Help converting javascript to ios iphone scripting

I have a large unity3d javascript script I am trying to run on iphone. I’m getting tons of errors about variables not having their types defined. If I put # pragma strict at the top of the script it shows the errors in the unity compiler console.

My question is do I have to redefine all these using var? Or is there some shortcut setting that I can use to bypass all the errors?

What about arrays? Right now I have javascript Arrays like myarray=new Array();
Should I just use something like myarray=Vector3;

I have an array full of rotations. What kind of array is that? Quaternions, Vector4?
I use lots of hashtables how do I define ahead of time what’s going in those?

What about functions? Some functions complain others do not. Do I define the arguments in the function declaration?

function myfunction(a:int,b:int);

Is there any documentation that says everything you have to do to go from javascript to iphone? – things like eval() does not work, or that you have to define every variable etc… use built in arrays, etc…

Thanks,

Have a read of this document:
http://unity3d.com/support/documentation/Manual/iphone-GettingStarted.html

By default iOS turns of dynamic casting, which essentially would do the same thing when you do #pragma strict. You just need to ensure that you declare all your variable data type, which you really should be doing anyway, its just good practice.

var m_string : string;
var m_int : int;
var m_rotation : Quaternion;
var m_jArray : Array;
varm_bullitinArray1 : GameObject[];
varm_bullitinArray2 : int[];

and so forth

Never use Array, never use Hashtable. If you have a fixed-size array, use int, Vector3, etc. (As for rotations, look in the docs, it always tells you the type of everything.) If you have a variable-sized array, use List. Use Dictionary instead of Hashtable. And yes, you must always define the types in a function declaration.