[palapeli] [Bug 466360] it does not load a jpg file
https://bugs.kde.org/show_bug.cgi?id=466360 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #8 from Ian Wadham --- (In reply to Albert Astals Cid from comment #4) > Works fine for me. > > Can you attach a screenshot of the error you get? @aacid - The error Albert Debney gets is "Puzzle cannot be created: The file you selected is not an image." and he asserts that it is a regular JPG file. The lines of code from 103 to 130 in file palapeli/src/creator/puzzlecreator.cpp are essentially unchanged since KDE4 days, except for the message types changing from Sorry to Error. They involve the use of quite a bit of heavy KDE machinery and do not provide messages for every possible failure. Could it be that the other Albert's installed versions of Linux and KF/Qt simply fail to find or retrieve the file and then conclude that it is "not an image" file? -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 464481] Cannot download new themes - must do manual install
https://bugs.kde.org/show_bug.cgi?id=464481 --- Comment #5 from Ian Wadham --- I seem to remember that the card decks reside in a library. KPat is not the only card game… See https://invent.kde.org/games/libkdegames/-/blob/master/src/carddecks/README > On 19 Jan 2023, at 10:44 pm, Ron Nascimento wrote: > > https://bugs.kde.org/show_bug.cgi?id=464481 > > --- Comment #4 from Ron Nascimento --- > Looking at source code: > > 1. https://invent.kde.org/games/kpat/-/blob/master/src/renderer.cpp#L67 - > shows > where it looks for themes > 2. > https://invent.kde.org/games/kpat/-/blob/master/src/libkcardgame/kcardtheme.cpp#L58 > - appears to be looking in `~/.local/share/carddecks` but need to read > further... > > -- > You are receiving this mail because: > You are on the CC list for the bug. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 384546] Generated killer sudoku puzzle with multiple valid solutions (ksudoku 1.3)
https://bugs.kde.org/show_bug.cgi?id=384546 --- Comment #6 from Ian Wadham --- Not at all, Steve. No worries. I enjoyed the challenge! I was also a little worried that I might have left a time-limit in the algorithm that checks that the solution is unique. It runs until all possibilities are exhausted, which could take some time at Unlimited difficulty-level on the machines of 10 years ago. I keyed in your puzzle and KSudoku duly reported a unique solution. So all is OK. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 384546] Generated killer sudoku puzzle with multiple valid solutions (ksudoku 1.3)
https://bugs.kde.org/show_bug.cgi?id=384546 Ian Wadham changed: What|Removed |Added Status|REPORTED|RESOLVED Resolution|--- |NOT A BUG --- Comment #4 from Ian Wadham --- @Steve: I am the author of the puzzle generators and solvers in KSudoku. My congratulations to you on reaching Unlimited level in Killer KSudoku, but I am sorry, this is not a bug: the puzzle you show in your screenshot does indeed have a unique solution. The Notes you show are correct for normal constraints on rows, columns and 3x3 boxes and they can make cages add up correctly, BUT you have missed one further constraint, which applies to Killer KSudoku cages but not Mathdoku cages. All the digits in a Killer cage must be unique. In the cage with total 23 at top center, there is already a 1, so you cannot have a 1 in the bottom-right cell of that cage. It must be a 2. That forces the cell to its left to be a 7 and then the cage with total 18 must have unique contents. There is only one place its 7 can go. Thanks for the interesting case! -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 384546] Generated killer sudoku puzzle with multiple valid solutions (ksudoku 1.3)
https://bugs.kde.org/show_bug.cgi?id=384546 --- Comment #3 from Ian Wadham --- (In reply to Steve Soule from comment #2) > Your demand that I reproduce the bug is not reasonable, since that would > require a random number generator to produce precisely the same values as it > did before. @Steve: Not quite true. You can re-enter the cages and the initial clues, using the Enter In A Puzzle and Check buttons on the main-menu screen. A message comes up to tell you how to do that - see also the KSudoku Handbook. https://docs.kde.org/trunk5/en/ksudoku/ksudoku/interface.html#welcome-screen -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 447570] no solution but have a solution
https://bugs.kde.org/show_bug.cgi?id=447570 --- Comment #4 from Ian Wadham --- Albert is right. The numbers shown are not a valid solution to a Jigsaw type of puzzle. But I think you might also be misunderstanding something about how to play KSudoku. In your first screenshot you seem to have used the Check action. This is not for checking that you have solved a puzzle. The computer does that automatically while you are playing. When you select a type of puzzle in KSudoku, you can use the buttons near the bottom of the screen EITHER to get the computer to generate a puzzle and then you try to solve it OR you can enter the clues for a puzzle that comes from somewhere else, such as a book or a newspaper. The Check action is used for the computer to check that what you have entered is a valid puzzle and has a unique solution. If the Check fails, it is often because you made an error when entering the data. Most of the time, we get the computer to generate a puzzle and show you some clues, which are colored differently to the empty squares and cannot be changed. You then try to work out what to put in the empty squares. When you generate a puzzle, you can also choose the level of difficulty and the symmetry of the pattern of clues you will get. -- You are receiving this mail because: You are watching all bug changes.
[kjumpingcube] [Bug 345515] Color saturity should change based on cube saturity
https://bugs.kde.org/show_bug.cgi?id=345515 Ian Wadham changed: What|Removed |Added Status|CONFIRMED |RESOLVED Resolution|--- |NOT A BUG Severity|normal |wishlist --- Comment #5 from Ian Wadham --- This was a wishlist request, but never implemented. -- You are receiving this mail because: You are watching all bug changes.
[kjumpingcube] [Bug 322228] Hint button stays active at end of game
https://bugs.kde.org/show_bug.cgi?id=38 Ian Wadham changed: What|Removed |Added Status|ASSIGNED|RESOLVED Resolution|--- |FIXED --- Comment #3 from Ian Wadham --- No longer a problem. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 296474] Palapeli uses large amounts of memory
https://bugs.kde.org/show_bug.cgi?id=296474 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com Status|CONFIRMED |RESOLVED Resolution|--- |FIXED --- Comment #3 from Ian Wadham --- No longer a problem AFAIK, but PC memories are bigger nowadays. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 294238] Drag / selection inconsistency
https://bugs.kde.org/show_bug.cgi?id=294238 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com Resolution|--- |FIXED Status|CONFIRMED |RESOLVED --- Comment #2 from Ian Wadham --- Seems to have been fixed. No longer a problem. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 211850] no slicer plugins are found, and "create new puzzle" dialog is useless
https://bugs.kde.org/show_bug.cgi?id=211850 Ian Wadham changed: What|Removed |Added Status|CONFIRMED |RESOLVED Resolution|--- |FIXED CC||iandw...@gmail.com --- Comment #5 from Ian Wadham --- I reckon the author must have fixed this. It is no longer a problem. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 256935] palapeli hangs for several seconds when dropping a piece into the puzzle
https://bugs.kde.org/show_bug.cgi?id=256935 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com Resolution|--- |FIXED Status|CONFIRMED |RESOLVED --- Comment #4 from Ian Wadham --- Not a problem now. The original author and I have both made speed improvements to Palapeli in the intervening years. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 252855] Palapeli filled up /tmp area on disk
https://bugs.kde.org/show_bug.cgi?id=252855 Ian Wadham changed: What|Removed |Added Status|ASSIGNED|RESOLVED Resolution|--- |FIXED --- Comment #3 from Ian Wadham --- Was fixed by the original author, but bug status was not updated back then. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 333336] Rubber lines during mouse selection invisible or erroneously re/drawn
https://bugs.kde.org/show_bug.cgi?id=36 Ian Wadham changed: What|Removed |Added Status|ASSIGNED|RESOLVED Resolution|--- |FIXED --- Comment #4 from Ian Wadham --- Rubber-banding works OK now on Apple OSX. I think this was fixed in a patch to the MacPorts builds, currently based on Qt4 and KDE4 libraries. Again it has no relevance to current releases of KDE Community software. -- You are receiving this mail because: You are watching all bug changes.
