Hi Steve,

I havent used svn much in life, use git mostly when required. Last
time was like 2 decades back or so.

I tried using svnadmin create to create a local repository

and in turn use svn import to import upstream scidvspc into that local
repository, but it fails with

"svn: E175013: Access to '/p/scidvspc/code/!svn/me' forbidden"

The command I used, along with some options which I used without rtfm was

svn import --force --no-auth-cache code
http://svn.code.sf.net/p/scidvspc/code -m "Create a local repo of
scidvspc upstream"

The idea being to create a local repository decoupled from the
upstream, so that I can do my own experiments if required without
needing any permissions in the upstream repository, while at the same
time, if possible have a structured and ready way of importing/syncing
with upstream, if required even in future without losing any local
experiments, like with git clone/pull. But given that the above fails,
not able to work with svn. Do you have any pointers for how to go
abhout.

On Fri, Dec 6, 2024 at 2:42 AM Steve A <stevena...@gmail.com> wrote:
>
> If you edit individual files, and send the "svn diff", would be better. Cheers
>
> On Friday, December 6, 2024, Steve A <stevena...@gmail.com> wrote:
>>
>> > makes the text and arrow disappear, when
>> working with a single pv from analysis engine, bcas many a times when
>> the engine is generating the next depth pv, it will generate in
>> between move lines which are very short and so useless, so also I dont
>> call boardVisualiseMoves in these cases,
>>
>> Ok, thanks for explaining this. I was a bit heavy handed here... I'm busy 
>> through the week... and will look at it properly on the weekend.
>>
>> Regards.
>>
>> On Friday, December 6, 2024, C Hanish Menon <hanish...@gmail.com> wrote:
>>>
>>> Hi Steve,
>>>
>>> I notice that you have reverted/changed certain aspects of my original
>>> patch. I have put the reasoning for my original flow below, and the
>>> issues of reverting/changing them
>>>
>>> 1) I am attaching an image of what I meant earlier wrt issue with
>>> placing move number in the middle of the line, and this is a simple
>>> case. There can be more complex cases where the center point will not
>>> match 0,0 wrt diff in center points, but still will have the text
>>> overlapping, so one will have to account for used font's max
>>> top-bottom and left-right boundaries wrt chars, leading to more
>>> complex mechanism to try and avoid these. While placing the number on
>>> the landing square center will make avoiding this overlapping simple
>>> and straightforward.
>>>
>>> 2) Using global(ie used in other places also) var tag, instead of tags
>>> local to boardVisualiseMoves, makes the text and arrow disappear, when
>>> working with a single pv from analysis engine, bcas many a times when
>>> the engine is generating the next depth pv, it will generate in
>>> between move lines which are very short and so useless, so also I dont
>>> call boardVisualiseMoves in these cases, so that the board can show
>>> the previous depth full move line's initial part, while the engine is
>>> building up the next depth move line. In these cases, with this
>>> modified flow, the text and arrow will disappear.
>>>
>>> 3) Using only black instead of a text color with contrasting shadow
>>> color, makes the move number non discernable in many cases.
>>>
>>> By any chance, did you want me to send you the patch (mapped to the
>>> individual tcl dir files, instead of my original applied to scid final
>>> script) after updating them to include my original logics?
>>>
>>> Also I had a look at the change you have done to the
>>> Tools->AnalysisEngine dialog, they definitely are better and make
>>> things clearer compared to previous flow. And for the case which I had
>>> mentioned in my last email, I can always potentially add a
>>> arrow+sequential entry to that drop down list, and use seperate if
>>> conditions rather than the if-else flow in your patch
>>>
>>>
>>> On Thu, Dec 5, 2024 at 6:22 PM C Hanish Menon <hanish...@gmail.com> wrote:
>>> >
>>> > Hi Steve,
>>> >
>>> > One among a few other reasons also, to directly use create line /
>>> > arrow in boardVisualiseMove was to keep the line thin and also non
>>> > interactive, so that it can overlap with the existing 1st move arrows.
>>> > But no issues, I will have a look at the program with your updated
>>> > diff.
>>> >
>>> > And given that it is open source, I can always change, in case, if I
>>> > want a different flow ;)
>>> >
>>> > On Thu, Dec 5, 2024 at 5:19 PM Steve A <stevena...@gmail.com> wrote:
>>> > >
>>> > > Yeah, *sorry* Hanish but I have made quite some changes to your code. I 
>>> > > find having both sets of arrows at the same time redundant and 
>>> > > distracting. And my version is much more attractive imho.
