Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Scud · Mar 27, 2013 at 07:08 PM · javascriptarray

How to write to JaggedArray

I'm struggle with JaggedArray for a while now, and still doesn't see the logic behind them. There nearly nothing about them in documentations, tutorials...

So. In my sphereArray I store all the information about my chessboard, each entry represent 1 cell. In that cell, in hexArray I store position, color, AI reference weight, neighbours and so on. Problem that I have now is that I can't write to exact cell, somehow i write to every sphereArray element.

 var sphereArray : List.<ArrayList> = new List.<ArrayList>(12);
 var hexArray = new ArrayList();
 function Start () {
     hexArray.Add(Vector3);
     hexArray.Add(new Array());
     hexArray.Add(new int[6]);
 ~~~
     var mesh : Mesh = GetComponent(MeshFilter).mesh;
     for (var ij=0; ij < mesh.vertices.length; ij++) { 
         sphereArray.Add(hexArray);
         sphereArray[ij][0] =  mesh.vertices[ij];//Текущие координаты
         print(sphereArray[ij][0]);
         }
 print(sphereArray[0][0]);
     print("---------------");
     
     print(sphereArray[1][0]);
     print("---------------");
     
     
     print(sphereArray[2][0]);
     print("---------------");

Printout i get from "print(sphereArray[ij][0]);" is what I expect to see. Problem is, when I try to receive value from outside of "from" cycle, it's always gives me last Vector3 i'm writes to Array, no matter what address i'm trying to read. Why this is happening? How should I avoid that?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Scud · Mar 28, 2013 at 04:26 PM

Problem was in hexArray. As I'm added the same sub-array to every main array index, so changing value in sub-array, no matter which address i get it from, was implemented not in the exact address of the array, but in the sole existed hexArray. Solution was to use hexArray.Add(Vector3); hexArray.Add(new Array()); hexArray.Add(new int[6]); directly, without use of auxiliary variable.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Is there a decent tutorial for a local high score table (android)? 1 Answer

Error when debuging array elements name 1 Answer

Sorting arrays? 1 Answer

How to delete new'd arrays? 2 Answers

what is the difference between a float[] and a float[,]? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges