as3 replacing array with another array but same name - actionscript-3

this question should be an easy one, but how do I replace an array or define it and then give it values based off a users choice. The code with the if statements below are some choices I need in one or both arrays.
For example
if(choice=="easy")
{
var sorted:Array = new Array("Beau","Dad","Jesus","Mary","Mom");
}
if(choice=="hard")
{
var sorted:Array = new Array("Beau","Dad","Jesus","Mary","Mom","Jordyn","Presley","Daddy","Mommy","Grandma","Grandpa","Nana","Gepa");
}
But this doesn't work above.
Thanks.

Declare the variable outside the condition instead (I also changed if/if to if/elseif as choice can't be both easy and hard at the same time):
var sorted:Array;
if(choice=="easy")
{
sorted = new Array("Beau","Dad","Jesus","Mary","Mom");
} else if(choice=="hard")
{
sorted = new Array("Beau","Dad","Jesus","Mary","Mom","Jordyn","Presley","Daddy","Mommy","Grandma","Grandpa","Nana","Gepa");
}

As an additional option to h2oooooo' answer , you can use something like:
var sorted:Array = {
"easy":["Beau","Dad","Jesus","Mary","Mom"],
"medium":["Jordyn","Presley","Jesus","Mary","Nana"],
"hard":["Beau","Dad","Jesus","Mary","Mom","Jordyn","Presley",
"Daddy","Mommy","Grandma","Grandpa","Nana","Gepa"]
}[choice];
trace(sorted.constructor); // [class Array]

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.

Warning messages with EZAPI EzDerivedColumn and input columns

When adding a derived column to a data flow with ezAPI, I get the following warnings
"Add stuff here.Inputs[Derived Column Input].Columns[ad_zip]" on "Add
stuff here" has usage type READONLY, but is not referenced by an
expression. Remove the column from the list of available input
columns, or reference it in an expression.
I've tried to delete the input columns, but either the method is not working or I'm doing it wrong:
foreach (Microsoft.SqlServer.Dts.Pipeline.Wrapper.IDTSInputColumn100 col in derFull.Meta.InputCollection[0].InputColumnCollection)
{
Console.WriteLine(col.Name);
derFull.DeleteInputColumn(col.Name);
}
I have the following piece of code that fixes the problem.
I got it from a guy called Daniel Otykier. So he is propably the one that should be credited for it... Unlesss he got it from someone else :-)
static public void RemoveUnusedInputColumns(this EzDerivedColumn component)
{
var usedLineageIds = new HashSet<int>();
// Parse all expressions used in new output columns, to determine which input lineage ID's are being used:
foreach (IDTSOutputColumn100 column in component.GetOutputColumns())
{
AddLineageIdsFromExpression(column.CustomPropertyCollection, usedLineageIds);
}
// Parse all expressions in replaced input columns, to determine which input lineage ID's are being used:
foreach (IDTSInputColumn100 column in component.GetInputColumns())
{
AddLineageIdsFromExpression(column.CustomPropertyCollection, usedLineageIds);
}
var inputColumns = component.GetInputColumns();
// Remove all input columns not used in any expressions:
for (var i = inputColumns.Count - 1; i >= 0; i--)
{
if (!usedLineageIds.Contains(inputColumns[i].LineageID))
{
inputColumns.RemoveObjectByIndex(i);
}
}
}
static private void AddLineageIdsFromExpression(IDTSCustomPropertyCollection100 columnProperties, ICollection<int> lineageIds)
{
int lineageId = 1;
var expressionProperty = columnProperties.Cast<IDTSCustomProperty100>().FirstOrDefault(p => p.Name == "Expression");
if (expressionProperty != null)
{
// Input columns used in expressions are always referenced as "#xxx" where xxx is the integer lineage ID.
var expression = expressionProperty.Value.ToString();
var expressionTokens = expression.Split(new[] { ' ', ',', '(', ')' });
foreach (var c in expressionTokens.Where(t => t.Length > 1 && t.StartsWith("#") && int.TryParse(t.Substring(1), out lineageId)))
{
if (!lineageIds.Contains(lineageId)) lineageIds.Add(lineageId);
}
}
}
Simple but not 100% Guaranteed Method
Call ReinitializeMetaData on the base component that EzApi is extending:
dc.Comp.ReinitializeMetaData();
This doesn't always respect some of the customizations and logic checks that EzAPI has, so test it carefully. For most vanilla components, though, this should work fine.
100% Guaranteed Method But Requires A Strategy For Identifying Columns To Ignore
You can set the UsageType property of those VirtualInputColumns to the enumerated value DTSUsageType.UT_IGNORED using EzApi's SetUsageType wrapper method.
But! You have to do this after you're done modifying any of the other metadata of your component (attaching other components, adding new input or output columns, etc.) since each of these triggers the ReinitializeMetaData method on the component, which automatically sets (or resets) all UT_IGNORED VirtualInputColumn's UsageType to UT_READONLY.
So some sample code:
// define EzSourceComponent with SourceColumnToIgnore output column, SomeConnection for destination
EzDerivedColumn dc = new EzDerivedColumn(this);
dc.AttachTo(EzSourceComponent);
dc.Name = "Errors, Go Away";
dc.InsertOutputColumn("NewDerivedColumn");
dc.Expression["NewDerivedColumn"] = "I was inserted!";
// Right here, UsageType is UT_READONLY
Console.WriteLine(dc.VirtualInputCol("SourceColumnToIgnore").UsageType.ToString());
EzOleDbDestination d = new EzOleDbDestination(f);
d.Name = "Destination";
d.Connection = SomeConnection;
d.Table = "dbo.DestinationTable";
d.AccessMode = AccessMode.AM_OPENROWSET_FASTLOAD;
d.AttachTo(dc);
// Now we can set usage type on columns to remove them from the available inputs.
// Note the false boolean at the end.
// That's required to not trigger ReinitializeMetadata for usage type changes.
dc.SetUsageType(0, "SourceColumnToIgnore", DTSUsageType.UT_IGNORED, false);
// Now UsageType is UT_IGNORED and if you saved the package and viewed it,
// you'll see this column has been removed from the available input columns
// ... and the warning for it has gone away!
Console.WriteLine(dc.VirtualInputCol("SourceColumnToIgnore").UsageType.ToString());
I was having exactly your problem and found a way to solve it. The problem is that the EzDerivedColumn has not the PassThrough defined in it's class.
You just need to add this to the class:
private PassThroughIndexer m_passThrough;
public PassThroughIndexer PassThrough
{
get
{
if (m_passThrough == null)
m_passThrough = new PassThroughIndexer(this);
return m_passThrough;
}
}
And alter the ReinitializeMetadataNoCast() to this:
public override void ReinitializeMetaDataNoCast()
{
try
{
if (Meta.InputCollection[0].InputColumnCollection.Count == 0)
{
base.ReinitializeMetaDataNoCast();
LinkAllInputsToOutputs();
return;
}
Dictionary<string, bool> cols = new Dictionary<string, bool>();
foreach (IDTSInputColumn100 c in Meta.InputCollection[0].InputColumnCollection)
cols.Add(c.Name, PassThrough[c.Name]);
base.ReinitializeMetaDataNoCast();
foreach (IDTSInputColumn100 c in Meta.InputCollection[0].InputColumnCollection)
{
if (cols.ContainsKey(c.Name))
SetUsageType(0, c.Name, cols[c.Name] ? DTSUsageType.UT_READONLY : DTSUsageType.UT_IGNORED, false);
else
SetUsageType(0, c.Name, DTSUsageType.UT_IGNORED, false);
}
}
catch { }
}
That is the strategy used by other components. If you want to see all the code you can check my EzApi2016#GitHub. I'm updating the original code from Microsoft to SQL Server 2016.

