Following is a php function for masking a string. Can somebody give me the actionscript equalent for this function.
public static function simple_encrypt($input) {
$return = array();
for($i = 0; $i < strlen($input); $i++){
$ascii = ord(substr($input, $i, 1)) * 2;
$return[] = base_convert($ascii, 10, 32);
}
return sprintf('RL%s', implode('', $return) ); // "RL" ensures it starts with a letter
}
public static function simple_encrypt(input:String):String {
var ret = [];
var ascii:Number;
for(var i:Number = 0; i < input.length; i++) {
ascii = input.charCodeAt(i) * 2;
ret.push(ascii.toString(32));
}
//I don't speak php, so I am assuming that
//RL doesn't have any syntactical meaning with sprintf
return "RL" + ret.join(''); //joins everything to a single string.
}
Related
public function tweenLetterReward(totalReward:int):void {
var prizeAr:Vector.<String> = new < String > ["str1", "str2", "str3", "str4",
"str5"];
for (var i:int = 0; i < totalReward; i++)
{
//rewardText.visible = true;
TweenLite.to(rewardText, (.5+i*1), { y:150, onComplete:function(_i:int):void {
rewardText.y = 300;
rewardText.text = prizeAr[_i];
tweenLetterReward(_i);
//rewardText.visible = false;
}, onCompleteParams:[i]});
}
}
In the code above, assume i call tweenLetterReward(3);
In onComplete function, I trace the _i value. Why it becomes descending or _i = 2,1,0. It should be 0,1,2. Please help. Thanks
I'm trying to get 2 objects at a time form the array for now. but soon I will be using odd number of length and splicing items.
This works out perfectly so far with Even numbers in the Array, but I am not sure how to make it work with odd numbers. The way I think it may work is ask it to check the objects coming up next and if it is less than 2 than change the counters to 1. but I am not even sure how to put that in code specifically. I posted my code so far be
import flash.events.MouseEvent;
import flash.net.Socket;
var socket_Array_current_position = 0;
var socket_counter = 2;
var socket_Array: Array = new Array ();
socket_Array.push(socket_one, socket_two,socket_three, socket_four, socket_five, socket_six);
go_next_left.addEventListener(MouseEvent.CLICK, go_left);
go_next_right.addEventListener(MouseEvent.CLICK, go_right);
function go_left(going_left:MouseEvent)
{
if (socket_Array_current_position > 0)
{
socket_remove();
socket_Array_current_position -= socket_counter;
socket_x_position = 125;
socket_display();
}
}
function go_right(going_right:MouseEvent)
{
if (socket_Array_current_position < socket_Array.length-socket_counter)
{
socket_remove();
socket_Array_current_position += socket_counter;
socket_x_position = 125;
socket_display();
}
}
socket_display();
function socket_display()
{
var s = 0;
for (s; s < socket_counter; s++)
{
addChild(socket_Array[socket_Array_current_position + s]);
socket_Array[socket_Array_current_position + s].x = socket_x_position;
socket_Array[socket_Array_current_position + s].y = socket_y_position;
//socket_Array[s].addEventListener(MouseEvent.CLICK, picked);
socket_x_position = socket_x_position + 275;
}
}
function socket_remove()
{
var s = 0;
for (s; s < socket_counter; s++)
{
removeChild(socket_Array[socket_Array_current_position+s]);
}
}
I suppose that you want display X objects (in this case two) at a time from an array. Whatever length. I'm using Math lib. Consider that I didn't try the code below with sdk or Flash.
const X_START_POS:int = 125;
const COLUMN_WIDTH:int = 275;
const QTY_SCREEN:int = 2;
var socket_Array:Array = new Array();
var socket_Array_pos:int = 0;
var socket_Array_target:int = 0; // target is always right
var socket_Array_on_screen:Array = new Array();
// socket_Array.length must be >= QTY_SCREEN, always.
