Array is being NULL, don't know how - arrays

trace (suallar); - is written 2 times
1st time - HERE IT SHOWS ALL THE ELEMENTS OF THE ARRAY suallar
2nd time - BUT HERE THIS ARRAY SEEMS TO BE EMPTY, EVEN THOUGH I DIDN'T MANIPULATE WITH IT OR MAKE IT EQUAL TO ANYTHING I MANIPULATE WITH IN BETWEEN
var suallar:Array = new Array();
var i:int;
var cavablar:Array=new Array();
suallar.push(["sual1", "duz1", "sehv11", "sevh12", "sevh13","sevh14"]);
suallar.push(["sual2", "duz2", "sehv21", "sevh22","sevh23","sevh24" ]);
suallar.push(["sual3", "duz3", "sehv31", "sevh32","sevh33","sevh34"]);
suallar.push(["sual4", "duz4", "sehv41", "sevh42","sevh43","sevh44"]);
suallar.push(["sual5", "duz5", "sehv51", "sevh52","sevh53","sevh54"]);
var cavablar_temp:Array = suallar.concat();
for (i=0; i<suallar.length; i++){
cavablar_temp[i].shift();
}
trace (suallar);
for (i=0; i<suallar.length;i++){
var number_array:Array = cavablar_temp[i];
var final_array:Array = [];
var count_selected:int = 5;
for (var u = 0; u < count_selected; u++)
{
if (number_array.length == 0)
{
break;
}
else
{
final_array.push(number_array.splice(Math.floor(Math.random() * number_array.length), 1)[0]);
}
}
cavablar.push(final_array);}
trace(cavablar.join("\n"));
trace (suallar);

As per the Array.splice() documentation:
Adds elements to and removes elements from an array. This method modifies the array without making a copy.
When you do number_array.splice() in the middle of your loop, you're modifying the original arrays you pushed to suallar.
Take a look at Array.slice(), which returns a new array without modifying the original.

Related

Fastest method to compare two arrays for find equal value on Google app script

I have two arrays as below.
bulkSheet[] - Original array
resultsArray[] - Checking array
I am comparing first element of 'bulkSheet' array with 'resultArray'. Below code is what I have done so far. It executes fine but take long time and gives Exceeded maximum execution time error.
for(var line in bulkSheet) {
for (var line2 in resultsArray)
{
if(bulkSheet[line][0] == resultsArray[line2][0])
{
// matched items
}
}
}
Is there any fastest way?
Thank you #sandy-good !,
If it is an 1D array we can use indexOf() method.
for(var line in firstArray)
{
var isMatched = secondArray.indexOf(firstArray[line]);
if (isMatched !== -1)
{
var matchedValFromArray2 = secondArray[isMatched]
};
}
If you want to compare 2D array (or two rows of a spreadsheet), you can use .join() method.
for(var i in firstArray)
{
var duplicate = false;
for(var j in secondArray)
{
if(firstArray[i].join() == secondArray[j].join())
{
var matchedValFromArray2 = firstArray[i];
break;
}
}
}

In Actionscript 3, how to create many instances of the same symbol?

Though coding, I must make many copies of the same MovieClip to be placed on the stage, each to be manipulated code-wise on its own
For instance, I have a MovieClip named MC and I wish to have 99 copies of ít loaded onto the stage, each in a different x coordinate. What should I do?
I think on doing this:
Step 1: in the library, turning MC into a class
Step 2: placing the following code in the scene's script
var MyArray:Array = new Array
for (var i:int = 0; i<99;i++)
{
var MCInstance:MC = new MC
MC Instance = MyArray[i]
MovieClip.(MyArray[i]).x = i*30
}
Would that make sense?
That's probably the right idea, your syntax is just a little off. Try this:
var myArray:Array = [];
for (var i:int = 0; i < 99;i++)
{
var mc:MC = new MC();
myArray[i] = mc;
mc.x = i * 30
}
AS3 style conventions: use lowerCamelCase for variable names, don't omit constructor parens even though they are optional, and create arrays using literals (source).
You could push each MovieClip to an Array after adding it to the Stage.
var myArray = [];
for(var i:int = 0; i < 99; i++)
{
var myMc:MC = new MC();
addChild(myMc);
myMc.x = myMc.width * i + 2;
myMc.y = 10;
myArray.push(myMc);
}

