Arrays :: Easily Access An Array Based On Its Dimensions?
May 11, 2009
Lets say I have an array which has n dimensions. Now in order to access a slot you typically use: array [1][0]What if the number of dimensions are not known at compile-time, is there an easy access like:
slot = "1,0"
array [slot] // accessing 1,0
Which means I can also easily navigate back and forth
I have a multidimensional array based data and i'm pretty confused in bringing it to simple linear array. I know it requires some for in loop to set property and its value and some nested looping but i lost in the half way.
I have a chart and am trying to display the "volume" in a line chart as the primary series & the "temp" as a column chart as the secondary series...(the "compound" will be shown in the datatip):
[{date=Tue Feb 08 19:00:00 EST 2011, volume=1200, 1={temp=-50, compound=helium}, 0={temp=-45, compound=oxygen}}]
I can get the "volume" series to display fine, but cannot get the "temp" series to display...how do I access them? Right now I have:
I have movie clip in an array (newStep) that is being added to the stage dynamically. It's randomly choosing a frame to go to every time an instance is added. There is a nested movie clip (stepLine) that i need to change the alpha of. This code actually works for adding a string to to the dynamic text box (pointsDText) but when i try to access the nested movie clip (stepLine) it gives me 1009 null object reference error. The funny thing is the code actually works and does change the alpha of the movie clip but i still get that error, and i think it's making my game more glitchy. I've tried using if(contains(steps[r].stepLine)) too but it doesn't work. Is there a better way to access this movie clip without getting the error?
I am running into some trouble adding an array into another array to create a multi-dimensional array.The code appears as below:
var slideDataArray:Array = new Array(); var slideShowDataArray:Array = new Array(); slideDataArray[0] = xmlData.SlideShowParameters.SlideShowImagesDirectory;[code]........
I am looking for a means of placing the slideDataArray into a 'slot' or value of slideShowDataArray so that I can in the end pass the slideShowDataArray as a parameter to another function.As of now, the last slideDataArray appears 11 times (the loop runs 11 times) in slideShowDataArray and the way the code is written the slideDataArray is unique every iteration of the loop.
I want to create an static drawing (say any animals like giraffe) using some points, lines, drawing etc. Now i want to update the drawing by passing the parameters say height of his legs, its width or its color.The parameters are supplied from the web page. The image will be a 2D image.I am searching on which technology should i implement this for more than 10 hours but cannot find any perfect solution.Right now i am thinking i can use Adobe flash in which i can do some programming to create an drawing and change the drawing by passing the parameters to a Flash file, i think we can pass it when we embed an flv.
what's a simple way to combine arrays with as3? by combine, i mean that contents of one array are pushed into another array.I already tried a for loop and push.
On my stage I have 5 items labeled item1_mc, item2_mc, item3_mc and so forth...they all have two keyframes on their respective timelines, one labeled "active" and the other "inactive". My code contains 2 arrays, inactiveArray and activeArray and a variable known as energy that regularly goes to and from 0 - 100.What I am looking to achieve is basically the function of...if energy >= "insert given items 'active threshold' 20, 40, 60, etc..." then add it to the activeArray, if it is not, remove it and add it to the inactive array.
all objects in activeArray gotoAndStop("active"); all objects in inactiveArray gotoAndStop("inactive");
I have tried many different ways of achieving this effect but I always end up with duplicates and extras or something doesn't move when it's supposed to, where it's supposed to, it just ends up into a giant cluttered mess and I start from scratch.
I'm writing a game with Flash CS5/AS 3.0 that tries to simulate depth of field by drawing all the relevant Movie Clips based on their Y position in ascending order, i.e. things lower on the stage overlap things higher on the stage. A MovieClip with a Y position of 10 would therefore need to have a lower index compared to a MovieClip with a Y position of 20, so the second one gets drawn on top of the first.
