how can I create a linked list in actionScript 3.0? I have a project that I should get some integer numbers from the user and sort them by a tree algorithm for example heap-sort and show the tree in flash, I think I should use linked list to sort the data by tree algorithms.
so anybody know how can I create a linked list which I can insert nodes, delete nodes and pass over the nodes, just like C++ linked list.
Thanks.
SA
You can use or take as an exmaple as3Commons linked list implementation. They provide very beautiful implementation with very good abstraction layer.
If you have access to the mx package, you could use mx.utils.LinkedList.
To construct the LinkedList you could repeatedly push or unshift items onto it.
var input:Array = getInput();
var myList:LinkedList = new LinkedList();
for each (var o:Object in input) {
myList.push(o);
}
Related
I am trying to export a large feature collection from GEE. I realize that the Python API allows for this more easily than the Java does, but given a time constraint on my research, I'd like to see if I can extract the feature collection in pieces and then append the separate CSV files once exported.
I tried to use a filtering function to perform the task, one that I've seen used before with image collections. Here is a mini example of what I am trying to do
Given a feature collection of 10 spatial points called "points" I tried to create a new feature collection that includes only the first five points:
var points_chunk1 = points.filter(ee.Filter.rangeContains('system:index', 0, 5));
When I execute this function, I receive the following error: "An internal server error has occurred"
I am not sure why this code is not executing as expected. If you know more than I do about this issue, please advise on alternative approaches to splitting my sample, or on where the error in my code lurks.
Many thanks!
system:index is actually ID given by GEE for the feature and it's not supposed to be used like index in an array. I think JS should be enough to export a large featurecollection but there is a way to do what you want to do without relying on system:index as that might not be consistent.
First, it would be a good idea to know the number of features you are dealing with. This is because generally when you use size().getInfo() for large feature collections, the UI can freeze and sometimes the tab becomes unresponsive. Here I have defined chunks and collectionSize. It should be defined in client side as we want to do Export within the loop which is not possible in server size loops. Within the loop, you can simply creating a subset of feature starting from different points by converting the features to list and changing the subset back to feature collection.
var chunk = 1000;
var collectionSize = 10000
for (var i = 0; i<collectionSize;i=i+chunk){
var subset = ee.FeatureCollection(fc.toList(chunk, i));
Export.table.toAsset(subset, "description", "/asset/id")
}
I was actually looking for a way to pass by reference in AS3 but then it seemed that adobe and lots of people's understanding of pass by reference is different from what I have been taught at the university. I was taught java was pass by value and C++ allowed pass by reference.
I'm not trying to argue what pass by value and reference are. I just want to explain why I'm using pass by object in the question...
Back to the question, I would like to do something like:
public function swapCard(cardA:Cards, cardB:Cards) {
var temp:Cards = cardA;
cardA = cardB;
cardB = temp;
}
...
swapCard(c1, c2);
EDIT: adding two examples on how I'm using the swapCard function
1) in the process of swaping a card between player1 and player2's hand
swapCard(player1.hand[s], player2.hand[t]);
2) in the process of swaping a card between player1's hand and deck
swapCard(player1.hand[s], player1.deck[rand]);
In C++, we only need to add a symbol before the parameters to make it work (and we call THIS pass by reference). But in AS3, cardA and cardB are just pointers to the formal parameters. Here in the function, changing the pointers does not do anything to the formal parameters :(
I have been searching for hours but I couldn't find a way to without knowing all the properties of the Cards.
If I have to change the properties of the cards one by one then maybe I should change swapCard to a static function in class Cards? (because I don't want to expose everything to another class) I'm not sure if this is a good practice either. This is like adding a swap_cars function into class Cars. If I let this happen, what will be next? Wash car, lend car, rent car... I really want to keep the Cards class clean and holds only the details of the card. Is there a possible way to do this properly in AS3?
The kind of swap function that you're trying to implement is not possible in AS3. The input parameters are references to the input objects but the references themselves are passed by value. This means that inside the function you can change the cardA and cardB but those changes will not be visible outside the function.
Edit: I added this portion after you edited your question with sample usage.
It seems like you're trying to swap two objects in 2 different arrays at given array positions in each - you can create a function for this in AS3 but not the way you attempted.
One possible implementation is to pass the arrays themselves and the positions that you're trying to exchange; something like this:
// Assumes arrays and indices are correct.
public function SwapCards(playerHand:Array, playerCardIndex:int,
playerDeck:Array, playerDeckIndex:int):void
{
var tempCard:Card = playerHand[playerHandIndex];
playerHand[playerHandIndex] = playerDeck[playerDeckIndex];
playerDeck[playerDeckIndex] = tempCard;
}
Note that you still exchange references and the arrays themselves are still passed by reference (and the array references are passed by value - you could, if you wanted, change the arrays to new arrays inside this function but you wouldn't see new arrays outside). However, because the array parameters refer to the same arrays inside and outside the function, you can make changes to the contents of the array (or other array properties) and those changes will be visible outside.
