leave a for each loop - actionscript-3

I want to leave the for each loop as soon as the boolean is set to true.
for each (xmlEvent in arEvents)
{
var xmlEvent:XMLList = XMLList(event);
if(xmlEvent.id == artistEvent.id)
{
boolExists = true;
}
}
I've tried break and such, but this all doesn't work.

Use break operator
for each (xmlEvent in arEvents)
{
var xmlEvent:XMLList = XMLList(event);
if(xmlEvent.id == artistEvent.id)
{
boolExists = true;
break;
}
}

Why not use the some() method? It'll handle all that for you.
boolExists = arEvents.some(
function (xmlEvent:*, index:int, arr:Array):Boolean {
return xmlEvent.id == artistEvent.id;
});
Note: The anonymous function is used only for brevity.
For clarity, the some() method only iterates over the array until the first item that returns true is reached, at which point iteration is terminated and the result (true) is returned.

Related

Doesn´t recognice as equal (==)

Can someone tell me why these variables marked with red are not recognized as equal (==).
Google Apps Script is Javascript-based. In Javascript, you can not compare two arrays using ==.
One method is to loop over both arrays and to check that the values are the same. For example you can include the function:
function compareArrays(array1, array2) {
for (var i = 0; i < array1.length; i++) {
if (array1[i] instanceof Array) {
if (!(array2[i] instanceof Array) || compareArrays(array1[i], array2[i]) == false) {
return false;
}
}
else if (array2[i] != array1[i]) {
return false;
}
}
return true;
}
And then update the line in your code from if (responsables == gestPor) { to if (compareArrays(responsables, gestPor)) {
For other methods of comparing arrays in Javascript, see this answer.
It is because you are comparing arrays. If you are just getting a single cell value, use getValue() instead of getValues()
To make things work, change these:
var gestPor = hojaActivador.getRange(i,13,1,1).getValues();
var responsables = hojaConMails.getRange(1,n,1,1).getValues();
to:
var gestPor = hojaActivador.getRange(i,13).getValue();
var responsables = hojaConMails.getRange(1,n).getValue();
Do these to all getValues() where you're only extracting 1 cell/value.
See difference below:

Parameter passing for multiple text fields that are gathered in an array?

So, I have a question. I'm currently working an an education program that teaches basics on cell organelles. I have lines pointing to each organelle, in which I want to have the user be able to input what each organelle name is (like a diagram). When the user has completed the work properly, I will display the next button.
However, in order to give the user the ability to proceed, I need a way of tracking whether or not a student's answers are correct. I am using parameter passing for this.
I would like to be able to return either true/false. If all answers are returned true, the user may advance. If even one answer is wrong, a message displays.
How do I use parameter passing to determine if a users answers are right/wrong? The textfields are in an array as well...
Here is the code.
Thanks!
-Zero;
import flash.events.MouseEvent;
var organelleInput:Array=[F18nucleolusInput_txt, F18nucleusInput_txt, F18erInput_txt, F18golgiInput_txt, F18vacuoleInput_txt, F18chloroplastInput_txt, F18lysosomeInput_txt, F18mitochondriaInput_txt];
F18next_btn.visible=false;
F18next_btn.addEventListener(MouseEvent.CLICK, F18goToFrameNineteen);
F18back_btn.addEventListener(MouseEvent.CLICK, F18goToFrameSix);
checkMyWork_btn.addEventListener(MouseEvent.CLICK, checkAnswers);
function checkAnswers(event:MouseEvent):void
{
var answer:String;
var correctAnswers:Boolean;
var incorrectAnswers:Boolean;
answer = organelleInput[i];
correctAnswers=checkCorrectAnswers(answer);
for(var j:int=0; j<organelleInput.length; j++)
{
organelleInput[j].restrict="a-z";
if(correctAnswers==true)
{
F18output_txt.text="Well done!";
F18next_btn.visible=true;
checkMyWork_btn.visible==false;
}
if(correctAnswers==false)
{
F18output_txt.text="One of them seems to be wrong. Try again.";
}
}
}
function F18goToFrameNineteen(event:MouseEvent):void{
gotoAndStop(19);
}
function F18goToFrameSix(event:MouseEvent):void{
gotoAndStop(6);
}
function checkCorrectAnswers(s:String):Boolean
{
if(F18nucleolusInput_txt.text=="nucleolus"){
return true;
}
return false;
if(F18nucleusInput_txt.text=="nucleus"){
return true;
}
return false;
if((F18erInput_txt.text=="endoplasmic reticulum")||(F18erInput_txt.text=="er")){
return true;
}
return false;
if((F18golgiInput_txt.text=="golgi body")||(F18golgiInput_txt.text=="golgi apparatus")){
return true;
}
return false;
if((F18mitochondriaInput_txt.text=="mitochondria")||(F18mitochondriaInput_txt.text=="mitochondrion")){
return true;
}
return false;
if((F18lysosomeInput_txt.text=="lysosome")||(F18lysosomeInput_txt.text=="lysosomes")){
return true;
}
return false;
if(F18vacuoleInput_txt.text=="vacuole"){
return true;
}
return false;
if((F18chloroplastInput_txt.text=="chloroplast")||(F18chloroplastInput_txt.text=="chloroplasts")){
return true;
}
return false;
}
You can check Array of TextFields vs Array of Arrays:
var Correct:Array = [
["nucleolus"],
["nucleus"],
["golgi body", "golgi apparatus"],
["mitochondria", "mitochondrion"]
];
var Answers:Array = [T1, T2, T3, T4];
// Returns true if all answers are correct.
function allCorrect():Boolean
{
for (var i:int = 0; i < Answers.length; i++)
if (!oneCorrect(Answers[i], Correct[i]))
return false;
return true;
}
// Returns true if answer is on the Array of correct answers.
function oneCorrect(source:TextField, target:Array):Boolean
{
return target.indexOf(source.text.toLowerCase()) > -1;
}