I wrote a quick and dirty function just to test this. During the trace, I've noticed that the truck's index hits 0 when I go near the top of the stage, but if I go too far up it will completely disappear from the stage. Trace then starts generating this error:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display::DisplayObjectContainer/getChildIndex() at EICT::Game/ReorganizeDisplayIndexes()
have a square on the stage that should change in dimensions depending on which button is pressed. This is the code for the buttons:[CODE]function setButton() {
for (var i in menuMc) { if (menuMc[i]._name.substr(0, 4) == "btn_") { clip = menuMc[i];
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?
In AS3, I have a Sprite that has a Z axis rotation applied.How do I calculate that Sprite's dimensions (it's original size) from Sprite.rotationZ and Sprite.getRect(...)?
What do I have to write to keep the movieclip not to change dimensions if the user starts playing with the dimensions of his screen ? I remember it was a line of as3 written at the beginning.
Is it possible to, if you have an array of class names like ActionScript Code: var city01names:Array = ["pic_01", "pic_02", "pic_03" ...] make a new array which would read these names, instantiate them, and push them into a new array containing the instances of all these pictures, which I could then use for a slideshow?
how to reorder an array based on the information contained in another array. What my script is currently doing is detecting all the attached monitors I have and then ordering them based on their left bounds. However I then want to reorder the screens location in the array based on whether the user has selected that display or not. If the user has selected it, by clicking a button, the button movie clip will be on frame two, if they haven't been chosen it will be on frame one. So what I am doing is then creating two separate arrays, chosen screens and not chosen screens, and then combining them into one.
Code: if(displayButton.currentFrame==displayButton.totalFrames) { //sort the chosen ones into an array
[Code]....
My problem now is being able to reorder a separate array which contains all the screens, called screenArray, based off of that. screenArray currently returns [Object Screen], [Object Screen], [Object Screen], etc... and is in the order of 1,2,3,4,5,6. How do I take then and get it to be equal to the order of my displayButtonsChosen Array of 1,3,5,2,4,6?
This adds five new instances of the Thing class through the main timeline. In the Actionscript code for the Thing class I want to be able to reference the index of the given instance for identification purposes.
Long story short: I want to search a multidimensional array in AS3 for (in this example) the location of 6 strings - all of which are stored in another unrelared array. Long story long: Once I get the locations (in the multidimensional array) of each string, i then know where it's located, and can access other atributes of that object - so if i found the string "box3" is located in element [5] of my multidimensional array, i can now target: multiArray[5][3] to return the 4th item stored (keeping in mind we're starting from 0, so 3 is the 4th position).
I can get this to work once, but I'm trying to set up a for loop based on the length of my basic string storage array - this array holds (in this example) 6 instance name strings - each time my for loop loops, i need to run a search in my multdimensional array for the next consecutive instance name. Then, once I've located all of them (and store the results in a new temporary array) I can dig around in each location for the info I need.
I have quite alots of display objects to manage during runtime, so Im currently using Arrays to manage them. But the problem is I have few many types of displays objects(eg. Tile, Npc and Building) which are basically MovieClips linked to the library. Each display object plays different role where it will be checked on enter frame, a loop.Method 2 sounds much more faster and extensible however Im worried if it would affect the checking rate of each display object during runtime as the displays:Array grow larger and probably making it glitchy.So which one of the following method is faster+less glitchy and explain why you choose it.[code]
I've been seaching on how to get the key names of a flex Array as there is no such function in the Array class. Here is my answer that may be usueful to any of you.
I know that an ArrayCollection is a wrapper over an Array, but what I wanted to know is when to choose one over the other? Will the over usage of ArrayCollections result in performance?
I need to change a text field every time values in an array is updated, and I tried putting the code in the setter. However, the code is not being called. Even if I do this
public function set resources(value:*) { //this function does not seem to matter at all }
Nothing happens. I think AS3 overrides setters for arrays, how do I get the functionality other than inserting a changeTextFields(); every time I change the array?
I am attempting to build an array of arrays that will with the following syntax. My output is definitely not what I am trying to achieve. Here is my code:
[Code]...
My output is coming out as 6 references to "Set3". There is obviously something wrong with my for loops, but I can't figure it out.