openmedialibrary_platform/Shared/lib/python3.7/site-packages/ox/fixunicode.py

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# vi:si:et:sw=4:sts=4:ts=4
# -*- coding: utf-8 -*-
# from http://blog.lumino.so/2012/08/20/fix-unicode-mistakes-with-python/
# MIT
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from __future__ import print_function
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import unicodedata
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from six import unichr, text_type
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__all__ = ['fix_bad_unicode']
def fix_bad_unicode(text):
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"""
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Something you will find all over the place, in real-world text, is text
that's mistakenly encoded as utf-8, decoded in some ugly format like
latin-1 or even Windows codepage 1252, and encoded as utf-8 again.
This causes your perfectly good Unicode-aware code to end up with garbage
text because someone else (or maybe "someone else") made a mistake.
This function looks for the evidence of that having happened and fixes it.
It determines whether it should replace nonsense sequences of single-byte
characters that were really meant to be UTF-8 characters, and if so, turns
them into the correctly-encoded Unicode character that they were meant to
represent.
The input to the function must be Unicode. It's not going to try to
auto-decode bytes for you -- then it would just create the problems it's
supposed to fix.
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>>> fix_bad_unicode(u'único')
'único'
>>> fix_bad_unicode('This text is fine already :þ')
'This text is fine already :þ'
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Because these characters often come from Microsoft products, we allow
for the possibility that we get not just Unicode characters 128-255, but
also Windows's conflicting idea of what characters 128-160 are.
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>>> fix_bad_unicode('This — should be an em dash')
'This — should be an em dash'
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We might have to deal with both Windows characters and raw control
characters at the same time, especially when dealing with characters like
\x81 that have no mapping in Windows.
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>>> fix_bad_unicode('This text is sad .â\x81”.')
'This text is sad .⁔.'
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This function even fixes multiple levels of badness:
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>>> wtf = '\xc3\xa0\xc2\xb2\xc2\xa0_\xc3\xa0\xc2\xb2\xc2\xa0'
>>> fix_bad_unicode(wtf)
'ಠ_ಠ'
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However, it has safeguards against fixing sequences of letters and
punctuation that can occur in valid text:
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>>> fix_bad_unicode('not such a fan of Charlotte Brontë…”')
'not such a fan of Charlotte Brontë…”'
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Cases of genuine ambiguity can sometimes be addressed by finding other
characters that are not double-encoding, and expecting the encoding to
be consistent:
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>>> fix_bad_unicode('AHÅ™, the new sofa from IKEA®')
'AHÅ™, the new sofa from IKEA®'
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Finally, we handle the case where the text is in a single-byte encoding
that was intended as Windows-1252 all along but read as Latin-1:
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>>> fix_bad_unicode('This text was never Unicode at all\x85')
'This text was never Unicode at all…'
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"""
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if isinstance(text, bytes):
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raise TypeError("This isn't even decoded into Unicode yet. "
"Decode it first.")
if len(text) == 0:
return text
maxord = max(ord(char) for char in text)
tried_fixing = []
if maxord < 128:
# Hooray! It's ASCII!
return text
else:
attempts = [(text, text_badness(text) + len(text))]
if maxord < 256:
tried_fixing = reinterpret_latin1_as_utf8(text)
tried_fixing2 = reinterpret_latin1_as_windows1252(text)
attempts.append((tried_fixing, text_cost(tried_fixing)))
attempts.append((tried_fixing2, text_cost(tried_fixing2)))
elif all(ord(char) in WINDOWS_1252_CODEPOINTS for char in text):
tried_fixing = reinterpret_windows1252_as_utf8(text)
attempts.append((tried_fixing, text_cost(tried_fixing)))
else:
# We can't imagine how this would be anything but valid text.
return text
# Sort the results by badness
attempts.sort(key=lambda x: x[1])
#print attempts
goodtext = attempts[0][0]
if goodtext == text:
return goodtext
else:
return fix_bad_unicode(goodtext)
def reinterpret_latin1_as_utf8(wrongtext):
newbytes = wrongtext.encode('latin-1', 'replace')
return newbytes.decode('utf-8', 'replace')
def reinterpret_windows1252_as_utf8(wrongtext):
altered_bytes = []
for char in wrongtext:
if ord(char) in WINDOWS_1252_GREMLINS:
altered_bytes.append(char.encode('WINDOWS_1252'))
else:
altered_bytes.append(char.encode('latin-1', 'replace'))
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return b''.join(altered_bytes).decode('utf-8', 'replace')
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def reinterpret_latin1_as_windows1252(wrongtext):
"""
Maybe this was always meant to be in a single-byte encoding, and it
makes the most sense in Windows-1252.