[kbounce] [Bug 333429] Black on black messages in Apple OS X make KBounce unplayable
https://bugs.kde.org/show_bug.cgi?id=333429 Ian Wadham changed: What|Removed |Added Resolution|--- |FIXED Status|CONFIRMED |RESOLVED --- Comment #15 from Ian Wadham --- Semi-transparent messages in KBounce work OK on Apple OSX now. I think we fixed this bug by a patch in the MacPorts builds of KDE apps and libraries some years ago. Those builds are still using KDE4 and Qt4, so the patch is irrelevant in KF5 and Qt5 and more recent releases of KBounce and other affected applications. We never did get Frameworks, Qt5 and KDE Applications playing nicely together on Apple OSX BTW, which is a real pity. So this bug does not apply to the latest releases of KDE Community software. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 432909] Moving pieces generates hard drive activity
https://bugs.kde.org/show_bug.cgi?id=432909 --- Comment #7 from Ian Wadham --- So you are a hardware geek. Fine. I respect that. C++ is only the first of several hurdles to conquer before you could make a change to Palapeli. Software development has become a lot more formal and controlled since the old days of PEEK and POKE and is based on vast amounts of shared software. It sounds as though you have an SSD and an external rotating hard drive and you have your personal (login) files on the external drive. KDE Games and other apps (including Palapeli) save user files in a special directory in your login area. You might be able to work around your problem by moving that directory to your SSD and using a link or shortcut. Please email me privately if you wish to find out more, because Bugzilla is a bug-reporting database, not a forum. I am 82 years old and fading fast, so am no longer developing or maintaining software. I work on an Apple MacBook Pro, so no flashing lights. On my previous MacBook I did months of development work on Palapeli for handling large puzzles (300-10,000 pieces). The graphics processor died but not the rotating hard drive... ;-) On my current machine I ran a check and O/S processes generate much more disk activity than Palapeli. Who knows why... but I don't really care any more. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 432909] Moving pieces generates hard drive activity
https://bugs.kde.org/show_bug.cgi?id=432909 --- Comment #5 from Ian Wadham --- Lee, if you are as experienced as you say you are, I am surprised that you did not check up on a few things before going off at half-cock. Firstly, Palapeli is part of the KDE Community software, which is all free and Open Source, so nobody is asking for your money. Should you enjoy any other KDE Community software, it is possible to contribute in a general way, to support general activities of its world-wide membership, such as conferences and travel. Secondly, I have had a look at the source code and I was wrong when I said the rate of saving of Palapeli games is every two seconds. It is actually twice per second! I must say I cannot observe that because it has been some years since I had a "hard disk" that rotates and even longer since I had one with a flashing light. My main disk is a solid-state drive. Thirdly, Albert is not an author or maintainer of Palapeli, but he is a very experienced software engineer in a pan-European software company, as well as being moderator of KDE Games and a KDE Release Manager. So it is disrespectful and uninformed of you to call him half-arsed and a producer of shit. Fourthly, it is a mistake to presume anybody's age or experience on the Internet when you cannot see them or meet them. You might be old enough to have been programming before Albert was born --- you would have to be at least sixty. However, you would have had to be an exact contemporary of Alan Turing to have started programming before I did. That would make you over 100 years old now. I also resent your implication that I, along with Albert, am half-arsed and a writer of shit. I am proud of my programming work over the last 57 years and have had more than one world-class achievement to my credit. Despite that, I am not the author of the few lines of code (out of thousands in Palapeli) that give you offence. In fact I have many times been grateful that they exist and have saved me losing hours of work on a large puzzle with hundreds of pieces. It would NOT be difficult to make the save-interval a configuration item (in seconds, with a default of about 5 seconds and 0 meaning "no saves until Palapeli quits normally"), but I have retired from KDE work and am no longer in a position to make that change. Perhaps you yourself would like to have a go at making the change, if you feel that strongly about the matter. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 432909] Moving pieces generates hard drive activity
https://bugs.kde.org/show_bug.cgi?id=432909 Ian Wadham changed: What|Removed |Added Resolution|--- |INTENTIONAL Status|REPORTED|RESOLVED -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 432909] Moving pieces generates hard drive activity
https://bugs.kde.org/show_bug.cgi?id=432909 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #1 from Ian Wadham --- Palapeli regularly saves the state of the puzzle to the hard drive (every 2 seconds IIRC). This means you do not lose all your work if there is a crash or a power failure. Could this be what keeps your HD ticking over? Of course Palapeli uses RAM to hold the pieces, images and positions! They are (non-persistent) objects in C++ code. -- You are receiving this mail because: You are watching all bug changes.
[kmahjongg] [Bug 432063] GUI suggestion to improve readability of tiles
https://bugs.kde.org/show_bug.cgi?id=432063 Ian Wadham changed: What|Removed |Added Status|REPORTED|RESOLVED Resolution|--- |WORKSFORME --- Comment #3 from Ian Wadham --- No worries. -- You are receiving this mail because: You are watching all bug changes.
[kmahjongg] [Bug 432063] GUI suggestion to improve readability of tiles
https://bugs.kde.org/show_bug.cgi?id=432063 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #1 from Ian Wadham --- Have you tried View->Rotate View Clockwise or View->Rotate View Counterclockwise? The shortcut keys for these on a US keyboard are G and F, so you can quickly shift your point of view from one corner of the board to another. Alternatively, if you select purely-pictorial tiles from Settings/Preferences (e.g. Ancient Egyptians), as opposed to sets based on Chinese characters, the problem (for a Westerner) hardly exists. Or you could learn to recognize Chinese numerals and other Chinese characters used in KMahjongg's sets of pieces. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 312267] Crash of Palapeli at the end of the puzzle's reconstitution
https://bugs.kde.org/show_bug.cgi?id=312267 --- Comment #9 from Ian Wadham --- It has been some time since I wrote comment 5, https://bugs.kde.org/show_bug.cgi?id=312267#c5, but I have not been able to reproduce this bug nor have I been able to diagnose it by reading the code. This bug and its duplicates appear to be due to a race condition between mouse events involved in drag-and-drop and a QAnimation invoked when it is decided that pieces that fit have been dragged close enough together to be merged. During the merge, the objects (type Piece) representing pieces to merge are deleted and a new Piece object is created. If the race condition occurs, a deleted Piece can be referenced while processing a mouse event or while making an animation move --- as seen in the crash reports. These crashes used to be quite common and I used to experience them myself when playing Palapeli. However, Palapeli saves its state every two seconds, so a "hot" recovery from the crashes was always available. That said, I have not experienced such a crash for several years nor have I seen one reported recently. Therefore I can only conclude that the crashes have "gone away" due to some change in Qt, such as delaying the timing of QObject::deleteLater(). So, indeed yes, please change the status of this bug and all related bugs to RESOLVED > WORKSFORME. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 425172] Killer Sudoko with two valid solutions
https://bugs.kde.org/show_bug.cgi?id=425172 --- Comment #2 from Ian Wadham --- *** Bug 425155 has been marked as a duplicate of this bug. *** -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 425155] Game has multiple solutions
https://bugs.kde.org/show_bug.cgi?id=425155 Ian Wadham changed: What|Removed |Added Status|REPORTED|RESOLVED Resolution|--- |DUPLICATE --- Comment #1 from Ian Wadham --- *** This bug has been marked as a duplicate of bug 425172 *** -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 425172] Killer Sudoko with two valid solutions
https://bugs.kde.org/show_bug.cgi?id=425172 Ian Wadham changed: What|Removed |Added Status|REPORTED|RESOLVED Resolution|--- |NOT A BUG --- Comment #1 from Ian Wadham --- In Tiny Killer (4x4) and Killer Sudoku (9x9) the 2x2 and 3x3 blocks in the grid each have to contain each digit exactly once, just as in Standard or Classic 4x4 and 9x9 Sudoku. In your attachment, the bottom-left 3x3 block has only one place where a 7 can go. The rest of the unique solution follows from that. See also https://bugs.kde.org/show_bug.cgi?id=421713#c1 and https://bugs.kde.org/show_bug.cgi?id=421713#c4 for a fuller explanation. Also the latest version of the KSudoku Handbook is due to be released this month. It has been updated to explain the finer points of all the variants available in KSudoku. Also you can see the raw source (docbook XML) at https://invent.kde.org/games/ksudoku/-/blob/master/doc/index.docbook. Lines 216 to 333 cover the variant KSudoku games. -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 290647] Forty & Eight solver falsely reports "Game cannot be won"
