Use an objects name to make changes to the object - actionscript-3

I have created multiple instances of one object each with there own instance names with numbers on the end. I would like to iterate through these names (they have numbers on the end), modify there properties then push them to an array all through the instance names not the actual object instances.
if (instance60.currentFrame == 4)
{
array.push("instance60")
}
Where the first instance60 is refering to the object itself and the second instance60 is just a pushed string

I think what you are looking to do is set a key value pair.
The key would be how you find the reference to the object later
instances["instance"+60] = instance60;
you can loop using something like:
for(var i:uint=0;i<instances.length;i++){
instances["instance"+i] = new Sprite();
instances["instance"+i].x = 20;
instances["instance"+i].y = 20*i;
//etc...
}
But, although this has it's uses, in this case you are iterating through an integer value anyways, so, given it can run quite a bit faster on large arrays, why not just store them at their position in the array?
for(var i:uint=0;i<instances.length;i++){
instances[i] = new Sprite();
instances[i].x = 20;
instances[i].y = 20*i;
this.addChild(instance[i]);
//etc...
}

Related

Using objects instead of arrays

I've spent nearly 1 week to learn working with objects instead of arrays. I had thought it was easy to call them and created some objects and set their properties. However I can't access them now, I tried this:
function onBoxClick(event:MouseEvent):void {
var str:String = event.currentTarget.name;
trace(str);
str = str.substring(str.indexOf("_") + 1);
trace(getChildByName("copy_" + str)); // trying to trace an object by name
}
My question is if there's a practical way of dealing with objects, otherwise what's the purpose of using them.
Edit: Here's my function that I use to create movieclips and other things:
function addBoxes(isUpdate:Boolean):void {
var copyOne:Object = getReadOnlyValues();
copyOne.name = "copy_" + num;
// Set default mc1 settings
var settings1:Object = copyOne.mc1Settings;
for(var num2:String in settings1) {
copyOne.mc1[num2] = settings1[num2];
}
// Set default mc1text settings
var settings2:Object = copyOne.mc1TextSettings;
for(var num3:String in settings2) {
copyOne.mc1Text[num3] = settings2[num3];
}
copyOne.mc1.x = nextXpos;
copyOne.mc1.name = "captionBox_" + num;
addChild(copyOne.mc1);
copyOne.mc1.addEventListener(MouseEvent.CLICK, onCaptionClick);
copyOne.mc1Text.name = "captionBoxText_" + num;
copyOne.mc1.addChild(copyOne.mc1Text);
// ---------------------------------------------------------------
// Set default mc2 settings
var settings4:Object = copyOne.mc2Settings;
for(var num4:String in settings4) {
copyOne.mc2[num4] = settings4[num4];
}
// Set default mc2text settings
var settings5:Object = copyOne.mc2TextSettings;
for(var num5:String in settings5) {
copyOne.mc2Text[num5] = settings5[num5];
}
copyOne.mc2.x = nextXpos;
copyOne.mc2.y = copyOne.mc1.height;
copyOne.mc2.name = "box2_" + num;
addChild(copyOne.mc2);
copyOne.mc2Text.name = "box2BoxText_" + num;
copyOne.mc2.addChild(copyOne.mc2Text);
copyOne.mc2.addEventListener(MouseEvent.CLICK, onBoxClick);
if (num / subunits is int) {
trace (num);
// createMc("normalBox", true);
}
nextXpos = nextXpos + copyOne.mc2.width;
// traceObj(copyOne);
// traceObj(getReadOnlyValues());
}
I called this function in a loop so I created many movieclips. Now I can't access objects' properties and their childen (e.g textfield).
Objects I have on stage: Movieclips and textfields
Where they come from: The function above
What I'm trying to do with them: Tracing movieclips and textfields (that are holded by objects) to change their children (textfield) text
What happens instead of what I expect: Trace code outputs undefined instead of giving me object type trace(getChildByName("copy_" + str)); // trying to trace an object by name
Is there a practical way of accessing an object whose name is "copy_1" and its property whose name is "box2_1" (movieclip)?
One problem I see is the "copyOne" object has been created within the scope of "addBoxes", so it will no longer exist outside of this function.
Another is you're trying to access an Object via getChildByName, which only addresses displayObjects of the displayObjectContainer you are calling from.
