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  • Array filteration PHP

    - by Muhammad Sajid
    I have an array with values like: Array ( [0] => Array ( [parent] => Basic [parentId] => 1 [child] => Birthday [childId] => 2 ) [1] => Array ( [parent] => Basic [parentId] => 1 [child] => Gender [childId] => 3 ) [2] => Array ( [parent] => Geo [parentId] => 10 [child] => Current City [childId] => 11 ) [3] => Array ( [parent] => Known me [parentId] => 5 [child] => My personality [childId] => 7 ) [4] => Array ( [parent] => Known me [parentId] => 5 [child] => Best life moment [childId] => 8 ) ) And I want to filter this array such that their filtration based on parent index, and the final result would be like: Array ( [0] => Array ( [parent] => Basic [parentId] => 1 [child] => Array ( [0] => Birthday [1] => Gender ) ) [1] => Array ( [parent] => Geo [parentId] => 10 [child] => Array ( [0] => Current City ) ) [2] => Array ( [parent] => Known me [parentId] => 5 [child] => Array ( [0] => My personality [1] => Best life moment ) ) ) For that I coded : $filter = array(); $f = 0; for ($i=0; $i<count($menuArray); $i++) { $c = 0; for( $b = 0; $b < count($filter); $b++ ){ if( $filter[$b]['parent'] == $menuArray[$i]['parent'] ){ $c++; } } if ($c == 0) { $filter[$f]['parent'] = $menuArray[$i]['parent']; $filter[$f]['parentId'] = $menuArray[$i]['parentId']; $filter[$f]['child'][] = $menuArray[$i]['child']; $f++; } } But it results : Array ( [0] => Array ( [parent] => Basic [parentId] => 1 [child] => Array ( [0] => Birthday ) ) [1] => Array ( [parent] => Geo [parentId] => 10 [child] => Array ( [0] => Current City ) ) [2] => Array ( [parent] => Known me [parentId] => 5 [child] => Array ( [0] => My personality ) ) ) Could anyone point out my missing LOC?

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  • What is a currently a good game stack for simple Javascript 2D multiplatform game?

    - by JacobusR
    I'm looking for advice from someone can help me avoid common pitfalls in developing light weight, quick-to-market games. Yeah, I've heard of Google ;-), but a trip down Google lane does not beat solid experience from someone who has been down this path. I'm looking for advice from someone who works alone, or in a small team, and has developed some 2D games for mobile. My game ideas don't require intensive graphics, just simple arcade style glyphs and collision detection. My experience is mostly with Scala, Java and web technologies (Javascript, CSS, SVG, HTML, etc). My question is: Is there a nice stack that someone can suggest that will be a good fit for my skillset? I'm considering Javascript for simple 2D shooter games with simple multiplayer games being supported with a Scala server-side written on Spray. Is this silly? Should I rather look into things such as Unity 3D, and use it in 2D mode? For the actual game engine, something like the Sparrow Framework would be great, but it needs to be multiplatform.

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  • What's a good entity hierarchy for a 2D game?

    - by futlib
    I'm in the process of building a new 2D game out of some code I wrote a while ago. The object hierarchy for entities is like this: Scene (e.g. MainMenu): Contains multiple entities and delegates update()/draw() to each Entity: Base class for all things in a scene (e.g. MenuItem or Alien) Sprite: Base class for all entities that just draw a texture, i.e. don't have their own drawing logic Does it make sense to split up entities and sprites up like that? I think in a 2D game, the terms entity and sprite are somewhat synonymous, right? But I do believe that I need some base class for entities that just draw a texture, as opposed to drawing themselves, to avoid duplication. Most entities are like that. One weird case is my Text class: It derives from Sprite, which accepts either the path of an image or an already loaded texture in its constructor. Text loads a texture in its constructor and passes that to Sprite. Can you outline a design that makes more sense? Or point me to a good object-oriented reference code base for a 2D game? I could only find 3D engine code bases of decent code quality, e.g. Doom 3 and HPL1Engine.