https://bugs.kde.org/show_bug.cgi?id=290647 --- Comment #16 from Ian Wadham --- Created attachment 130721 --> https://bugs.kde.org/attachment.cgi?id=130721=edit Image of winnability of the saved game - att. 130719 This is an image of the same game as in image 130720, but about 20 moves later, after the 5 of Diamonds on the right has been played. The game is now designated as solvable, contradicting what the Solver said before. -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 290647] Forty & Eight solver falsely reports "Game cannot be won"
https://bugs.kde.org/show_bug.cgi?id=290647 --- Comment #15 from Ian Wadham --- Created attachment 130720 --> https://bugs.kde.org/attachment.cgi?id=130720=edit Image of cards in the saved game - att. 130719 In this image, the 4 of Diamonds has just been played to a Foundation pile. There are now two 5s of Diamonds that can be played next, but the Solver and Autodrop always choose the one on the left (as shown in the highlighting of the Hint). This leads to a "no win" situation. If the 5 of Diamonds on the right is played, winnability becomes undetermined, but about 20 moves later the Solver finds that the game is winnable. -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 290647] Forty & Eight solver falsely reports "Game cannot be won"
https://bugs.kde.org/show_bug.cgi?id=290647 --- Comment #14 from Ian Wadham --- Created attachment 130719 --> https://bugs.kde.org/attachment.cgi?id=130719=edit False report of "Game cannot be won" Saved KPatience game - can be used as a test case for this bug (290647). -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 424857] play sound when game is no longer winnable
https://bugs.kde.org/show_bug.cgi?id=424857 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #6 from Ian Wadham --- Closer to home, several KDE Games have “losing” or “danger” sounds of one kind or another. Maybe you could use one of those. Not sure how to implement it though — clone a file, have an elaborate CMake line to find it or set up a "sound library" in libkdegames. -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 290647] Forty & Eight solver falsely reports "Game cannot be won"
https://bugs.kde.org/show_bug.cgi?id=290647 Ian Wadham changed: What|Removed |Added Status|CONFIRMED |ASSIGNED Assignee|co...@kde.org |iandw...@gmail.com -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 290647] Forty & Eight solver falsely reports "Game cannot be won"
https://bugs.kde.org/show_bug.cgi?id=290647 --- Comment #13 from Ian Wadham --- I know how to fix this problem --- patches are being prepared. Actually there are two problems. The first is where the Forty & Eight solver fails to report both cards as possible moves when there are two cards of the same suit and rank that can "go out" onto a Foundation pile. The second is that, even if both cards are reported to the generic solver and Hint action, Autodrop plays the first one in the list onto the Foundation, thus making the second card unplayable. That card might be a winner and the first card might be a loser or either card might at least be a better or preferred move, which would improve your chances of winning. -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 374440] Winnable Forty & Eight reported no longer winnable.
https://bugs.kde.org/show_bug.cgi?id=374440 Ian Wadham changed: What|Removed |Added Resolution|--- |DUPLICATE CC||iandw...@gmail.com Status|REPORTED|RESOLVED --- Comment #1 from Ian Wadham --- *** This bug has been marked as a duplicate of bug 290647 *** -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 290647] Forty & Eight solver falsely reports "Game cannot be won"
https://bugs.kde.org/show_bug.cgi?id=290647 Ian Wadham changed: What|Removed |Added CC||saur...@gmail.com --- Comment #12 from Ian Wadham --- *** Bug 374440 has been marked as a duplicate of this bug. *** -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 290647] Forty & Eight solver falsely reports "Game cannot be won"
https://bugs.kde.org/show_bug.cgi?id=290647 Ian Wadham changed: What|Removed |Added CC||ckju...@gmail.com --- Comment #11 from Ian Wadham --- *** Bug 351989 has been marked as a duplicate of this bug. *** -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 351989] Kpatience Solver (Forty & Eight) reports game is no longer winnable when it is actually winnable.
https://bugs.kde.org/show_bug.cgi?id=351989 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com Status|REPORTED|RESOLVED Resolution|--- |DUPLICATE --- Comment #1 from Ian Wadham --- *** This bug has been marked as a duplicate of bug 290647 *** -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 302140] Forty & Eight solver makes an illegal move.
https://bugs.kde.org/show_bug.cgi?id=302140 --- Comment #6 from Ian Wadham --- There are further comments and attachments about this bug at https://bugs.kde.org/show_bug.cgi?id=290647#c5 and subsequent comments. Unfortunately we did not realize that this "illegal moves" bug is a separate bug to bug 290647 - Forty & Eight solver falsely reports "Game cannot be won". -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 302140] Forty & Eight solver makes an illegal move.
https://bugs.kde.org/show_bug.cgi?id=302140 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com Assignee|co...@kde.org |iandw...@gmail.com --- Comment #5 from Ian Wadham --- I know how to fix this problem --- patch being prepared. -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 335303] Forty & eight solver displays incorrect info if game is solved before re-deal
https://bugs.kde.org/show_bug.cgi?id=335303 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #6 from Ian Wadham --- Created attachment 130017 --> https://bugs.kde.org/attachment.cgi?id=130017=edit An image of the almost-solved game. Added an image of the game. It could be completed automatically by autodrop, yet the solver says it cannot be won. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 421713] I played the tiny killer and I found that the game has ambiguities
https://bugs.kde.org/show_bug.cgi?id=421713 --- Comment #9 from Ian Wadham --- Thank you very much for stepping up, Yuri. I will try to find some time tomorrow (Friday) to write some paragraphs and send them to you by direct email. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 421713] I played the tiny killer and I found that the game has ambiguities
https://bugs.kde.org/show_bug.cgi?id=421713 --- Comment #6 from Ian Wadham --- *** Bug 421753 has been marked as a duplicate of this bug. *** -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 421753] This has a situation where there is ambiguity to continue
https://bugs.kde.org/show_bug.cgi?id=421753 Ian Wadham changed: What|Removed |Added Status|REPORTED|RESOLVED Resolution|--- |DUPLICATE --- Comment #1 from Ian Wadham --- *** This bug has been marked as a duplicate of bug 421713 *** -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 421713] I played the tiny killer and I found that the game has ambiguities
https://bugs.kde.org/show_bug.cgi?id=421713 --- Comment #5 from Ian Wadham --- Hmmm... I see that the KSudoku Handbook is badly in need of an update to document the puzzle types I added and explain the rules of the Killer and Mathdoku types. Sadly, I no longer have access to the KSudoku repository. Any volunteers to update the Handbook?... -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 421713] I played the tiny killer and I found that the game has ambiguities
https://bugs.kde.org/show_bug.cgi?id=421713 --- Comment #4 from Ian Wadham --- In the attachment I added, line 2 as 1243 is invalid because it has two 2's in the top left 2x2 grid and two 4's in the top right 2x2 grid, whereas 1423 in line 2 leaves one occurrence of the four possible digits in each grid. A similar requirement applies to line 4, in which 3241 is the correct and only solution. This rule is the same as in the Classic Sudoku 4x4 puzzle. My apologies if the 2x2 grids are not shown clearly, but I inherited the existing graphics when I implemented the Killer Sudoku and Tiny Killer puzzle types and their generator. in the Mathdoku (or Kenken TM) puzzles, there are no internal NxN grids and the cages can contain the same digit more than once. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 421713] I played the tiny killer and I found that the game has ambiguities
https://bugs.kde.org/show_bug.cgi?id=421713 --- Comment #3 from Ian Wadham --- Created attachment 128605 --> https://bugs.kde.org/attachment.cgi?id=128605=edit Invalid moves in Tiny Killer puzzle -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 421713] I played the tiny killer and I found that the game has ambiguities
https://bugs.kde.org/show_bug.cgi?id=421713 Ian Wadham changed: What|Removed |Added Status|REPORTED|RESOLVED Resolution|--- |NOT A BUG --- Comment #1 from Ian Wadham --- I cannot see an ambiguity here. In the second row there has to be a 4 to make the sum of the cage to 7 and the rest follows. Alternatively, in Killer and Tiny Killer Sudokus the 3x3 or 2x2 squares of cells have to contain each digit exactly once, as do thr rows and columns, so the top-left 2x2 square has to contain a 4 and the bottom row has to contain 3 2 4 1 in that order. The rules of a Tiny Killer are the same as for a Classic 4x4 Sudoku, but in addition each cage must add up to the total shown in its top-left corner. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 411940] Menu Bar shows "No Text"