>>> > >
>>> > > If you look at the tools->analysis widget, you'll see what I've done. 
>>> > > Middle clicking the board will toggle views (I hope).
>>> > >
>>> > > Regards, S.
>>> > >
>>> > > On Thursday, December 5, 2024, C Hanish Menon <hanish...@gmail.com> 
>>> > > wrote:
>>> > >>
>>> > >> Hi Steve,
>>> > >>
>>> > >> Have a query. Looking at the diff which you sent (initial glance of
>>> > >> the code), it appears like you have changed the overall flow so that
>>> > >> the analysis board either
>>> > >>
>>> > >> a) shows the 1st move of each move line in multipv (the existing
>>> > >> flow/feature in scidvspc) or
>>> > >> b) the visualisation of initial few moves from the main pv from among
>>> > >> the multipv (the additional flow/feature which I had added).
>>> > >>
>>> > >> and not both at the same time.
>>> > >>
>>> > >> But dont you think from a user perspective, being able to see both
>>> > >> parallely on the analysis board is a better flow, like what I had set
>>> > >> up originally. Because both give different yet useful info, that one
>>> > >> will be interested in knowing when analysing a game at the same time.
>>> > >> Additionally it also has the advantage of keeping the changes to the
>>> > >> existing flow very minimal.
>>> > >>
>>> > >> I feel ideally we shouldnt limit the user to select between both, bcas
>>> > >> both can be used/viewed parallely, without affecting one another, and
>>> > >> provide different useful info to the user. So rather I am not
>>> > >> modifying the diff you sent, instead I am attaching the additional
>>> > >> patch to force mainpv analysis board visualisation update, if a deeper
>>> > >> probe leads to a shorter move line, wrt the original patch which I had
>>> > >> sent.
>>> > >>
>>> > >> On Thu, Dec 5, 2024 at 3:40 PM C Hanish Menon <hanish...@gmail.com> 
>>> > >> wrote:
>>> > >> >
>>> > >> > Also, the reason why I didnt use the mid of the arrow to place the
>>> > >> > move number is because, if there are too many crossing moves, then 
>>> > >> > the
>>> > >> > text may overlap, and trying to avoid that overlap will be bit more
>>> > >> > complicated, than if we are working with landing square center kind 
>>> > >> > of
>>> > >> > flow.
>>> > >> >
>>> > >> > On Thu, Dec 5, 2024 at 3:37 PM C Hanish Menon <hanish...@gmail.com> 
>>> > >> > wrote:
>>> > >> > >
>>> > >> > > Hi Steve,
>>> > >> > >
>>> > >> > > To avoid updating partial moves from the next depth, I have a 
>>> > >> > > check,
>>> > >> > > that is what stops updating the board on mate or draw kind of
>>> > >> > > situations, when the move length returned at a higher depth may be
>>> > >> > > shorter, I have modified the logic with a seen depth tracking to
>>> > >> > > ensure that if two subsequent depths return a shorter move line, 
>>> > >> > > then
>>> > >> > > it will update the visualisation with the shorter move line.
>>> > >> > >
>>> > >> > > Will send you the patch in some time.
>>> > >> > >
>>> > >> > > On Thu, Dec 5, 2024 at 2:27 PM Steve A <stevena...@gmail.com> 
>>> > >> > > wrote:
>>> > >> > > >
>>> > >> > > > Sorry to spam you.... but there might be a bug in your code when 
>>> > >> > > > we reach mate too,
>>> > >> > > > (where i had introduced a bug, fixed in this version).
>>> > >> > > > Thats it for another day , Cheers, S.A.
>>> > >> > > >
>>> > >> > > >
>>> > >> > > > On Thu, Dec 5, 2024 at 5:06 PM Steve A <stevena...@gmail.com> 
>>> > >> > > > wrote:
>>> > >> > > >>
>>> > >> > > >> Hi Hanish
>>> > >> > > >> Ok, We should be able to include this feature :)
>>> > >> > > >> Attached is my alpha version... could you please update to 
>>> > >> > > >> subversion, then apply this patch?
>>> > >> > > >>
>>> > >> > > >> The only thing i don't really like at the moment is having the 
>>> > >> > > >> extra spinbox in the engine toolbar...
>>> > >> > > >> Might change this down the road.
