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From: C H. M. <han...@gm...> - 2024-12-28 13:20:03
|
Hi Steve, You are right the eval bar makes more sense next to the board and before the materials column. Originally as I wasnt sure if you will include this patch in the upstream, I purposefully kept it after the materials column, so that chances of me having to modify the patch for newer revisions of the upstream in the future is minimum, if the feature is not accepted in the upstream. But now that you are including the feature, eval bar immediately next to the board is the right thing. Regarding the board in different places like main or analysis or fics or so and in turn wrt analysis board, bcas it is currently always linked to the main board, having the stm on analysis board normally is redundant. However if one locks the analysis board and puts the main board in trial mode, then both of them will be out of sync wrt one another wrt the side to move, so for such situations having the stm icon for analysis boards also will actually make sense. At the same time, currently I havent looked at the stm code flow, but for whatever reason I dont see the stm icons in analysis boards at my end, in case if it is supposed to be there. Otherwise above you have the reason for retaining them if you do show them wrt analysis boards currently/already (I see the stm variable initialisation setting it to 1, but not sure why it doesnt appear for me currently, havent looked at it). Regarding the Traffic Lights, if you dont mind I would request you to apply in the upstream with maybe either a options.dat entry or additionally menu entry or so, which is set to disabled by default. I see it has being useful, for people learning chess to know when they need to be extra careful in evaluating the position before next move, without looking at the actual PVs in the multipv. As also when tracking a live or otherwise game and want a quick feedback from the engine about the trickiness of the position. when guessing the next move and so. Also if you look at the code, it intrusively changes the existing code only to a very small extent. Otherwise in the worst case I will hardwire the revision of the source picked by snapcraft to a validated version and then apply the patch to it. On Sat, Dec 28, 2024 at 2:16 PM Steve A <ste...@gm...> wrote: > > Ok, I've backed out the sbar scorebar and made an initial commit for your eval bar. Could you rebase to this, thanks. > > We need to rethink our ::board::new defaults/args... but I don't think we need a STM on your analysis boards.... gets too confusing in "Position" mode. > I've shuffled the eval board over to the left of the material. > > I'm just going to back out all the analysis(mini) stuff next and change over to a main board eval bar. > > Re Traffic lights.... I can see it's a "cute" feature, but not sure about it. > > Cheers, S.A. > > On Fri, Dec 27, 2024 at 6:33 AM Steve A <ste...@gm...> wrote: >> >> Maybe your score bar is best.. I'll look at reverting mine and including yours on the main board. >> Cheers >> >> On Thursday, December 26, 2024, C Hanish Menon <han...@gm...> wrote: >>> >>> Hi Steve >>> >>> You seem to be intermixing different things & complicating things. >>> >>> Rather visualising logic should be independent of from where the data comes. >>> >>> Also for all the reasons you are also worrying about involving different possible boards, the best place for the eval bar is next to the board it corresponds to & not status bar (atleast that's what I feel) >>> >>> So also why may patch updates board code to add generic eval bar helper in there >>> >>> Also having the bar next & parallel vertically to the board also helps convey the position status in a direct way next to the pieces and the side with advantage in a matter of fact. It also helps identify/differentiate the different significant milestones in the data/bar like pawn or piece gain/loss or beyond >>> >>> Depending on which board one is talking about, where the data to drive it comes would depend. >>> >>> Like for >>> >>> 1. the anal board, the data from the corresponding anal engine is what suffices (and that is what my patch does) >>> >>> 2. For multiple fics boards, if there is data about eval coming from fics feed, that is what should allow enabling or disabling the bar wrt that board >>> >>> 3. For Main board, depending on the context, one should decide, like say >>> >>> 3.1 if viewing a specific fics game on main board, eval data if any bundled with fics data may be useful to give precedence, as default >>> >>> 3.2 if its a game involving a engine(s), engines' eval of position could drive it by default >>> >>> 3.3 in all other cases as well as if user so prefers for the above two cases also, a local independent engine (with a default, overridable by user), can drive the eval bar >>> >>> >>> Regarding what other programs or sites are doing, no idea, bcas I am looking at chess after few years now (and its always been like that for me, ie few weeks once every few years). However looking at what FIDE & cheesebase India & few other streams showed during the game it appeared like mostly linear with maybe log for last blocks/rows of the bar or so. However I wasn't concentrating on them beyond the basic glances, so I may be wrong. >>> >>> >>> However thinking about it on its own, I felt there is two different ways the data could be conveyed, which different people may find useful. One is the simple linear bar and the other is the lin+log which I coded. Where I have 1st sqs/rows to either side of mid point making to pawn gain/loss (inturn linear). 