AS2 push to array outside of clip does nothing

was wondering if someone could show me what I'm doing wrong here.
I have some old AS2 flash code I'm trying to get working.
First I create a few arrays in frame 1 of the main timeline like so-
var typeArr:Array = new Array();
for (var i:Number = 1; i < 5; i++)
{
_root.typeArr[i] = "data goes here";
}
Then I have a movieclip dynamically attached on the main stage that when clicked appends one of the arrays we created by pushing the string 'foo' to it-
stop();
_root.myType=3;//this can be any of our array numbers
this.onPress=function(){
var foo:String="test";
_root.typeArr[_root.myType].push(foo);
trace(_root.typeArr[_root.myType]);
}
Where _root.typeArr[_root.myType] is the array name and number _root.typeArr3, but pushing the data does not work and returns nothing.
However, if I test it directly using-
_root.typeArr[_root.myType]=foo;
It will store the data once (_root.typeArr3=test), so I can't see why it won't push to that array as multiple elements each time like- "test,test,test"
It's driving me crazy.
Thanks! :)
_root.typeArr[_root.myType] is equal to "data goes here" so you are pushing string to a string, which doesn't work.
If you would like to append the new string, you should do something like:
_root.typeArr[_root.myType]+=foo;
and you will get: data goes heretest
If you have different data structure instead of "data goes here" the key may lie in the format of this data.
var typeArr:Array = new Array();
// 'i' must start from 0 because the first element is typeArr[0]
for (var i:Number = 0; i < 5; i++)
{
typeArr[i] = i;
// trace(typeArr[i]); // 0,1,2,3,4
}
// trace(typeArr); // 0,1,2,3,4
myType = 3;
bt.onPress = function()
{
var foo:String = "test";
// push method puts the element at the end of your array
// typeArr.push(foo);
// trace(typeArr); // 0,1,2,3,4,test
// splice method replace the 4e element (index 3) of your array
typeArr.splice(myType, 1, foo);
trace(typeArr); // 0,1,2,test,4
}

Array not resetting in Game

Hey guys so i am developing a Game and i have an Array that keeps track of my 5 movie clips that are added to the stage by the array. I have a Player movie clip as well so the Player movie clip is Hittesting with all the 5 diamond movie clips which are added to the stage like so:
private var nPoints:Number = 5;..........
public function addPointsToStage():void
{
for (var i = 0; i < nPoints; i++)
{
trace(aPointsArray.length);
points = new mcGainPoints();
stage.addChild(points);
points.x = startPoint.x + (xSpacing * i);
points.y = startPoint.y - (ySpacing * i);
aPointsArray.push(points);
}
}
Now when the Player comes in contact with all the 5 movie clips everything works fine and the output for the array looks like this:
0
1
2
3
4
Then it continues to the next level.
But say that my Player doesnt hit any of the 5 movie clips or only hits a couple of them, when the next level is started the output looks like this:
5
6
7
8
9
and when the next level is started weird things start happening like points start adding to the highscore by themselves.
I think the problem is that im not destroying the array holding the 5 movie clips correctly this is the code i use to start the next level and destroy the array:
if(player.hitTestObject(mcGoal_1))
{
//Remove all points from array/stage
for (var i:int = 0; i < aPointsArray.length; i++)
{
if (aPointsArray[i].parent)
{
parent.removeChild(aPointsArray[i]);
}
startNextLevel();
}
The mcGoal_1 is the object of the game so if the player hits the goal_1 then destroy all array objects on screen and start next level. This is the startnextlevel function.
private function startNextLevel():void
{
//add points to next stage
addPointsToStage();
}
So can you see why when the next level starts the array isnt reset back to 01234? I think thats why the game has that bug of randomly adding points. Please any help will be appreciated
//Remove all points from array/stage
for (var i:int = 0; i < aPointsArray.length; i++)
if (aPointsArray[i].parent)
parent.removeChild(aPointsArray[i]);
// just one statement, no braces
aPointsArray.length=0; // clear the array itself, not just
// points from display list!
startNextLevel(); // now start level
An incorrect order of correct statements leads to a disaster. Always check your code flow, what executes now and what then, and how many times.
It doesn't look like you're removing anything from the array.
You can use a combination of .indexOf() and .splice() to remove items from an array:
function removeMc(clip:MovieClip):void
{
if(clip.parent) clip.parent.removeChild(clip);
// Also remove from array.
var index:int = aPointsArray.indexOf(clip);
aPointsArray.splice(index, 1);
}
It might also be worth simply emptying the array when you startNextLevel():
private function startNextLevel():void
{
aPointsArray.length = 0;
//add points to next stage
addPointsToStage();
}
Just assign your array to null value. so that array will start from begining whenever you require. i hope the following code code would helps you.
var nPoints:Number = 5;
var points:poin;
var aPointsArray:Array;
var startPoint:Number = 0;
var xSpacing:Number = 20;
var ySpacing:Number = 20;
addPointsToStage();
function addPointsToStage():void
{
aPointsArray = null;
aPointsArray = new Array();
for (var i:int = 0; i < 6; i++)
{
trace(aPointsArray.length);
points = new poin();
addChild(points);
points.x = 100+ (xSpacing * i);
points.y = 200 - (ySpacing * i);
aPointsArray.push(points);
}
}

