Checking arrays in AS3 - arrays

I'm collecting rows of answers from a database which are made in to arrays. Something like:
for (var i:int = 0; i < event.result.length; i++) {
var data = event.result[i];
var answer:Array = new Array(data["question_id"], data["focus_id"], data["attempts"], data["category"], data["answer"], data["correct"], data["score"]);
trace("answer: " + answer);
restoreAnswer(answer, i);
}
Now, if I trace answer, I typically get something like:
answer: 5,0,2,IK,1.a,3.1,0
answer: 5,0,1,IK,2.a,3.1,0
answer: 4,1,1,AK,3,3,2
From this we see that focus_id 0 (second array item) in question_id 5 (first array item) has been attempted twice (third array item), and I only want to use the last attempt in my restoreAnswer function.
My problem is that first attempt answers override the second attempts since the first are parsed last it seems. How do I go about only calling my restoreAnswer only when appropriate?
The options are:
1 attempts, correct score (2 points)
2 attempts, correct score (1 points)
1 attempt, wrong score (0 points)
2 attemps, wrong score (0 points)
There can be multiple focus_id in each question_id.
Thank you very much! :)

I would consider having the DB query return only the most recent attempt, or if that doesn't work efficiently, return the data in attempt order. You may score question 5 twice, but at least it'll score correctly on the last pass.
You can also filter or sort the data you get back from the server.

Michael Brewer-Davis suggested using the database query to resolve this; normally speaking, this would be the right solution.
If you wait until you get it back from the web method call or whatever in AS3, then consider creating an additional Vector variable:
var vAttempts:Vector.<Vector.<int>> = new Vector.<Vector.<int>>(this.m_iNumQuestions);
You mentioned that it seems that everything is sorted so that earlier attempts come last. First you want to make sure that's true. If so, then before you do any call to restoreAnswer(), you'll want to check vAttempts to make sure that you have not already called restoreAnswer() for that question_id and focus_id:
if (!vAttempts[data["question_id"]])
{
vAttempts[data["question_id"]] = new Vector.<int>(); // ensuring a second dimension
}
if (vAttempts[data["question_id"]].indexOf(data["focus_id"]) == -1)
{
restoreAnswer(answer, i);
vAttempts[data["question_id"]].push(data["focus_id"]);
}
So optimizing this just a little bit, what you'll have is as follows:
private final function resultHandler(event:ResultEvent):void {
var vAttempts:Vector.<Vector.<int>> = new Vector.<Vector.<int>>(this.m_iNumQuestions);
var result:Object = event.result;
var iLength:int = result.length;
for (var i:int = 0; i < iLength; i++) {
var data = result[i];
var iQuestionID:int = data["question_id"];
var iFocusID:int = data["focus_id"];
var answer:Array = [iQuestionID, iFocusID, data["attempts"],
data["category"], data["answer"], data["correct"], data["score"]];
trace("answer: " + answer);
var vFocusIDs:Vector.<int> = vAttempts[iQuestionID];
if (!vFocusIDs) {
vAttempts[iQuestionID] = new <int>[iFocusID];
restoreAnswer(answer, i);
} else if (vFocusIDs.indexOf(iFocusID) == -1) {
restoreAnswer(answer, i);
vFocusIDs.push(iFocusID);
}
}
}
Note: In AS3, Arrays can skip over certain indexes, but Vectors can't. So if your program doesn't already have some sort of foreknowledge as to the number of questions, you'll need to change vAttempts from a Vector to an Array. Also account for whether question IDs are 0-indexed (as this question assumes) or 1-indexed.

