How to merge the contents of two variables - actionscript-3

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.

Related

Adobe After Effects: Keep "Expression-Relations" when duplicating multiple layers

just wanted to ask, whether there is a way to keep the relations of expressions going when duplicating layers.
E.g. I have two layers, "LayerA" and "LayerB". Now I have an expression going on in "LayerB" saying, that its position always equals the position of "LayerA".
Now when I duplicate those two and get "LayerA 2" and "LayerB 2" I want the expression in "LayerB 2" to reference to "LayerA 2"'s position rather than "LayerA"'s position!
While it is no problem to simply change the expression when there is only one of them, it gets quite hard when you have multiple expressions going on ...
You might end up wanting to organize your comp differently, but, given your example (and exactly those name lengths), this position expression will work to find the appropriate 'target layer':
//base name to work from:
baseName = "Layer";
//length of that:
nameLen = baseName.length;
//this layer's name:
myName = thisLayer.name;
if (myName.length == nameLen) {
//if they are the same, then it is the original
// (non-duplicated) version
thisComp.layer("LayerA").transform.position;
} else {
//get tail string, the space and number:
tailStr = myName.substring(nameLen+1, myName.length);
//build new target layer name with "A":
targetName = myName.substring(0, (nameLen)) + "A" + tailStr
//new line pointing to target layer:
thisComp.layer(targetName).transform.position;
}

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: Getting values of objects by referencing their name

I'm reading XML and attaching values to objects in two seperate movieclips. Like this
Map01:
Marker01.name = hello there
Marker01.short = hel
Marker01.value = 12
Map02:
Marker02.name = hello there
Marker02.short = hel
Marker02.value = 99
Now I'm clicking on Marker01 in Map01 and get its name and value. I want to compare its value to that of Marker01 in Map02, using the name, or better yet .short because the names are long and use special characters/spaces. How do I do this? I've pretty much tried everything that seemed logical!
EDIT: sample code for clarification
var marker01:mc_marker = new mc_marker();
marker01.name="hello there";
marker01.short="abc";
marker01.val="99";
marker01.x=10;
marker01.y=10;
this.mc_map01.addChild(marker01);
var marker02:mc_marker = new mc_marker();
marker02.name="hello there";
marker02.short="abc";
marker02.val="20";
marker02.x=10;
marker02.y=10;
this.mc_map02.addChild(marker02);
marker01.addEventListener(MouseEvent.MOUSE_UP, showMarkerInfo);
marker02.addEventListener(MouseEvent.MOUSE_UP, showMarkerInfo);
function showMarkerInfo(event:MouseEvent):void {
txt_ms.text=event.target.short;
txt_mv.text=event.target.val;
if (event.target.short==mc_map02.marker02.short){
txt_mvi.text="here should be the marker02 value";
}
}
You have a typo there. Map02 use Marker1 things.
If its a typo in Stackoverflow,
this.getChildByName( "Marker01" ) will return you the movieclip, buy its name. take care though, as "name" is what it searches for. You used "hello there" when you should put Marker01 as the name. I would suggest you put a property called "data" and put the xml info in it so it doesn't conflict.
In the end you have:
if( this.getChildByName( "Marker01" ).data.value == this.getChildByName( "Marker02" ).data.value ).
I assume this is because you generate Marker0X at runtime and you can't declare some variables and use them directly.
Browny points if you make "data" a instance of a custom class where you can compare two "data". If you need more help, add a comment ^_^

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).

