Hi

> On Tuesday 25 March 2008, Alexander Wagner wrote:

> Its not perfectly polished yet as the Correspondence Chess
> part took more time than I expected (well this part  right
> now offers much more functionality than I first intended ;)
> but it will get polished as soon as I've the time.
>
> For the status: I want to finish the CC stuff first, and I'd
> not delay 3.6.23 for Input Engine. But it's on my definite
> list for 3.6.24 the latest. This does not mean that whats
> there already is unusable, but Scids support for Input
> Eninges definitely needs testing.

Ok fair enough ;)

> And a minor point: I've no DGT XL clock so I never tested
> the clock code in dgtdrv2 in the wild at all. Though
> handling the external hardware clock is implemented.

I have a DGT XL clock so I will test it.

>
> Additionally, there are some points I'd like to discuss on
> the actual "User Interface". That is e.g.:
>
> - How should it behave e.g. if Scid has loaded a game and
>    you set up a position?

I would suggest to search the game for the first position where the
position on the board is found and go to that move number..

> - If you've loaded a game with variations and set up a
>    position which is reached more than once in this game, how
>    to determine where to jump to?

If its possible to detect such a position (which shouldnt be hard to do)
you can show a popup with selections (position found at move 1.2.3, please 
select). Just like the one which you get when variantions exists.

> - How should variations input be handled? Ie. how to add a
>    variation, go over variations, go back to the mainline...

If the move on the board is not the next move in the mainline then one should 
be ask if a new variation must be added.

> - How to move backwards in a game or jump to another point?

One of the problems with Fritz (you dont want to know what that is.. ;)) is 
that forward and backward jumps are not possible.  I can imagine that if you 
entered a new variation, one goes back to the position in the mainline. 
The function mentioned in the second point should make that possible...

> - How to save the current game?

Just in the regular was as it does now..

> - What is expected to do anyway? E.g. setting up a position
>    and entering moves is done for quite some time now, it
>    should also hande _all_ moves ie. EP, promotions, O-O(-O)
>    and so one is done. Hence, it could replace keyboard/mouse
>    entry. But maybe there's still more we can get out of it.

Well let me think ... uhhmmm... I will come back for that...

>
> Ideas welcome. Most of this is concerned with "special
> moves". E.g. right now I'd say it should works like the
> Novag Citrine plus the ability to read in positions set up
> on the board. I also implemented the "end game", "move now",
> "enter setup"/"leave setup" commands.

Sounds great... 

>
> Note, however, that the actual hardware dependendt part is
> NOT done in Scid but in the input engine (for the DGT this
> could be e.g.  dgtdrv2). That is, if you implement whatever
> other hardware device as input engine you could just hook it
> up as the driver for Scid.

Nice design.

>
> Consider Scids support beta, the driver, well it is stable
> for me but it lacks the testing "in the wild", and I've only
> a serial board which I use together with a serial->USB
> converter, meaning I never tested e.g. Bluetooth.

I have an USB board.. with clock so I will test.

>
> Plus, one drawback Pascal always mentiones: it needs dgtdrv2
> + dgtnix, which talk to scid via stdio, and according to
> Pascal this is not a good idea on CE where he'd prefer a TCL
> based driver. This, however, is not that trivial, dgtnix
> contains some "minutes" of work, I can tell, and dgtnix goes
> way beyond dgtdrv in crafty which was actually the basis of
> my first Input Engine. (Even to port that will require some
> work.)

Why a TCL based driver?

Greetings,

Willem

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