Hello, you have come here looking for the meaning of the word . In DICTIOUS you will not only get to know all the dictionary meanings for the word , but we will also tell you about its etymology, its characteristics and you will know how to say in singular and plural. Everything you need to know about the word you have here. The definition of the word will help you to be more precise and correct when speaking or writing your texts. Knowing the definition of, as well as those of other words, enriches your vocabulary and provides you with more and better linguistic resources.


local export = {}

local combining_classes_module = "Module:Unicode data/combining classes"
local data_module = "Module:scripts/data"
local debug_track_module = "Module:debug/track"
local languages_error_module = "Module:languages/error"
local scripts_by_name_module = "Module:scripts/by name"
local scripts_chartoscript_module = "Module:scripts/charToScript"
local string_utilities_module = "Module:string utilities"
local writing_systems_module = "Module:writing systems"

local concat = table.concat
local insert = table.insert
local load_data = mw.loadData
local match = string.match
local select = select
local setmetatable = setmetatable
local toNFC = mw.ustring.toNFC
local toNFD = mw.ustring.toNFD
local toNFKC = mw.ustring.toNFKC
local toNFKD = mw.ustring.toNFKD
local type = type

--[==[
Loaders for functions in other modules, which overwrite themselves with the target function when called. This ensures modules are only loaded when needed, retains the speed/convenience of locally-declared pre-loaded functions, and has no overhead after the first call, since the target functions are called directly in any subsequent calls.]==]
	local function debug_track(...)
		debug_track = require(debug_track_module)
		return debug_track(...)
	end
	
	local function explode(...)
		explode = require(string_utilities_module).explode_utf8
		return explode(...)
	end
	
	local function get_writing_system(...)
		get_writing_system = require(writing_systems_module).getByCode
		return get_writing_system(...)
	end
	
	local function languages_error(...)
		languages_error = require(languages_error_module)
		return languages_error(...)
	end
	
	local function split(...)
		split = require(string_utilities_module).split
		return split(...)
	end
	
	local function ugsub(...)
		ugsub = require(string_utilities_module).gsub
		return ugsub(...)
	end
	
	local function umatch(...)
		umatch = require(string_utilities_module).match
		return umatch(...)
	end

--[==[
Loaders for objects, which load data (or some other object) into some variable, which can then be accessed as "foo or get_foo()", where the function get_foo sets the object to "foo" and then returns it. This ensures they are only loaded when needed, and avoids the need to check for the existence of the object each time, since once "foo" has been set, "get_foo" will not be called again.]==]
	local m_data
	local function get_data()
		m_data, get_data = load_data(data_module), nil
		return m_data
	end
	
	local scripts_by_name
	local function get_scripts_by_name()
		scripts_by_name, get_scripts_by_name = load_data(scripts_by_name_module), nil
		return scripts_by_name
	end

local Script = {}

--==]
function Script:getIETFSubtag()
	local code = self._ietf_subtag
	if code == nil then
		code = self._rawData.ietf_subtag or match(self._code, "+$")
		self._ietf_subtag = code
	end
	return code
end

--==]
function Script:getParent()
	return self._rawData.parent
end

function Script:getSystemCodes()
	if not self._systemCodes then
		local system_codes = self._rawData
		if type(system_codes) == "table" then
			self._systemCodes = system_codes
		elseif type(system_codes) == "string" then
			self._systemCodes = split(system_codes, ",", true, true)
		else
			self._systemCodes = {}
		end
	end
	return self._systemCodes
end

function Script:getSystems()
	if not self._systemObjects then
		self._systemObjects = {}
		
		for _, system in ipairs(self:getSystemCodes()) do
			insert(self._systemObjects, get_writing_system(system))
		end
	end
	
	return self._systemObjects
end

--==]
function Script:isSystem(...)
	for _, system in ipairs{...} do
		if type(system) == "table" then
			system = system:getCode()
		end
		for _, s in ipairs(self:getSystemCodes()) do
			if system == s then
				return true
			end
		end
	end
	return false
end

--function Script:getAllNames()
--	return self._rawData.names
--end

--].
Unless optional argument <code>nocap</code> is given, the script name at the beginning of the returned value will be capitalized. This capitalization is correct for category names, but not if the script name is lowercase and the returned value of this function is used in the middle of a sentence. (For example, the script with the code <code>Semap</code> has the name <code>"flag semaphore"</code>, which should remain lowercase when used as part of the category name ] but should be capitalized in ].) If you are considering using <code>getCategoryName("nocap")</code>, use <code>getDisplayForm()</code> instead.]==]
function Script:getCategoryName(nocap)
	local name = self:getCanonicalName()
	-- If the name already has "script", "code" or "semaphore" at the end, don't add it.
	if not (
		name:find("cript$") or
		name:find("ode$") or
		name:find("emaphore$")
	) then
		name = name .. " script"
	end
	if not nocap then
		name = mw.getContentLanguage():ucfirst(name)
	end
	return name
end

--[==[Returns the charset defining the script's characters from the script's data file.
This can be used to search for words consisting only of this script, but see the warning above.]==]
function Script:getCharacters()
	return self.characters or nil
end