"""
return wrongtext.encode('latin-1').decode('WINDOWS_1252', 'replace')
def text_badness(text):
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'''
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Look for red flags that text is encoded incorrectly:
Obvious problems:
- The replacement character \ufffd, indicating a decoding error
- Unassigned or private-use Unicode characters
Very weird things:
- Adjacent letters from two different scripts
- Letters in scripts that are very rarely used on computers (and
therefore, someone who is using them will probably get Unicode right)
- Improbable control characters, such as 0x81
Moderately weird things:
- Improbable single-byte characters, such as ƒ or ¬
- Letters in somewhat rare scripts
'''
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assert isinstance(text, text_type)
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errors = 0
very_weird_things = 0
weird_things = 0
prev_letter_script = None
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for pos in range(len(text)):
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char = text[pos]
index = ord(char)
if index < 256:
# Deal quickly with the first 256 characters.
weird_things += SINGLE_BYTE_WEIRDNESS[index]
if SINGLE_BYTE_LETTERS[index]:
prev_letter_script = 'latin'
else:
prev_letter_script = None
else:
category = unicodedata.category(char)
if category == 'Co':
# Unassigned or private use
errors += 1
elif index == 0xfffd:
# Replacement character
errors += 1
elif index in WINDOWS_1252_GREMLINS:
lowchar = char.encode('WINDOWS_1252').decode('latin-1')
weird_things += SINGLE_BYTE_WEIRDNESS[ord(lowchar)] - 0.5
if category.startswith('L'):
# It's a letter. What kind of letter? This is typically found
# in the first word of the letter's Unicode name.
name = unicodedata.name(char)
scriptname = name.split()[0]
freq, script = SCRIPT_TABLE.get(scriptname, (0, 'other'))
if prev_letter_script:
if script != prev_letter_script:
very_weird_things += 1
if freq == 1:
weird_things += 2
elif freq == 0:
very_weird_things += 1
prev_letter_script = script
else:
prev_letter_script = None
return 100 * errors + 10 * very_weird_things + weird_things
def text_cost(text):
"""
Assign a cost function to the length plus weirdness of a text string.
"""
return text_badness(text) + len(text)
#######################################################################
# The rest of this file is esoteric info about characters, scripts, and their
# frequencies.
#
# Start with an inventory of "gremlins", which are characters from all over
# Unicode that Windows has instead assigned to the control characters
# 0x80-0x9F. We might encounter them in their Unicode forms and have to figure
# out what they were originally.
WINDOWS_1252_GREMLINS = [
# adapted from http://effbot.org/zone/unicode-gremlins.htm
0x0152, # LATIN CAPITAL LIGATURE OE
0x0153, # LATIN SMALL LIGATURE OE
0x0160, # LATIN CAPITAL LETTER S WITH CARON
0x0161, # LATIN SMALL LETTER S WITH CARON
0x0178, # LATIN CAPITAL LETTER Y WITH DIAERESIS
0x017E, # LATIN SMALL LETTER Z WITH CARON
0x017D, # LATIN CAPITAL LETTER Z WITH CARON
0x0192, # LATIN SMALL LETTER F WITH HOOK
0x02C6, # MODIFIER LETTER CIRCUMFLEX ACCENT
0x02DC, # SMALL TILDE
0x2013, # EN DASH
0x2014, # EM DASH
0x201A, # SINGLE LOW-9 QUOTATION MARK
0x201C, # LEFT DOUBLE QUOTATION MARK
0x201D, # RIGHT DOUBLE QUOTATION MARK
0x201E, # DOUBLE LOW-9 QUOTATION MARK
0x2018, # LEFT SINGLE QUOTATION MARK
0x2019, # RIGHT SINGLE QUOTATION MARK
0x2020, # DAGGER
0x2021, # DOUBLE DAGGER
0x2022, # BULLET
0x2026, # HORIZONTAL ELLIPSIS
0x2030, # PER MILLE SIGN
0x2039, # SINGLE LEFT-POINTING ANGLE QUOTATION MARK
0x203A, # SINGLE RIGHT-POINTING ANGLE QUOTATION MARK
0x20AC, # EURO SIGN
0x2122, # TRADE MARK SIGN
]
# a list of Unicode characters that might appear in Windows-1252 text
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WINDOWS_1252_CODEPOINTS = list(range(256)) + WINDOWS_1252_GREMLINS
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# Rank the characters typically represented by a single byte -- that is, in