Related

Get two arrays, compare and remove duplicates in Google Apps Script

I have got two lists on a google spreadsheet: 'Existing Companies' and 'New Companies'.
I would like to compare the two and find out which unique entries in 'New Companies' do not exist in 'Existing Companies', get those entries and eliminate from 'New Companies' all other entries.
I have made the following script to do it:
function grabNewCompanies() {
// grab existing companies list from sheet into an array
var sh = SpreadsheetApp.openById("sheetID").getSheetByName("sheetName")
var row = sh.getDataRange().getLastRow()
var existingCompanies = sh.getRange(2,1,row - 1,1).getValues()
Logger.log(existingCompanies)
//grab new companies added
var sh = SpreadsheetApp.openById("sheetID").getSheetByName("sheetName")
var row = sh.getDataRange().getLastRow()
var newCompanies = sh.getRange(2,4,row - 1, 1).getValues()
Logger.log(newCompanies)
var array = [];
for(i=0; i<newCompanies.length; i++) {
for(j=0; j<existingCompanies.length; j++) {
if(newCompanies[i][0] !== existingCompanies[j][0]) {
array.push([newCompanies[i][0]]);
}
Logger.log(array)
}
I have ran this script but it has failed.
The two arrays (existingCompanies and newCompanies) are returned correctly.
However, the comparison between the two does not seem to be working: it always returns the first element of the newCompanies array, regardless of whether it exists in existingCompanies.
Also, I am unsure about how to ensure that the values pushed into array are not duplicated if newCompanies contains more than one entry which does not exist in existingCompanies.
Thank you.
You want to retrieve the difference elements between existingCompanies and newCompanies. If my understand for your question is correct, how about this modification? I think that there are several solutions for your situation. So please think of this as one of them.
Modification points:
In the case that your script is modified, it picks up an element from newCompanies and it checks whether that is included in existingCompanies.
If that picked element is not included in existingCompanies, the element is pushed to array. In this modification, I used true and false for checking this.
This flow is repeated until all elements in newCompanies are checked.
Modified script 1:
When your script is modified, how about this?
From:
var array = [];
for(i=0; i<newCompanies.length; i++) {
for(j=0; j<existingCompanies.length; j++) {
if(newCompanies[i][0] !== existingCompanies[j][0]) {
array.push([newCompanies[i][0]]);
}
}
}
To:
var array = [];
for(i=0; i<newCompanies.length; i++) {
var temp = false; // Added
for(j=0; j<existingCompanies.length; j++) {
if(newCompanies[i][0] === existingCompanies[j][0]) { // Modified
temp = true; // Added
break; // Added
}
}
if (!temp) array.push([newCompanies[i][0]]); // Modified
}
Logger.log(array)
Modified script 2:
As other patterns, how about the following 2 samples? The process cost of these scripts are lower than that of the script using for loop.
var array = newCompanies.filter(function(e) {return existingCompanies.filter(function(f) {return f[0] == e[0]}).length == 0});
Logger.log(array)
or
var array = newCompanies.filter(function(e) {return !existingCompanies.some(function(f) {return f[0] == e[0]})});
Logger.log(array)
If I misunderstand your question, please tell me. I would like to modify it.

How do I randomize quiz questions in actionscript3?

