package
{
import flash.display.Sprite;
public dynamic class StringTest extends Sprite
{
public var testName:String;
public function StringTest(str:String)
{
testName = str;
}
public function functionA(): void
{
trace( " functionA is here! " )
}
public function functionB(): void
{
trace( " functionB is here! " )
}
}
}
{
import flash.display.Sprite;
public dynamic class StringTest extends Sprite
{
public var testName:String;
public function StringTest(str:String)
{
testName = str;
}
public function functionA(): void
{
trace( " functionA is here! " )
}
public function functionB(): void
{
trace( " functionB is here! " )
}
}
}
this
[
"
rect
"
]
=
new
Rect();
// rect.x = 450 //会提示错误,未定义的属性
this .rect.x = this .rect.y = 100 // 没问题
this .rect.name = " rect1 " ;
addChild( this [ " rect " ]);
this [ " rect " ] = new Rect();
this .rect.x = this .rect.y = 200 ;
this .rect.name = " rect2 " ;
addChild( this [ " rect " ]);
var rect:Rect = this .getChildByName( " rect1 " ) as Rect;
trace(rect.x)
var i: int = 10 ;
var j: int ;
while (j = i -- )
{
trace( " i+j= " + String(i + j))
}
var stringTest:StringTest = new StringTest( " test_1 " );
addChild(stringTest);
stringTest[getFunctionName()]();
trace(stringTest[ " testName " ]);
stringTest[ " rect " ] = rect;
stringTest.addChild(rect);
function getFunctionName():String
{
var t:Number = getTimer();
if (t % 2 == 0 ) return " functionA " ;
else return " functionB " ;
}
// rect.x = 450 //会提示错误,未定义的属性
this .rect.x = this .rect.y = 100 // 没问题
this .rect.name = " rect1 " ;
addChild( this [ " rect " ]);
this [ " rect " ] = new Rect();
this .rect.x = this .rect.y = 200 ;
this .rect.name = " rect2 " ;
addChild( this [ " rect " ]);
var rect:Rect = this .getChildByName( " rect1 " ) as Rect;
trace(rect.x)
var i: int = 10 ;
var j: int ;
while (j = i -- )
{
trace( " i+j= " + String(i + j))
}
var stringTest:StringTest = new StringTest( " test_1 " );
addChild(stringTest);
stringTest[getFunctionName()]();
trace(stringTest[ " testName " ]);
stringTest[ " rect " ] = rect;
stringTest.addChild(rect);
function getFunctionName():String
{
var t:Number = getTimer();
if (t % 2 == 0 ) return " functionA " ;
else return " functionB " ;
}
import flash.utils.Dictionary;
var a:Object = new Object();
var b:Object = new Object();
var dict:Dictionary = new Dictionary();
dict[a] = 1 ; // dict[a] = 1;
dict[b] = 2 ; // dict[b] = 2;
for ( var prop: * in dict) {
trace(prop); // traces: [object Object], [object Object]
trace(dict[prop]); // traces: 1, 2
}
var a:Object = new Object();
var b:Object = new Object();
var dict:Dictionary = new Dictionary();
dict[a] = 1 ; // dict[a] = 1;
dict[b] = 2 ; // dict[b] = 2;
for ( var prop: * in dict) {
trace(prop); // traces: [object Object], [object Object]
trace(dict[prop]); // traces: 1, 2
}
注意:
1、虽然在trace的时候,输出的还是[object Object],但是这个结果是对象的toString的结果。在Dictionary对象中,代表的是不同的对象引用。
2、这里的prop的类型是*。这是很重要的,因为dict对象中的键可能是任何数据类型的。
以下对Dictionary与Object的不同之处的一个小结:
1、Object的键必须是字符串,或表示字符串的表达式(变量或函数),若不是字符串的表达式,则将调用toString()方法,将其转化为字符串;
2、与Object不同的是,Dictionary使用的键是对象的引用,而不是字符串,且非原始对象键调用之前是通过全等运算符(===)来进行判断,并不会将数据类型强制转换之后再进行判断。