Select random elements from an array without repeats?

edit: I can't believe I didn't catch this sooner. Turns out my problem was re-declaring my first variables over and over again, essentially starting the program fresh instead of continuing it. To fix it, I replaced the first two lines with this:
if (initialized === undefined) {
trace("INITIALIZING");
var MCs = [];
var lastPos = "intializer";
var initialized = 1;
}
Now it works like a charm. I feel like a noob for this one; sorry to anyone whose time I wasted. I'd post this as an answer to my own question, but it won't let me since I'm still new.
Original Post follows:
I'm trying to make a flash that will randomly choose an ad, play it, and then randomly play another. To that end, I've succeeded by shuffling an array, and then gotoAndPlay-ing the label in the first element of the array, and then removing that element. At the end of each ad is gotoAndPlay(1); with all the main code being on the first frame. If the array is empty, it rebuilds it and reshuffles it.
The problem is, I don't want it to repeat any ads until its run through all of them; I think I've got that down, but I'm not positive. Further, I don't want the last element in the array to be the same as the first in the new one, so the same ad won't ever show twice in a row. I'm trying to have it detect if the element it just used matches the one it's about to use, and reshuffle if that happens, but in my testing it continues to occasionally show the same ad twice in a row.
I'm obviously doing something wrong, but being entirely new to ActionScript3 (and in fact to flash) I'm having a lot of trouble identifying what it is. Here's what I have right now:
var MCs = [];
var lastPos = "intializer";
if (MCs.length == 0) {
MCs = reset();
if (lastPos == MCs[0]) {
while (lastPos == MCs[0]) {
MCs = reset();
}
}
}
if (MCs.length > 0) {
lastPos = MCs[0];
MCs.splice(0,1);
gotoAndPlay(lastPos+"MC");
}
function reset(){
var PrepMCs = new Array("Image1", "Image2", "Image3");
var WorkMCs = new Array(PrepMCs.length);
var randomPos:Number = 0;
for (var i:int = 0; i < WorkMCs.length; i++)
{
randomPos = int(Math.random() * PrepMCs.length);
WorkMCs[i] = PrepMCs.splice(randomPos, 1)[0];
}
return WorkMCs;
}
Personally, I'd rather just do this with JavaScript, HTML, and images; it'd be really simple. But for hosting/CMS reasons I don't have any control over, I'm limited to a single file or a single block of code; I can't host anything externally, which as far as I can tell leaves Flash as my best option for this.
Any help would be greatly appreciated, thanks! If I've done something horribly, horribly wrong, and it's a wonder this even runs at all, don't hesitate to tell me!
edit: It just occurred to me, it is perfectly fine if the second run is in the same order as the first run, etc. The main thing is, it needs to be random. This is probably much easier to implement.
edit 2: MASSIVE DERP HERE. Every time it runs, it re-initializes MCs and lastPos... in other words, it's shuffling every time and starting over. What I should be researching is how to only run a line of code if a variable hasn't been initialized yet.
Blatantly stealing from #32bitKid, this is my version.
The main problem I have with his solution is the push/splice idea. As much as possible, I like to create once, and reuse. Shrinking and growing arrays is bulky, even if effective.
Also, this method does not re-order the array, which may or may not be valuable.
BTW, I like the way that he prevents a repeat of the previous item ("almost empty").