>>> > >> > > >> Thanks, Steven
>>> > >> > > >>
>>> > >> > > >> On Thu, Dec 5, 2024 at 3:05 PM Steve A <stevena...@gmail.com> 
>>> > >> > > >> wrote:
>>> > >> > > >>>
>>> > >> > > >>> ok... I'm onto it now. I see your not using drawArrow
>>> > >> > > >>>
>>> > >> > > >>> On Thu, Dec 5, 2024 at 11:01 AM Steve A <stevena...@gmail.com> 
>>> > >> > > >>> wrote:
>>> > >> > > >>>>
>>> > >> > > >>>> Otherwise, I'll do it sometime. Cheers
>>> > >> > > >>>>
>>> > >> > > >>>> On Thursday, December 5, 2024, C Hanish Menon 
>>> > >> > > >>>> <hanish...@gmail.com> wrote:
>>> > >> > > >>>>>
>>> > >> > > >>>>> Hi Steve,
>>> > >> > > >>>>>
>>> > >> > > >>>>> Thanks for the feedback and thoughts.
>>> > >> > > >>>>>
>>> > >> > > >>>>> Attaching the updated patch where
>>> > >> > > >>>>>
>>> > >> > > >>>>> 1. moved the visualisation of moves into a generic function 
>>> > >> > > >>>>> of its
>>> > >> > > >>>>> own, which inturn is called from updateAnalysisBoard 
>>> > >> > > >>>>> function to show
>>> > >> > > >>>>> the analysis engine's main pv's initial moves
>>> > >> > > >>>>>
>>> > >> > > >>>>> 1.1. using the board argument passed to this, one can make 
>>> > >> > > >>>>> the move
>>> > >> > > >>>>> visualisation to appear on the main board or any other 
>>> > >> > > >>>>> board, if one
>>> > >> > > >>>>> wants to. The n argument will also need to be unique for 
>>> > >> > > >>>>> each of a
>>> > >> > > >>>>> different board.
>>> > >> > > >>>>>
>>> > >> > > >>>>> 1.2. if in any other place one wants to visualise a sequence 
>>> > >> > > >>>>> of moves,
>>> > >> > > >>>>> the function can be called to achieve the same and inturn on 
>>> > >> > > >>>>> whichever
>>> > >> > > >>>>> board that one may want to in that context.
>>> > >> > > >>>>>
>>> > >> > > >>>>> 2. the move number text shown on the board's squares uses 
>>> > >> > > >>>>> contrasting
>>> > >> > > >>>>> shadow color to try and ensure that irrespective of light or 
>>> > >> > > >>>>> dark
>>> > >> > > >>>>> square and or pieces, the numbers can be potentially visible 
>>> > >> > > >>>>> to an
>>> > >> > > >>>>> extent.
>>> > >> > > >>>>>
>>> > >> > > >>>>> 3. If multiple moves in the move list land on the same 
>>> > >> > > >>>>> square, the
>>> > >> > > >>>>> move numbers are prepended and shown on the square.
>>> > >> > > >>>>>
>>> > >> > > >>>>> 4. bcas text creation is now handled within the move 
>>> > >> > > >>>>> visualisation
>>> > >> > > >>>>> function using its own tags, the text will be retained on 
>>> > >> > > >>>>> the board to
>>> > >> > > >>>>> a great extent, even when some other logic may update the 
>>> > >> > > >>>>> board, if
>>> > >> > > >>>>> required.
>>> > >> > > >>>>>
>>> > >> > > >>>>> This functionality can indirectly allow users to visualise 
>>> > >> > > >>>>> to an
>>> > >> > > >>>>> extent where the pieces will be after a few moves (currently 
>>> > >> > > >>>>> spinbox
>>> > >> > > >>>>> limited to 8 moves), to an extent, while also seeing how the 
>>> > >> > > >>>>> pieces
>>> > >> > > >>>>> reached there.
>>> > >> > > >>>>>
>>> > >> > > >>>>> Not sure if varying the shades of the arrow as one proceeds 
>>> > >> > > >>>>> through
>>> > >> > > >>>>> the moves in the moves list can allow a lot more of the 
>>> > >> > > >>>>> sequence of
>>> > >> > > >>>>> moves to be inferred/shown because of dependencies like users
>>> > >> > > >>>>> monitor's brightness and contrast settings, as well as 
>>> > >> > > >>>>> possible board
>>> > >> > > >>>>> square colors and so impacting visuals. However because the
>>> > >> > > >>>>> visualisation of moves logic has been moved into a func of 
>>> > >> > > >>>>> its own,
>>> > >> > > >>>>> changing the logic in this single location should allow the 
>>> > >> > > >>>>> benefits
>>> > >> > > >>>>> of any changes to be visible wherever the moves 
>>> > >> > > >>>>> visualization function
>>> > >> > > >>>>> may be used.