# Latin-1 or Windows-1252 -- by how weird it would be to see them in running
# text.
#
# 0 = not weird at all
# 1 = rare punctuation or rare letter that someone could certainly
# have a good reason to use. All Windows-1252 gremlins are at least
# weirdness 1.
# 2 = things that probably don't appear next to letters or other
# symbols, such as math or currency symbols
# 3 = obscure symbols that nobody would go out of their way to use
# (includes symbols that were replaced in ISO-8859-15)
# 4 = why would you use this?
# 5 = unprintable control character
#
# The Portuguese letter à (0xc3) is marked as weird because it would usually
# appear in the middle of a word in actual Portuguese, and meanwhile it
# appears in the mis-encodings of many common characters.
SINGLE_BYTE_WEIRDNESS = (
# 0 1 2 3 4 5 6 7 8 9 a b c d e f
5, 5, 5, 5, 5, 5, 5, 5, 5, 0, 0, 5, 5, 5, 5, 5, # 0x00
5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, # 0x10
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, # 0x20
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, # 0x30
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, # 0x40
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, # 0x50
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, # 0x60
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, # 0x70
2, 5, 1, 4, 1, 1, 3, 3, 4, 3, 1, 1, 1, 5, 1, 5, # 0x80
5, 1, 1, 1, 1, 3, 1, 1, 4, 1, 1, 1, 1, 5, 1, 1, # 0x90
1, 0, 2, 2, 3, 2, 4, 2, 4, 2, 2, 0, 3, 1, 1, 4, # 0xa0
2, 2, 3, 3, 4, 3, 3, 2, 4, 4, 4, 0, 3, 3, 3, 0, # 0xb0
0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, # 0xc0
1, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, # 0xd0
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, # 0xe0
1, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, # 0xf0
)
# Pre-cache the Unicode data saying which of these first 256 characters are
# letters. We'll need it often.
SINGLE_BYTE_LETTERS = [
unicodedata.category(unichr(i)).startswith('L')
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for i in range(256)
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]
# A table telling us how to interpret the first word of a letter's Unicode
# name. The number indicates how frequently we expect this script to be used
# on computers. Many scripts not included here are assumed to have a frequency
# of "0" -- if you're going to write in Linear B using Unicode, you're
# probably aware enough of encoding issues to get it right.
#
# The lowercase name is a general category -- for example, Han characters and
# Hiragana characters are very frequently adjacent in Japanese, so they all go
# into category 'cjk'. Letters of different categories are assumed not to
# appear next to each other often.
SCRIPT_TABLE = {
'LATIN': (3, 'latin'),
'CJK': (2, 'cjk'),
'ARABIC': (2, 'arabic'),
'CYRILLIC': (2, 'cyrillic'),
'GREEK': (2, 'greek'),
'HEBREW': (2, 'hebrew'),
'KATAKANA': (2, 'cjk'),
'HIRAGANA': (2, 'cjk'),
'HIRAGANA-KATAKANA': (2, 'cjk'),
'HANGUL': (2, 'cjk'),
'DEVANAGARI': (2, 'devanagari'),
'THAI': (2, 'thai'),
'FULLWIDTH': (2, 'cjk'),
'MODIFIER': (2, None),
'HALFWIDTH': (1, 'cjk'),
'BENGALI': (1, 'bengali'),
'LAO': (1, 'lao'),
'KHMER': (1, 'khmer'),
'TELUGU': (1, 'telugu'),
'MALAYALAM': (1, 'malayalam'),
'SINHALA': (1, 'sinhala'),
'TAMIL': (1, 'tamil'),
'GEORGIAN': (1, 'georgian'),
'ARMENIAN': (1, 'armenian'),
'KANNADA': (1, 'kannada'), # mostly used for looks of disapproval
'MASCULINE': (1, 'latin'),
'FEMININE': (1, 'latin')
}