An empty array shows up non-empty when returned from function [duplicate]

This question already has answers here:
How do I test for an empty JavaScript object?
(48 answers)
Closed 5 years ago.
What is the fastest way to check if an object is empty or not?
Is there a faster and better way than this:
function count_obj(obj){
var i = 0;
for(var key in obj){
++i;
}
return i;
}
For ECMAScript5 (not supported in all browsers yet though), you can use:
Object.keys(obj).length === 0
I'm assuming that by empty you mean "has no properties of its own".
// Speed up calls to hasOwnProperty
var hasOwnProperty = Object.prototype.hasOwnProperty;
function isEmpty(obj) {
// null and undefined are "empty"
if (obj == null) return true;
// Assume if it has a length property with a non-zero value
// that that property is correct.
if (obj.length > 0) return false;
if (obj.length === 0) return true;
// If it isn't an object at this point
// it is empty, but it can't be anything *but* empty
// Is it empty? Depends on your application.
if (typeof obj !== "object") return true;
// Otherwise, does it have any properties of its own?
// Note that this doesn't handle
// toString and valueOf enumeration bugs in IE < 9
for (var key in obj) {
if (hasOwnProperty.call(obj, key)) return false;
}
return true;
}
Examples:
isEmpty(""), // true
isEmpty(33), // true (arguably could be a TypeError)
isEmpty([]), // true
isEmpty({}), // true
isEmpty({length: 0, custom_property: []}), // true
isEmpty("Hello"), // false
isEmpty([1,2,3]), // false
isEmpty({test: 1}), // false
isEmpty({length: 3, custom_property: [1,2,3]}) // false
If you only need to handle ECMAScript5 browsers, you can use Object.getOwnPropertyNames instead of the hasOwnProperty loop:
if (Object.getOwnPropertyNames(obj).length > 0) return false;
This will ensure that even if the object only has non-enumerable properties isEmpty will still give you the correct results.
EDIT: Note that you should probably use ES5 solution instead of this since ES5 support is widespread these days. It still works for jQuery though.
Easy and cross-browser way is by using jQuery.isEmptyObject:
if ($.isEmptyObject(obj))
{
// do something
}
More: http://api.jquery.com/jQuery.isEmptyObject/
You need jquery though.
Underscore and lodash each have a convenient isEmpty() function, if you don't mind adding an extra library.
_.isEmpty({});
Lets put this baby to bed; tested under Node, Chrome, Firefox and IE 9, it becomes evident that for most use cases:
(for...in...) is the fastest option to use!
Object.keys(obj).length is 10 times slower for empty objects
JSON.stringify(obj).length is always the slowest (not surprising)
Object.getOwnPropertyNames(obj).length takes longer than Object.keys(obj).length can be much longer on some systems.
Bottom line performance wise, use:
function isEmpty(obj) {
for (var x in obj) { return false; }
return true;
}
or
function isEmpty(obj) {
for (var x in obj) { if (obj.hasOwnProperty(x)) return false; }
return true;
}
Results under Node:
first result: return (Object.keys(obj).length === 0)
second result: for (var x in obj) { return false; }...
third result: for (var x in obj) { if (obj.hasOwnProperty(x)) return false; }...
forth result: return ('{}' === JSON.stringify(obj))
Testing for Object with 0 keys
0.00018
0.000015
0.000015
0.000324
Testing for Object with 1 keys
0.000346
0.000458
0.000577
0.000657
Testing for Object with 2 keys
0.000375
0.00046
0.000565
0.000773
Testing for Object with 3 keys
0.000406
0.000476
0.000577
0.000904
Testing for Object with 4 keys
0.000435
0.000487
0.000589
0.001031
Testing for Object with 5 keys
0.000465
0.000501
0.000604
0.001148
Testing for Object with 6 keys
