ActionScript 2.0 :: Searching In Array With Objects
Mar 15, 2006
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Does anybody have an idea how to search the strings in the array? Let's say the user types "ci" to the search field, searching in "taste" (it would be marked). Now it should return the objects which have the string "ci" in the taste, as: apple - acid - red berry - acid - purple..
I am curious if this is an okay implementation of the Array.filter() method.
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I was not able to figure out an implementation of the callback function for the filter() method, where the callback was outside of the getGallery() function. I wonder if there is a way to get the isGallery function outside of the getGallery scope?
I'm working with tons of array generated from a XML. How should I go about creating a search function that will be able to search and retrieve a particular nod from the array. Sth to do with .toLowerCase() and getIndexOf? The search function should be able to search and retrieve any text that contain the letter/letters... not the whole word. Like for example if user enter "gre", it should retrieve results containing "great" and so on.
I have one global array, and I am pushing other arrays (which contain strings) in it. [GOLD, SILVER, BRONCE] [BLUE, RED, GREY, ORANGE, PURPLE] [JUICE, BEER, WATER, MILK, COFFEE] [MERC, BMW, SUBARU, MITSUBISHI, TOYOTA]
Lets say I have these 4 arrays, and I push them into global array in that order. Example 1: if I have string "MILK", I need to search the global array and what I want is to pull out last array (with cars) because "MILK" is contained in third array (going from the beggining). Example 2: if I choose "ORANGE" I want to pull out last 2 arrays (drinks and cars). Example 3: if I choose string from the last array ("MERC") nothing is pulled out. And by pull out I mean just get to it.
I'm working on a grid based game where a user selects a tile and all the tiles with the same colour that are beside it disappear. Up until now I've been using this very rudimentary method to find the neighbouring tiles with the same colour (see below) but now that the game has gotten more complex and larger grids are involved performance is starting to lag so I optimizing the code. have a Tile class like this:
Is there any 3rd-party library on AS3.0( like STL in C++) around, can do this:I define my class and use its objects as associative array, for example:
class Company{ var public name; var public logo; var public address; var public telnumber; }
And use a kind of data structure class(say, List) to store a few Company-type objects. And then, I define my own comparing and searching function on that List class(namely, override the default one); within my functions I could specify on which attribute(name, or address, or telephone number) to perform searching, and how it would be performed.
I just read the tutorial "Finding Values in an Array". Sure, the code works, but that's only because we are searching arrays the contain a small number of elements. Suppose we have n elements in an array. To search that array for a particular element we may have to do n comparisons. If the array we are searching contains 10 million elements, we have a problem; can you imagine doing "if (this == that)" 10 million times? There's got to be a better way to search the array. Or perhaps we shouldn't use arrays to store the information.
I have an array of temporary objects created in a for loop. The objects are of type class "Tile", a class I created. However, it appears that whenever I create a lot of tiles in the for loop, the program slows down indefinitely.
While the array is whiped at a later trigger point, I am thinking that perhaps these Tile objects are not being erased from memory. They are being created on the fly in a for loop, and the array is being reset to "array = []".
Are the objects still in memory or are they cleaned up when the array is set to []?
I have a service which returns an Array of ObjectProxy objects. I would like to cast this to a custom object (a value object) and create an ArrayCollection. How can I do this?ited:I am using Django and PyAMF for the backend. I had to write a custom SQL query and I am wrapping the resulting records in ObjectProxy and sending the whole result as an ArrayCollection.Here is my client side code:
[ArrayElementType("SessionVO")] [Bindable] private var _list:ArrayCollection;
Is this the correct, most efficient way to recycle objects when creating an array of objects?
package com { public class CreateList extends MovieClip { //this is the object I will be recycling private var newProperty:PropertyRow; //this is the array I will use to reference the objects
iSo let's say I have three different arrays of objects, and I want to combine them into one sorted array. I want the order to be such that the items from each array are evenly distributed throughout the sorted array.
If there were 3 xItems, 3 yItems, and 3 zItems, the sorted array would have this order: x, y, z, x, y, z, x, y, z
HOWEVER, even if the arrays are differing lengths, I still need to make them alternate as much as possible. If there were 6 xItems, 4 yItems, and 2 zItems, the sorted array should have this order: x, y, x, y, x, z, x, y, x, y, x, z
i have two arrays of DesplayObjects and i want to add all the objects in the second array to the end of the first array, i knew that i just can just do a loop and puch em into the array, but i wondered if there was a simple function for doing this?