socket_Array.push(socket_one, socket_two, socket_three, socket_four, socket_five, socket_six);
go_next_left.addEventListener(MouseEvent.CLICK, go_left);
go_next_right.addEventListener(MouseEvent.CLICK, go_right);
socket_display();
function go_left(going_left:MouseEvent) {
socket_Array_target = Math.max(socket_Array_pos - QTY_SCREEN, 0);
socket_display();
}
function go_right(going_right:MouseEvent) {
socket_Array_target = Math.min(socket_Array_pos + QTY_SCREEN, socket_Array.length - QTY_SCREEN);
socket_display();
}
function socket_display() {
socket_remove();
socket_x_position = X_START_POS;
var limit:int = socket_Array_target + QTY_SCREEN;
for (var i = socket_Array_target; i < limit; i++) {
show_socket(socket_Array[i]);
socket_x_position += COLUMN_WIDTH;
}
socket_Array_pos = socket_Array_target;
}
function show_socket(asocket:DisplayObject) {
addChild(asocket);
asocket.x = socket_x_position;
asocket.y = socket_y_position;
socket_Array_on_screen.push(asocket); // remember me
}
function socket_remove() {
var qty:int = socket_Array_on_screen.length;
for (var s = 0; s < qty; s++) {
removeChild(socket_Array_on_screen.pop());
}
}
I need to acess a variable inside this function using concatenation, following this example:
public function movePlates():void
{
var plate1:Plate;
var plate2:Plate;
var cont:uint = 0;
for (var i:uint = 0; i < LAYER_PLATES.numChildren; i++)
{
var tempPlate:Plate = LAYER_PLATES.getChildAt(i) as Plate;
if (tempPlate.selected)
{
cont ++;
this["plate" + cont] = LAYER_PLATES.getChildAt(i) as Plate;
}
}
}
EDIT:
public function testFunction():void
{
var test1:Sprite = new Sprite();
var test2:Sprite = new Sprite();
var tempNumber:Number;
this.addChild(test1);
test1.x = 100;
this.addChild(test2);
test2.x = 200;
for (var i:uint = 1; i <= 2; i++)
{
tempNumber += this["test" + i].x;
}
trace("tempNumber: " + tempNumber);
}
If i run the code like this, the line this["test" + i] returns a variable of the class. I need the local variable, the variable of the function.
Your loop on first step access plate0 this will cause not found error, if plate0 is not explicitly defined as class member variable or if class is not defined as dynamic. Same thing will happen for plate3, plate4, plate5... in case LAYER_PLATES.numChildren is more than 3.
EDIT:
Thanks to #Smolniy he corrected my answer plate0 is never accessed because cont is incremented before first access. So as he mentioned problem should be on plate3
You don't get the local variable with [] notation. your case has many solutions. You can use dictionary, or getChildAt() function:
function testFunction():void
{
var dict = new Dictionary(true);
var test1:Sprite = new Sprite();
var test2:Sprite = new Sprite();
var tempNumber:Number = 0;
addChild(test1);
dict[test1] = test1.x = 100;
addChild(test2);
dict[test2] = test2.x = 200;
for (var s:* in dict)
{
tempNumber += s.x;
//or tempNumber += dict[s];
}
trace("tempNumber: " + tempNumber);
};
For example I have 3 elements in an array:
public function randomTile():Number
{
var tiles:Array = new Array(fire,ice,water);
var index:Number=Math.floor(Math.random()*tiles.length);
return tiles[index];
}
How to set the chances of occurrence of fire(70%), ice(10%), and water(20%)?