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  • Vector-based fonts vs. bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • What are the advantages to use vector-based fonts over bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • [C++] A minimalistic smart array (container) class template

    - by legends2k
    I've written a (array) container class template (lets call it smart array) for using it in the BREW platform (which doesn't allow many C++ constructs like STD library, exceptions, etc. It has a very minimal C++ runtime support); while writing this my friend said that something like this already exists in Boost called MultiArray, I tried it but the ARM compiler (RVCT) cries with 100s of errors. I've not seen Boost.MultiArray's source, I've just started learning template only lately; template meta programming interests me a lot, although am not sure if this is strictly one, which can be categorised thus. So I want all my fellow C++ aficionados to review it ~ point out flaws, potential bugs, suggestions, optimisations, etc.; somthing like "you've not written your own Big Three which might lead to...". Possibly any criticism that'll help me improve this class and thereby my C++ skills. smart_array.h #include <vector> using std::vector; template <typename T, size_t N> class smart_array { vector < smart_array<T, N - 1> > vec; public: explicit smart_array(vector <size_t> &dimensions) { assert(N == dimensions.size()); vector <size_t>::iterator it = ++dimensions.begin(); vector <size_t> dimensions_remaining(it, dimensions.end()); smart_array <T, N - 1> temp_smart_array(dimensions_remaining); vec.assign(dimensions[0], temp_smart_array); } explicit smart_array(size_t dimension_1 = 1, ...) { static_assert(N > 0, "Error: smart_array expects 1 or more dimension(s)"); assert(dimension_1 > 1); va_list dim_list; vector <size_t> dimensions_remaining(N - 1); va_start(dim_list, dimension_1); for(size_t i = 0; i < N - 1; ++i) { size_t dimension_n = va_arg(dim_list, size_t); assert(dimension_n > 0); dimensions_remaining[i] = dimension_n; } va_end(dim_list); smart_array <T, N - 1> temp_smart_array(dimensions_remaining); vec.assign(dimension_1, temp_smart_array); } smart_array<T, N - 1>& operator[](size_t index) { assert(index < vec.size() && index >= 0); return vec[index]; } size_t length() const { return vec.size(); } }; template<typename T> class smart_array<T, 1> { vector <T> vec; public: explicit smart_array(vector <size_t> &dimension) : vec(dimension[0]) { assert(dimension[0] > 0); } explicit smart_array(size_t dimension_1 = 1) : vec(dimension_1) { assert(dimension_1 > 0); } T& operator[](size_t index) { assert(index < vec.size() && index >= 0); return vec[index]; } size_t length() { return vec.size(); } }; Sample Usage: #include <iostream> using std::cout; using std::endl; int main() { // testing 1 dimension smart_array <int, 1> x(3); x[0] = 0, x[1] = 1, x[2] = 2; cout << "x.length(): " << x.length() << endl; // testing 2 dimensions smart_array <float, 2> y(2, 3); y[0][0] = y[0][1] = y[0][2] = 0; y[1][0] = y[1][1] = y[1][2] = 1; cout << "y.length(): " << y.length() << endl; cout << "y[0].length(): " << y[0].length() << endl; // testing 3 dimensions smart_array <char, 3> z(2, 4, 5); cout << "z.length(): " << z.length() << endl; cout << "z[0].length(): " << z[0].length() << endl; cout << "z[0][0].length(): " << z[0][0].length() << endl; z[0][0][4] = 'c'; cout << z[0][0][4] << endl; // testing 4 dimensions smart_array <bool, 4> r(2, 3, 4, 5); cout << "z.length(): " << r.length() << endl; cout << "z[0].length(): " << r[0].length() << endl; cout << "z[0][0].length(): " << r[0][0].length() << endl; cout << "z[0][0][0].length(): " << r[0][0][0].length() << endl; // testing copy constructor smart_array <float, 2> copy_y(y); cout << "copy_y.length(): " << copy_y.length() << endl; cout << "copy_x[0].length(): " << copy_y[0].length() << endl; cout << copy_y[0][0] << "\t" << copy_y[1][0] << "\t" << copy_y[0][1] << "\t" << copy_y[1][1] << "\t" << copy_y[0][2] << "\t" << copy_y[1][2] << endl; return 0; }

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  • A minimalistic smart array (container) class template