I have declared an Array as a new Array(); I would like to push objects into that array but have a text field read back the array minus the commas that are pushed by user interaction (from numbered buttons).
For example, if the user pushes button 1 then button 4 then button 8 I would like the array to read in the text field 148 instead of 1,4,8 .
I am wanting to get an array of objects from a get statement in a class.Now I get this to work so i am just checking if this is the best way to do it.
Over 3 classes //class3 public function get xVal():int { return img1.x; } // END GET _myProperty //class2 public function get getEnemy():Array { return myEnemyList; } // END GET _myProperty /class1- calling class var enemyItem:Array = []; myEnemy.moveEnemy(); enemyItem=myEnemy.getEnemy;
I have is a simple game and when the player picks up 10 objects I would like an enemy to spawn and start chasing the player (the player is attatched to the mouse), after another 10 objects another enemy spawns and so on. This keeps going until any one of the enemies chasing "hits" the player, and then I would like all the enemies that are on the screen to travel off screen at the same location, ready to start over again.
I'm using tweener generally in the game so far for movement of things.I understand I'll need to use an array to create more duplicates of my enemy movieclip? And push one every time 10 objects are picked up.What I can't do is the code to hitest any one of the spawned enemies, I think only one perhaps-the last or first created is ever affected. I've seen others with a similar problem but not quite the same so I haven't found a solution. I'm sure its very simple.
Trying to re-sort an array of objects from: var arr:Array = new Array({num:0},{num:1},{num:2},{num:3}) to var arr:Array = ({num:0},{num:3},{num:1},{num:2})
(All the words are in alphabetical order)All in all, I have around 400,000 words neatly organized in 31 XMLs.
1. The CPU randomly picks a letter from A to Z. Based on that letter, it loads the appropriate XML file. From that XML file, it randomly loads one word (and when it first loads it, it skips words ending in "nt" - last two characters).
2. When it is presented with the word, the user needs to type in another word, which must start with the two characters that the previous word ended with. Here, the same rule of "nt" applies. Also, Flash needs to check if the word is valid (must check inside the XMLs for the word.
3. If the word is valid, Flash picks another word that starts with the last two characters of the previous word. (Here, the "nt" rule doesn't apply).
I've successfully access a web service in as3 and pulled the xml from it into a large array of objects
ie
Code: array object array
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This has to be accessed at a later point by the UI in order to build itself. I can't figure out how to create a loop or method or whatever to access this array.
I need several ways of accessing it, so maybe I'm thinking of a method called accessSpecificItem(propertyName:String); <- to set up each UI item traceOutAllItems(arrayName:Array); <- for testing countNumberOfItems(arrayName:Array); <- for the UI to figure out how many items it needs to build
I'm creating randomly moving boxes. And when one box touches another one something happends. The code below is something i've done but the problem is that when the for loop goes trought the array the box hits itself.[code]
how do I remove objects, in this case of the LoadingItem type loaded by Bulkloader from an array that I've put them in, so that they are being cleared from memory. It doesn't seem to be sufficient to use removeAll or even clear the bulkloeader instance,
function removeFromArray(item:Object, arr:Array):Object { for(var i:uint = 0; i < arr.length; i++) { if(item == arr
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This function searches through an array and sees if an item exists in it, if it does, it removes it and returns a reference to that item.
This works fine for most things. But I just ran into a problem where I need to remove an array from an array.
so my array looks like this [ [item1a, item1b], [item2a, item2b] ]; and i need to remove [item1a, item1b] from it. But passing in the the array to remove and the full array to remove it from does not work because i guess of the casting to an object in the parameters list. Can the functionality i want be used? if so how?
I've created a for loop to do the following:add instances of button MovieClip from library to stagename the instances via name propertyadd instance names to array for later referenceadd event listenershese 4 steps are working peachy, however, I'm having troubles referencing these instances later on through my code. I'm pretty sure that the problem is in my data types not matching, but I'm not sure how to fix it.
var menuBtn:mc_menuBtn;var menuBtnList:Array = new Array(); for(var b:int = 0; b < numFiles; b++){ //add instances to stage menuBtn = new mc_menuBtn(); testClip.addChild(menuBtn); //adding button instances to