Alexander Wagner,  wtorek, 24 czerwca 2008:

>Well, in libraries you'd invent a classification sheme that
>maps what is there and then assign a classification for it.
>Those of you who know DDC (Dewey, all US will know it) know
>how this works. DDC is pretty difficult as there is only one
>single class assigned. But there are other schemes that e.g.
>allow for more than one class to be assigned. Those are
>simpler to build. One could try to set up such thing while
>building the db.
I don't think we really need to invent a standard. If people start to create 
database, thry will create suitable tags or copy existing ones. Simple search 
& replace can be used if we need to change some category later.

>PGN tags have the disadvantage that they are not indexed in
>scid and searching is _VERY_ slow. A classification could be
>mapped on a flag like system which can be indexed and is
>faster searchable.
Largest tactical training database I have has 3.500 positions. I guess this 
can be done smoothly on 386.

>>> Anyway, the biggest problem, IMHO, will be with the
>>> headers.  Chess database are organized around real games.
>>> Exercices based on real game can provide information.  We
>>> just have to decide how to tell the user that it's just a
>>> game fragment in the game list.  (Suppose we have 10
>>> exercises out of a single game.)
>> Why not give original game headers?
>I think Benoit refers to those games where you don't know
>them. See my other mail how this could probably be handled
>using UIDs.
Why I don't know the game? When I add any exercise to training database, I get 
it from somewhere, so I surely know author or players. No complicated UID 
system is required.

>This involves building up a thesaurus, ie. (simplified) a
>sorted list of keywords. You'd best generate something like
>
>Endgame
>    Rook endgame
>        Vancura Position
>        Syn: RP vs. R
>        Syn: RP:R
>        Syn: Rook + Pawn vs. Rook
>Point is that you may have rook endgames without individual
>names and you need a class for them. Building something like
>that might look like using a cannon to shoot a sparrow but
>it is really worthwile.
Let's assume I want to create rook endgame training database. First I will 
create some categories, e.g.
Elementary endgames
        Philidor position
        Lucena position
        Vancura position
Practical endgames
        Active rook
        Active king
        Cut-off king
        Passed pawn
etc.

Then, I will start adding positions to this database, using currently 
available Scid functions. For each game, I will add custom tag:
Game 1
Category "Practical endgames/Active rook"
Game 2
Category "Elementary endgames/Philidor position"
Game 3
Category "Practical endgames/Active rook;Practical endgames/Passed pawn"

So, we don't need much. We need:
a) A window displayed tree of categories and showing matching games for each 
(sub)category - this is basic requirement, things are already usable after 
this.
b) A way to select categories on Save/Replace game (to avoid retyping)
c) A way to reorder games (perhaps just by swaping them in DB)
d) Scoring system (to remember which game was already solved) - not really 
necessary now.

Given limited resources, for me this seems quite reasonable approach.
---
al Rudolf

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