In Actionscript, I'm trying to find a way to produce strings and string variables which spit out different text each time they're brought up. To purely visualize:
var text:String "Red||Blue"; //Whenever the variable is called, it's either Red or Blue
textoutput("You spot a grey||black cat."); //A function equivalent of the same issue
I can produce a function which does this effect, but it seems a variable cannot be a function, as far as I can tell.
I've considered array variables, but I have no idea how to use an array to spit out a single entry when the variable is called, and I don't know how to make this work for a string that isn't a variable -- assuming I can get away with a single system that works for both situations.
Edit
To expand upon the issue expressed in Batman's answer, using his result on a variable produces a result that 'sticks' to whichever it randomly chooses. Example:
var shoes:String = grabRandomItem("Red shoes||Crimson shoes");
trace("You have " + shoes + ".") //Whichever result is chosen it stays that way.
Moreover, I may want to change this variable to something else that is entirely not-random:
var secondshoes:String = "Blue shoes";
function newshoes():
{
shoes = secondshoes;
}
You want a random value from a list of possible values. Rather than call the variable, you can reference it dynamically...
function random(low:Number=0, high:Number=1):Number {
/* Returns a random number between the low and high values given. */
return Math.floor(Math.random() * (1+high-low)) + low;
}
var options:Array = ["red", "blue", "grey", "black"];
trace("You spot a " + options[random(0, options.length-1)] + " cat.")
//You spot a black cat.
Alternatively, you can use a function in place of a variable to remove the inline logic...
function catColor():String { return options[random(0, options.length-1)]; }
trace("You found a " + catColor() + " key.")
// You found a red key.
Or generalize it to a generic function with arguments.
var options:Object = {
"cat":["grey", "black"],
"key":["gold", "silver"],
"door":["blue", "red", "green"]
}
function get(item:String):String {
return options[item][random(0, options[item].length-1)];
}
trace("You found a " + get("door") + " door.")
// You found a green door.
There are a ton of ways to do this, but to align with the way you'd like to do it, here is the simplest way to accomplish this:
//populate your string: (remove the word private if using timeline code)
private var text_:String = "Red||Blue||Green||Yellow";
//create a getter to use a function like a property
function get text():String {
//create an array by splitting the text on instances of ||
var arr:Array = text_.split("||");
//return a random element of the array you just made
return arr[Math.floor(Math.random() * arr.length)];
}
trace(text);
Even better, create a common function to parse your string:
function grabRandomItem(str:String):String {
var arr:Array = str.split("||");
return arr[Math.floor(Math.random() * arr.length)];
}
//make a getter variable that regenerates everytime it's called.
function get label():String {
return "You spot a " + grabRandomItem("grey||black||blue||red||purple") + " cat";
}
trace(label); //anytime you access the label var, it will re-generate the randomized string
trace(label);
trace(label);
trace(label);
// ^^ should have different results
Of course, this way I think only works best if the text comes from user input. If you are hard coding the text into the app, you might as well just create it in an array directly as show in another answer you have as there's less overhead involved that way.
Related
I have put together a calculator what calculates a price, depending on user input. It works fine with one input, but now I have to scale it a little with a second user input. But here's the catch: the user might not want to put anything to the field, so it will be empty. And that's the thing that brakes my code. I could duplicate the calculator function and return the values and add those two together in a third function, but it will not work when there's an empty value.
Just for the sake of it, some trivial HTML code:
//When I only calculate with this user input, its easy
<input type="text" id="rocktext"><br>
// But how to consider this and do the same exact calculations like with the
//first one and add those two result together?
<input type="text" id="rocktext2"><br>
The code in the end should look like:
Take first user input, calculate the price(like in code below)
IF(!!) there is a second user input, calculate the price and add it to
the first one
Am I being a moron to try it with JS or just a moron in the firstplace?
Hope to hear from You, guys!
J.
