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From: bob <kr...@ma...> - 2007-05-20 01:08:34
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Hi, all! I have take a little bit of a break from developing to work on my house prior to hurricane season which is supposed to be active this year. I have added a new class called gameCreationAndSolver which uses C++ and will integrate qqwing directly into macdoku. It compiles with qqwings header, but I have not coded it enough so that it is functional. It is my highest priority and I hope to complete it in the next month or two. Sorry for the delay, but my house needs a few things done so that the hurricanes don't have the impact that they have on it. Bob White |
From: bob <kr...@ma...> - 2007-04-26 10:56:02
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Hi, all. I have made a new commit which changes the menus around slightly, adds some more quickkeys (or whatever you call them ;) and last added tooltip info for some of the menu items. Let's get the bugs out! So, we can do a new release! Bob |
From: bob <kr...@ma...> - 2007-04-20 09:02:08
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Ok, I changed the Solve button to function as a Lock button also. I did not add the graphic to it, but I may do that in the future. I also updated the documentation to reflect the change. Please beat on the program so that we can flush out any more bugs. Bob |
From: bob <kr...@ma...> - 2007-04-18 17:51:06
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Went back and made <solve> undoable. So, now you can use it as a hint on how to proceed with a game. Bob |
From: bob <kr...@ma...> - 2007-04-18 15:36:05
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Guess the you can't just reply to your own message. lol Begin forwarded message: > From: bob <kr...@ma...> > Date: April 18, 2007 11:34:26 AM EDT > To: bob <kr...@ma...> > Subject: Re: [Macdoku-developers] fixed 'solve' button bug > > Well, the more that I think about it; I am not sure I like my > resolution. > I changed it so that when you click solve, it displays the solution > locking all the cells (ie game is over). However, one might want > to use this as a hint (ie click solve, look at a few cells, click undo > and continue the game). Doing the latter seems more reasonable. > Anyway, I am looking for opinions. The changes are rather easy > to make. > > Bob > > > On Apr 18, 2007, at 11:21 AM, bob wrote: > >> I have a new commit to fix the 'solve' button's solution being >> displayed wrong. >> Seems sudoku_solver uses a different row/column ordering than qqwing. >> Anyway, it is fixed and commited. >> >> Bob >> >> --------------------------------------------------------------------- >> ---- >> This SF.net email is sponsored by DB2 Express >> Download DB2 Express C - the FREE version of DB2 express and take >> control of your XML. No limits. Just data. Click to get it now. >> http://sourceforge.net/powerbar/db2/ >> _______________________________________________ >> Macdoku-developers mailing list >> Mac...@li... >> https://lists.sourceforge.net/lists/listinfo/macdoku-developers > |
From: bob <kr...@ma...> - 2007-04-18 15:21:37
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I have a new commit to fix the 'solve' button's solution being displayed wrong. Seems sudoku_solver uses a different row/column ordering than qqwing. Anyway, it is fixed and commited. Bob |
From: bob <kr...@ma...> - 2007-04-16 01:57:34
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I have committed the new version. Hopefully, it will not be too buggy. However, just let me know what bugs that you find and I will try to fix them. Thanks for your patience. Bob |
From: bob <kr...@ma...> - 2007-04-12 03:37:47
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Hi, all. Well, I have undo/redo working just today. However, I touched so much of the code that I feel the need to double check a lot. Grid and Command are much different. Also, I left the right-hand drawer in (for displaying the moves made in the future) but disabled the button to open it since it is not being included in the next release. I removed the 'trace' command from the 'Control' menu and added (for us) option+d to dump the undo/redo stacks, option+t which toggles trace and option+1 which sets up a default game and turns on trace. For testing purposes, I needed a game that I had already confirmed the possibles for and could give me a consistent starting point every time. I did not figure that we would document those keystrokes. Just wanted you to know that I am still working on this, but getting closer. I should be able to save to svn early next week. We may have to discuss putting some restrictions on the game or the undo/redo process. For instance, I currently do not handle the situation where a user might turn off the 'view possibilities', do some moves and then turn on the 'view possibilities'. I was thinking that we might want to restrict that to before the first move only. Anyway, it is a complication. You will see what I mean when I produce the code, because an undo now stacks not only the new and prior guesses but also all the possibility additions/deletions. Anyway, it is something to keep in mind and maybe there is a good solution to the problem. Last, I might add that my wife doesn't want all the fancy features. She likes the current version( the one that you have). She says that some of the additions make playing the game too easy. I must admit that the 's' (singleton) move has speeded up dramatically the few games that I have been playing. However, she did agree with the multi-document approach that we might add in the next release. She is very good at game play (freecell, spider solitaire, crossword puzzles, etc)! So, I value her opinion. (She has been playing several games a day and likes the fact that we are displaying the possibilities. She also liked the 'new empty' and lock button for entering a new game.) Bob |
From: bob <kr...@ma...> - 2007-04-07 21:51:47
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Here is where I am at with respect to the current development. Initially, I added an UndoManager which is still there and added storing the current Cell in Command. As I got further into it and in studying NSUndoManger, I removed the Cell storage and went back to a system similar to Andreas's original code. However, I added kind of a simulation of NSInvocation. Now, when a move of any kind is pushed onto the undo stack, it can contain multiple parts. For instance, entering a guess in a cell, pushes the old/new guess onto the undo stack and it also pushes every possible that was eliminated by that move. So, a redo will simply reverse the operation in its entirety. Also, I moved the code out of CustomCanvas that had anything to do with undo and moved all that code to either Grid or UndoManager with UndoManager taking the brunt of it. This greatly simplifies CustomCanvas when it comes to game play and does what I have been reading about in moving the game code into the model object, Grid, per the Model-View-Controller theme. If possibles are not being shown/tracked, then I am skipping over a lot of logic which does setting/checking using them. If a player decides to display the possibles, then I will simply recalculate them as was done in the past. For now though, all possibles only have to be recalculated once at the beginning of a game or if a player chooses to display the possibles. I am about 60-70 percent done and am hopeful that I can complete it in the next week. I have not tested anything because I am still tearing things apart and rebuilding them (now mostly in Grid), but I do have the code compiling cleanly again. Also, the redo stack should work as well similar to how NSUndoManager works. It is too bad that NSUndoManager does not support the NSCoding protocol, because then I could have just used it. Anyway, I am pounding away at the code. ;) Bob |
From: bob <kr...@ma...> - 2007-04-04 17:47:26
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Just sending this as a test to make sure that I made it! lol |