    - by legends2k
    I've written a (array) container class template (lets call it smart array) for using it in the BREW platform (which doesn't allow many C++ constructs like STD library, exceptions, etc. It has a very minimal C++ runtime support); while writing this my friend said that something like this already exists in Boost called MultiArray, I tried it but the ARM compiler (RVCT) cries with 100s of errors. I've not seen Boost.MultiArray's source, I've started learning templates only lately; template meta programming interests me a lot, although am not sure if this is strictly one that can be categorized thus. So I want all my fellow C++ aficionados to review it ~ point out flaws, potential bugs, suggestions, optimizations, etc.; something like "you've not written your own Big Three which might lead to...". Possibly any criticism that will help me improve this class and thereby my C++ skills. Edit: I've used std::vector since it's easily understood, later it will be replaced by a custom written vector class template made to work in the BREW platform. Also C++0x related syntax like static_assert will also be removed in the final code. smart_array.h #include <vector> #include <cassert> #include <cstdarg> using std::vector; template <typename T, size_t N> class smart_array { vector < smart_array<T, N - 1> > vec; public: explicit smart_array(vector <size_t> &dimensions) { assert(N == dimensions.size()); vector <size_t>::iterator it = ++dimensions.begin(); vector <size_t> dimensions_remaining(it, dimensions.end()); smart_array <T, N - 1> temp_smart_array(dimensions_remaining); vec.assign(dimensions[0], temp_smart_array); } explicit smart_array(size_t dimension_1 = 1, ...) { static_assert(N > 0, "Error: smart_array expects 1 or more dimension(s)"); assert(dimension_1 > 1); va_list dim_list; vector <size_t> dimensions_remaining(N - 1); va_start(dim_list, dimension_1); for(size_t i = 0; i < N - 1; ++i) { size_t dimension_n = va_arg(dim_list, size_t); assert(dimension_n > 0); dimensions_remaining[i] = dimension_n; } va_end(dim_list); smart_array <T, N - 1> temp_smart_array(dimensions_remaining); vec.assign(dimension_1, temp_smart_array); } smart_array<T, N - 1>& operator[](size_t index) { assert(index < vec.size() && index >= 0); return vec[index]; } size_t length() const { return vec.size(); } }; template<typename T> class smart_array<T, 1> { vector <T> vec; public: explicit smart_array(vector <size_t> &dimension) : vec(dimension[0]) { assert(dimension[0] > 0); } explicit smart_array(size_t dimension_1 = 1) : vec(dimension_1) { assert(dimension_1 > 0); } T& operator[](size_t index) { assert(index < vec.size() && index >= 0); return vec[index]; } size_t length() { return vec.size(); } }; Sample Usage: #include "smart_array.h" #include <iostream> using std::cout; using std::endl; int main() { // testing 1 dimension smart_array <int, 1> x(3); x[0] = 0, x[1] = 1, x[2] = 2; cout << "x.length(): " << x.length() << endl; // testing 2 dimensions smart_array <float, 2> y(2, 3); y[0][0] = y[0][1] = y[0][2] = 0; y[1][0] = y[1][1] = y[1][2] = 1; cout << "y.length(): " << y.length() << endl; cout << "y[0].length(): " << y[0].length() << endl; // testing 3 dimensions smart_array <char, 3> z(2, 4, 5); cout << "z.length(): " << z.length() << endl; cout << "z[0].length(): " << z[0].length() << endl; cout << "z[0][0].length(): " << z[0][0].length() << endl; z[0][0][4] = 'c'; cout << z[0][0][4] << endl; // testing 4 dimensions smart_array <bool, 4> r(2, 3, 4, 5); cout << "z.length(): " << r.length() << endl; cout << "z[0].length(): " << r[0].length() << endl; cout << "z[0][0].length(): " << r[0][0].length() << endl; cout << "z[0][0][0].length(): " << r[0][0][0].length() << endl; // testing copy constructor smart_array <float, 2> copy_y(y); cout << "copy_y.length(): " << copy_y.length() << endl; cout << "copy_x[0].length(): " << copy_y[0].length() << endl; cout << copy_y[0][0] << "\t" << copy_y[1][0] << "\t" << copy_y[0][1] << "\t" << copy_y[1][1] << "\t" << copy_y[0][2] << "\t" << copy_y[1][2] << endl; return 0; }

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  • why i add more insignificant code but cost less time

