I have a string that contains numbers like this: 2243. What I need to do is get a total of these numbers. So using that example the numbers in the string would be converted to integers and I'd be able to do this: 2+2+4+3 = 11.
Not having coded in quite a while I find myself a bit stumped on this (probably) quite easy task.
All help is much appreciated!
You can do that :
var number:String = "2243"; // Represents your original string number
var result:int = 0;
for (var i:int = 0; i < number.length; i++) {
result += parseInt(number.charAt(i), 10);
}
// result var will now contain your sum
Are you sure all the individual numbers won't reach more than 9?
private var number:String = "2243";
private var result:int = 0;
public function method1(event):void{
for each (var num:String in number.split("")){
result += parseInt(num);
}
}
public function method2(event):void{
for (var i:int = 0; i < number.length; i++){
result += parseInt(number.charAt(i),10);
}
}
Related
I have a random number variable defined as below
var rannum:Number = Math.floor(Math.random()*50+1);
Then I have a trigger that calls for a new random number everytime a button is clicked
ranbtn.addEventListener(MouseEvent.CLICK, reran);
function reran (event:MouseEvent):void
{
rannum = Math.floor(Math.random()*50+1);
}
I would like to prevent the same random number from being selected until all the numbers have been selected and then possibly start over?
I found a few threads like this one but none of them were specifically what I needed
You need to create an array of the possible values and each time you retrieve a random index from the array to use one of the values, you remove it from the array.Here you have an easy example with javascript.
var uniqueRandoms = [];
var numRandoms = 50;
function makeUniqueRandom() {
// refill the array if needed
if (!uniqueRandoms.length) {
for (var i = 0; i < numRandoms; i++) {
uniqueRandoms.push(i);
}
}
var index = Math.floor(Math.random() * uniqueRandoms.length);
var val = uniqueRandoms[index];
// now remove that value from the array
uniqueRandoms.splice(index, 1);
return val;
}
I've found another option, You can declare an array of Integers:[1,2,3,4...50] and sort them randomly.
var sorted:Array = [];
for(var i:int = 0; i < 50; i++){
sorted.push(i);
}
//I'm making a copy of sorted in unsorted
var unsorted:Array = sorted.slice();
//Randomly sort
while(sorted.join() == unsorted.join()){
unsorted.sort(function (a:int, b:int):int { return Math.random() > .5 ? -1 : 1; });
}
If you get a selected num, you can add one until it is not selected.
Create a list of integers from 1 to 50.
Pick a random integer from the list and remove it.
When there are no more integers left (after 50 picks), repeat step 1.
Code:
function createRangeOfIntegers(from:int, to:int):Vector.<int> {
if (from >= to) throw new ArgumentError("Invalid arguments");
var integers:Vector.<int> = new <int>[];
for (var i:int = from; i <= to; i++) {
integers.push(i);
}
return integers;
}
function getRandomInteger(integers:Vector.<int>):int {
var index:int = Math.random() * integers.length;
var integer:int = integers.splice(index, 1)[0];
return integer;
}
Example:
// create all the possible integers
var integers:Vector.<int> = createRangeOfIntegers(1, 50);
// select a random integer
var random:int = getRandomInteger(integers);
// When you've selected all integers you can start over
if (integers.length == 0)
integers = createRangeOfIntegers(1, 50);
As I said: Is there any difference (in performance) between these two for loop?
Between this:
var n:int = displayObjects_.length;
for (var i:int = 0; i < n; i++)
{
var currentObject:DisplayObject = displayObjects_[i];
currentObject.width = newWidth;
}
and this:
var n:int = displayObjects_.length;
for (var i:int = 0; i < n; i++)
{
displayObjects_[i].width = newWidth;
}
I tested them before. The result said the first one was faster but I don't know if I did it right.
I know it's not really an answer to your question, but if you're looking for fastest way to iterate through this array you should do:
for each(var currentObject:DisplayObject in displayObjects_) {
currentObject.width = newWidth;
}
I tried this out on a bare-bones project using SDK 4.6. This is the code.
public class Main extends Sprite
{
public function Main()
{
var displayObjects_:Array = [];
for (var i:int = 0; i < 1000000; i++)
{
displayObjects_.push(new Sprite());
}
var start:int = getTimer();
for (i = 0; i < displayObjects_.length; i++)
{
var currentObject:Sprite = displayObjects_[i];
currentObject.width = 100;
}
var end:int = getTimer()
trace(end, start, end - start);
start = getTimer();
for (i = 0; i < displayObjects_.length; i++)
{
displayObjects_[i].width = 100;
}
end = getTimer()
trace(end, start, end - start);
}
}
These are the results.