I have a quiz game in flash; basically you need to type the answer to answer 4 questions. In the end, it will show you the score and your answers vs. The correct answers.
I need help on how to randomize the questions (without repeating the question)
In the end the correct answer needs to match the order in which the player answered the question.
I attached the pictures below.
The code: Frame 1
stop();
var nQNumber:Number = 0;
var aQuestions:Array = new Array();
var aCorrectAnswers:Array = new Array("Jupiter", "Mars", "war", "Titan");
var aUserAnswers:Array = new Array();
aQuestions[0] = "What is the biggest planet in our solar system?";
aQuestions[1] = "Which planet in our solar system is the 4th planet from the
sun?";
aQuestions[2] = "Mars is named after the Roman god of ___.";
aQuestions[3] = "What is the name of Saturn's largest moon?";
questions_txt.text = aQuestions[nQNumber];
submit_btn.addEventListener(MouseEvent.CLICK, quiz);
function quiz(e:MouseEvent):void{
aUserAnswers.push(answers_txt.text);
answers_txt.text = "";
nQNumber++;
if(nQNumber < aQuestions.length){
questions_txt.text = aQuestions[nQNumber]}
else{
nextFrame()}
}
Frame 2
var nScore:Number = 0;
for(var i:Number = 0; i < aQuestions.length; i++){
this["userAnswer" + i + "_txt"].text = aUserAnswers[i];
this["correctAnswer" + i + "_txt"].text = aCorrectAnswers[i];
if(aUserAnswers[i].toUpperCase() == aCorrectAnswers[i].toUpperCase()){
nScore++}
if(i == aQuestions.length - 1){
score_txt.text = nScore.toString()}}
A common way to handle this, would be to create an array to hold your questions that need to be asked, randomize the array, then remove the corresponding question from the array at the time it is asked. Then when that array is empty, move on to your recap screen.
Here is one of many ways you could accomplish this:
First, let's simplify this by using objects instead of a whole bunch of arrays. Your object will have properties for all the relevant information
//create an array that will hold all your questions
var questions:Array = [];
//add a new question object to the array, repeat for all questions
questions.push({
question: "What is the biggest planet in our solar system?",
correctAnswer: "Jupiter"
userAnswer: null,
correct: false
});
Next, let's randomize that array:
//sort the array with the sort function below
questions.sort(randomizeArray);
//this sorts in a random way
function randomizeArray(a,b):int {
return(Math.random() > 0.5) ? 1: -1;
}
Now, let's copy the array to keep track of which questions need to be asked still
var askQuestions:Array = questions.concat(); //concat with no parameters returns a new shallow copy of the array
var curQuestion; //create a var to hold the current question
Now, create a function to ask the next question:
function askNextQuestion():void {
//check if there are any more questions to ask
if(askQuestions.length > 0){
//get the next question object
curQuestion = askQuestions.shift(); //shift removes the first item of an array, and returns that item
questions_txt.text = curQuestion.question;
answers_txt.text = "";
}else{
//all questions have been asked, show your recap screen
finish();
}
}
You'll need a function to run when you click the answer button:
function submitAnswer(e:Event = null):void {
//if there is a current question
if(curQuestion){
curQuestion.userAnswer = answers_txt.text;
curQuestion.correct = curQuestion.correctAnswer.toUpperCase() == answers_txt.text.toUpperCase();
}
//ask the next question
askNextQuestion();
}
And a function that runs when all questions have been asked:
function finish():void {
var score:int = 0;
//go through the array and count how many are correct and recap
for(var i:int=0; i<questions.length;i++){
if(questions[i].correct) score++;
trace("Question " + (i+1) + ":",questions[i].question); //arrays are 0 based, so we add 1 to the index (i) so that it says "Question 1:" for the first question instead of "Question 0:"
trace("You answered:",questions[i].userAnswer);
trace("Correct Answer:", questions[i].correctAnswer);
trace(questions[i].correct ? "You were correct" : "You were wrong","\n"); //this is shorthand if statement, \n is a line break
}
score_txt.text = score + " out of " + questions.length;
}
And of course, to get things started you just do: askNextQuestion()
Are you looking for the nifty feature called Math.random()? Multiply the result of Math.random() by your desired random generation range, round it, and select a random question in your array using the number.