    - by user3714382
    i write a method and when i add some insignificant code it works faster, like these : array[1]=array[1]; array[0]=array[0]; array[3]=array[3]; array[2]=array[2]; i use double t=System.currentTimeMillis(); at first to record the time. then call the method and use System.out.println(System.currentTimeMillis()-t); in the end. when i delete the code (array[1]=array[1];...) the cost time is 1035.0 ms,but if i add these code, the cost time become 898.0ms. here is my method and my code. PS:this method is use for the game 2048, exp: {2,2,2,2} trans to {0,0,4,4} static void toRight2(int[] array){ if (array[2]==array[3] ) { array[3]=array[2]*2; if (array[0]==array[1]) { array[2]=array[1]*2; array[0]=0; array[1]=0; }else { array[2]=array[1]; array[1]=array[0]; array[0]=0; } } else{ if (array[0]==array[1]) { array[1]=array[1]*2; array[0]=0; array[3]=array[3]; array[2]=array[2]; }else { array[1]=array[1];//delete this cost more time array[0]=array[0];//delete this cost more time array[3]=array[3];//delete this cost more time array[2]=array[2];//delete this cost more time } } } public static void main(String[] args) { double t=System.currentTimeMillis(); int[] array={1,2,3,3}; for (int j = 2; j <400*1000000; j++) { toRight2(array); } System.out.println(System.currentTimeMillis()-t); }

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  • All possibilities in 2d array

    - by valli-R
    I have this array: $array = array ( array('1', '2', '3'), array('!', '@'), array('a', 'b', 'c', 'd'), ); And I want to know all character combination of sub arrays.. for example : 1!a 1!b 1!c 1!d 1@a 1@b 1@c 1@d 2!a 2!b 2!c 2!d 2@a 2@b ... Currently I am having this code : for($i = 0; $i < count($array[0]); $i++) { for($j = 0; $j < count($array[1]); $j++) { for($k = 0; $k < count($array[2]); $k++) { echo $array[0][$i].$array[1][$j].$array[2][$k].'<br/>'; } } } It works, but I think it is ugly, and when I am adding more arrays, I have to add more for. I am pretty sure there is a way to do this recursively, but I don't know how to start/how to do it. A little help could be nice! Thanks you!

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  • Python 2D list has weird behavor when trying to modify a single value...

    - by Brian
    Hi guys, So I am relatively new to Python and I am having trouble working with 2D Lists. Here's my code: data = [[None]*5]*5 data[0][0] = 'Cell A1' print data and here is the output (formatted for readability): [['Cell A1', None, None, None, None], ['Cell A1', None, None, None, None], ['Cell A1', None, None, None, None], ['Cell A1', None, None, None, None], ['Cell A1', None, None, None, None]] Why does every row get assigned the value?

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  • passing an array structure as an array

    - by Matias
    I'm having trouble passing a structure array as a parameter of a function struct Estructure{ int a; int b; }; and a funtion Begining(Estructure &s1[]) { //modifi the estructure s1 }; and the main would be something like this int main() { Estructure m[200]; Begining(m); }; is this valid?

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  • Reset array keys in multidimensional array

    - by nbaumann
    I've been looking around for a solution to this with no real success. I have a multidimensional array of parents and children with no limits on depth. This is generated from a database but the issue is that the item ID becomes the key using my way of arranging a flat array into a multidimensional array like so: Array( [28] => Array ( [id] => 28 [color] => #ff24e5 [name] => Personal [parent_id] => [children] => Array ( [23] => Array ( [id] => 23 [color] => #41c3a3 [name] => Shopping [parent_id] => 28 [children] => Array ( [22] => Array ( [id] => 22 [color] => #8be32b [name] => Deals [parent_id] => 23 [children] => Array ( ) ) ) ) [150] => Array ( [id] => 150 [color] => #e9a3f0 [name] => Orders [parent_id] => 28 [children] => Array ( ) ) ) ) ) What I would like, is a function that does the following: Array ( [0] => Array ( [id] => 28 [color] => #ff24e5 [name] => Personal [parent_id] => [children] => Array ( [0] => Array ( [id] => 23 [color] => #41c3a3 [name] => Shopping [parent_id] => 28 [children] => Array ( [0] => Array ( [id] => 22 [color] => #8be32b [name] => Deals [user_id] => 1 [selected] => 0 [parent_id] => 23 [children] => Array ( ) ) ) ) [1] => Array ( [id] => 150 [color] => #e9a3f0 [name] => Orders [parent_id] => 28 [children] => Array ( ) ) ) ) ) Essentially reassign keys starting from 0. I've tried numerous methods, but I'm assuming that I need to find a recursive solution and when I tried that, it destroyed my array. I was reading up on the array_walk_recursive() function, but I don't quite know what to do beyond that. Essentially, is there a way to reset numeric keys in a multidimensional array? Thanks for the help!