https://bugs.kde.org/show_bug.cgi?id=411940 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #8 from Ian Wadham --- (In reply to athomeone05 from comment #5) > "Please use a distribution with recent software versions." > > Sorry, I don't know what that means. I am using Linux Mint 18.3 'Sylvia'. > The only software version of Palapeli that I can see is version 2.0. I wrote the last significant feature changes to the Palapeli app in 2014-5, using KDE 4 libraries. It has since been ported by other programmers to use Frameworks (KF5) libraries. The libraries provide the menu bar contents in either case. > > I wonder if anyone is interested in suggestions for this program. If so, > please see: > > http://lenagames.com/bigjig.htm I wish I had known about that app when I was writing the "large puzzle" extensions for Palapeli...:-( Also, using the mouse wheel to rotate pieces is a great idea. As you know, Palapeli only shuffles the positions of pieces, not the orientation. > In this game, it is much easier to move pieces from window to window. Also, > it is easier to change the background. And there is no reason to highlight > chosen pieces. > > If there is a version of Palapeli newer than 2.0, please explain how I can > obtain it. I guess there is not, except the change to make your puzzle-library's display 2-dimensional --- otherwise only the mods required to add language translations and remain compatible with newer versions of KDE and Qt libraries whenever they are released. > If all of this seems to be a waste of your time, please excuse me and don't > bother to reply. I will be happy playing the game as it is. As am I :-) ... using very old KDE 4 libraries on Apple OS X and Macports. -- You are receiving this mail because: You are watching all bug changes.
[kmahjongg] [Bug 358496] KMahjongg with "explosion" board layout contains unresponsive tiles with vertical edge exposed
https://bugs.kde.org/show_bug.cgi?id=358496 --- Comment #3 from Ian Wadham --- Or one could make it fail more gracefully, with popup "sorry" KMessageBox's for each failure path and an invitation to try again... rather than showing just a blank screen and an inconspicuous status bar message or allowing an invalid puzzle to be entered. @Christian, re your alternatives 1) and 2): 1) should be quite doable, but 2) could be difficult. I have no ideas on that. -- You are receiving this mail because: You are watching all bug changes.
[kdiamond] [Bug 405029] Can't set "Classic" theme.
https://bugs.kde.org/show_bug.cgi?id=405029 --- Comment #17 from Ian Wadham --- Abert and Luigi, supporting themes and hot new stuff is fine, but "build it and they will come" depends on there being known and easy roads to it. Please be assured that there is nothing silly or even simple about producing a new theme or graphics for a KDE Game. The undertaking has a few pre-requisites: 1. Artistic ability, 2. Knowledge and proficiency in how to draw for SVG, e.g. with Inkscape, 3. An understanding and enjoyment of the target game, 4. A knowledge of how the graphic elements are used in the code. The last people who had all these pre-requisites for all KDE Games were Eugene Trounev, Luciano Montanaro and Mauricio Piacentini - and they departed KDE Games several years ago, never to be replaced. I think someone who has pre-requisites 1 and 2 can do a good job on a card deck, for example, because the graphics have a simple underlying schema - a list of 54 standardised names for the cards and a fairly simple .desktop file. These can be discovered by opening existing card deck files in Inkscape and text editor. So there are quite a few card decks in the KDE Store. The same should be true of KDiamonds, but I think it fails pre-requisite 3 - the game does not grab artists' attention. At any rate, nobody has produced a new theme for KDiamonds for about 10 years, so why waste time supporting the code for KDiamonds new stuff? Games like KGoldrunner and KSudoku have somewhat complicated graphics schemas, which may scare artists away. It tended to scare them when KDE 4 games were first being developed, but there was a high degree of co-operation between program authors and artists at that time, which helped overcome difficulties. Nothing like that these days I am sad to say. So horses for courses, I say. Keep support in the Store for those games where there are interested contributors, but wind it back for other games. I hope this helps put things in perspective. BTW I have become an artist in the last three years, but I would fail the Inkscape "exam". I prefer real-life brushes, paint and canvas. -- You are receiving this mail because: You are watching all bug changes.
[kdiamond] [Bug 405029] Can't set "Classic" theme.
https://bugs.kde.org/show_bug.cgi?id=405029 --- Comment #13 from Ian Wadham --- I'd suggest you remove newstuff support and transfer the files for the Classic theme into the released theme-files for KDiamond. The Classic theme is from KDE 3 days after all and is not "new stuff" at all. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 405422] ksudoku live-git (commit 09814312d) small-game generation fails with "Unable to generate a puzzle of the chosen variant"
https://bugs.kde.org/show_bug.cgi?id=405422 Ian Wadham changed: What|Removed |Added Resolution|--- |WORKSFORME Severity|major |normal Status|REPORTED|RESOLVED Priority|VHI |NOR --- Comment #5 from Ian Wadham --- Thanks very much, Albert, for taking the time to check up on this. It looks as if the ball is back in your court, Duncan. Maybe something has gone wrong with your build and compile of KDE software. Looks like you have the same version of Qt5 as current KDE development, but do you have the right KF5? Albert is an authority on all this. He is a leading member of the kde-games-devel mailing list and also a KDE Release Team member and there is a release of KDE Applications 19.04 (including KSudoku) coming up on 18th April. The branch that is due for release is here: https://cgit.kde.org/ksudoku.git/tree//?h=Applications%2F19.04 Instructions for cloning the repository are at https://kde.org/applications/games/ksudoku/development. If anything at all is wrong and there is no problem in your environment, we would want to know. Please feel free to re-open this bug report if necessary. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 405422] ksudoku live-git (commit 09814312d) small-game generation fails with "Unable to generate a puzzle of the chosen variant"
https://bugs.kde.org/show_bug.cgi?id=405422 Ian Wadham changed: What|Removed |Added Priority|NOR |VHI Severity|normal |major --- Comment #3 from Ian Wadham --- Thank you very much for helping narrow this down, Duncan. The problem is that the KSudoku code is not able to create the data-structures used by ANY of the "Custom" puzzles (those that are not vanilla Sudoku squares or Roxdoku cubes). Consequently it is unable to go on and fill the structures with data for a puzzle to be solved and then display the puzzle. So it remains in the Welcome screen code (src/gui/welcomescreen.*), where the user can choose another type of puzzle. The failure is detected in Game CustomGame::createGame(...) and bool CustomGame::createSKGraphObject() (both in src/gui/gamevariants.cpp). I strongly suspect that the error occurs somewhere in the serializer code (src/gui/serializer.*), as called by the line: m_graph = ksudoku::Serializer::loadCustomShape(m_url, 0, errorMsg); in CustomGame::createSKGraphObject(). In other words, any puzzle type that is constructed by one of the XML files in src/shapes fails to be created. These puzzle types are a majority of those available in KSudoku, so the problem is catastrophic. The relevant KSudoku code has not changed recently, so it looks as though some recent change (in the last month or two) in XML handling, in Qt5 or in the KF5 environment has brought on this problem. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 405422] ksudoku live-git (commit 09814312d) small-game generation fails with "Unable to generate a puzzle of the chosen variant"
https://bugs.kde.org/show_bug.cgi?id=405422 --- Comment #1 from Ian Wadham --- I used to be maintainer/developer for KSudoku, but am out of touch with it now. However I will try to help narrow this problem down. The message you are getting seems to be from the "welcome" screen (where you choose a puzzle type). It was added to the code in April 2017, see https://phabricator.kde.org/D5671. Do you stay on the welcome screen after you see the message? Please confirm. Please can you give me a precise list of the names of the puzzle types for which you get the message. For example, which "6x6" are you using, the one with rectangular blocks or the Mathdoku - Settable Size with size set to 6x6? Or maybe both? You say that games smaller than 9x9 seem to fail, but what about variant (non-Classic) games of size 9x9, such as Killer Sudoku, Aztec, Jigsaw or even Samurai? Your comments about compiler and Qt changes may also be a clue. There is some very old code in KSudoku (2007-08 vintage) that I have never dared touch. Perhaps some of that has been rendered invalid or works differently now. I regret that I cannot actually build and test the latest KSudoku code, because I now work on an Apple Macbook and am unable to build KF5 and Qt5. BTW, it does not surprise me that the clock wraps around, but I think you might find Samurai (five 9x9 grids) more fun than a 25x25... :-) -- You are receiving this mail because: You are watching all bug changes.
