Garry's Mod Wiki

Revision Difference

List-Styled_Tables#527774

<cat>Dev.Lua</cat> ## What is a List? Value-indexed tables are a commonly-neglected technique in Lua: ``` local tbl = {[1] = "a", [2] = "b", [3] = "c"} -- this is a normal sequential table. local tbl = { [1] = "a", [2] = "b", [3] = "c" } -- this is a normal sequential table. -- Checking if a value is in a normal table: function table.HasValue( tbl, value ) -- O(n) worst-case complexity for _, v in ipairs( tbl ) do if v == value then return true end end return false end local list = {["a"] = true, ["b"] = true, ["c"] = true} -- this is a value-indexed version of that table. local list = { ["a"] = true, ["b"] = true, ["c"] = true } -- this is a value-indexed version of that table. --Checking if a value is in a value-indexed table: function ListHasValue( tbl, value ) -- O(1) worst-case complexity return tbl[ value ] end ``` ⤶ ⤶ We'll call them Lists, for short. They're incredibly useful! The idea is that by using the actual value we intend to store in the table as the key itself, we can retrieve and remove it from the table much easier and faster. This has many uses:⤶ ⤶ We'll call them Lists, for short. They're incredibly useful! The idea is that by using the actual value we intend to store in the table as the key itself, we can retrieve and remove it from the table much easier and faster. This has many uses:⤶ * Good for when the order of data saved is unimportant and each value is unique within the table. * Creating a table in which the same value can't exist more than once. * Rapidly checking whether a value is stored in a table without the use of iteration (seen above). ⤶ ⤶ ## Two-Dimensional Lists ⤶ ⤶ ## Two-Dimensional Lists ⤶ We can take it one step further with 2D Lists: ``` -- A 2D sequential table holding players' friends as {guy=player, friends={their friends}} local friendTbl = { { guy = Entity(1), friends = { Entity(2), Entity(3) } }, { guy = Entity(2), friends = { Entity(1) } }, { guy = Entity(3), friends = { Entity(1) } } } function TwoPlayersAreFriends( ply1, ply2 ) for _, v in ipairs( friendTbl ) do if v.guy == ply1 then for _, friend in ipairs( v.friends ) do if friend == ply2 then return true end end return false end end return false end --And this is a 2D list which holds the same data as above. local friendList = { [Entity(1)] = { Entity(2) = true Entity(3) = true }, [Entity(2)] = { Entity(1)=true⤶ Entity(1) = true⤶ }, [Entity(3)] = { Entity(1) = true } } --Checking if a value is in a value-indexed table: function TwoPlayersAreFriends( ply1, ply2 ) return friendList[ ply1 ][ ply2 ] end ``` ⤶ ⤶ Look at how much faster and simpler that is! If you wanted to, you could even replace `true` in the list with some kind of data. This makes the list into a dictionary.⤶ ⤶ Look at how much faster and simpler that is! If you wanted to, you could even replace `true` in the list with some kind of data. This makes the list into a dictionary.⤶ So remember: **Any time you need to save distinct data in an unordered table, opt to use a List instead!**