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  • Recommended method towards making custom maps for a 2d game?

    - by Qasim
    I am planning on making a 2D game, however different from my last personal projects I want this one to have enhanced graphics, with custom-designed levels. My previous 2d platformers were tile-based, in which I made a map editor for to create levels. However, I am wondering the best way to implement custom designed maps? For say, some grass is a litter higher than others, flowers here and there, cool drawings and structures along the way, etc. instead of just the same old tiles over and over again. I am thinking but I just can't grasp the idea of how to implement it. I have seen it done in other games and am interested to see how they accomplish it, but can't get my hands on some source code. :(

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  • 2D Grid based game - how should I draw grid lines?

    - by Adam K Dean
    I'm playing around with a 2D grid based game idea, and I am using sprites for the grid cells. Let's say there is a 10 x 10 grid and each cell is 48x48, which will have sprites drawn there. That is fine. But in design mode, I'd like to have a grid overlay the screen. I can do this either with sprites (2x600 pixel image etc) or with primitives, but which is best? Should I really be switching between sprites and 3d/2d rendering? Like so: Thanks!

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  • Is there any advantage in using DX10/11 for a 2D game?

    - by David Gouveia
    I'm not entirely familiar with the feature set introduced by DX10/11 class hardware. I'm vaguely familiar with the new stages added to the programmable graphics pipeline, such as the geometry shader, the compute shader, and the new tesselation stages. I don't see how any of these make much of a difference for a 2D game though. Is there any compelling reason to make the switch to DX10/11 (or the OpenGL equivalents) for a 2D game, or would it be wiser to stick with DX9 considering that that a significant share of the market still runs on older technologies (e.g. the February 2012 Steam surveys lists around 17% of users as still using Windows XP)?

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  • Why does Unity in 2d mode employ scaling and the default othographic size the way it does?

    - by Neophyte
    I previously used SFML, XNA, Monogame, etc to create 2d games, where if I display a 100px sprite on the screen, it will take up 100px. If I use 128px tiles to create a background, the first tile will be at (0,0) while the second will be at (129,0). Unity on the other hand, has its own odd unit system, scaling on all transforms, pixel-to-units, othographic size, etc etc. So my question is two-fold, namely: Why does Unity have this system by default for 2d? Is it for mobile dev? Is there a big benefit I'm not seeing? How can I setup my environment, so that if I have a 128x128 sprite in Photoshop, it displays as a 128x128 sprite in Unity when I run my game? Note that I am targeting desktop exclusively.

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  • Draw a position from a 2d Array on respected canvas location

    - by Anon
    Background: I have two 2d arrays. Each index within each 2d array represents a tile which is drawn on a square canvas suitable for 8 x 8 tiles. The first 2d array represents the ground tiles and is looped and drawn on the canvas using the following code: //Draw the map from the land 2d array map = new Canvas(mainFrame, 20, 260, 281, 281); for(int i=0; i < world.length; i++){ for(int j=0; j < world[i].length; j++){ for(int x=0; x < 280; x=x+35){ for(int y=0; y < 280; y=y+35){ Point p = new Point(x,y); map.add(new RectangleObject(p,35,35,Colour.green)); } } } } This creates a grid of green tiles 8 x 8 across as intended. The second 2d array represents the position on the ground. This 2d array has everyone of its indexes as null apart from one which is comprised of a Person class. Problem I am unsure of how I can draw the position on the grid. I was thinking of a similar loop, so it draws over the previous 2d array another set of 64 tiles. Only this time they are all transparent but the one tile which isn't null. In other words, the tile where Person is located. I wanted to use a search throughout the loop using a comparative if statement along the lines of if(!(world[] == null)){ map.add(new RectangleObject(p,35,35,Colour.red));} However my knowledge is limited and I am confused on how to implement it.