If you want to loosely keep track of variables with things like Objects or MovieClips (which are both dynamic-style objects that let you add properties to them as you wish), just use MovieClips to house your values. The movieClips, being on the stage, will be retained in memory until removed from the displayList (stage).
Also, check out the Dictionary, a sort of key/value based way of storing collections of objects.
Better yet, if you use strongly-typed custom objects (creating your own classes to extend MCs, and adding your own public or private methods and values), there are benefits such as using Vectors (fancy, fast arrays that are compatible with any Object type you choose).
I don't really know if I understood your question or not, but as #ozmachine said in his answer, you can not use getChildByName, instead I think that you can take a look on this, may be it can help :
var container:DisplayObjectContainer = this;
function getReadOnlyValues():Object {
return {
mc1: new box(),
mc1: {
name: 'mc1_',
alpha: 1,
x: 0,
y: 0,
width: 30,
height: 25
},
mc1Text: new TextField(),
mc1Text: {
text: 'test',
x: 0,
y: 0,
selectable: false,
multiline: false,
wordWrap: false
}
}
};
// create 5 objects
for(var i=0; i<5; i++){
container['copy_'+i] = getReadOnlyValues();
var obj:Object = getObjectByName('copy_'+i);
obj.mc1.alpha = 1;
obj.mc1.x = 0;
obj.mc1.y = 50 * i;
obj.mc1.width = 100;
obj.mc1.addChild(obj.mc1Text);
obj.mc1Text.text = 'test_' + i;
addChild(obj.mc1);
}
// get object by name
function getObjectByName(name:String):Object {
return container[name];
}
// change the text of the 4th button
stage.addEventListener(MouseEvent.CLICK, function(e:MouseEvent):void {
var obj:Object = getObjectByName('copy_3');
obj.mc1Text.text = 'new text';
})
Array and Object are both data structures.
Data means some form of information.
Data structure means some form of information being stored in a certain way.
Array and Object are two different ways to store information.
Arrays identify data with integer numbers.
An integer number to identify a single element of an array is called an index
Arrays are ideal to represent a list of similar things that belong to each other.
var names:Array = ["John", "Paul", "George", "Ringo"];
This often means that the elements of an array are of the same type, like in the example above.
But they don't have to:
var numbers:Array = [42, "twenty-five", "XIIV"];
For the above examples it's easy to answer the questions "What are the names of the four beatles?", "What different representations of numbers did you stumble upon during your trip through the historic town?". Other questions are harder or impossible to answer. "What Roman numerals did you stumble upon in the historic town?"
Objects identify data with names.
A name to identify a single element of an object is called a property
Objects are ideal to represent a list of dissimilar things that belong to each other.
var paula:Object = {age:37, name:"Paula", hairColor:0x123456};
This often means that the elements of an object are of different type, like in the example above.
But they don't have to:
var car:Object = {manufacturer:"Porsche", color:"red", sound:"wroooooom", soundOfDriver:"weeeeeeeeeeee"};
Considering this, let's take a look at your code and see how it applies.
The big picture is that you have a function addBoxes that you call multiple times. As one function should have one purpose, this function will do something similar every time it is executed. Uh-Oh: "similar". Whatever the result of this function is, it should go into an array. Each call to that function would be an element of the array. You can see this clearly on your use of "num" to identify whatever is happening in your current run of the function.
What data is present in your function?
copyOne
mc1
mc1Text
mc2
mc2Text
copyOne is a troublemaker here and what causes your confusion. It's trying to do everything at once and therefore you are not able to think clearly about when to use a Array and when Object. One would call it a god object. And that's not a good object to have around.
Your choice for variable names is very bad.
You choose super generic names like "mcX" only to later add a name property to it that describes what it truly is.
But even that doesn't hold true for whatever "Box2" is supposed to be.
Choose names so that it'S easy to understand what something in your code is.
It looks like you created all or parts of this structure jsut for this question and therefore lacked meaningful names.
I highly recommend that you do not learn by such made up projects. But from the real world.
I will therefore impose the following goal:
mc1 and mc1Text represent a caption
