Hi Steve,

After looking at git-svn related info online, I have used svnsync to
duplicate the remote repo locally. Not sure of how the syncing will
work in future, when I have made local changes in this local repo,
either way that is for another day.

On Fri, Dec 6, 2024 at 2:18 PM C Hanish Menon <hanish...@gmail.com> wrote:
>
> 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



-- 
Keep ;-)
HanishKVC


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