>>> > >> > > >>>>>
>>> > >> > > >>>>>
>>> > >> > > >>>>>
>>> > >> > > >>>>> On Wed, Dec 4, 2024 at 4:46 PM Steve A 
>>> > >> > > >>>>> <stevena...@gmail.com> wrote:
>>> > >> > > >>>>> >
>>> > >> > > >>>>> > The original anal board view showed the end position after 
>>> > >> > > >>>>> > the whole pv was moved. I wonder if it would be desirable 
>>> > >> > > >>>>> > to limit  how many moves we see.
>>> > >> > > >>>>> >
>>> > >> > > >>>>> > But i'm thinking we should be making more use of the arrow 
>>> > >> > > >>>>> > colors.
>>> > >> > > >>>>> > Mainly, i think we should be able to colour the main PV 
>>> > >> > > >>>>> > black, then lighten up the other PV arrows , perhaps in 
>>> > >> > > >>>>> > accordance to their score... Might be harder to code 
>>> > >> > > >>>>> > though. I'll try to look at it on the weekend
>>> > >> > > >>>>> > eg set color [gradient $::defaultForeground .6 .]
>>> > >> > > >>>>> >
>>> > >> > > >>>>> > cheers
>>> > >> > > >>>>> >
>>> > >> > > >>>>> >
>>> > >> > > >>>>> > On Wednesday, December 4, 2024, Steve A 
>>> > >> > > >>>>> > <stevena...@gmail.com> wrote:
>>> > >> > > >>>>> >>
>>> > >> > > >>>>> >> It's a nice idea, just that practical issues limit its 
>>> > >> > > >>>>> >> clarity. Please send me your revisions and I'll see if I 
>>> > >> > > >>>>> >> can contribute to it.
>>> > >> > > >>>>> >> Cheers
>>> > >> > > >>>>> >>
>>> > >> > > >>>>> >> On Wednesday, December 4, 2024, C Hanish Menon 
>>> > >> > > >>>>> >> <hanish...@gmail.com> wrote:
>>> > >> > > >>>>> >>>
>>> > >> > > >>>>> >>> Hi Steve,
>>> > >> > > >>>>> >>>
>>> > >> > > >>>>> >>> The idea behind my patch was to try and visualise the 
>>> > >> > > >>>>> >>> initial few
>>> > >> > > >>>>> >>> moves of the 1st/main pv in a single/multipv response 
>>> > >> > > >>>>> >>> from the engine.
>>> > >> > > >>>>> >>> And the reason was to try and make it easier to get a 
>>> > >> > > >>>>> >>> feel of the
>>> > >> > > >>>>> >>> chain (or otherwise) of moves that the engine may be
>>> > >> > > >>>>> >>> suggesting/looking-at in an easy implicit way, without 
>>> > >> > > >>>>> >>> having to do
>>> > >> > > >>>>> >>> any end user driven actions on the gui (like using +v 
>>> > >> > > >>>>> >>> (with or without
>>> > >> > > >>>>> >>> trial mode) and in turn looking at the moves in detail 
>>> > >> > > >>>>> >>> on the main
>>> > >> > > >>>>> >>> board, by navigating through the moves).
>>> > >> > > >>>>> >>>
>>> > >> > > >>>>> >>> Also given that one may want to run different engines 
>>> > >> > > >>>>> >>> parallely at the
>>> > >> > > >>>>> >>> same time, it makes more sense to visualise the engine 
>>> > >> > > >>>>> >>> moves on the
>>> > >> > > >>>>> >>> respective local analysis board, rather than the main 
>>> > >> > > >>>>> >>> board. This also
>>> > >> > > >>>>> >>> avoids the additional decision that needs to be made 
>>> > >> > > >>>>> >>> otherwise of
>>> > >> > > >>>>> >>> which of the engine's main pv to show on the main board, 
>>> > >> > > >>>>> >>> if the main
>>> > >> > > >>>>> >>> board were to be used. While parallely giving the 
>>> > >> > > >>>>> >>> flexibility of
>>> > >> > > >>>>> >>> viewing main pv of multiple engines parallely in their 
>>> > >> > > >>>>> >>> separate
>>> > >> > > >>>>> >>> analysis boards.