[kdiamond] [Bug 405029] Can't set "Classic" theme.
https://bugs.kde.org/show_bug.cgi?id=405029 --- Comment #11 from Ian Wadham --- (In reply to Ian Wadham from comment #5) > Created attachment 118609 [details] > Attempt to download and install Classic theme from KHNS Re my attachment, after some experimentation (in the KDE4 version) I found that the Classic theme CAN be downloaded and used in a game of KDiamond. I needed to close the "Get Hot New Stuff" dialog window and only then would the Classic theme appear in the "Select Theme" dialog window. These two dialogs are handled by the KgThemeProvider class on libkdegames, but its synchronization of installed data and view seems to be imprecise. Ditto when you uninstall the Classic theme - a ghost remains in the Selector and is hard to get rid of immediately. -- You are receiving this mail because: You are watching all bug changes.
[kdiamond] [Bug 405029] Can't set "Classic" theme.
https://bugs.kde.org/show_bug.cgi?id=405029 --- Comment #10 from Ian Wadham --- (In reply to Aleix Pol from comment #9) > The culprit seems to be this change: > https://phabricator.kde.org/R394:3ffd35d9babae34d189446d9ba2a2a799412c080 > > I can confirm that reverting it fixes it. That said it's a static KNS > service which seems quite pointless after all. Well, it seems to me that the change should have been applied in such a way that the "new" Classic theme appears in the "store", if that is KDE's policy re NewStuff. I don't understand your last statement, Aleix, except that it is pointless to have put an "old" theme into NewStuff. The Classic theme really belongs in the game's released data files, as was/is the case with KMahjongg and KShisen. -- You are receiving this mail because: You are watching all bug changes.
[kdiamond] [Bug 405029] Can't set "Classic" theme.
https://bugs.kde.org/show_bug.cgi?id=405029 --- Comment #8 from Ian Wadham --- (In reply to Albert Astals Cid from comment #6) > Ian, is that screenshot from running *today* ? Which version of kdiamonds ? That was a screenshot from Applications release 4.14.3. -- You are receiving this mail because: You are watching all bug changes.
[kdiamond] [Bug 405029] Can't set "Classic" theme.
https://bugs.kde.org/show_bug.cgi?id=405029 --- Comment #7 from Ian Wadham --- Hmmm! There have been some red herrings in these comments... :-) The problem is literally as Giorgos describes. See the attached screenshot from my Apple machine, running one of the last releases of KDE4 under Macports. My KDE4 version was able to download and install 3 files for the Classic theme into my User area from Get Hot New Stuff (?), wherever GHNS is/was. However the code of KDiamond does not display the Classic theme in the theme-selection dialog. And I suspect it might not be able to find the files in the $HOME area and change the display to the Classic theme (which I think must be the old KDE3 theme). Re the "store" and KDE Look, I don't think any KDE Games used KDE Look, except perhaps for wallpaper or icons. So games that have no content in the store should probably be removed from there, unless this is where Hot New Stuff should now reside, in which case some games, including KDiamond, should be using the store. Certainly I can say, as former author/maintainer, that KGoldrunner and KSudoku should be removed from the store. It was my practice to test new KGoldrunner levels and new KSudoku puzzle-types and then put them in the released files, often after some discussion/debugging with the authors. Over to you, guys! I am unable to install/maintain KF5 apps on my Apple machine, but this problem with KDiamond might be quite easy to solve. -- You are receiving this mail because: You are watching all bug changes.
[kdiamond] [Bug 405029] Can't set "Classic" theme.
https://bugs.kde.org/show_bug.cgi?id=405029 --- Comment #5 from Ian Wadham --- Created attachment 118609 --> https://bugs.kde.org/attachment.cgi?id=118609=edit Attempt to download and install Classic theme from KHNS -- You are receiving this mail because: You are watching all bug changes.
[kdiamond] [Bug 405029] Can't set "Classic" theme.
https://bugs.kde.org/show_bug.cgi?id=405029 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #3 from Ian Wadham --- (In reply to Aleix Pol from comment #2) > Seems like there's no KDiamond themes on the store. > > https://store.kde.org/browse/cat/407/ord/latest/ I don't know what this "store" thing is, but KGoldrunner and KSudoku also have nothing there. KDiamonds, KGr and KSudo have had "installed" themes since early KDE4 times and KGr and KSudo have always had several installed game variants. So has there been some porting problem? Or does "store" only have a *category* for KDE Games Add-ons, which might or might not have entries for every game, and the game itself might or might not have functional support for loading Add-ons? -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 404800] multiple solutions
https://bugs.kde.org/show_bug.cgi?id=404800 Ian Wadham changed: What|Removed |Added Status|REPORTED|RESOLVED Resolution|--- |NOT A BUG --- Comment #1 from Ian Wadham --- In Killer Sudoku the rules for Classic Sudoku apply. The columns and rows of the solution must contain the digits 1 to 9, but so must the nine 3x3 grids in the puzzle. In your attachment, the 3x3 grid in the top left of the 9x9 puzzle contains two 4s and has no 6, so it is marked as an error. Similarly for the other three cells that are marked in red. Unfortunately the 3x3 grids on a Killer Sudoku are not marked, because I could not work out how to do that without cluttering the graphics. You can see them if you print your puzzle. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 348179] Numeric keypad doesn't work with shift (for markers)
https://bugs.kde.org/show_bug.cgi?id=348179 --- Comment #4 from Ian Wadham --- I cannot test this. My machine does not have a numeric keypad, nor am I using a Linux/KDE desktop. Anyway, I retired from maintaining KDE games some time ago. Sorry I cannot help. -- You are receiving this mail because: You are watching all bug changes.
[kjumpingcube] [Bug 335565] KJumpingCube pollutes log files
https://bugs.kde.org/show_bug.cgi?id=335565 --- Comment #3 from Ian Wadham --- I was the maintainer of KJumpingCube for a while. The code for these debugging messages can safely be commented out or deleted. It was not my intention to leave it in. My apologies. Alternatively, the code can be bracketed by #if AILog > 0 ... #endif, similarly to all the other debugging code I used when re-developing and testing the AI for this game. AILog is defined and documented in the file ai_globals.h. -- You are receiving this mail because: You are watching all bug changes.
