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How to pass a key into array_map() with an anonymous function (PHP 5.6)?

I’m trying to use array_map() in PHP 5.6 in the following way:
$empty = array_map(function ($my_result) use ($wanted_id) {
return $my_result[$wanted_id];
}, $empty);

(I have reasons for wanting to do this, although they are somewhat esoteric.)
However, I’m getting the following error:

Parse error: syntax error, unexpected ‘(‘, expecting $end in….

It’s telling me that the function () should be closed, but I can’t find a way of doing that in PHP 5.6. The PHP manual has a bit, which I take to mean you can’t use it like that, and the manual also has a note at the end that is a bit garbled:

This function is provided for debugging purposes and is not recommended for use in production.

However, that note is labelled as obsolete, so I’m not sure how much effort I should make to follow it.
The only way I can get it to work is as follows, but I’m not sure how to pass the value into the function (I’ve tried a few variants, but they don’t do anything):
$key = 123;
$empty = array_map(function ($my_result) use ($key) {
return $my_result[$key];
}, $empty);

A:

Since PHP 5.6 is the first version to introduce Function Arguments as a language feature, Function Arguments might be not 100% compatible with the earlier version, this solution will work fine with PHP 5.6, but for older version of PHP it will be useful to use Closures, (remember to remove the use later)
function map_closure(array &$data, Closure $callback) {
$args = func_get_args();

//your previous code here

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The primary purpose of the curriculum of the naturopathic medicine program at NorthWestern State University is to provide the student with the knowledge. About us .Time for some technical notes.

Several of our Engine.Game modules, in particular Game, Config and Audio which are used by a lot of applications, have suffered some major changes.

You can upgrade to the latest version by visiting the Download page. If you’re running Engine.Game via NuGet, you’ll want to add the Engine.Game.core NuGet package as well.

Engine.Game

Game itself has been reworked to be a bit more generic and reusable. Most changes are in the form of a new Events system. Which is a great thing, since it allows us to eliminate some of the callers we’ve had to add with each new version.

Now, instead of Game.Game.System, you need to do new things like Game.System.Player and the like.

Previously, we would have two different Game.Game modules, one for non-player and one for player objects and we’d use them for different things in the same project. It was not ideal at all, but at the time it was acceptable. But now we’ve shifted to making a single Game.Game module and using it for both types of games.

In order to do that we’ve separated Game.Game to Game.Game.NonPlayer and Game.Game.Player.

Game.Game.NonPlayer inherits Game.Game and adds non-player related members.

Game.Game.Player inherits Game.Game and adds player related members.

In general, most Engine.Game projects just add this NuGet package to their projects and they’re good to go.

I’ll go over what changes I’ve made to Engine.Game.System, since I believe this is important.

And finally, Engine.Game.System is now split into multiple modules.

Adding and removing an AppDomain is pretty much the exact same, but now I have these things:

Special Assembly: Art, Common, Core, Game, Game.Player, IInput.

Utilities: Core.Game,
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