0.000492
0.000511
0.000618
0.001269
Testing for Object with 7 keys
0.000528
0.000527
0.000637
0.00138
Testing for Object with 8 keys
0.000565
0.000538
0.000647
0.00159
Testing for Object with 100 keys
0.003718
0.00243
0.002535
0.01381
Testing for Object with 1000 keys
0.0337
0.0193
0.0194
0.1337
Note that if your typical use case tests a non empty object with few keys, and rarely do you get to test empty objects or objects with 10 or more keys, consider the Object.keys(obj).length option. - otherwise go with the more generic (for... in...) implementation.
Note that Firefox seem to have a faster support for Object.keys(obj).length and Object.getOwnPropertyNames(obj).length, making it a better choice for any non empty Object, but still when it comes to empty objects, the (for...in...) is simply 10 times faster.
My 2 cents is that Object.keys(obj).length is a poor idea since it creates an object of keys just to count how many keys are inside, than destroys it! In order to create that object he needs to loop overt the keys... so why use it and not the (for... in...) option :)
var a = {};
function timeit(func,count) {
if (!count) count = 100000;
var start = Date.now();
for (i=0;i<count;i++) func();
var end = Date.now();
var duration = end - start;
console.log(duration/count)
}
function isEmpty1() {
return (Object.keys(a).length === 0)
}
function isEmpty2() {
for (x in a) { return false; }
return true;
}
function isEmpty3() {
for (x in a) { if (a.hasOwnProperty(x)) return false; }
return true;
}
function isEmpty4() {
return ('{}' === JSON.stringify(a))
}
for (var j=0;j<10;j++) {
a = {}
for (var i=0;i<j;i++) a[i] = i;
console.log('Testing for Object with '+Object.keys(a).length+' keys')
timeit(isEmpty1);
timeit(isEmpty2);
timeit(isEmpty3);
timeit(isEmpty4);
}
a = {}
for (var i=0;i<100;i++) a[i] = i;
console.log('Testing for Object with '+Object.keys(a).length+' keys')
timeit(isEmpty1);
timeit(isEmpty2);
timeit(isEmpty3);
timeit(isEmpty4, 10000);
a = {}
for (var i=0;i<1000;i++) a[i] = i;
console.log('Testing for Object with '+Object.keys(a).length+' keys')
timeit(isEmpty1,10000);
timeit(isEmpty2,10000);
timeit(isEmpty3,10000);
timeit(isEmpty4,10000);
Elegant way - use keys
var myEmptyObj = {};
var myFullObj = {"key":"value"};
console.log(Object.keys(myEmptyObj).length); //0
console.log(Object.keys(myFullObj).length); //1
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/keys
function isEmpty( o ) {
for ( var p in o ) {
if ( o.hasOwnProperty( p ) ) { return false; }
}
return true;
}
var x= {}
var y= {x:'hi'}
console.log(Object.keys(x).length===0)
console.log(Object.keys(y).length===0)
true
false
http://jsfiddle.net/j7ona6hz/1/
Surprised to see so many weak answers on such a basic JS question... The top answer is no good too for these reasons:
it generates a global variable
returns true on undefined
uses for...in which is extremely slow by itself
function inside for...in is useless - return false without hasOwnProperty magic will work fine
In fact there's a simpler solution:
function isEmpty(value) {
return Boolean(value && typeof value === 'object') && !Object.keys(value).length;
}
https://lodash.com/docs#isEmpty comes in pretty handy:
_.isEmpty({}) // true
_.isEmpty() // true
_.isEmpty(null) // true
_.isEmpty("") // true
How bad is this?
function(obj){
for(var key in obj){
return false; // not empty
}
return true; // empty
}
No need for a library.
function(){ //must be within a function
var obj = {}; //the object to test
for(var isNotEmpty in obj) //will loop through once if there is a property of some sort, then
return alert('not empty')//what ever you are trying to do once
return alert('empty'); //nope obj was empty do this instead;