mc2 and mc2Text represent a content
With all this, I ask again:
What data is present in your function?
captionBox
captionText
contentBox
contentText
Both caption and content consist of a box and a text.
These are different things, so caption and content are each an object with properties "box" and "text"
One could think that due to this similarity, they both should go into an array.
But I beg to differ. A caption and a text are not the same thing. You deal with captions and texts differently. Walking on the streets you might catch a big caption in the news quickly, but not a lengthy text. That's why each of them should be a property of the object that's created in the function.
Here's somewhat of a conclusion:
var allBoxes:Array = []; // array to store the similar results of every function call
function createBoxes():void
{
var boxes:Object = {};
//the box consists of caption & content, both bying of the same type, but are containing different data
boxes.caption = {box:{}, text:{}}; //caption
boxes.content = {box:{}, text:{}}; //content
allBoxes.push(boxes);
}
This is it. That's how and why I would model your data with objects and arrays.
But it doesn't end here. My conclusion lacks a lot of the code you posted.
While the above is mostly language independent, the missing code is specific to Actionscript and not just on how to model data. It's as follows...
As3 is object oriented.
This is good, because the above conclusion has a lot of objects in it.
To define how some object is/does/moves/farts/etc, one creates classes.
The following changes take place (for reasons out of the scope of this answer):
createBoxes (formerly known as addBoxes) calls the constructor of
a class "CaptionAndContent" that extends Sprite.
There's no more need to explicitely create an object "boxes" as the constructor does exactly that.
The caption and content will not have a property "box", because
they can be the box themselves. This is exactly how it's done in the
code of the question. The default settings are set in the constructors of their classes.
Here's reduced snippet of code that hopefully illustrates how the classes could look like.
Each class should be in its own file, with the necessary imports, package block and the additional functionality that you did not specify in your question.
public class CaptionAndContent extends Sprite
{
private var caption:Caption;
private var content:Content;
public function CaptionAndContent(captionText:String = "", contentText:String = "")
{
caption = new Caption(captionText);
addChild(caption);
content = new Content(contentText);
content.y = caption.height;
addChild(content);
}
}
public class ClickableBoxWithText extends Sprite
{
protected var textField:TextField;
public function ClickableBoxWithText(text:String = "")
{
textField = new TextField();
textField.text = text;
addChild(textField);
addEventListener(MouseEvent.CLICK, onClick);
}
protected function onClick(mouseEvent:MouseEvent):void
{
//override this in a sublclass
}
}
public class Caption extends ClickableBoxWithText
{
public function Caption(text:String = "")
{
super(text);
// apply all the default settings of caption here.
}
}
public class Content extends ClickableBoxWithText
{
public function Content(text:String = "")
{
super(text);
// apply all the default settings of content here.
}
}
Using them would look something like this:
var allBoxes:Array = []; // array to store the similar results of every function call
function createBoxes():void
{
var captionAndContent:CaptionAndContent = new CaptionAndContent("This is the caption...", "...for this content");
captionAndContent.x = nextXpos;
addChild(captionAndContent);
allBoxes.push(captionAndContent);
}
Last but not least, the identification problem in the click handler.
Your question already contains the answer:
event.currentTarget
That's the reference to the object that was clicked on.
In my code it would be
mouseEvent.currentTarget
This identifies the object already. It's pointless to look up one of its properties (its name for example) in order to search all the objects for that name, just to identify the same object that you already had to identify (without a name) in order to get the name.
You aren't identifying the objects by name anyway. What differs between the names and what supposedly makes them unique is a number at their end. As pointed out in this answer, this is what's called an index and the thing you are trying to identify with it should go into an array. In my example codes, this is allBoxes.