This solution is faster than cloning the card because that involves allocating memory for a new Card instance (which is expensive) and that temporary instance will also have to be freed by the garbage collector (which is also expensive).
You mentioned in a comment that you pass cards down to lower levels of code - if you don't have a back reference to the arrays (and the positions of the cards), you will not be able to easily swap cards - in AS3, all input parameters are copies (either the copy of the value for primitive types or the copy of the reference for complex objects - changes to the input parameters in a function will not be visible outside).
EDIT: renaming the function from clone to copyFrom as pointed out by aaron. Seems like clone is supposed to be used as objA = objB.clone()
At this point, I'm adding a copyFrom() function in the Cards class such that
var temp:Cards = new Cards(...);
var a:Cards = new Cards(...);
...
temp.copyFrom(a);
...
temp will be copying everything from a.
public function swapCard(cardA:Cards, cardB:Cards) {
var temp:Cards = new Cards();
temp.copyFrom(cardA);
cardA.copyFrom(cardB);
cardB.copyFrom(temp);
}
I will wait for a week or so to see if there are any other options
You have some good answers already, but based on the comments back-and-forth with me, here's my suggestion (I use "left" and "right" naming because it helps me visualize, but it doesn't matter):
function swapCard(leftCards:Array, leftCard:Card, rightCards:Array, rightCard:Card):void {
var leftIndex:int = leftCards.indexOf(leftCard);
var rightIndex:int = rightCards.indexOf(rightCard);
leftCards[leftIndex] = rightCard;
rightCards[rightIndex] = leftCard;
}
Now you can swap the cards in the two examples you posted like this:
swapCard(player1.hand, player1.hand[s], player2.hand, player2.hand[t]);
swapCard(player1.hand, player1.hand[s], player1.deck, player1.deck[rand]);
However, note that while this swaps the cards in the arrays, it does not swap direct references to the cards in those arrays. In other words:
var a:Card = player1.hand[0];
var b:Card = player2.hand[0];
swapCard(player1.hand, a, player2.hand, b);
// does not change the references a and b, they still refer to the same card
a == player2.hand[0];
a != player1.hand[0];
b == player1.hand[0];
b != player2.hand[0];
Typically, this sort of thing is handled by dispatching a "changed" event so that any code that cares about the state of a player's hand array will know to re-evaluate the state of the hand.
There's a deep misunderstanding going on here. The question is about object reference but the PO is not trying to swap any Object reference at all.
The problem comes from the fact that the PO does not understand the difference between variable and objects. He's trying to swap variable/object reference which is not dynamically possible of course. He wants with a function to make the variable holding a reference to Object A, swap its object reference with another variable. Since Objects can be passed around but not variables (since they are just holders (not pointers)) the task is not possible without a direct use of the given variable.
To resume:
variables are not Objects!
variables hold a reference to an object.
variables cannot be passed in function or referenced in functions because THEY ARE NOT OBJECTS.
I'm making a final project in my last year of college called "Data Flow Diagram Drawing Tool" which is website based. I am having difficulties on how to make a warning when the diagram in the canvas is wrong. For example, a Terminator meets Data Flow THEN meets Process is correct. But when a Terminator meets Data Flow AND THEN meets Storage is wrong. How can I make a warning when this mistake occurred? Obviously I need some kind of object definition for each shape in the canvas. How do I do that? I really need help :(
Here's a quick outline of how to create and validate your data-flow steps:
Create JavaScript objects to hold the information related to each step in your data-flow diagram.
Save all the step-objects in an array for easy processing
Iterate through the steps array and validate each step.
Example code:
// create javascript objects representing data-flow steps
// and put the steps objects in an array for easy processing
var steps=[];
steps.push({type:'External',label:'Customer'});
steps.push({type:'Flow',label:'Place Order',isBidirectional:true});
steps.push({type:'Process',label:'Process Order'});
steps.push({type:'Flow',label:'Save Order',isBidirectional:false});
steps.push({type:'Storage',label:'DB Table: Orders'});
// start out assuming all steps are valid
for(var i=1;i<steps;i++){ steps[i].isValid=true; }
// look for invalid steps and mark them
// This example checks for sequential steps not separated by flows
for(var i=1;i<steps;i++){
if(steps[i-1].type!=='Flow' && steps[i].type!=='Flow){
steps[i].isValid=false;
}
}
I stumbled across this page : Create Linked List in AS3
Since AS3.0 is a scripting language. I wonder how come linked list is possible in AS3.0 ? Isn't pointer ( a way to access memory location ) mandatory to create a linked list. That ultimately makes array of data faster in performance ?