>>> > >> > > >>>>> >>>
>>> > >> > > >>>>> >>> Also keeping the logic to be a simple visualisation and 
>>> > >> > > >>>>> >>> not
>>> > >> > > >>>>> >>> interaction with the corresponding visualisation, 
>>> > >> > > >>>>> >>> ensures that the
>>> > >> > > >>>>> >>> already existing logic of showing the 1st move of the 
>>> > >> > > >>>>> >>> different
>>> > >> > > >>>>> >>> multiple pv's that the engine generates on the analysis 
>>> > >> > > >>>>> >>> board and in
>>> > >> > > >>>>> >>> turn clicking it to use as the move on the main board, 
>>> > >> > > >>>>> >>> doesnt get
>>> > >> > > >>>>> >>> affected/overloaded in any way. Nor needed given that 
>>> > >> > > >>>>> >>> the idea was to
>>> > >> > > >>>>> >>> visualise the initial few moves in the engine's main pv 
>>> > >> > > >>>>> >>> (among
>>> > >> > > >>>>> >>> single/multipv).
>>> > >> > > >>>>> >>>
>>> > >> > > >>>>> >>> Also at a different level, not sure why, but I am not 
>>> > >> > > >>>>> >>> seeing the 1st
>>> > >> > > >>>>> >>> move each of the different multipv's generated by the 
>>> > >> > > >>>>> >>> analysis engine,
>>> > >> > > >>>>> >>> on the main board, after enabling show arrows in
>>> > >> > > >>>>> >>> Tools->AnalysisEngine.
>>> > >> > > >>>>> >>>
>>> > >> > > >>>>> >>> PS: I am refining my patch further like using shadow 
>>> > >> > > >>>>> >>> colors to make
>>> > >> > > >>>>> >>> the text more visible irrespective of underlying square 
>>> > >> > > >>>>> >>> or piece is
>>> > >> > > >>>>> >>> light or dark; look at using dict to allow showing move 
>>> > >> > > >>>>> >>> numbers of
>>> > >> > > >>>>> >>> multiple moves landing on same square; try ensure that 
>>> > >> > > >>>>> >>> move numbers
>>> > >> > > >>>>> >>> remain on screen, even when engine is in the middle of 
>>> > >> > > >>>>> >>> building up the
>>> > >> > > >>>>> >>> next deeper level pv (rather I had purposefully not 
>>> > >> > > >>>>> >>> looked at adding
>>> > >> > > >>>>> >>> support for that to act as a indication that what is 
>>> > >> > > >>>>> >>> being visualised
>>> > >> > > >>>>> >>> in not the latest one, but the previous one, bcas engine 
>>> > >> > > >>>>> >>> is still in
>>> > >> > > >>>>> >>> middle of building the current deeper pv; however when 
>>> > >> > > >>>>> >>> switching
>>> > >> > > >>>>> >>> between different engine tabs, it is not practical to 
>>> > >> > > >>>>> >>> try remember the
>>> > >> > > >>>>> >>> not shown move numbers). I may be done with these 
>>> > >> > > >>>>> >>> changes in a day or
>>> > >> > > >>>>> >>> two, depending on as and when I can steal time to work 
>>> > >> > > >>>>> >>> on this.
>>> > >> > > >>>>> >>>
>>> > >> > > >>>>> >>> On Tue, Dec 3, 2024 at 4:32 PM Steve A 
>>> > >> > > >>>>> >>> <stevena...@gmail.com> wrote:
>>> > >> > > >>>>> >>> >
>>> > >> > > >>>>> >>> > Hmmm - it's interesting , but pretty raw and not 
>>> > >> > > >>>>> >>> > something i'd use. But cheers.
>>> > >> > > >>>>> >>> >
>>> > >> > > >>>>> >>> > I thought for a second you were making a patch to draw 
>>> > >> > > >>>>> >>> > the engine arrows on the main board, which lots of 
>>> > >> > > >>>>> >>> > GUIs do already.
>>> > >> > > >>>>> >>> > This is also something i'm not too especially keen on 
>>> > >> > > >>>>> >>> > because we have arrows everywhere already! :) And it 
>>> > >> > > >>>>> >>> > presents lots of unresolved issues.
>>> > >> > > >>>>> >>> > .... But, since i *do* already have a quick patch that 
>>> > >> > > >>>>> >>> > does this, I thought to add it to svn (which i've done 
>>> > >> > > >>>>> >>> > just now, and also attached below).
>>> > >> > > >>>>> >>> > To see the arrows, you''ll have to select "Show 
>>> > >> > > >>>>> >>> > Arrows" in Tools->AnalysisEngines.
>>> > >> > > >>>>> >>> > Cheers, S.A.
