PMario wrote: > > Let's say I have a sudoku game UI, which consists of 9 x 9 fields, which > results in 81 cells. That's OK for most users, for 1 sudoku. > BUT every cell has 9 helper-cells, which gives us max 729 tiddlers. > > In my special case the game field is 11 x 11 (sandwich sudoku), which > gives us: 11 x 11 x 9 = 1089 tiddlers. ... That's OK for me as a > programmer, but if I need to transfer or save a special state, its close to > impossible for a user to save without a specialized UI. > > At the moment I do create 121 tiddlers per game, and I think that's > already too many. ... Especially, since 1 TW will / can contain many > different games. > > Game initial settings and game-states should be easy to save and reload. > Unlimited "Undo" and "Redo" is essential for a sudoku. >
> >> So data-tiddlers allow me to bundle information, because it belongs > together << > I find it a very interesting issue. And your last sentence good. But IS the point more about UI than numbers? I am struck by Jeremy's continuing strong love for the "raw unit fragment". Best wishes TT -- You received this message because you are subscribed to the Google Groups "TiddlyWiki" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/tiddlywiki/4b651f86-17f3-41cf-acdc-cb6c4d79394f%40googlegroups.com.