How to find all sequences of three in an array of values

first question ever here...
I am coding a simple 3-card poker hand evaluator and am having problems finding/extracting multiple "straights" (sequential series of values) from an array of values.
I need to extract and return EVERY straight the array possibly has. Here's an example:
(assume array is first sorted numerically incrementing)
myArray = [1h,2h,3c,3h,4c]
Possible three-value sequences are:
[1h,2h,3c]
[1h,2h,3h]
[2h,3c,4c]
[2h,3h,4c]
Here is my original code to find sequences of 3, where the array contains card objects with .value and .suit. For simplicity in this question I just put "2h" etc here:
private var _pokerHand = [1h,2h,3c,3h,4c];
private function getAllStraights(): Array
{
var foundStraights:Array = new Array();
for (var i: int = 0; i < (_handLength - 2); i++)
{
if ((_pokerHand[i].value - _pokerHand[i + 1].value) == 1 && (_pokerHand[i + 1].value - _pokerHand[i + 2].value) == 1)
{
trace("found a straight!");
foundStraights.push(new Array(_pokerHand[i], _pokerHand[i + 1], _pokerHand[i + 2]));
}
}
return foundStraights;
}
but it of course fails when there are value duplicates (like the 3's above). I cannot discard duplicates because they could be of different suits. I need every possible straight as in the example above. This allows me to run the straights through a "Flush" function to find "straight flush".
What array iteration technique am I missing?
This is an interesting problem. Given the popularity of poker games (and Flash) I'm sure this has been solved many times before, but I couldn't find an example online. Here's how I would approach it:
Look at it like a path finding problem.
Begin with every card in the hand as the start of a possible path (straight).
While there are possible straights:
Remove one from the list.
Find all the next valid steps, (could be none, or up to 4 following cards with the same value), and for each next valid step:
If it reaches the goal (completes a straight) add it to a list of found straights.
Otherwise add the possible straight with the next step back to the stack.
This seems to do what you want (Card object has .value as int):
private function getAllStraights(cards:Vector.<Card>, straightLength:uint = 3):Vector.<Vector.<Card>> {
var foundStraights:Vector.<Vector.<Card>> = new <Vector.<Card>>[];
var possibleStraights:Vector.<Vector.<Card>> = new <Vector.<Card>>[];
for each (var startingCard:Card in cards) {
possibleStraights.push(new <Card>[startingCard]);
}
while (possibleStraights.length) {
var possibleStraight:Vector.<Card> = possibleStraights.shift();
var lastCard:Card = possibleStraight[possibleStraight.length - 1];
var possibleNextCards:Vector.<Card> = new <Card>[];
for (var i:int = cards.indexOf(lastCard) + 1; i < cards.length; i++) {
var nextCard:Card = cards[i];
if (nextCard.value == lastCard.value)
continue;
if (nextCard.value == lastCard.value + 1)
possibleNextCards.push(nextCard);
else
break;
}
for each (var possibleNextCard:Card in possibleNextCards) {
var possibleNextStraight:Vector.<Card> = possibleStraight.slice().concat(new <Card>[possibleNextCard]);
if (possibleNextStraight.length == straightLength)
foundStraights.push(possibleNextStraight);
else
possibleStraights.push(possibleNextStraight);
}
}
return foundStraights;
}
Given [1♥,2♥,3♣,3♥,4♣] you get: [1♥,2♥,3♣], [1♥,2♥,3♥], [2♥,3♣,4♣], [2♥,3♥,4♣]
It gets really interesting when you have a lot of duplicates, like [1♥,1♣,1♦,1♠,2♥,2♣,3♦,3♠,4♣,4♦,4♥]. This gives you:
[1♥,2♥,3♦], [1♥,2♥,3♠], [1♥,2♣,3♦], [1♥,2♣,3♠], [1♣,2♥,3♦], [1♣,2♥,3♠], [1♣,2♣,3♦], [1♣,2♣,3♠], [1♦,2♥,3♦], [1♦,2♥,3♠], [1♦,2♣,3♦], [1♦,2♣,3♠], [1♠,2♥,3♦], [1♠,2♥,3♠], [1♠,2♣,3♦], [1♠,2♣,3♠], [2♥,3♦,4♣], [2♥,3♦,4♦], [2♥,3♦,4♥], [2♥,3♠,4♣], [2♥,3♠,4♦], [2♥,3♠,4♥], [2♣,3♦,4♣], [2♣,3♦,4♦], [2♣,3♦,4♥], [2♣,3♠,4♣], [2♣,3♠,4♦], [2♣,3♠,4♥]
I haven't checked this thoroughly but it looks right at a glance.