Combining a variable with a number

I'm trying to make a inventory using an array in a game I'm making.
What I need is a way to combine a number with a variable, something like this:
itemBoxNumber = "itemBox" + currentItemBox;
//In this case itemBoxNumber would say itemBox1
that I could use to replace the itemBox1.
function itemsMenuUpdate():void
{
for (var a:int = 0; a<maxInventory; a++){
var currentItemBox:Number = 1;
if(~inventory.indexOf("Potion")){
mainMenu.itemBox1.gotoAndStop("Potion");
}
if(~inventory.indexOf("Hi-Potion")){
mainMenu.itemBox1.gotoAndStop("Hi-Potion");
}
}
}
I can only find working methods for AS2. Any help is appreciated with this.
If I remember right, you can call a method from a String in AS3.
For example, if you want to call the method itemBox1 on mainMenu you can do:
mainMenu["itemBox1"]
Which is the same as:
mainMenu.itemBox1
So in your example you could do this:
mainMenu[itemBoxNumber].gotoAndStop("Potion");
You can retrieve the child display object via a name (which you need to set prior). So:
var itemBoxNumber = "itemBox" + currentItemBox;
mainMenu.getChildByName(itemBoxNumber).gotoAndStop("Potion"); //TODO ensure the child was given such a name
Make a LabelNumber Class, which has both a String label and a Number. You can then add a method that returns a String of the label and the number combined, while keeping the values independent of one another.

How to split a String and add to an ArrayCollection

I have a string like this:
var tempSting:String = "abc#abc.com;xyz#xyz.com"
I want to add this String into the ArrayCollection. And the above String should be divided by mail id and remove the ; symbol and need to add asArrayCollection
tempAc:Arraycollection = new ArrayCollection{abc#abc.com, xyz#xyz.com}
Please help me to add the split String into the ArrayCollection.
var tempString:String="abc#abc.com;xyz#xyz.com";
var tempArray:Array=tempString.split(";");
//tempAc is a predefined and presumably prepopulated arraycollection
for each(var email:String in tempArray) {
tempAc.addItem(email);
}
EDIT Now that I see Shane's answer I must add the following:
This code will append the array to the arraycollection. If you just want to create a new arraycollection, all you need to do is:
var tempAc:ArrayCollection=new ArrayCollection(tempArray);
or in 1 line,
var tempAc:ArrayCollection=new ArrayCollection(tempString.split(";"));
UPDATE - to answer questions in the comments:
tempAc.getItemAt(i) will give you the email id at the i th position
tempAc.getItemIndex("someone#email.com") will give you the index at which someone#email.com exists in the arraycollection (or -1 if not contained)
tempAc.contains("someone#email.com") will return true or false depending on if the string is contained or not in the arraycollection
So, to check for duplicate ids, all you got to do is:
var newEmailId:String="someone#email.com";
if(!tempAc.contains(newEmailId)) {
tempAc.addItem(newEmailId);
}
var tempString:String = "abc#abc.com;xyz#xyz.com";
tempAC:ArrayCollection = new ArrayCollection(tempString.split(";"));

What's the fastest way to search a very long list of words for a match in actionscript 3?

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.