Offhand, I think it would make the most sense to not start a new variation
unless the user explicitly says to -- say by selecting New Variation from a
menu or pressing some new on-screen button. If the user doesn't say to start
a new variation, then entering a move after backing up would throw away the
moves that were backed over.

On Wed, Oct 13, 2010 at 12:56 PM, h.g. muller <[email protected]> wrote:

> At 09:28 13-10-2010 -0700, Arun Persaud wrote:
>
>> Hi
>>
>> I have to say that I never use variations either, but I don't understand
>> why creating more variations leads into memory problems...
>>
>> Shouldn't we just have the whole game including variations in a
>> tree-like structure and then a linked list without any branches that
>> points to the current/active variation? Going back and forth would just
>> move along the current list and whenever you add a new variation you add
>> it to the tree and update the current list and when you move back and
>> forth and there are multiple branches in the tree they should be shown
>> somewhere in a windows, so that you can select the branch you like or
>> you just show the whole tree in a window and people can click on any
>> leave in it to select the branch they want to be on.
>>
> This would be one way to do it, but it is not the way it currently works.
> But this is mostly an implementation detail; the basic problems stay the
> same:
> if you only add branches, and never delete them, at some point your memory
> will
> fill up. And if you delete them, the question will arise upto where you
> want to
> delete a branch. To the branching point furthest from the root? Or to the
> branch
> point that was last created? The whole sub-tree after the current position?
> And the choice when a newly entered move should start a new branch,
> or replace an old one, still has to be made.
>
>
>  Perhaps it would be good to rewrite this part if there are problems with
>> it?
>>
>> Arun
>>
>
>
>

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