Hi,
my chess application needs time handling.
As a general rule, all game related timing decisions are done on the
server. For example, when a move is made, the move's time is
determined and stored on the server.
However, the client should have some visual feeling of a "running"
clock, i. e. a c
In terms of making an animated clock you essentially use a Timer and
use scheduleRepeating(1000) to have it repeat every second. It's often
easier to extend the Animation class, which uses a repeating Timer,
and you can tell it to run every second. Just look at how the
Animation class is used by so
On Wed, Feb 16, 2011 at 9:41 AM, Magnus wrote:
> Hi,
>
> my chess application needs time handling.
>
> As a general rule, all game related timing decisions are done on the
> server. For example, when a move is made, the move's time is
> determined and stored on the server.
>
> However, the client
If the timers run only on the clients, it can be inconvenient if they are'nt
synchronized. Both clients have a timer about the opponent, and when he or
she makes a move, you can see the timer counting 1:01, 1:02 and then get the
message from the server the opponent made a move at 1:00, and the clie
On Thu, Feb 17, 2011 at 12:57 AM, János Kiss wrote:
> If the timers run only on the clients, it can be inconvenient if they
> are'nt synchronized. Both clients have a timer about the opponent, and when
> he or she makes a move,
>
Isn't this a digital version of a chess clock? If so, the opponent
The server is what's in common and must be the keeper of time. If
you're worried about latency making timings inaccurate, there are much
bigger potential problems with making the clients keep track of time.
For example, assuming you have some unique token for that match on the
URL, what happens if