}
It might be a bit hacky. You can try this.
if (JSON.stringify(data).length === 2) {
// Do something
}
Not sure if there is any disadvantage of this method.
fast onliner for 'dictionary'-objects:
function isEmptyDict(d){for (var k in d) return false; return true}
You can write a fallback if Array.isArray and Object.getOwnPropertyNames is not available
XX.isEmpty = function(a){
if(Array.isArray(a)){
return (a.length==0);
}
if(!a){
return true;
}
if(a instanceof Object){
if(a instanceof Date){
return false;
}
if(Object.getOwnPropertyNames(a).length == 0){
return true;
}
}
return false;
}
Imagine you have the objects below:
var obj1= {};
var obj2= {test: "test"};
Don't forget we can NOT use === sign for testing an object equality as they get inheritance, so If you using ECMA 5 and upper version of javascript, the answer is easy, you can use the function below:
function isEmpty(obj) {
//check if it's an Obj first
var isObj = obj !== null
&& typeof obj === 'object'
&& Object.prototype.toString.call(obj) === '[object Object]';
if (isObj) {
for (var o in obj) {
if (obj.hasOwnProperty(o)) {
return false;
break;
}
}
return true;
} else {
console.error("isEmpty function only accept an Object");
}
}
so the result as below:
isEmpty(obj1); //this returns true
isEmpty(obj2); //this returns false
isEmpty([]); // log in console: isEmpty function only accept an Object
funtion isEmpty(o,i)
{
for(i in o)
{
return!1
}
return!0
}
here's a good way to do it
function isEmpty(obj) {
if (Array.isArray(obj)) {
return obj.length === 0;
} else if (typeof obj === 'object') {
for (var i in obj) {
return false;
}
return true;
} else {
return !obj;
}
}
var hasOwnProperty = Object.prototype.hasOwnProperty;
function isArray(a) {
return Object.prototype.toString.call(a) === '[object Array]'
}
function isObject(a) {
return Object.prototype.toString.call(a) === '[object Object]'
}
function isEmpty(a) {
if (null == a || "" == a)return!0;
if ("number" == typeof a || "string" == typeof a)return!1;
var b = !0;
if (isArray(a)) {
if (!a.length)return!0;
for (var c = 0; c < a.length; c++)isEmpty(a[c]) || (b = !1);
return b
}
if (isObject(a)) {
for (var d in a)hasOwnProperty.call(a, d) && (isEmpty(a[d]) || (b = !1));
return b
}
return!0
}
May be you can use this decision:
var isEmpty = function(obj) {
for (var key in obj)
if(obj.hasOwnProperty(key))
return false;
return true;
}
I modified Sean Vieira's code to suit my needs. null and undefined don't count as object at all, and numbers, boolean values and empty strings return false.
'use strict';
// Speed up calls to hasOwnProperty
var hasOwnProperty = Object.prototype.hasOwnProperty;
var isObjectEmpty = function(obj) {
// null and undefined are not empty
if (obj == null) return false;
if(obj === false) return false;
if(obj === true) return false;
if(obj === "") return false;
if(typeof obj === "number") {
return false;
}
// Assume if it has a length property with a non-zero value
// that that property is correct.
if (obj.length > 0) return false;
if (obj.length === 0) return true;
// Otherwise, does it have any properties of its own?
// Note that this doesn't handle
// toString and valueOf enumeration bugs in IE < 9
for (var key in obj) {
if (hasOwnProperty.call(obj, key)) return false;
}
return true;
};
exports.isObjectEmpty = isObjectEmpty;
here my solution
function isEmpty(value) {
if(Object.prototype.toString.call(value) === '[object Array]') {
return value.length == 0;
} else if(value != null && typeof value === 'object') {
return Object.getOwnPropertyNames(value).length == 0;
} else {
return !(value || (value === 0));
}
}
Chears
if (Object.getOwnPropertyNames(obj1).length > 0)
{
alert('obj1 is empty!');
}