In AS3 you have object references, you don't have pointers exactly, but you can achieve a linked list using the references in a very similar way. The advantage of a Linked List (in general) is in insertion and deletion within the list (you don't have to shift all elements as in using an array). You still get this benefit using object references.
Note: Objects in AS3 are passed by reference, primitives are passed by value.
Effectively all scripting languages do work with pointers.
They only decided to call them differently (most times they call them "references") and to hide the complexity (or even possibilities) of managing the memory allocation and releasing.
Having said that the simplest way to create a linked list in ActionScript (or JavaScript) would be
var node1 = {value: 1};
var node2 = {value: "foo"};
var node3 = {value: "bar"};
//of course this code should be localices within a separate class
//with some nice API
((node1.next = node2).next = node3).next = null;
//and then use like that e.g.
var n = node1;
while (n) {
trace(n.value);
n = n.next;
}
To iterate over the properties of an Object in AS3 you can use for(var i:String in object) like this:
Object:
var object:Object = {
thing: 1,
stuff: "hats",
another: new Sprite()
};
Loop:
for(var i:String in object)
{
trace(i + ": " + object[i]);
}
Result:
stuff: hats
thing: 1
another: [object Sprite]
The order in which the properties are selected however seems to vary and never matches anything that I can think of such as alphabetical property name, the order in which they were created, etc. In fact if I try it a few different times in different places, the order is completely different.
Is it possible to access the properties in a given order? What is happening here?
I'm posting this as an answer just to compliment BoltClock's answer with some extra insight by looking directly at the flash player source code. We can actually see the AVM code that specifically provides this functionality and it's written in C++. We can see inside ArrayObject.cpp the following code:
// Iterator support - for in, for each
Atom ArrayObject::nextName(int index)
{
AvmAssert(index > 0);
int denseLength = (int)getDenseLength();
if (index <= denseLength)
{
AvmCore *core = this->core();
return core->intToAtom(index-1);
}
else
{
return ScriptObject::nextName (index - denseLength);
}
}
As you can see when there is a legitimate property (object) to return, it is looked up from the ScriptObject class, specifically the nextName() method. If we look at those methods within ScriptObject.cpp:
Atom ScriptObject::nextName(int index)
{
AvmAssert(traits()->needsHashtable());
AvmAssert(index > 0);
InlineHashtable *ht = getTable();
if (uint32_t(index)-1 >= ht->getCapacity()/2)
return nullStringAtom;
const Atom* atoms = ht->getAtoms();
Atom m = ht->removeDontEnumMask(atoms[(index-1)<<1]);
if (AvmCore::isNullOrUndefined(m))
return nullStringAtom;
return m;
}
We can see that indeed, as people have pointed out here that the VM is using a hash table. However in these functions there is a specific index supplied, which would suggest, at first glance, that there must then be specific ordering.
If you dig deeper (I won't post all the code here) there are a whole slew of methods from different classes involved in the for in/for each functionality and one of them is the method ScriptObject::nextNameIndex() which basically pulls up the whole hash table and just starts providing indices to valid objects within the table and increments the original index supplied in the argument, so long as the next value points to a valid object. If I'm right in my interpretation, this would be the cause behind your random lookup and I don't believe there would be any way here to force a standardized/ordered map in these operations.
Sources
For those of you who might want to get the source code for the open source portion of the flash player, you can grab it from the following mercurial repositories (you can download a snapshop in zip like github so you don't have to install mercurial):
http://hg.mozilla.org/tamarin-central - This is the "stable" or "release" repository
http://hg.mozilla.org/tamarin-redux - This is the development branch. The most recent changes to the AVM will be found here. This includes the support for Android and such. Adobe is still updating and open sourcing these parts of the flash player, so it's good current and official stuff.
While I'm at it, this might be of interest as well: http://code.google.com/p/redtamarin/. It's a branched off (and rather mature) version of the AVM and can be used to write server-side actionscript. Neat stuff and has a ton of information that gives insight into the workings of the AVM so I thought I'd include it too.
This behavior is documented (emphasis mine):
The for..in loop iterates through the properties of an object, or the elements of an array. For example, you can use a for..in loop to iterate through the properties of a generic object (object properties are not kept in any particular order, so properties may appear in a seemingly random order)
How the properties are stored and retrieved appears to be an implementation detail, which isn't covered in the documentation. As ToddBFisher mentions in a comment, though, a data structure commonly used to implement associative arrays is the hash table. It's even mentioned in this page about associative arrays in AS3, and if you inspect the AVM code as shown by Ascension Systems, you'll find exactly such an implementation. As described, there is no notion of order or sorting in typical hash tables.
I don't believe there is a way to access the properties in a specific order unless you store that order somehow.