--[==[Returns the number of characters in the text that are part of this script.
'''Note:''' You should never assume that text consists entirely of the same script. Strings may contain spaces, punctuation and even wiki markup or HTML tags. HTML tags will skew the counts, as they contain Latin-script characters. So it's best to avoid them.]==]
function Script:countCharacters(text)
	local charset = self._rawData.characters
	if charset == nil then
		return 0
	end
	return select(2, ugsub(text, "", ""))
end

function Script:hasCapitalization()
	return not not self._rawData.capitalized
end

function Script:hasSpaces()
	return self._rawData.spaces ~= false
end

function Script:isTransliterated()
	return self._rawData.translit ~= false
end

--==]
function Script:sortByScraping()
	return not not self._rawData.sort_by_scraping
end

--==]
function Script:getDirection()
	return self._rawData.direction or "ltr"
end

--==]
function Script:hasNormalizationFixes()
	return not not self._rawData.normalizationFixes
end

--==]
function Script:fixDiscouragedSequences(text)
	if self:hasNormalizationFixes() then
		local norm_fixes = self._rawData.normalizationFixes
		local to = norm_fixes.to
		if to then
			for i, v in ipairs(norm_fixes.from) do
				text = ugsub(text, v, to or "")
			end
		end
	end
	return text
end

do
	local combining_classes
	
	-- Obtain the list of default combining classes.
	local function get_combining_classes()
		combining_classes, get_combining_classes = load_data(combining_classes_module), nil
		return combining_classes
	end
	
	-- Implements a modified form of Unicode normalization for instances where there are identified deficiencies in the default Unicode combining classes.
	local function fixNormalization(text, self)
		if not self:hasNormalizationFixes() then
			return text
		end
		local norm_fixes = self._rawData.normalizationFixes
		local new_classes = norm_fixes.combiningClasses
		if not (new_classes and umatch(text, "")) then
			return text
		end
		text = explode(text)
		-- Manual sort based on new combining classes.
		-- We can't use table.sort, as it compares the first/last values in an array as a shortcut, which messes things up.
		for i = 2, #text do
			local char = text
			local class = new_classes or (combining_classes or get_combining_classes())
			if class then
				repeat
					i = i - 1
					local prev = text
					if (new_classes or (combining_classes or get_combining_classes()) or 0) < class then
						break
					end
					text, text = char, prev
				until i == 1
			end
		end
		return concat(text)
	end
	
	function Script:toFixedNFC(text)
		return fixNormalization(toNFC(text), self)
	end
	
	function Script:toFixedNFD(text)
		return fixNormalization(toNFD(text), self)
	end
	
	function Script:toFixedNFKC(text)
		return fixNormalization(toNFKC(text), self)
	end
	
	function Script:toFixedNFKD(text)
		return fixNormalization(toNFKD(text), self)
	end
end

function Script:_additionalJSONfields(data)
	data.direction = self:getDirection()
	data.characters = self:getCharacters()
	data.parent = self:getParent()
	data.systems = self:getSystemCodes()
	return data
end

require("Module:User:Theknightwho/objects").makePrototype(Script, "script")
	
function export.makeObject(code, raw_data)
	return raw_data and setmetatable({
		_rawData = raw_data,
		_code = code,
		characters = raw_data.characters
	}, Script) or nil
end

--==]
function export.getByCode(code, paramForError, disallowNil)
	-- Track uses of paramForError, ultimately so it can be removed, as error-handling should be done by ], not here.
	if paramForError ~= nil then
		debug_track("scripts/paramForError")
	end
	
	if code == nil and not disallowNil then
		return nil
	end
	
	local retval = export.makeObject(code, (m_data or get_data()))
	
	if not retval and paramForError then
		languages_error(code, paramForError, "script code", nil, "not real lang")
	end
	
	return retval
end

function export.getByCanonicalName(name)
	return export.getByCode((scripts_by_name or get_scripts_by_name()))
end

--[==[
	Takes a codepoint or a character and finds the script code (if any) that is
	appropriate for it based on the codepoint, using the data module
	]. The data module was generated from the
	patterns in ] using ].

	Converts the character to a codepoint. Returns a script code if the codepoint
	is in the list of individual characters, or if it is in one of the defined
	ranges in the 4096-character block that it belongs to, else returns "None".
]==]
function export.charToScript(char)
	export.charToScript = require(scripts_chartoscript_module).charToScript
	return export.charToScript(char)
end

--[==[
Returns the code for the script that has the greatest number of characters in `text`. Useful for script tagging text
that is unspecified for language. Uses ] to determine a script code for a character
language-agnostically. Specifically, it works as follows:
	
Convert each character to a codepoint. Iterate the counter for the script code if the codepoint is in the list
of individual characters, or if it is in one of the defined ranges in the 4096-character block that it belongs to.
	
Each script has a two-part counter, for primary and secondary matches. Primary matches are when the script is the
first one listed; otherwise, it's a secondary match. When comparing scripts, first the total of both are compared
(i.e. the overall number of matches). If these are the same, the number of primary and then secondary matches are
used as tiebreakers. For example, this is used to ensure that `Grek` takes priority over `Polyt` if no characters
which exclusively match `Polyt` are found, as `Grek` is a subset of `Polyt`.
	
If `none_is_last_resort_only` is specified, this will never return {"None"} if any characters in `text` belong to a
script. Otherwise, it will return {"None"} if there are more characters that don't belong to a script than belong to
any individual script. (FIXME: This behavior is probably wrong, and `none_is_last_resort_only` should probably
become the default.)
]==]
function export.findBestScriptWithoutLang(text, none_is_last_resort_only)
	export.findBestScriptWithoutLang = require(scripts_chartoscript_module).findBestScriptWithoutLang
	return export.findBestScriptWithoutLang(text, none_is_last_resort_only)
end

return export