if statement and visible statement dont work but the things inside it work? ACTIONSCRIPT 3

Yeah so here's my code
if(defaultmeter.visible = true)
{
meter1.visible = true;
meter1.x = 124.10;
meter.y = 63.10;
jizz.visible = false;
}
Thing is the things inside the { }
work but the the if statement doesnt apply
Like when defaultmeter is not visible, the stuff inside the {} still applies :C help please
If you do mc.visible = true so you assign the true value to mc.visible so you make mc visible which normally always true.
To compare in this level, we use == (equal) operator to check if two values are equal or the != (not equal, different ) to check if two values are not equal.
So in your case you can do :
if(defaultmeter.visible == true){
// instructions here
}
Or
if(defaultmeter.visible != false){
// instructions here
}
Or simply
if(defaultmeter.visible){
// instructions here
}
Well of course, you need to cover the other case as well, like this:
if(defaultmeter.visible == true)
{
meter1.visible = true;
meter1.x = 124.10;
meter.y = 63.10;
jizz.visible = false;
}else{
meter1.visible = false;
jizz.visible = true; //btw, jizz, seriously?
...
}
use like this if (defaultmeter.visible == true){}

Actions Script 3.0 if else statements

need to do several things by it's click event. I'm a beginner to this, so is there any other way to write this code? by clicking this button, it goes to next frame and according to statement several buttons will be visible or not. I wrote the code this way and it says there are syntax error, but I couldn't find any. Hope you guys understand this and will help me. :) Thank you!
review_btn.addEventListener(MouseEvent.CLICK, review1)
function review1(event:MouseEvent):void{
if(rvw1 == "Correct"){
gotoAndStop(3627);
help1.visible = false
}
else{
gotoAndStop(3627);
help1.visible = true
}
}
review_btn.addEventListener(MouseEvent.CLICK, review2)
function review2(event:MouseEvent):void{
if(rvw2 == "Correct"){
gotoAndStop(3627);
help2.visible = false
}
else{
gotoAndStop(3627);
help2.visible = true
}
}
review_btn.addEventListener(MouseEvent.CLICK, review3)
function review3(event:MouseEvent):void{
if(rvw3 == "Correct"){
gotoAndStop(3627);
help3.visible = false
}
else{
gotoAndStop(3627);
help3.visible = true
}
}
review_btn.addEventListener(MouseEvent.CLICK, review4)
function review4(event:MouseEvent):void{
if(rvw4 == "Correct"){
gotoAndStop(3627);
help4.visible = false
}
else{
gotoAndStop(3627);
help4.visible = true
}
}
review_btn.addEventListener(MouseEvent.CLICK, review5)
function review5(event:MouseEvent):void{
if(rvw5 == "Correct"){
gotoAndStop(3627);
help5.visible = false
}
else{
gotoAndStop(3627);
help5.visible = true
}
}
I'll take an attempt at it. It looks like the only difference is that in each method you need to match up "helpX".visible with "rvwX" equals the string "Correct", where X is a number from 1-5. The gotoAndStop() frame is the same regardless. Also, that all five are meant to be off the same button. I'm going to take an assumption that the clips 'help' are movieclips defined on the stage else if they are from something else I would store them in an array for looping through instead of 'building' the name and finding the reference that way just for clarity.
function review(event:MouseEvent):void {
for(var counter:int = 1; counter < 6; counter++){
this["help" + counter].visible = (this["rvw" + counter] != "Correct");
}
this.gotoAndStop(3627);
}
review_btn.addEventListener(MouseEvent.CLICK, review);
I think you have to do a class with 2 fields: "help" and "rvw" (let me call it "Switcher"). Also it may contain a function of setting visibility (may, not must, this function can also be in your main class):
Switcher.as:
import flash.display.MovieClip;
public class Switcher {
private var help:MovieClip;
private var rvw:String;
public function setVisibility() {
help.visible = !(rvw == "Correct");
}
}
Then you have to make an array of Switcher's objects in your main class and to use only one "review" handler:
function review(event:MouseEvent):void {
for each(var sw:Switcher in switchersArray) {
sw.setVisibility();
}
this.gotoAndStop(3627);
}
The code from previous answer will work correctly, but IMHO, creating an Array (or Vector) of similar objects is better than doing lots of help1, help2, help3 etc variables.