » This method checks whether two vectors match, with optional precision.
  • svgCreateRoundedRectangle » This function creates a rectangle with rounded edges.
  • debounce » This function is removing unwanted input noise.