>>> > >> > > >>>>> >>> >
>>> > >> > > >>>>> >>> > On Tue, Dec 3, 2024 at 7:22 AM C Hanish Menon 
>>> > >> > > >>>>> >>> > <hanish...@gmail.com> wrote:
>>> > >> > > >>>>> >>> >>
>>> > >> > > >>>>> >>> >> Hi Steve,
>>> > >> > > >>>>> >>> >>
>>> > >> > > >>>>> >>> >> I have tried adding support for simple visualising of 
>>> > >> > > >>>>> >>> >> the main pv
>>> > >> > > >>>>> >>> >> generated by uci engine on the analysis board. The 
>>> > >> > > >>>>> >>> >> user can control
>>> > >> > > >>>>> >>> >> how many moves ahead to show on the board, using a 
>>> > >> > > >>>>> >>> >> spinbox I have
>>> > >> > > >>>>> >>> >> added next to the show analysis board checkbox/button.
>>> > >> > > >>>>> >>> >>
>>> > >> > > >>>>> >>> >> I am attaching the patch with the email and a sample 
>>> > >> > > >>>>> >>> >> image of how it appears.
>>> > >> > > >>>>> >>> >>
>>> > >> > > >>>>> >>> >> NOTE: I have patched the scid file directly. I am not 
>>> > >> > > >>>>> >>> >> a tcl/tk
>>> > >> > > >>>>> >>> >> programmer, I have looked at the code in scid and 
>>> > >> > > >>>>> >>> >> tried to
>>> > >> > > >>>>> >>> >> structure/implement the patch to get the job done. 
>>> > >> > > >>>>> >>> >> There is a small
>>> > >> > > >>>>> >>> >> probability that I may not be doing things the tcltk 
>>> > >> > > >>>>> >>> >> way.
>>> > >> > > >>>>> >>> >>
>>> > >> > > >>>>> >>> >> On Sat, Nov 30, 2024 at 6:58 PM C Hanish Menon 
>>> > >> > > >>>>> >>> >> <hanish...@gmail.com> wrote:
>>> > >> > > >>>>> >>> >> >
>>> > >> > > >>>>> >>> >> > Hi Steve,
>>> > >> > > >>>>> >>> >> >
>>> > >> > > >>>>> >>> >> > Thanks for adapting and incorporating the patches.
>>> > >> > > >>>>> >>> >> >
>>> > >> > > >>>>> >>> >> > Regarding snap, I dont think I have currently set 
>>> > >> > > >>>>> >>> >> > %F, it's been a long
>>> > >> > > >>>>> >>> >> > time, I normally start from the command line. 
>>> > >> > > >>>>> >>> >> > However it is a good
>>> > >> > > >>>>> >>> >> > input, which can be useful for many, will update it.
>>> > >> > > >>>>> >>> >> >
>>> > >> > > >>>>> >>> >> > Previously in the snapcraft.yaml file, which I am 
>>> > >> > > >>>>> >>> >> > also bundling with
>>> > >> > > >>>>> >>> >> > snap, I was fetching the latest svn commit and 
>>> > >> > > >>>>> >>> >> > creating a snap of it,
>>> > >> > > >>>>> >>> >> > so that anyone attempting to create snap on their 
>>> > >> > > >>>>> >>> >> > own can get the
>>> > >> > > >>>>> >>> >> > latest svn commit based version. But with the new 
>>> > >> > > >>>>> >>> >> > version of snapcraft
>>> > >> > > >>>>> >>> >> > (used to create snap), they seem to have 
>>> > >> > > >>>>> >>> >> > removed/goofed up the svn
>>> > >> > > >>>>> >>> >> > fetch logic, so I am using the tar file of the 
>>> > >> > > >>>>> >>> >> > scidvspc release. Need
>>> > >> > > >>>>> >>> >> > to check, how to patch in svn fetching again wrt 
>>> > >> > > >>>>> >>> >> > snapcraft may be by
>>> > >> > > >>>>> >>> >> > overriding its default fetch flow, so that people 
>>> > >> > > >>>>> >>> >> > can create snap
>>> > >> > > >>>>> >>> >> > using the latest commit, if possible.
>>> > >> > > >>>>> >>> >> >
>>> > >> > > >>>>> >>> >> > Given that you would be familiar with sourceforge 
>>> > >> > > >>>>> >>> >> > and its svn, by any
>>> > >> > > >>>>> >>> >> > chance, do you know, if there is a standard url one 
>>> > >> > > >>>>> >>> >> > could try to fetch
>>> > >> > > >>>>> >>> >> > to get an archive / tar of the latest svn commit of 
>>> > >> > > >>>>> >>> >> > a project hosted
>>> > >> > > >>>>> >>> >> > on sourceforge svn.