as3 dynamic variable within a loop

I need to have the screenPage var accessible for later calls. I am dynamically creating several pages. The issue is when I call screenPage.startDrag(); then it only drags the last page. How can I add a var in the name or make all the screenPages accessible through code?
Here is code in short:
var screenPage:MovieClip;
for(var p = 1; daTotalPages >= p; p++)
{
screenPage = new theFlagScreen();
}
Can I make screenPage a dynamic var and add like a 1 at the end and then a 2 and so forth with the loop?
Why not use an array ?
var pages:Array = new Array;
for(var p = 1; daTotalPages >= p; p++)
{
var screenPage:MovieClip = new theFlagScreen();
pages.push(screenPage)
}
Now you have an array containing all of your instances.
var myPage:MovieClip = pages[5] as MovieClip;
myPage.startDrag();
Also, the code you have above is creating an instance each time through, but since you then go ahead and create a new one each iteration and assign it to the same variable without storing it or adding it to the display list.... once you create a new one, the last one is marked for garbage collection.
The result is only the LAST instance you created still exists as it's the only one that has a variable that references it.
screenPage is a reference to just ONE thing. In your loop you keep overwriting it as you go and so you end up with it pointing to the very last instance of theFlagScreen... all the others are now lost.
You should follow prototypical's advice and store these instances in an array, that way you don't lose them.

Randomly selecting an object property

I guess a step back is in order. My original question is at the bottom of this post for reference.
I am writing a word guessing game and wanted a way to:
1. Given a word length of 2 - 10 characters, randomly generate a valid english word to guess
2.given a 2 - 10 character guess, ensure that it is a valid english word.
I created a vector of 9 objects, one for each word length and dynamically created 172000
property/ value pairs using the words from a word list to name the properties and setting their value to true. The inner loop is:
for (i = 0; i < _WordCount[wordLength] - 2; i)
{
_WordsList[wordLength]["" + _WordsVector[wordLength][i++]] = true;
}
To validate a word , the following lookup returns true if valid:
function Validate(key:String):Boolean
{
return _WordsList[key.length - 2][key]
}
I transferred them from a vector to objects to take advantage of the hash take lookup of the properties. Haven't looked at how much memory this all takes but it's been a useful learning exercise.
I just wasn't sure how best to randomly choose a property from one of the objects. I was thinking of validating whatever method I chose by generating 1000 000 words and analyzing the statistics of the distribution.
So I suppose my question should really first be am I better off using some other approach such as keeping the lists in vectors and doing a search each time ?
Original question
Newbie first question:
I read a thread that said that traversal order in a for.. in is determined by a hash table and appears random.
I'm looking for a good way to randomly select a property in an object. Would the first element in a for .. in traversing the properties, or perhaps the random nth element in the iteration be truly random. I'd like to ensure that there is approximately an equal probability of accessing a given property. The Objects have between approximately 100 and 20000 properties. Other approaches ?
thanks.
Looking at the scenario you described in your edited question, I'd suggest using a Vector.<String> and your map object.
You can store all your keys in the vector and map them in the object, then you can select a random numeric key in the vector and use the result as a key in the map object.
To make it clear, take a look at this simple example:
var keys:Vector.<String> = new Vector.<String>();
var map:Object = { };
function add(key:String, value:*):void
{
keys.push(key);
map[key] = value;
}
function getRandom():*
{
var randomKey = keys[int(Math.random() * keys.length)];
return map[randomKey];
}
And you can use it like this:
add("a", "x");
add("b", "y");
add("c", "z");
var radomValue:* = getRandom();
Using Object instead of String
Instead of storing the strings you can store objects that have the string inside of them,
something like:
public class Word
{
public var value:String;
public var length:int;
public function Word(value:String)
{
this.value = value;
this.length = value.length;
}
}
Use this object as value instead of the string, but you need to change your map object to be a Dictionary:
var map:Dictionary = new Dictionary();
function add(key:Word, value:*):void
{
keys.push(key);
map[key] = value;
}
This way you won't duplicate every word (but will have a little class overhead).