So here is another method:
package
{
public class RandomizedList
{
private var _items:Array;
private var idxs:Array;
private var rnd:int;
private var priorItemIdx:int;
private var curIdx:int;
public function RandomizedList(inarr:Array)
{
items = inarr;
}
private function initRandomize():void
{
idxs = new Array();
//Fisher-Yates initialization (http://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle):
idxs[i] = 0;
for (var i:int = 1; i < items.length; i++)
{
rnd = int(Math.random() * (i + 1));
idxs[i] = idxs[rnd];
idxs[rnd] = rnd;
}
curIdx = 0;
priorItemIdx = -1;
}
private function randomize():void
{
var tempint:int;
//Fisher-Yates (http://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle):
for (var i:int = items.length; i >= 1; i--)
{
rnd = int(Math.random() * (i + 1));
tempint = idxs[i];
idxs[i] = idxs[rnd];
idxs[rnd] = tempint;
}
curIdx = 0;
}
public function next():void
{
if (curIdx >= idxs.length)
{
randomize();
}
if (items.length > 1 && priorItemIdx == idxs[curIdx])
{
curIdx++;
}
priorItemIdx = idxs[curIdx++];
return items[priorItemIdx];
}
public function get items():Array
{
return _items;
}
public function set items(value:Array):void
{
_items = value;
initRandomize();
}
}
}
I would use a utility class like this to abstract out the behavior I wanted:
import flash.text.TextField;
class Randomizer {
private var unused:Array = [];
private var used:Array;
public function Randomizer(playList:Array) {
used = playList;
}
public function next():* {
// If almost empty, refill the unused array
if(unused.length <= 1) refill();
// Get the first item off the playList
var item:* = unused.shift();
// Shove it into the bucket
used.push(item);
// return it back
return item;
}
public function refill():void {
var i:int;
// Fisher-Yates shuffle to refill the unused array
while(used.length > 0) {
i = Math.floor(Math.random() * used.length)
unused.push(used.splice(i,1)[0])
}
}
}
Notice that it refills the unused array when the unused array still has one item in it, this makes it impossible for the last result to repeat twice in a row. This will return each item once before before looping, and will never repeat the same item twice.
You would use it by saying something like:
var ads:Randomizer = new Randomizer(["Image1", "Image2", "Image3"]);
ads.next(); // will return something
ads.next(); // will return something
ads.next(); // will return something
ads.next(); // will return something
// Keep going into infinity...
There is a little test example of this code working here.
See if this makes any sense
//create your array of all your ad names/frame labels
var PrepMCs:Array = new Array("Image1", "Image2", "Image3");
var shuffledMCs:Array = [];
//store the name of the last played ad in this var
var lastAdPlayed:String;
//shuffle the array
shuffleArray(PrepMCs);
function shuffleArray(arrayToShuffle:Array):void {
//clear the array
shuffledMCs = [];
var len:int = arrayToShuffle.length;
for(var i:int = 0; i<len; i++) {
shuffledMCs[i] = arrayToShuffle.splice(int(Math.random() * (len - i)), 1)[0];
}
//test to see if the new first ad is the same as the last played ad
if (lastAdPlayed == shuffledMCs[0]) {
//reshuffle
shuffleArray(PrepMCs);
} else {
lastAdPlayed = [0];
trace(shuffledMCs);
playAds();
}
}
//after each ad has played, call this function
function playAds():void {
if (shuffledMCs.length > 0) {
gotoAndPlay(shuffledMCs[0]);
shuffledMCs.splice(0,1);
} else {
//array is empty so we have played all the ads
shuffleArray(PrepMCs);
}
}

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