The initial JS code is as follows:
function priceCalc() {
var inputs = document.getElementById("rocktext").value;
var length = inputs.length;
var accept = 6;
var initPrice = 8;
if (inputs<=accept){
// Since the code is much simpler right now i just put the result in HTML as follows:
document.getElementById("rockpricetotal").innerHTML = initPrice + " dollars";
//I can also return the the value calculated here like so:
//retVal = initPrice;
}
else {
var intLength = parseInt(length, 10);
var lengthGap = intLength - accept;
var totals = lengthGap * 0.8 + initPrice;
var prec = totals.toPrecision(3);
// Since the code is much simpler right now i just put the result in HTML as follows:
document.getElementById("rockpricetotal").innerHTML = prec + " dollars";
// Here also the return clause can be possible with the calculation result like so:
//retVal = prec;
}
// And the final return as an alternative to the innerHTML :
// return retVal;
}
Making it scalable, you can add a class to all the inputs which may be in the function (something like calcInput), so you iterate all of them and if the value isn't empty (and if it's a valid number), you put it in the calculation.
Or you can just verify if the second input is empty, if so, calls functionOne, if not, calls functionTwo:
function twoDifferentWays() {
var valueOne = document.querySelector("#rocktext").value;
var valueTwo = document.querySelector("#rocktext2").value;
if (!!valueTwo && !isNaN(valueTwo)) {
callsFunctionOne(valueOne, valueTwo);
} else {
callsFunctionTwo(valueOne, valueTwo);
}
}
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.
Hi I'm trying to make a powers calculator that displays every line calculated by the while loop in my actionscript3 code. When I run the program, the flash file only displays the last loop, can anyone help to make it work without using trace? I need it to display in the flash program. Here is my code:
private function evalue(event:MouseEvent = null):void
{
maMiseEnForme.font="Arial";
maMiseEnForme.size=14;
maMiseEnForme.bold=true;
maMiseEnForme.color=0x000000;
monMessage.x=270;
monMessage.y=375;
monMessage.autoSize=TextFieldAutoSiz...
monMessage.border=true;
monMessage.defaultTextFormat=maMiseE...
var base:uint;
var reponse:uint;
var puissanceCount:int=1;
var puissance:uint;
var reponseText:String;
base = uint(boiteBase.text);
puissance = uint(boitePuissance.text);
while (puissanceCount <= puissance)
{
reponse = Math.pow(base,puissanceCount);
reponseText=(base + "^" + puissanceCount + "=" + reponse + "\n");
monMessage.text=reponseText;
addChild(monMessage);
puissanceCount++
}
}
}
}
I have attached a picture of what appears in the .swf window:
P.S: I'm a newbie to flash.
Thanks in advance.
You can use "+=" parameter instead of "=" parameter to update a string variable by "adding string to it" instead of "refreshing it everytime", then you can show text after your while loop finished. You don't need to addChild(nonMessage) in everyloop, just move it after your while{} loop. SO: You just need "monMessage.text+=reponseText;" instead of "monMessage.text=reponseText;" and move your "addChild()" to next to your while loop.
I have many string variables that start with "Question" and then end with a number. ("Question1")
Each variable has a question in it ("How many times does it say E?")
There is an editable textbox on the stage that the user types in which question number he want to be displayed in a different textbox. ("1")
When the user clicks a button, I want that the text of Question1 should be displayed in the textbox.
My code looks like this:
var Question1:String = "How many times does it say E?" ;
var Question2:String = "How many times does it say B?" ;
var Question3:String = "How many times does it say A?" ;
myButton.addEventListener(MouseEvent.CLICK, displayQuestion);
function displayQuestion(event:MouseEvent):void
{
var QuestionNumber:Number = Number(userInputQuestionNumber.text);
textBoxDisplayQuestion.text= Question(QuestionNumber);
}
How can I get the textBoxDisplayQuestion to display the actual text of the Question??
(the code i have now obviously is not working!!)
But this example doesnt seem to work: I created a class called Question and here is the code:
import Question;
var QuNoLoad:Number;
var Qu1:Question = new Question(1,"how","yes","no","maybe","so","AnsB","AnsA");
trace(Qu1.QuNo, Qu1.Qu, Qu1.AnsA,Qu1.AnsB, Qu1.AnsC, Qu1.AnsD, Qu1.CorAns, Qu1.FaCorAns);
//the following is the code for the button
loadQu.addEventListener(MouseEvent.CLICK, loadQuClick);
function loadQuClick(event:MouseEvent):void
{
//this sets the variable "QuNoLoad" with the contents of the "textBoxQuLoad"
//imagine the user inputed "1"
QuNoLoad=Number(textBoxQuLoad.text);
//this SHOULD!! display the contents of "Qu1.Qu"
textQu.text= this["Qu"+QuNoLoad.toString()+".Qu"]
//and when i traced this statment the value was "undefined"
}
Why???