Splice then re-index array in ActionScript 3

I want to remove the first four indexes from the array using splice(), then rebuild the array starting at index 0. How do I do this?
Array.index[0] = 'one';
Array.index[1] = 'two';
Array.index[2] = 'three';
Array.index[3] = 'four';
Array.index[4] = 'five';
Array.index[5] = 'six';
Array.index[6] = 'seven';
Array.index[7] = 'eight';
Array.splice(0, 4);
Array.index[0] = 'five';
Array.index[1] = 'six';
Array.index[2] = 'seven';
Array.index[3] = 'eight';
I am accessing the array via a timer, on each iteration I want to remove the first four indexes of the array. I assumed splice() would remove the indexes then rebuild the array starting at 0 index. it doesn't, so instead what I have done is created a 'deleteIndex' variable, on each iteration a +4 is added to deleteIndex.
var deleteIndex:int = 4;
function updateTimer(event:TimerEvent):void
{
Array.splice(0,deleteIndex);
deleteIndex = deleteIndex + 4;
}
What type of object is "Array" in the code you have shown? The Flash Array object does not have a property named "index". The Array class is dynamic, which means that it let's you add random properties to it at run time (which seems to be what you are doing).
In any case, if you are using the standard Flash Array class, it's splice() method updates the array indexes automatically. Here is a code example that proves it:
var a:Array = [1,2,3,4,5];
trace("third element: ", a[2]); // output: 3
a.splice(2,1); // delete 3rd element
trace(a); // output: 1,2,4,5
trace(a.length); // ouput: 4
trace("third element: ", a[2]); // output: 4
If I am understanding what you want correctly, you need to use the unshift method of Array.
example :
var someArray:Array = new Array(0,1,2,3,4,5,6,7,8);
someArray.splice(0,4);
somearray.unshift(5,6,7,8);
Also, you are using the Array Class improperly, you need to create an instance of an array to work with first.
The question is confusing because you used Array class name instead of an instance of an array. But as the commenter on this post said, if you splice elements, it automatically re-indexes.
im not sure what you want to do, but Array=Array.splice(0,4) should fix somethin..

Clone an instance of a class (Display Object)

I have a collection of movieclips, I would like to create a clone (a new instance) of a instance everytime I create a new object.
For example
var s:Star = new Star(); // star-shaped movielcip
addChild(s);
// then I want to duplicate an instance of s and add it beside s
For an example like above, it's simple enough to create a new instance with a different name and just add it to the display list. But I have a list of objects I would like to clone as a group...?
Belowed code is very famous for cloning the objects. It's deepest and dynamic.
...
function clone(orjObj:Object):Object {
var copyObj:ByteArray = new ByteArray();
copyObj.writeObject(orjObj);
copyObj.position = 0;
return(copyObj.readObject());
}
var s2:Star = clone(s);
s2.x = s.x + s.width;
s2.y = s.y;
addChild(s2);
moses' solution is correct. What is the purpose of the clone, where you wouldn't need to know the name of the clone to reference it?
One option is you could create an array to store your references in so you don't need to explicitly name them. Using moses' code...
var clones:Array = new Array();
for each (var star:Star in [s, s2, s3, s4, s5]) {
clones.push(clone(star));
}
trace(clones.length); // 5
This will result in an array that holds 5 cloned stars. It takes the least amount of code but it's up to you to make sure you know which star is which afterwards.