Hello :)

Yes an Array can be better :) But in my experience i prefere use the native
flash.utils.Dictionnary class or a custom HashMap implementation based on
the Java Collections like it :

http://svn1.cvsdude.com/osflash/vegas/AS3/trunk/src/vegas/data/map/HashMap.as
http://vegas.ekameleon.net/docs/vegas/data/map/HashMap.html

PS : You can use my AS3 opensource abstract data type (ADT) library in the
vegas.data.* package : http://code.google.com/p/vegas/

EKA+ :)


2007/9/2, T. Michael Keesey <[EMAIL PROTECTED]>:
>
> On 9/1/07, [p e r c e p t i c o n] <[EMAIL PROTECTED]> wrote:
> > greetings experts!
> >
> > way back in the days of as2 you could do something like this...
> >
> > this["somevarname"+someIndex] = new Something();
>
> Even in AS2, it seems that this would be better done with an array.
>
> var somethings:Array = [];
> something[someIndex] = new Something();
>
> (Same syntax in AS3.)
>
> Come to think of it, even in AS1 it would be better done with an
> array. The last time I would have used such a structure was in Flash 4
> Actions.
>
> One exception might be for MovieClip/Button/TextField instances in
> AS2. Often in AS2 it was handy to grab those by their name, since they
> are often made through the IDE rather than through code. The new way
> of retrieving a composed display object by its name is the
> getChildByName() function of the DisplayObjectContainer class (which
> Sprite, among others, extends). So you could do something like this
> within some class that extends DisplayObjectContainer:
>
> var currentObject:DisplayObject = getChildByName("someVarName" +
> someIndex);
>
> I'm still not sure if that would be the most elegant solution in most
> situations, though. It still seems to me that in most cases an array
> should be somehow involved.
>
> --
> Mike Keesey
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