>>> > >> > > >>>>> >>> >> >
>>> > >> > > >>>>> >>> >> > On Sat, Nov 30, 2024 at 3:13 AM Steve A 
>>> > >> > > >>>>> >>> >> > <stevena...@gmail.com> wrote:
>>> > >> > > >>>>> >>> >> > >
>>> > >> > > >>>>> >>> >> > > Thanks Hanish. I've adopted or tweaked all your 
>>> > >> > > >>>>> >>> >> > > changes and made a commit. (I've given the 
>>> > >> > > >>>>> >>> >> > > analysis boards identical coord setup to the main 
>>> > >> > > >>>>> >>> >> > > board, but making the font smaller).
>>> > >> > > >>>>> >>> >> > > https://sourceforge.net/p/scidvspc/code/3485/
>>> > >> > > >>>>> >>> >> > >
>>> > >> > > >>>>> >>> >> > > P.S. Thanks for creating the snap package. I 
>>> > >> > > >>>>> >>> >> > > think i recently had some correspondence about 
>>> > >> > > >>>>> >>> >> > > it. Do you include the %F arg (or similar) in 
>>> > >> > > >>>>> >>> >> > > your scidvspc.desktop file (ie "Exec=scid %F"). 
>>> > >> > > >>>>> >>> >> > > This allows opening desired files.
>>> > >> > > >>>>> >>> >> > >
>>> > >> > > >>>>> >>> >> > > Regards Steven.
>>> > >> > > >>>>> >>> >> > >
>>> > >> > > >>>>> >>> >> > > On Sat, Nov 30, 2024 at 2:12 AM C Hanish Menon 
>>> > >> > > >>>>> >>> >> > > <hanish...@gmail.com> wrote:
>>> > >> > > >>>>> >>> >> > >>
>>> > >> > > >>>>> >>> >> > >> Hi,
>>> > >> > > >>>>> >>> >> > >>
>>> > >> > > >>>>> >>> >> > >> I follow and explore chess very very 
>>> > >> > > >>>>> >>> >> > >> infrequently, like once in a few
>>> > >> > > >>>>> >>> >> > >> years, usually when maybe a chess championship 
>>> > >> > > >>>>> >>> >> > >> is going on or hear
>>> > >> > > >>>>> >>> >> > >> something about a new chess engine or I am 
>>> > >> > > >>>>> >>> >> > >> experimenting something or
>>> > >> > > >>>>> >>> >> > >> so.
>>> > >> > > >>>>> >>> >> > >>
>>> > >> > > >>>>> >>> >> > >> So also I am not good at visualizing text chess 
>>> > >> > > >>>>> >>> >> > >> move lines/variations
>>> > >> > > >>>>> >>> >> > >> without having visual hint like coordinates on a 
>>> > >> > > >>>>> >>> >> > >> chess board.
>>> > >> > > >>>>> >>> >> > >>
>>> > >> > > >>>>> >>> >> > >> Given that currently ScidVsPC doesnt have an 
>>> > >> > > >>>>> >>> >> > >> option for the same wrt
>>> > >> > > >>>>> >>> >> > >> analysis board, have created this patch (03- 
>>> > >> > > >>>>> >>> >> > >> patch file name) to
>>> > >> > > >>>>> >>> >> > >> enable the same. If the user enables coordinates 
>>> > >> > > >>>>> >>> >> > >> on all sides wrt the
>>> > >> > > >>>>> >>> >> > >> main board (ie boardCoords value 2), then this 
>>> > >> > > >>>>> >>> >> > >> logic will enable
>>> > >> > > >>>>> >>> >> > >> coordinates on the analysis board.
>>> > >> > > >>>>> >>> >> > >>
>>> > >> > > >>>>> >>> >> > >> Inturn when working on this, noticed that the 
>>> > >> > > >>>>> >>> >> > >> board::flip logic wasn't
>>> > >> > > >>>>> >>> >> > >> setting the vertical (1-8) coordinate values 
>>> > >> > > >>>>> >>> >> > >> correctly for the
>>> > >> > > >>>>> >>> >> > >> analysis board always, it seemed to have a race 
>>> > >> > > >>>>> >>> >> > >> based on when the
>>> > >> > > >>>>> >>> >> > >> board gets enabled and when the user toggles 
>>> > >> > > >>>>> >>> >> > >> board coords. So have
>>> > >> > > >>>>> >>> >> > >> created a additional patch (04- patch file name) 
>>> > >> > > >>>>> >>> >> > >> which sets the labels
>>> > >> > > >>>>> >>> >> > >> based purely on flip variable. NOTE: Not able to 
>>> > >> > > >>>>> >>> >> > >> reproduce this
>>> > >> > > >>>>> >>> >> > >> currently, dont remember the sequence of 
>>> > >> > > >>>>> >>> >> > >> enabling different options
>>> > >> > > >>>>> >>> >> > >> and boards, but did notice it few times 
>>> > >> > > >>>>> >>> >> > >> initially, when I was working
>>> > >> > > >>>>> >>> >> > >> with only 03- patch file. Also this 04- patch 
>>> > >> > > >>>>> >>> >> > >> file makes the logic
>>> > >> > > >>>>> >>> >> > >> directly depend on flip variable rather than any 
>>> > >> > > >>>>> >>> >> > >> value that may be
>>> > >> > > >>>>> >>> >> > >> already there wrt the labels. So feel this may 
>>> > >> > > >>>>> >>> >> > >> be a better logic.
