> Thank you for your very detailed and thoughtful answer to my previous
> question.

I have even forgotten another important fact:

i) The STL guarantees the complexity in time, but it does in general not 
guarantee the complexity in space. Example: some implementations for STL are 
using a hybrid for std::string: small strings until about 20 bytes will be 
copied into a buffer, and larger strings will be reference counted. Any object 
which contains such a kind of std::string will be expanded by more than 30 
bytes per instance. If you have many empty strings, or many instances with 
larger strings, every instance is wasting about 20 bytes. With many strings 
this may have a significant impact on memory behavior. With MSTL I know the 
complexity in time, and I know the complexity in space, and I'm not dependent 
upon the "black box" behavior of the STL.

> - There is a minor glitch with the editor dialog where tcl throws some
> errors.

An error box should be shown with the message "not yet implemented". Should be 
fixed in r1142.

> - In the list of games the eco codes are wrong. For the game I opened it
> shows B85 although the actual eco code in the board window seems correct
> (E62). This might be a glitch in the cbh codec.

I still have a problem in this codec. If the source of the games is ChessBase, 
the ECO code will be decoded correctly, but if the source of the games is not 
ChessBase, the decoding of the ECO code does not work properly. I couldn't 
figure this out yet.

> I will do more testing as I am actively using chess databases and engines
> for my preparation anyway. And I am getting sick of chessbase because it is
> full of bugs. I really appreciate the scidb codebase.

The current version of Scidb is still dedicated for smaller databases, until 
about 1.5 million of games. With larger databases the opening browser is too 
slow, it makes no fun. But with next big release I will integrate a faster 
algorithm, I'm working since about 3 years on it, and I hope that the opening 
tree will become fast even with databases containing 10 million games, or 
more.

Gregor

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