This should work for any number of elements and you can specify any chance value.
var tiles:Array = [
{"item":"fire", "chance":70 },
{"item":"ice", "chance":10 },
{"item":"water","chance":20}
];
var picked:Object = pickRandomByChance(tiles);
trace(picked.item);
public function pickRandomByChance(options:Array):Object
{
var copy:Array = [];
var range:Number = 0;
for (var i:int = 0; i < options.length; i++)
{
copy.push( { "item":options[i].item, "chance":options[i].chance } );
range += copy[i].chance;
if (i > 0)
copy[i].chance += copy[i - 1].chance;
}
var pick:Number = Math.floor(Math.random() * range);
for (i = 0; i < copy.length; i++)
{
if (pick <= copy[i].chance)
return copy[i];
}
return null;
}
There quite a few ways you could do this, and it largely depends of the scope of your project. If you just have the three elements, using a switch statement would be easy:
var rand:Number = Math.random();
switch(true){
case rand >= .3:
//use fire
break;
case rand >= .1
//use water
break;
default:
//use ice
}
Someone else may have a better way though
I have some binary data. I will change over time, some bytes get added here and there, some get changed. Overall most of the bytearray remains the same.
Is there any library, preferably Actionscript 3, that generats a "changeset" (is there a better name for this?) out of two bytearrays. Also it should let me apply a changeset to a bytearray and return the resulting new bytearray.
Does this make sense? I was not sure how to formulate my problem best.
EDIT for Clarification:
What i want is something that only emits changes, thus making the "changeset" as small as possible. So if only 1KB of a 1MB Binary have changed, the changeset should be a bytearray of about 1KB size.
EDIT:
Basically i need an AS3 Version of http://www.daemonology.net/bsdiff/ i think
I do not know any AS3 library for that but if I understood you right, coding this from scratch isn't as hard or time-consuming as you might think. Here is my (naive) approach on that. Maybe this already fits your needs.
Example output
Code
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.ByteArray;
public class Main extends Sprite {
public function Main():void {
if (stage)
init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private function createDiff(original:ByteArray, comparedTo:ByteArray):ByteArray {
var diff:ByteArray = new ByteArray();
var length:uint = Math.min(original.length, comparedTo.length);
original.position = 0;
comparedTo.position = 0;
for (var i:int = 0; i < length; i++) {
var byteOriginal:int = original.readByte();
var byteComparedTo:int = comparedTo.readByte();
if (byteOriginal != byteComparedTo) {
diff.writeByte(byteComparedTo - byteOriginal);
}
else {
diff.writeByte(0);
}
}
diff.compress();
return diff;
}
private function applyDiff(original:ByteArray, diff:ByteArray):ByteArray {
var result:ByteArray = new ByteArray();
diff.uncompress();
original.position = 0;
diff.position = 0;
var length:uint = Math.min(original.length, diff.length);
for (var i:uint = 0; i < length; i++) {
var byteOriginal:int = original.readByte();
var byteDiff:int = diff.readByte();
result.writeByte(byteOriginal + byteDiff);
}
return result;
}
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
// generate one random byte array and a slightly different variant
var length:uint = 128;
var a:ByteArray = new ByteArray();
var b:ByteArray = new ByteArray();
for (var i:int = 0; i < length; i++) {
var value:int;
value = 127 - Math.floor(Math.random() * 256);
a.writeByte(value);
if (value > 64) {
value = 127 - Math.floor(Math.random() * 256);
}
b.writeByte(value);
}
// create a diff and apply it to the original byte array for verification
var diff:ByteArray = createDiff(a, b);
var result:ByteArray = applyDiff(a, diff);
// trace the byte arrays
a.position = 0;
b.position = 0;
diff.position = 0;
result.position = 0;
var outputA:String = "";
var outputB:String = "";
var outputDiff:String = "";
var outputResult:String = "";
for (var k:int = 0; k < length; k++) {
outputA += a.readByte() + "\t";
outputB += b.readByte() + "\t";
outputDiff += diff.readByte() + "\t";
outputResult += result.readByte() + "\t";
}
trace("1st: \t" + outputA);
trace("2nd: \t" + outputB);
trace("diff:\t" + outputDiff);
trace("test:\t" + outputResult);
}
}
}