[kdelibs] [Bug 329640] KDialog can spill into Taskbar making buttons unusable
https://bugs.kde.org/show_bug.cgi?id=329640 Ian Wadham changed: What|Removed |Added Resolution|WAITINGFORINFO |UNMAINTAINED Status|NEEDSINFO |RESOLVED --- Comment #6 from Ian Wadham --- Kdelibs (for KDE 4) is no longer maintained, so I am closing this bug. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 303059] Palapeli crashes (segmentation fault) while playing
https://bugs.kde.org/show_bug.cgi?id=303059 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #8 from Ian Wadham --- See my comment and references in https://bugs.kde.org/show_bug.cgi?id=312267#c5 which I believe is a related bug. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 311948] Palapeli crashes during joining pieces to the bigger part
https://bugs.kde.org/show_bug.cgi?id=311948 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #7 from Ian Wadham --- See my comment and references in https://bugs.kde.org/show_bug.cgi?id=312267#c5 which I believe is a related bug. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 312267] Crash of Palapeli at the end of the puzzle's reconstitution
https://bugs.kde.org/show_bug.cgi?id=312267 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #5 from Ian Wadham --- As the last maintainer of Palapeli, I think it is premature to close this bug and others like it. I believe that they share the same underlying cause and I see nothing in the commit history https://phabricator.kde.org/source/palapeli/history/master/ to suggest that the bugs have been fixed since September 2017. They were certainly active then and resisted efforts by Christian Ehrlicher and myself to nail them down. They are highly intermittent and non-reproducible. See the kde-games-devel archive at https://mail.kde.org/pipermail/kde-games-devel/2017-September/thread.html for discussions of the issues. Back then I did try Christian's idea of extending the animation time for the "merge pieces" action, but still failed to reproduce the problem as it occurs during normal game-play. Unfortunately I am unable to try the KF5 and Qt5 version of Palapeli. That said, the bugs are very annoying but fairly harmless when they cause Palapeli to crash, because Palapeli saves the puzzle state every 2 seconds and the user gets a fairly "hot" recovery when he/she re-runs Palapeli. Crashes occur intermittently around once per hour on large puzzles. Other bugs that I believe are related to this one (bug 312267) are bug 31194, bug 303059 and bug 336075. Christian resolved the last of those in Sept 2017 (D7637), see https://phabricator.kde.org/R423:39cf28839784a4daca127ca4032e55239732def4 The most commonly occurring crashes are represented by 31194 and 303059. -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 290647] Forty & Eight solver falsely reports "Game cannot be won"
https://bugs.kde.org/show_bug.cgi?id=290647 Ian Wadham changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #5 from Ian Wadham --- Like Duncan, I play Forty and Eight a lot... :-) ...and get this same bug. FWIW the solver sometimes also gives false positives re winning. I think this happens when its "winning" sequence includes an illegal move. I can overcome that by using Undo and then one or two moves of Demo to get past the illegal move and go on to win... ;-) i.e. Demo permits the same illegal move as solver. IIRC the illegal move is to move two cards that are not consecutive, although (I seem to remember) the two cards are in the same suit. I doubt now if I shall ever get around to having a go at fixing these bugs, but if you are interested, Parker, I could try and capture more details next time it happens. It's nice to see you around again... :-) -- You are receiving this mail because: You are watching all bug changes.
[kgoldrunner] [Bug 172926] kgoldrunner: takes excessive CPU time
https://bugs.kde.org/show_bug.cgi?id=172926 Ian Wadham changed: What|Removed |Added Resolution|WAITINGFORINFO |WORKSFORME Status|NEEDSINFO |RESOLVED --- Comment #3 from Ian Wadham --- I think it is quite OK to close the bug now, but as you can read in Comment 1 (by me) I tried to get in touch with the original submitter, Russell Coker who reported via Debian. However I think his email address had some sort of ultra-security filter around it. Anyway, since 2008, KGoldrunner has gone through several upgrades of its animation, its timer-event processing and the graphics library it has used from time to time. I also put in my own timer class which detects when the Qt event processor has become transiently overloaded and has missed timer events. KGoldrunner then catches up on the missed events. Also, machines are much faster nowadays than they were in 2008. I never see missed timer-events in KGoldrunner on my 2017 MacBook Pro, with 2.3 GHz Intel Core i5 processor and 8Gb of RAM. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 394601] Add Preview support to the default Printing Dialog via PDF export
https://bugs.kde.org/show_bug.cgi?id=394601 --- Comment #4 from Ian Wadham --- KSudoku is peculiar because it attempts to use the printer in a pseudo-on-line mode, rather than spooled. It only "prints" a puzzle that is on the screen at the moment, rather than everything that has gone before in a KSudoku session. So the "preview" is essentially what you see on the screen already... :-) That said, the printing has a setting that controls whether it prints one puzzle (screen) per page, which is wasteful of paper for a 9x9 Classic Sudoku, or whether it tries to go "lazy" and fit several puzzles (screens) on a page before sending the page to the printer. A preview might be useful for the user to see how that is progressing and how big the puzzles will appear on the page. Note also that the print dialog comes up only once, when you first ask to print, rather than every time you ask to print. Maybe this is wrong, but I like it. Also the printed copy of a puzzle includes solved cells (in grey) but does not include the small "notes" characters. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 240947] Red background problem
https://bugs.kde.org/show_bug.cgi?id=240947 Ian Wadham <iandw...@gmail.com> changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #3 from Ian Wadham <iandw...@gmail.com> --- I think NitroGL is saying that you can cheat if you have the red highlight on for errors. Just try every possible number in a cell until one comes up correct. So what? I would mark this as a WONTFIX. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 229087] Sudoku rules are wrong
https://bugs.kde.org/show_bug.cgi?id=229087 Ian Wadham <iandw...@gmail.com> changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #3 from Ian Wadham <iandw...@gmail.com> --- I think this can be safely closed. KSudoku had had major changes back then, made by an author who left the job half done. There were some really bad problems which I fixed in 2011 and after. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 342626] Suggestion for additional perform: the numbers in different colors
https://bugs.kde.org/show_bug.cgi?id=342626 --- Comment #2 from Ian Wadham <iandw...@gmail.com> --- I think the request is for when you have to "guess" a number in a cell, rather than deduce it logically. As you continue on, a wrong guess will lead to a situation where there is no valid move. You then have to backtrack and try another guess (Undo several moves), but it is hard to remember where your guessing point was, especially if you have had more than one of them. So it would be handy if you could change the color of the numbers, starting where the guess occurs, or use some other graphical method, such as highlighting or lowlighting. An early version of KSudoku also had "Push" and "Pop", which I think was a temporary save and restore on a push-down stack, as opposed to the "Save" and "Load" actions on the Game menu. A similar scheme could be tried, but please consider players who are not computer scientists and not call the actions "Push" and "Pop". -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 369206] Layout of "too easy" message has deteriorated
https://bugs.kde.org/show_bug.cgi?id=369206 --- Comment #4 from Ian Wadham <iandw...@gmail.com> --- I think this may be a problem in KF5 or Qt5 message box implementation. Maybe report it upstream. Never happened in earlier version of KDE and Qt, except about 15 years ago when ALL messages came out as one long line. So back then I used my own wrapping version of KMessageBox, but no way should that be necessary today. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 280092] There seems to be now way to tell ksudoku to play no sound
https://bugs.kde.org/show_bug.cgi?id=280092 Ian Wadham <iandw...@gmail.com> changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #2 from Ian Wadham <iandw...@gmail.com> --- Several KMessageBox methods have an "options" parameter which defaults to "Notify". You could individually set the value of this parameter to zero in all messages in KSudoku, I suppose. But I think the idea of the default is to help implement Accessibility features in KDE apps, which I think would be of value in KSudoku, eg. to a visually impaired person who enjoys Sudoku puzzles. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 394260] palapeli doesn't respect caja preferences
https://bugs.kde.org/show_bug.cgi?id=394260 Ian Wadham <iandw...@gmail.com> changed: What|Removed |Added CC||iandw...@gmail.com Resolution|--- |INVALID Status|UNCONFIRMED |RESOLVED --- Comment #4 from Ian Wadham <iandw...@gmail.com> --- As mentioned in my reply to your report https://bugs.kde.org/show_bug.cgi?id=394256, re EXIF, Palapeli uses a KDE or Qt library file-dialog to find an image file, as do other apps based on KDE or Qt. I do not know what caja and mate are, but they are not supported in Palapeli, nor is any other specific file manager or desktop. The idea is to have portability of the app across operating systems and desktops. The image Palapeli is looking for should not be in a hidden file or directory. The puzzles it creates are in a special file format and are stored in a special directory in your user-area. You can find and view these files from your desktop and command-line or file manager, but editing them may destroy your puzzle. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 394256] palapeli should read exif data while importing images
https://bugs.kde.org/show_bug.cgi?id=394256 Ian Wadham <iandw...@gmail.com> changed: What|Removed |Added Status|UNCONFIRMED |RESOLVED CC||iandw...@gmail.com Resolution|--- |INVALID --- Comment #1 from Ian Wadham <iandw...@gmail.com> --- You seem to have grabbed the wrong end of the stick re Palapeli. It is a jigsaw-puzzle game. The dialog you show in the attachment is for creating a new puzzle from an image-file of a common type such as JPEG or PNG. You have to give Palapeli the file name or browse for it using a standard KDE or Qt file-dialog. The other entries are to add human-readable title, optional comment and owner of the image. The last is for copyright purposes. Further dialogs ask for details such as how many pieces to slice the image into and what style of slicing (or piece-shape) to apply. None of this has anything to do with EXIF as far as I know. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 391309] Wish: make possible for puzzle image to be used as (semitransparent) background of main table and rotate pieces randomly
https://bugs.kde.org/show_bug.cgi?id=391309 --- Comment #3 from Ian Wadham <iandw...@gmail.com> --- OK,let us take this conversation out of Bugzilla for now. I will write to you privately. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 391309] Wish: make possible for puzzle image to be used as (semitransparent) background of main table and rotate pieces randomly
https://bugs.kde.org/show_bug.cgi?id=391309 Ian Wadham <iandw...@gmail.com> changed: What|Removed |Added Severity|normal |wishlist CC||iandw...@gmail.com --- Comment #1 from Ian Wadham <iandw...@gmail.com> --- Thanks for the compliment! These are both good ideas, but there is no longer anybody around to implement them, unless you yourself have coding experience. If you have and would like to give it a go, I can help you with advice on how the Palapeli code works, where to fit in your changes and how to provide end-user controls for them. I was the last person to add features to Palapeli, but am retired from coding now. I was also toying with an idea to lock/unlock a magnified view in the Preview window, so that you could move the mouse elsewhere and place a piece or two while still seeing the solution details for that part of the puzzle. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 339993] desktop-mime-but-no-exec-code lintian error when packaging.