You can reference a variable by name using square brackets [] operator, such as:
this["Question" + QuestionNumber.toString()]
You may use this operator to dynamically set and retrieve values for a property of an object.
Keeping the question number as an integer, your function would be:
var Question1:String = "How many times does it say E?" ;
var Question2:String = "How many times does it say B?" ;
var Question3:String = "How many times does it say A?" ;
function displayQuestion(event:MouseEvent):void
{
var QuestionNumber:uint = uint(userInputQuestionNumber.text);
textBoxDisplayQuestion.text = this["Question" + QuestionNumber.toString()];
}
This is a pretty fundamental concept in programming that will make a lot of things harder to do until you understand it well, and it's pretty hard to explain without starting with some groundwork:
What's happening here is easiest to talk about with plain old Object rather than classes, so lets start with a very simple example:
var question1:Object = new Object();
question1.number = 1;
Note that with Object you didn't have to say that number existed ahead of time, it gets created when you set it. Now, when you say either question1.number you get 1, obviously. What is happening, however is that first question1 gets the value you stored in the variable question1 (which is { number: 1 }), then the .number gets the value stored in the property number stored in that value: 1.
To save some typing, you can use a shorthand called "object literals":
var question1 = {
number: 1
};
Now lets try a more complex object:
var question1 = {
number: 1,
text: "How many times does it say A?",
answers: {
a: 1,
b: 2,
c: 3,
d: 4,
correct: "b"
}
};
Now question1 is an object that has 3 properties, one of which, answers, is an object with 5 properties: a, b, c, d, and correct. This could also be written as:
var question1 = new Object();
question1.number = 1;
question1.text = "How many times does it say A?";
question1.answers = new Object();
question1.answers.a = 1;
question1.answers.b = 2;
question1.answers.c = 3;
question1.answers.d = 4;
question1.answers.correct = "b";
It should be pretty clear why the literal syntax exists now!
This time, if you say question1.answers.correct you get "b": first question1 gets you the { number: 1,...} value, then the .answers gets the { a: 1, b: 2,...} value, then finally the .correct gets the "b" value.
You should also know that this is a special variable that has a particular meaning in ActionScript (and JavaScript, on which it is based): it broadly refers to the object in when the code you are writing is inside: for "global" code (not inside a function), var adds properties to this object: var number = 2; and this.number = 2 are this same here. (This is not true when you're in function, this behaves differently there, sometimes in very strange ways, so be careful!)
Now you might start seeing what's happening: when you use [], for example, question1["number"], rather than question1.number, you are passing the property name you want to get as a String value, which means you can change what property you get while you are running, rather than when you compile ("runtime" vs. "compiletime"), but it also lets you get properties with names you can't refer to with the . syntax!
var strange = {
"a strange name? That's OK!": 1
};
trace(strange["a strange name? That's OK!"]);
So when you write this["Qu" + QuNoLoad.toString() + ".QuNo"], you create a name like "Qu2.QuNo", for example, you are trying to get a property with that exact name, . included, which doesn't exist! What you were trying to do the equivalent of: Qu2.QuNo could be written as this["Qu" + QuNoLoad].QuNo.
I shouldn't leave this without saying, though, that for something like this, I would use arrays, which exist so that you can use a single name to store a list of values:
var questions:Array = [ // set questions to an array with multiple questions
new Question(...),
new Question(...),
...
];
for each (var question:Question in questions) { // Look at each question in the array
if (question.QuNo == textBoxQuLoad.text) { // If this is the right question
loadQuestion(question);
break; // Found it, stop looking at each question by "breaking out" of the for each
}
}
There's lots more you can do with arrays, so read up on them when you get time.
So I have a list of words (the entire English dictionary).
For a word matching game, when a player moves a piece I need to check the entire dictionary to see if the the word that the player made exists in the dictionary. I need to do this as quickly as possible. simply iterating through the dictionary is way too slow.