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  • 2D Animation for Mac

    - by Mike
    What software do you guys recommend for 2D animation, cartoon like, on the Mac. Please suggest something that do not requires a PhD in astrophysics to be able to use. If free, better. thanks

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  • Java 2D Game Frameworks

    - by Software Monkey
    I have been looking at frameworks for writing 2D games in Java - part of a growing desire to rediscover my roots in writing those simple but addictive video games. I have googled and found some possibilities, but it's hard to judge which is best without investing significant time in each. Does anyone out there have any recommendations from experience, preferably with a list of pro's and con's for the framework. NOTE: I am not looking so much for comparisons between frameworks but, rather, feedback on any given framework from actually having used it firsthand, or knowing someone who has. The other possibility I am considering is rolling my own, but would rather not. EDIT: I am targeting Java on the Desktop, and expect capable machines, though not state of the art. Some of the 2D engines I have found: Free PulpCore (License: BSD) Slick2D (License: BSD) GTGE - Golden T Game Engine JGame GAGE - Genuine Advantage Gaming Engine GameFrame for Java Basilisk (2D and 3D) Free for non-commercial use Genuts EasyWay - a high-level 2D engine

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  • 2d String Array NullPointerException (java)

    - by Student01
    I am currently creating a java application in which I have a 2d array which I want to get some data into. I am creating the 2d array as such String[][] addressData; and then when I am trying to put data in I am using reference the exact position in the 2d array I want to enter the data into e.g addressData[0][0] = "String Data"; The program compiles yet when I run I get a NullPointerException error. Am I using the wrong method to enter data into this 2d array?

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  • How to structurally display a multi-dimensional array in PHP?

    - by Jaime Cross
    How can I display the contents of an array as follows: Company Name - Username1 - Username2 Another Company Name - Username3 The array I have created is as follows: $array[1]['company_id'] = '12'; $array[1]['company_name'] = 'ABC Company'; $array[1]['company_type'] = 'default'; $array[1]['user_id'] = '23'; $array[1]['user_name'] = 'Andrew'; $array[2]['company_id'] = '12'; $array[2]['company_name'] = 'ABC Company'; $array[2]['company_type'] = 'default'; $array[2]['user_id'] = '27'; $array[2]['user_name'] = 'Jeffrey'; $array[3]['company_id'] = '1'; $array[3]['company_name'] = 'Some Company'; $array[3]['company_type'] = 'default'; $array[3]['user_id'] = '29'; $array[3]['user_name'] = 'William'; $array[4]['company_id'] = '51'; $array[4]['company_name'] = 'My Company'; $array[4]['company_type'] = 'default'; $array[4]['user_id'] = '20'; $array[4]['user_name'] = 'Jaime';

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  • Dynamic Array traversal in PHP

    - by Kristoffer Bohmann
    I want to build a hierarchy from a one-dimensional array and can (almost) do so with a more or less hardcoded code. How can I make the code dynamic? Perhaps with while(isset($array[$key])) { ... }? Or, with an extra function? Like this: $out = my_extra_traverse_function($array,$key); function array_traverse($array,$key=NULL) { $out = (string) $key; $out = $array[$key] . "/" . $out; $key = $array[$key]; $out = $array[$key] ? $array[$key] . "/" . $out : ""; $key = $array[$key]; $out = $array[$key] ? $array[$key] . "/" . $out : ""; $key = $array[$key]; $out = $array[$key] ? $array[$key] . "/" . $out : ""; return $out; } $a = Array(102=>101, 103=>102, 105=>107, 109=>105, 111=>109, 104=>111); echo array_traverse($a,104); Output: 107/105/109/111/104

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  • PHP arrays - How to 1-dimensional array into nested multidimensional array?

    - by sombe
    When retrieving a hierarchical structure from MySQL (table with one ID column and one PARENT column signifying the hierarchical relationships), I map the result into an enumerated array as follows (for this example the numbers are arbitrary): Array ( [3] => Array ( [7] => Array () ), [7] => Array ( [8] => Array () ) ) Notice 3 is the parent of 7, and 7 is the parent of 8 (this could go on and on; and any parent could have multiple children). I wanted to shrink this array into a nested multidimensional array as follows: Array ( [3] => Array ( [7] => Array ( [8] => Array () ) ) ) That is, each NEW id is automatically assigned an empty array. Regardless, any ID's children will be pushed into their parent's array. Take a look at the following illustration for further clarification: This will probably result in a complicated recursive operation, since I always have to check whether a parent with any certain ID already exists (and if so, push the value into its array). Is there a built-in php function that can assist me with this? Do you have any idea as to how to go about constructing this? For what it's worth I'm using this to built a navigation bar in wordpress (which can contain categories, subcategories, posts... essentially anything).

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