https://bugs.kde.org/show_bug.cgi?id=339993 --- Comment #4 from Ian Wadham <iandw...@gmail.com> --- I am sure it would be OK to omit the %u and disable the implementation of the filename parameter in the Palapeli source code. The original author has long since left the KDE Games team and I have never felt a need for it during debugging and development. -- You are receiving this mail because: You are watching all bug changes.
[docs] [Bug 261509] meinproc4: crash with segfault on Mac OS X
https://bugs.kde.org/show_bug.cgi?id=261509 --- Comment #20 from Ian Wadham <iandw...@gmail.com> --- (In reply to RJVB from comment #19) >> It's not uncommon at all for MacPorts ports to provide documentation through > an optional variant, for package size considerations. Meinproc4 provides only the end-user documentation (the handbooks and guides). It converts XML docbook format into a compressed HTML file, which is de-compressed only if and when a user requests to see that doco via KDE application-help menu. But yes, the MacPorts +docs variant does iterate through the entire dependencies list, providing doco of all types for the entire list, in a huge range of formats used by FOSS in general. > There are 2 questions here: > - does meinproc4 still crash on Mac > - does meinproc5 crash on Mac > > It seems the answer to both questions is "apparently not" so I think this > ticket can be closed. I agree that this bug report can be closed, perhaps with reason WORKSFORME. However, that still leaves new users of KDE apps and utilities with the message "There is no documentation available for //index.html", if they try to get the handbook for the Help menu, but that is a real turnoff for newbie users, besides making it difficult to get acquainted with some of the more sophisticated KDE4 and KF5packages. And the message is not actually true for most KDE4 and KF5 packages, unless there has been a build failure. May I suggest some possible workarounds in MacPorts:- a. Change the above message to refer the user to "https:docs.kde.org", where online copies of all documentation can be found nowadays. b. Add a similar message to the MacPorts Notes for KDE4 and KF5 builds. c. Introduce a variant for KDE4 and KF5 ports (eg. +userdoc) that will just provide end-user doco (ie. run meinproc for one package only and not all the dependencies). I believe you had idea c. a while back, René, but someone knocked it on the head. -- You are receiving this mail because: You are watching all bug changes.
[docs] [Bug 261509] meinproc4: crash with segfault on Mac OS X
https://bugs.kde.org/show_bug.cgi?id=261509 --- Comment #18 from Ian Wadham <iandw...@gmail.com> --- See Jeremy Lavergne's original report of this bug on 2010-12-29. AFAIK it has only ever occurred during large MacPorts builds, possibly/probably on MacPorts servers that supply binaries and certainly on servers that are used to test ports of FOSS software in general onto Apple OS X. The symptoms were death of the entire build, with the loss of builds of many KDE modules and many FOSS modules other than KDE. It would strike at random in most builds that required meinproc4 to run --- but at varying points in the build. At the time (2010) DrKonqi was not working at all in Apple OS X (beginning with a crash in KCrash...), so no KDE crash report was available. The solution adopted by the MacPorts developers was to make the default variant for KDE builds to be "no documentation" --- a sad state of affairs, especially for potential users of KDE software on Apple OS X, but better than having major builds crashing. DrKonqi, KCrash and successors in KF5 have been fixed in Apple OS X now. Stress tests of meinproc4 on Apple OS X, by me and others, in our home machines, have never experienced a failure. Conversely, AFAIK, nobody has ever managed to persuade the MacPorts developers to make "KDE with documentation" the default build, not even with versions of KDE4, meinproc4 and DrKonqi more recent than 2010. So, again AFAIK, it is not known if the original problem, reported in 2010 still exists. -- You are receiving this mail because: You are watching all bug changes.
[kpat] [Bug 375068] KPat Klondike Needs More Double-Click Moves -- More App-Like
https://bugs.kde.org/show_bug.cgi?id=375068 Ian Wadham <iandw...@gmail.com> changed: What|Removed |Added CC||iandw...@gmail.com --- Comment #1 from Ian Wadham <iandw...@gmail.com> --- (In reply to Steve Brown from comment #0) KPat is currently unmaintained, meaning there is no programmer available to devote his or her free time to improving it. So, if you can program, write to KDE Games <kde-games-de...@kde.org> and volunteer... > I haven't played Klondike solitaire on a computer (as opposed to a phone) > for quite some time. With touch-screen versions that I've tried, you can > tap on a playable card and it will move where it's supposed to without > dragging. For example, a King will move to an empty column or a red 4 will > move to an available black 5. In some Klondike deals you can get two possible moves for a card. Sometimes this does not matter, but sometimes one is a winning move and one is a losing move. I suppose the game should let you tap again to get the other move if Klondike chose the wrong one. > In kpat Klondike, double clicking will move a > card to one of the 4 ace piles (or whatever they're called). Right-click does the same in Klondike. In some KPat games, such as Mod3, it will also do possible moves in the way you would like. In that game, the choice of row and column to move to does not usually matter. > More double-click moves should be added. Dragging is, well, a drag. The "Autodrop" setting makes it easier. > Also, once there are no more face-down cards on the board (not including the > draw-pile), the game should be able to complete automatically, even if it > has to use cards in the draw-pile). At least that's the way the Android > version I'm using works. Klondike usually does this, but all KPat games will avoid playing automatically a card that has been in an Undo. So auto-play can halt for this reason. > 'New Game'...'New Deal'? What's the difference? New Deal is just "shuffle and deal" keeping the same solitaire (patience) game. New Game allows you to select a different game from the twelve available in KPat. The word "game" is ambiguous in English. In other languages you can have different words for "game" and instance (or round) of a game. > Add a 'Winning Deal' option to the menu to randomly select a game that is > winnable. See Settings->Enable Solver in KPat and watch the status bar at bottom left. In most cases, the solver can tell you if a Klondike deal is winnable or not. It is not so good at first with more complex games, such as Simple Simon, but it will let you know later on whether you are heading towards a solution or not. Using the solver and Undo lets you cheat of course, but it also helps you improve your play in the long run. Hope this helps. -- You are receiving this mail because: You are watching all bug changes.