What is the quickest algorithm in AS3 to search a long list like this for a match, and what datatype should I use? (ie array, object, Dictionary etc)
I would first go with an Object, which is a hash table (at least, storage-wise).
So, for every word in your list, make an entry in your dictionary Object and store true as its value.
Then, you just have to check if a given word is a key into your dictionary to know whether the word the user has choosen is valid or not.
This works really fast in this simple test (with 10,000,000 entries):
var dict:Object = {};
for(var i:int = 0; i < 10000000; i++) {
dict[i] = true;
}
var btn:Sprite = new Sprite();
btn.graphics.beginFill(0xff0000);
btn.graphics.drawRect(0,0,50,50);
btn.graphics.endFill();
addChild(btn);
btn.addEventListener(MouseEvent.CLICK,checkWord);
var findIt:Boolean = true;
function checkWord(e:MouseEvent):void {
var word:String;
if(findIt) {
word = "3752132";
} else {
word = "9123012456";
}
if(dict[word]) {
trace(word + " found");
} else {
trace(word + " not found");
}
findIt = !findIt;
}
It takes a little longer to build the dictionary, but lookup is almost instantaneous.
The only caveat is that you will have to consider certain keys that will pass the check and not necessarily be part of your words list. Words such as toString, prototype, etc. There are just a few of them, but keep that in mind.
I would try something like this with your real data set. If it works fine, then you have a really easy solution. Go have a beer (or whatever you prefer).
Now, if the above doesn't really work after testing it with real data (notice I've build the list with numbers cast as strings for simplicity), then a couple of options, off the top of my head:
1) Partition the first dict into a set of dictionaries. So, instead of having all the words in dict, have a dictionary for words that begin with 'a', another for 'b', etc. Then, before looking up a word, check the first char to know where to look it up.
Something like:
var word:String = "hello";
var dictKey:String = word.charAt(0);
// actual check
if(dict[dictKey][word]) {
trace("found");
} else {
trace("not found");
}
You can eventually repartition if necessary. I.e, make dict['a'] point to another set of dictionaries indexed by the first two characters. So, you'll have dict['a']['b'][wordToSearch]. There are a number of possible variations on this idea (you'd also have to come up with some strategy to cope with words of two letters, such as "be", for instance).
2) Try a binary search. The problem with it is that you'll first have to sort the list, upfront. You have to do it just once, as it doesn't make sense to remove words from your dict. But with millions of words, it might be rarther intensive.
3) Try some fancy data structures from open source libraries such as:
http://sibirjak.com/blog/index.php/collections/as3commons-collections/
http://lab.polygonal.de/ds/
But again, as I said above, I'd first try the easiest and simpler solution and check if it works against the real data set.
Added
A simple way to deal with keywords used for Object's built-in properties:
var dict:Object = {};
var keywordsInDict:Array = [];
function buildDictionary():void {
// let's assume this is your original list, retrieved
// from XML or other external means
// it contains "constructor", which should be dealt with
// separately, as it's a built-in prop of Object
var sourceList:Array = ["hello","world","foo","bar","constructor"];
var len:int = sourceList.length;
var word:String;
// just a dummy vanilla object, to test if a word in the list
// is already in use internally by Object
var dummy:Object = {};
for(var i:int = 0; i < len; i++) {
// also, lower-casing is a good idea
// do that when you check words as well
word = sourceList[i].toLowerCase();
if(!dummy[word]) {
dict[i] = true;
} else {
// it's a keyword, so store it separately
keywordsInDict.push(word);
}
}
}
Now, just add an extra check for built-in props in the checkWords function:
function checkWord(e:MouseEvent):void {
var word:String;
if(findIt) {
word = "Constructor";
} else {
word = "asdfds";
}
word = word.toLowerCase();
var dummy:Object = {};
// check first if the word is a built-in prop
if(dummy[word]) {
// if it is, check if that word was in the original list
// if it was present, we've stored it in keywordsInDict
if(keywordsInDict.indexOf(word) != -1) {
trace(word + " found");
} else {
trace(word + " not found");
}
// not a built-in prop, so just check if it's present in dict
} else {
if(dict[word]) {
trace(word + " found");
} else {
trace(word + " not found");
}
}
findIt = !findIt;
}
This isn't specific to ActionScript, but a Trie is a suitable data structure for storing words.