>>> > >> > > >>>>> >>> >> > >>
>>> > >> > > >>>>> >>> >> > >>
>>> > >> > > >>>>> >>> >> > >> NOTE: I had created & inturn maintain 
>>> > >> > > >>>>> >>> >> > >> scidvspc-hkvc snap package, to
>>> > >> > > >>>>> >>> >> > >> run scidvspc on linux distros with snap package 
>>> > >> > > >>>>> >>> >> > >> system support, which
>>> > >> > > >>>>> >>> >> > >> again I update once in a bluemoon. These patches 
>>> > >> > > >>>>> >>> >> > >> are included in the
>>> > >> > > >>>>> >>> >> > >> version which I have released there. I have 
>>> > >> > > >>>>> >>> >> > >> added the suffix -hkvc to
>>> > >> > > >>>>> >>> >> > >> ensure that in future if the scidvspc team wants 
>>> > >> > > >>>>> >>> >> > >> to release their own
>>> > >> > > >>>>> >>> >> > >> snap package, there is no confusion. These 
>>> > >> > > >>>>> >>> >> > >> patches can be
>>> > >> > > >>>>> >>> >> > >> tested/verified by running the scidvspc-hkvc 
>>> > >> > > >>>>> >>> >> > >> snap package, if needed.
>>> > >> > > >>>>> >>> >> > >>
>>> > >> > > >>>>> >>> >> > >> --
>>> > >> > > >>>>> >>> >> > >> Keep ;-)
>>> > >> > > >>>>> >>> >> > >> HanishKVC
>>> > >> > > >>>>> >>> >> > >> _______________________________________________
>>> > >> > > >>>>> >>> >> > >> Scidvspc-users mailing list
>>> > >> > > >>>>> >>> >> > >> Scidvspc-users@lists.sourceforge.net
>>> > >> > > >>>>> >>> >> > >> https://lists.sourceforge.net/lists/listinfo/scidvspc-users
>>> > >> > > >>>>> >>> >> >
>>> > >> > > >>>>> >>> >> >
>>> > >> > > >>>>> >>> >> >
>>> > >> > > >>>>> >>> >> > --
>>> > >> > > >>>>> >>> >> > Keep ;-)
>>> > >> > > >>>>> >>> >> > HanishKVC
>>> > >> > > >>>>> >>> >>
>>> > >> > > >>>>> >>> >>
>>> > >> > > >>>>> >>> >>
>>> > >> > > >>>>> >>> >> --
>>> > >> > > >>>>> >>> >> Keep ;-)
>>> > >> > > >>>>> >>> >> HanishKVC
>>> > >> > > >>>>> >>>
>>> > >> > > >>>>> >>>
>>> > >> > > >>>>> >>>
>>> > >> > > >>>>> >>> --
>>> > >> > > >>>>> >>> Keep ;-)
>>> > >> > > >>>>> >>> HanishKVC
>>> > >> > > >>>>>
>>> > >> > > >>>>>
>>> > >> > > >>>>>
>>> > >> > > >>>>> --
>>> > >> > > >>>>> Keep ;-)
>>> > >> > > >>>>> HanishKVC
>>> > >> > >
>>> > >> > >
>>> > >> > >
>>> > >> > > --
>>> > >> > > Keep ;-)
>>> > >> > > HanishKVC
>>> > >> >
>>> > >> >
>>> > >> >
>>> > >> > --
>>> > >> > Keep ;-)
>>> > >> > HanishKVC
>>> > >>
>>> > >>
>>> > >>
>>> > >> --
>>> > >> Keep ;-)
>>> > >> HanishKVC
>>> >
>>> >
>>> >
>>> > --
>>> > Keep ;-)
>>> > HanishKVC
>>>
>>>
>>>
>>> --
>>> Keep ;-)
>>> HanishKVC



-- 
Keep ;-)
HanishKVC


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