AS3: Creating and accessing movieclips from an array

I know there are quite similar questions here, but I haven't found the proper details. What would be helpful is definitely an explanation of the problems, and perhaps a base example, that anyone who searches later may be able to apply. (Not asking that you write it for me, I just find the examples helpful) I don't want to upset anyone and am kind of worried to post in a forum...
I am wondering alternatives to creating a screen based off tiles created from an array. I have been having an issue myself trying to access the movieclips that have been placed on screen, and trying to trace to find a way to reference them hasn't been working.
Anyway, take something basic like an array, and connecting it to movieclips, then how to access the movieclip itself once done. So I have been working on this, and used many different online resources, so I'm sure a lot of this is going to look familiar, just in a much messier way.
This takes the array to make the movieclips appear (Im sure at least one part in here is unnecessary, and I'm thinking I'm doing something wrong here that makes it not work out later) So this works, but feels pretty bulky.
Both are from the same main class file.
function makeWorld (anyMap, tileW, tileH) {
var worldWidth = anyMap[0].length;
var worldHeight = anyMap.length;
var MAP = this.addChild(new mapHolder());
function tiler(MAP, i, j, tileW, tileH, tile)
{
MAP.addChild(tile);
tile.x = (j * tileW);
tile.y = (i * tileH);
}
for (var i = 0; i < worldWidth; ++i) {
for (var j = 0; j < worldHeight; ++j) {
var curTile:int = anyMap[i][j];
if (curTile == 101) {
var tile1 = new tileGround();
tiler (MAP, i, j, tileW, tileH, tile1);
...
else {
var tile3 = new empty();
tiler (MAP, i, j, tileW, tileH, tile3);
}
}}}
Then there is attempting to reference it, where I'm having the issue. I don't know what to call this.MAP.tileGround by, and I have tried many things. I've read it's not such a good idea to reference by name when not very advanced so I wanted to avoid that sort of thing too.
addEventListener (Event.ENTER_FRAME, hits);
function hits (event:Event) {
var tileCatchG:MovieClip = this.MAP.tileGround;
if(tileCatchG.hitTestPoint(this.MAP.Char.x + leftBumpPoint.x, this.MAP.Char.y + leftBumpPoint.y, true)){
leftBumping = true;
} else {
leftBumping = false;
}
...
}
Thank you!
In looking over what you're doing a second time it would appear that you should have a reference to the 2-indexed array that represents the map.
You can create a regular (single indexed) Array at the top of the file like
public var tileArray:Array = [];
Then where you create them push them into the array
var tile1 = new tileGround();
tileArray.push(tile1);
then to reference them all you can just run a simple loop
for each(var tile:MovieClip in tileArray)
{
//Do stuff
if(tile instanceof tileGround)
{
//Do stuff specific to tileGround
}
}

multiple instances of the same object spaced out using a loop is only creating one

I had a hard time trying to word my question properly, so i'm sorry if it seems confusing. Also i'm using the flixel library in flash builder. It may not be that important butcause probably anyone that knows a little more than me or even a little AS3 could probably see what i'm doing wrong.
Anyway, what i'm trying to do is basically create 10 instances of this square object I made. all I have to do is pass it an x an y coordinate to place it and it works. so ive tested if i just do:
var testsquare:Bgsq;
testsquare = new Bgsq(0,0);
add(testsquare);
it works fine and adds a square at 0,0 just like i told it to, but i want to add 10 of them then move the next one that's created 25 px to the right (because each square is 25px)
my problem is that I only ever see 1 square, like it's only making 1 instance of it still.
anyone possibly have an idea what I could be doing wrong?
var counter:int = 0;
var bgsqa:Array = new Array;
for (var ibgs:int = 0; ibgs < 10; ibgs++)
{
bgsqa[counter] = new Bgsq(0,0);
bgsqa[counter].x += 25;
add(bgsqa[counter]);
counter++;
}
There's a lot you're doing wrong here.
First off, you're using a pseudo-iterator (counter) to access array elements through a loop instead of, well, using the iterator (ibgs).
Second, I don't see anything in the array (bgsqa) you're iterating through. It's no wonder you're having problems. Here's what you should do.
var bgsqa:Array = [];
for(var i:int=0;i<10;i++)
{
var bgsq:Bgsq = new Bgsq(i * 25, 0);
add(bgsq);
bgsqa.push(bgsq);
}
That should probably do it if your post is accurate.
for (var ibgs:int = 0; ibgs < 10; ibgs++)
{
bgsqa[counter] = new Bgsq(0,0);
bgsqa[counter].x = counter * 25;
add(bgsqa[counter]);
counter++;
}
They start at 0, so applying += is simply adding 25 to 0. This should do the trick.

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