Cool!
Now, how about brackets for a single elimination tournament beginning with
the sweet sixteen? (Or has this already been posted?)
Dave
-Original Message-
From: Chad Gray [mailto:cg...@careyweb.com]
Sent: Tuesday, February 4, 2014 3:30 PM
To: cf-talk
Subject: RE: setting up team
I think I figured something out. I found this chunk of code on Ray's blog.
http://www.raymondcamden.com/index.cfm/2009/11/17/Ask-a-Jedi-Round-robin-display-of-data
Thank you Ray as always!
And tweaked it out to model the table structure of a "round robin schedule".
http://en.wikipedia.org/wiki
Actually if every team plays every day over the course of 10 days then this is
not possible. That would be 5 games per day, at 10 days = 50 games. There are
only 45 possible no repeat combinations.
If you just want a list of all the possible combinations with no repeats this
SQL will produce t
OH! there is a term for it.. thanks!
-Original Message-
From: Roger Austin [mailto:raust...@nc.rr.com]
Sent: Tuesday, February 04, 2014 11:38 AM
To: cf-talk
Subject: RE: setting up team games
Google Round Robin scheduling
Chad Gray wrote:
>
> Ya rounds... like ther
Google Round Robin scheduling
Chad Gray wrote:
>
> Ya rounds... like there will be 10 days that all 10 teams will play each
> other on that day
>
> I need to pair up the teams so they don't repeat playing each other over the
> course of the 10 days of games.
--
LinkedIn: http://www.li
esday, February 04, 2014 11:16 AM
To: cf-talk
Subject: Re: setting up team games
Sorry, 9 rounds of games, or 9 games each.
On 4 February 2014 16:15, Chad Gray wrote:
>
> So like on Friday night
> Team1 vs. Team2
> Team3 vs.Team4
> Team5 vs.Team6
> Team7 vs. Team8
> Team9
> Actually there are 9 + 8 + 7 + 6 + 5 + 4 + 3 + 2 + 1 = 45 possible
> combinations.
Yes, you're correct. I was forgetting about repeats. In my scenario each team
combination would play twice, once at home and one away. Guess I still have
that stupid Superbowl pool stuck in my head.
Rober
It is youth league so not beer but who is in charge of snacks. :)
-Original Message-
From: Roger Austin [mailto:raust...@nc.rr.com]
Sent: Tuesday, February 04, 2014 11:20 AM
To: cf-talk
Subject: RE: setting up team games
You also need to add in the constraints of who is home team and
uron, MI 48060
-Original Message-
From: Robert Harrison [mailto:rob...@austin-williams.com]
Sent: Tuesday, February 04, 2014 11:20 AM
To: cf-talk
Subject: RE: setting up team games
It has to be 90 games. Just draw a 10 by 10 grid and list the teams up and
down. That's 100 squares.
stin-williams.com]
> Sent: Tuesday, February 04, 2014 11:06 AM
> To: cf-talk
> Subject: RE: setting up team games
>
>
> I assume you're using a data base and some sort of random generator program
> to match up the teams. If this is the case, just keep a histo
It has to be 90 games. Just draw a 10 by 10 grid and list the teams up and
down. That's 100 squares. X out the ones where a team plays itself, and you
have ten boxes removed... that's 90 games.
Thinking this way, you could use an array if you wanted.
Robert Harrison
Director of Interactive
t: Tuesday, February 04, 2014 11:06 AM
> To: cf-talk
> Subject: RE: setting up team games
>
>
> I assume you're using a data base and some sort of random generator
> program to match up the teams. If this is the case, just keep a history
> table of who has played who, then when yo
, MI 48060
-Original Message-
From: Will Swain [mailto:w...@hothorse.com]
Sent: Tuesday, February 04, 2014 11:16 AM
To: cf-talk
Subject: Re: setting up team games
9 games surely, since a team cannot play itself.
On 4 February 2014 16:05, Robert Harrison wrote:
>
> I assume you&
9 games surely, since a team cannot play itself.
On 4 February 2014 16:05, Robert Harrison wrote:
>
> I assume you're using a data base and some sort of random generator
> program to match up the teams. If this is the case, just keep a history
> table of who has played who, then when you run
going?
-Original Message-
From: Robert Harrison [mailto:rob...@austin-williams.com]
Sent: Tuesday, February 04, 2014 11:06 AM
To: cf-talk
Subject: RE: setting up team games
I assume you're using a data base and some sort of random generator program to
match up the teams. If th
I assume you're using a data base and some sort of random generator program to
match up the teams. If this is the case, just keep a history table of who has
played who, then when you run the random play generator, check the history and
do not allow repeats.
If you're going to get 10 teams t
16 matches
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