AdvancedDataGrid total sum of branch nodes

Introduction:
I have an AdvancedDataGrid displaying hierarchical data illustrated by the image below:
The branch nodes "Prosjekt" and "Tiltak" display the sum of the leaf nodes below.
Problem: I want the root node "Tavle" to display the total sum of the branch nodes below. When i attempted to do this by adding the same SummaryRow the sum of the root node was not calculcated correctly(Every node's sum was calculated twice).
dg_Teknikktavles = new AutoSizingAdvancedDataGrid();
dg_Teknikktavles.sortExpertMode="true";
dg_Teknikktavles.headerHeight = 50;
dg_Teknikktavles.variableRowHeight = true;
dg_Teknikktavles.addEventListener(ListEvent.ITEM_CLICK,dg_TeknikktavlesItemClicked);
dg_Teknikktavles.editable="false";
dg_Teknikktavles.percentWidth=100;
dg_Teknikktavles.minColumnWidth =0.8;
dg_Teknikktavles.height = 1000;
var sumFieldArray:Array = new Array(context.brukerList.length);
for(var i:int = 0; i < context.brukerList.length; i++)
{
var sumField:SummaryField2 = new SummaryField2();
sumField.dataField = Ressurstavle.ressursKey + i;
sumField.summaryOperation = "SUM";
sumFieldArray[i] = sumField;
}
var summaryRow:SummaryRow = new SummaryRow();
summaryRow.summaryPlacement = "group";
summaryRow.fields = sumFieldArray;
var summaryRow2:SummaryRow = new SummaryRow();
summaryRow2.summaryPlacement = "group";
summaryRow2.fields = sumFieldArray;
var groupField1:GroupingField = new GroupingField();
groupField1.name = "tavle";
//groupField1.summaries = [summaryRow2];
var groupField2:GroupingField = new GroupingField();
groupField2.name = "kategori";
groupField2.summaries = [summaryRow];
var group:Grouping = new Grouping();
group.fields = [groupField1, groupField2];
var groupCol:GroupingCollection2 = new GroupingCollection2();
groupCol.source = ressursTavle;
groupCol.grouping = group;
groupCol.refresh();
Main Question: How do i get my AdvancedDataGrid's (dg_Teknikktavles) root node "Tavle" to correctly display the sum of the two branch nodes below?
Side Question: How do i add a red color to the numbers of the root node's summary row that exceed 5? E.g the column displaying 8 will exceed 5 in the root node's summary row, and should therefore be marked red
Thanks in advance!
This is a general answer, without code examples, but I had to do the same just couple of days ago, so my memory is still fresh :) Here's what I did:
Created a class A to represent an item renderer data, extended it from Proxy (I had field names defined at run time), and let it contain a collection of values as it's data member. Once accessed through flash_proxy::getPropery(fieldName) it would find a corresponding value in the data member containing the values and return it. Special note: implement IUID, just do it, it'll save you couple of days of frustration.
Extended A in B, added a children property containing ArrayCollection of A (don't try to experiment with other collection types, unless you want to find yourself examining tons of framework code, trust me, it's ugly and is impossible to identify as interesting). Let B override flash_proxy::getPropery - depending of your compiler this may, or may not be possible, if not possible - call some function from A.flash_proxy::getPropery() that you can override in B. Let this function query every instance of A, which is a child of B, asking the same thing, as DataGrid itself would, when building item renderers - this way you would get the total.
When creating a data provider. Create an ArrayCollection of B (again, don't try to experiment with other collections--unless you are ready for lots of frustration). Create Hierarchical data that uses this array collection as a source.
Colors - that's what you use item renderers for, just look up any tutorial on using item renderers, that must be pretty basic.
In case someone else has the same problem:
The initial problem that everything was summed twice, was the result of using the same Array of SummaryField2 (sumFieldArray in the code) for both grouping fields(GropingField2 tavle and kategori)
The Solution to the main question: was to create a new array of summaryfields for the root node(in my intial for loop):
//Summary fields for root node
var sumFieldRoot:SummaryField2 = new SummaryField2();
sumFieldRoot.dataField = Ressurstavle.ressursKey + i;
sumFieldRoot.summaryOperation = "SUM";
sumFieldArrayRoot[i] = sumFieldRoot;
Answer to the side question:
This was pretty much as easy as pointed out by wvxyw. Code for this solution below:
private function summary_styleFunction(data:Object, col:AdvancedDataGridColumn):Object
{
var output:Object;
var field:String = col.dataField;
if ( data.children != null )
{
if(data[field] >5){
output = {color:0xFF0000, fontWeight:"bold"}
}
else {
output = {color:0x006633, fontWeight:"bold"}
}
//output = {color:0x081EA6, fontWeight:"bold", fontSize:14}
}
return output;
}