Done(0)
[Starting debug session with FDB]
16703 16250 453
17141 16703 438
Like I said, it would be very surprising to see any difference between the two. You'll probably see more improvements through using Vector instead of Array. Otherwise, this stuff is too mundane to fuss over.
As I know, Actionscript compiler automatically moves variable definitions to the begin of the function. So, this loop doesn't declare variable each time, first sample the same that:
var currentObject:DisplayObject;
var n:int = displayObjects_.length;
for (var i:int = 0; i < n; i++)
{
currentObject = displayObjects_[i];
currentObject.width = newWidth;
}
So, I think the difference only in one additional variable declare and it willn't affects performance. But 3vilguy's example is better.
I want to get unique random numbers each time from nos 1-40 without using an array.Is there any optimised way to get this in action script 3.
No, you have to use permutation, as you have to record those numbers you've already generated. And using these numbers require a set of some kind, aka Array. It's possible to solve this issue by using other data types, but they will essentially narrow down to an array of some sort.
A simple permutation code looks like this:
class Permutation {
private var _a:Array; // or Vector.<int> if you like
private var n:int; // next element
public function Permutation() {
reset(1);
}
public function reset(size:int=100):void {
_a.length=0;
for (n=0;n<size;n++) _a.push(n);
for (n=0;n<size;n++) {
var x:int=Math.floor(size*Math.random());
if (x==n) continue;
var swap:int=_a[x];
_a[x]=_a[n];
_a[n]=swap;
}
n=0;
}
public function getNext():int {
if (n==_a.length) return -1; // or any error value
n++;
return _a[n-1];
}
}
No array.
var generatedNumberCount:int;
var generatedNumberRef:Object = {};
for(var i:int = 0; i < 150; i++)
{
var result:Number = generateRandomInt(50);
trace(result);
}
trace(generatedNumberCount)
function generateRandomInt(limit:int):Number
{
if(generatedNumberCount >= limit)
{
return NaN;
}
var output:int = Math.ceil(Math.random() * limit);
while(generatedNumberRef[output] != undefined)
{
output = Math.ceil(Math.random() * limit);
}
generatedNumberRef[output] = true;
generatedNumberCount++;
return output;
}
I am trying to create multiple Numbers with for loop.
var sasutu1x : Number = Number(sasutu1.text);
var sasutu2x : Number = Number(sasutu2.text);
var sasutu3x : Number = Number(sasutu3.text);
var sasutu4x : Number = Number(sasutu4.text);
var sasutu5x : Number = Number(sasutu5.text);
var sasutu6x : Number = Number(sasutu6.text);
My Solution :
var i:int;
for (i = 0; i < 7; i++)
{
var this["sasutu" i + "x"] : Number = Number(["sasutu" + i].text);
}
Thanks for you help.
You can use a Vector, or if you want to get a reference to that number by name later, you can also use a Dictionary.
var i:int;
var sasutuDict:Dictionary = new Dictionary(true);
for (i = 0; i < 7; i++)
{
sasutuDict["sasutu" i + "x"] = Number(["sasutu" + i].text);
}
One advantage of a dictionary, is that you can even do something like this:
for (i = 0; i < 7; i++)
{
var sasutuTexField:TextField = this["sasutu" + i];
sasutuDict[sasutuTexField] = Number(sasutuTexField.text);
}
Meaning you can have the key of the dictionary be the text field itself.
A better solution would be to use a Vector instead.
var vec:Vector.<int> = new Vector.<int>();
for (var i:int = 0; i < 7; i++)
{
vec.push(Number(["sasutu"+i].text));
}
I want to have a dynamic text field that will generate different texts that I specify. How can I do that? I am using actionscript 3
If you want random chars try this :
function generateRandomString(strlen:Number):String{
var chars:String = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
var num_chars:Number = chars.length - 1;
var randomChar:String = "";
for (var i:Number = 0; i < strlen; i++){
randomChar += chars.charAt(Math.floor(Math.random() * num_chars));
}
return randomChar;
}
trace(generateRandomString(7));
var array:Array = new Array ("Apples","Bananas","Grapes"); //create an array of possible strings
var randomIndex:int = Math.floor ( Math.random () * array.length ); //generate a random integer between 0 and the length of the array
myTextField.text = array [ randomIndex ]; //put the random string in your text field