[ksudoku] [Bug 373840] In game "killer sudoku" there are multiple solutions
https://bugs.kde.org/show_bug.cgi?id=373840 Ian Wadham <iandw...@gmail.com> changed: What|Removed |Added Status|UNCONFIRMED |RESOLVED Resolution|--- |INVALID --- Comment #1 from Ian Wadham <iandw...@gmail.com> --- In Killer Sudoku all the rules for Classic Sudoku apply, plus the numbers in each cage must add up to the cage's total. In the example you attached, you can apply the rule that the 3x3 boxes of a Classic Sudoku must each contain the digits 1 to 9. The number in column 1, row 3 must be a 4, not a 7, because there is already a 7 in the top-left 3x3 box. The number in column 1, row 4 must be a 7, not a 4, because there is already a 4 in its 3x3 box... etc. I am sorry the 3x3 boxes are not clearly marked in the Killer Sudoku. I could not find an easy way of doing that which would work with all themes on all platforms and not look messy. You must just imagine they are there. Hint: Often a 3x3 box will be filled with cages, except for one cell. You can then deduce that cell's number early in the game by subtracting the cage-totals from 45 (the sum of the digits 1 to 9). Similarly, if a 3x3 box is covered by cages and has one cell sticking out, you an subtract 45 from the total of the cages. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 366796] Ctrl-click should never, ever deselect all pieces
https://bugs.kde.org/show_bug.cgi?id=366796 --- Comment #8 from Ian Wadham <iandw...@gmail.com> --- @Stefan: There are now two more configurable mouse actions: teleport pieces and switch to close-up or distant view. I followed the existing scheme, with interactors, etc. because it seemed simpler to leave well enough alone. Also the config dialog is a handy lookup-table for users even if they never change the default mouse actions. One very nice thing about the current setup was that the functionality of Palapeli's view and scene classes came for free with every piece holder window, making it possible to do sub-assemblies within large puzzles in any window --- main puzzle table or piece holder. There is just one problem with the interactors as far as I am aware: they can run on after a piece object has disappeared and cause a crash, e.g. in some circumstances when merging pieces and always if you do Restart Puzzle (as a keyboard shortcut) in the middle of a drag (which makes the crashes reproducible). -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 366796] Ctrl-click should never, ever deselect all pieces
https://bugs.kde.org/show_bug.cgi?id=366796 --- Comment #6 from Ian Wadham <iandw...@gmail.com> --- @Matthew: I had a brief look at how Palapeli is handling selects. It is mostly home-grown and could be changed, but I won't be fixing it. See my reply to Christoph. QAbstractItemView is part of the model/view classes (lists, tables and trees). I suppose it would apply to selections in the view of the puzzle collection (a list view), but it does not apply to pieces on a puzzle table. Do you wish to make the changes and commits to fix this bug? If so, I can help you get started. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 366796] Ctrl-click should never, ever deselect all pieces
https://bugs.kde.org/show_bug.cgi?id=366796 --- Comment #5 from Ian Wadham <iandw...@gmail.com> --- (In reply to Christoph Feck from comment #4) > Ian, while Palapeli has a KF5 port lingering at the frameworks branch, the > released version is still KDE4 based. So hack ahead ;) Thanks, I know that, but I have retired from KDE programming, permanently. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 366796] Ctrl-click should never, ever deselect all pieces
https://bugs.kde.org/show_bug.cgi?id=366796 --- Comment #2 from Ian Wadham <iandw...@gmail.com> --- (In reply to Matthew Woehlke from comment #0) > I'm not familiar enough with how palapeli is implemented, but it occurs to > me the problem might be in the QGV frameworks? (In which case I'm happy to > punt this to Qt...) I have not checked the code, but I am pretty sure this behavior is nothing to do with Qt or QGraphicsView. There are some other mouse operations I am not happy about in Palapeli, such as the possibility of crashing Palapeli when dragging and joining pieces. Unfortunately I am not in a position to do any serious maintenance, due to my advanced age and the fact that I am on an Apple computer and do not yet have KF5. I last worked on Palapeli about a year ago. If you are interested in fixing Palapeli, I could help you find the pieces of code that need work and perhaps suggest some patches. The position of maintainer is also vacant and porting to Frameworks is incomplete. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 366796] Ctrl-click should never, ever deselect all pieces
https://bugs.kde.org/show_bug.cgi?id=366796 Ian Wadham <iandw...@gmail.com> changed: What|Removed |Added Ever confirmed|0 |1 CC||iandw...@gmail.com Status|UNCONFIRMED |CONFIRMED --- Comment #1 from Ian Wadham <iandw...@gmail.com> --- (In reply to Matthew Woehlke from comment #0) > It is very, very frustrating when I am trying to select a bunch of pieces by > clicking on them individually while holding ctrl that palapeli drops my > entire selection if the mouse is over the wrong pixel when I click. > I agree, but perhaps not with a second "very"... :-) Also the procedures for deselecting a whole group of selected pieces or just one piece from such a group should be clearer and more intuitive. > Multi-select behavior should work like it does in every other application. > Specifically: > > - A ctrl-click on empty space DOES NOTHING. It absolutely, positively should > not deselect every piece I've worked hard to select. > - A ctrl-click-and-drag should ADD to the selection, not replace it. > Is there a standard on this? If so, Palapeli should follow it. > (It would also help if there was a little fudge factor for clicking on > pieces, but that probably deserves a separate report.) > Agreed, but the little hand that appears is a reliable indicator, even for pieces that are currently too small to see properly. -- You are receiving this mail because: You are watching all bug changes.
[palapeli] [Bug 365218] Discover doesn't find palapeli because the appstream data is missing
https://bugs.kde.org/show_bug.cgi?id=365218 Ian Wadham <iandw...@gmail.com> changed: What|Removed |Added CC||iandw...@gmail.com Severity|normal |wishlist --- Comment #1 from Ian Wadham <iandw...@gmail.com> --- >From what I can see, Palapeli is not alone in this. NONE of the KDE Games have appstream data. Is appstream something KDE Games is supporting - or KDE software as a whole for that matter? Not knowing what appstream was, I had a brief look via Google, Wikipedia and freedesktop.org and found it a bit of a turn-off. But then I am approaching 80 and have announced my retirement from KDE Games some time ago. So yeah, maybe a junior job, if the KDE Games group wants to do anything about it. -- You are receiving this mail because: You are watching all bug changes.
[kmahjongg] [Bug 363699] The re-showing of a resolved game does not stop
https://bugs.kde.org/show_bug.cgi?id=363699 Ian Wadham <iandw...@gmail.com> changed: What|Removed |Added CC||iandw...@gmail.com Resolution|--- |INVALID Status|UNCONFIRMED |RESOLVED --- Comment #1 from Ian Wadham <iandw...@gmail.com> --- This is actually a feature now, not a bug. To interrupt the animation, just hit New, Quit or whatever. -- You are receiving this mail because: You are watching all bug changes.
[drkonqi] [Bug 337742] Error sending the crash report: /Received unexpected error code 410 from bugzilla. Error message was: You must log in before using this part of KDE bugtracking system.../
https://bugs.kde.org/show_bug.cgi?id=337742 --- Comment #73 from Ian Wadham <iandw...@gmail.com> --- (In reply to Stanislav Kravets from comment #72) > The same bug in kubuntu 14.04.3, KDE 4.13.3 Please read comments #66 and after. The bug was fixed in version KDE Applications/14.12.1, in January 2015, which came after KDE 4.14, the last full KDE 4 release. Please contact Kubuntu maintainers to get the fix applied and released in Kubuntu. -- You are receiving this mail because: You are watching all bug changes.