2nd squares/rows away from mid to minor piece gain/loss, 3rd sq to roughly to queen+ or so and then beyond (also maths maps roughly nicely to those boundaries) >>> >>> >>> On Thu, Dec 26, 2024, 12:26 Steve A <ste...@gm...> wrote: >>>> >>>> Yeah, it works under Linux, so not sure of the problem on macOS. >>>> Nice looking eval bar :) >>>> >>>> But like i said... it's value in the mini engine board is ok, but not a deal breaker as you have the numbers there anyway/ >>>> And it's totally chaos trying to attach something like this to most normal boards . >>>> >>>> I'll see if i can get my eval bar working on *any* engine sometime these hols. >>>> Maybe you have some ideas about if it should be handled by some other algortithm rather than just +-5 >>>> S.A. >>>> >>>> >>>> >>>> On Thu, Dec 26, 2024 at 3:39 PM Steve A <ste...@gm...> wrote: >>>>> >>>>> PS , I'm not keen on a vertical eval bar like most guis have.. It's just too distracting. >>>>> So probably just give this a miss now that i have one in the statusbar. >>>>> cheers >>>>> >>>>> On Thu, Dec 26, 2024 at 2:11 PM Steve A <ste...@gm...> wrote: >>>>>> >>>>>> Hmmm... Looks nice :) but it keeps disappearing on my macbook. >>>>>> It's normally not viewable ?? >>>>>> >>>>>> But what you are doing is not too well designed. >>>>>> How are you going to connect the main board (or, say a fics observed board) to an engine. >>>>>> It looks like this only works with engine mini. boards. >>>>>> Moreover, it is *very* complicated to put in a generic board eval class. >>>>>> For example - say i have no engines running, but am observing 3 fics games as mini boards >>>>>> I need three extra engines running in quiet mode to show eval bars on the observed games. Kindof impossible. >>>>>> A generic board eval bar would be great for the game browser (for example), but just way too hard imho. >>>>>> Of course putting one on the engine mini board (like you have done - except it keeps disappearing on my mac!) may be a great idea. >>>>>> >>>>>> Have you noticed i've already coded an eval bar yesterday. >>>>>> I should probably make it work with *any* engine rather than the second engine only. >>>>>> >>>>>> I haven't given linear/log any thoughts. At the moment my bar is just +-5 linear. >>>>>> What do other websites / guis use? >>>>>> >>>>>> Cheers >>>>>> >>>>>> On Thu, Dec 26, 2024 at 9:44 AM C Hanish Menon <han...@gm...> wrote: >>>>>>> >>>>>>> Hi, >>>>>>> >>>>>>> This patch adds generic support for showing eval bar wrt any specified >>>>>>> board. Inturn the same is enabled for analysis boards and the main >>>>>>> pv's score is shown as the evalbar. >>>>>>> >>>>>>> Have implemented two different versions of eval bar, one is a simple >>>>>>> linear one and another is a combination of linear+logarithmic one. >>>>>>> >>>>>>> The simple linear version shows the eval bar linearly wrt -4 to 4 with >>>>>>> clipping of values beyond it >>>>>>> >>>>>>> The linear+log version shows a linear movement wrt -1 to 1 which maps >>>>>>> to being adjacent to the 4 and 5 rows, and a logarithmic movement for >>>>>>> beyond. The log values are mapped such that crossing 3 and 6 rows map >>>>>>> to be equivalent to gaining or losing a minor piece and 2 and 7 rows >>>>>>> map to gaining or losing 10 points, and remaining beyond. >>>>>>> >>>>>>> Currently I havent tried to enable this for MainBoard. As one may want >>>>>>> to add an option entry to menu or buttons bar or ... >>>>>>> >>>>>>> -- >>>>>>> Keep ;-) >>>>>>> HanishKVC -- Keep ;-) HanishKVC |
From: Steve A <ste...@gm...> - 2024-12-28 08:49:10
|
One other change I AM going to make, is to have a constant black/white parts to the eval bar... Not this changing white/black half only which you have. Thanks On Sat, Dec 28, 2024 at 6:46 PM Steve A <ste...@gm...> wrote: > Ok, I've backed out the sbar scorebar and made an initial commit for your > eval bar. Could you rebase to this, thanks. > > We need to rethink our ::board::new defaults/args... but I don't think we > need a STM on your analysis boards.... gets too confusing in "Position" > mode. > I've shuffled the eval board over to the left of the material. > > I'm just going to back out all the analysis(mini) stuff next and change > over to a main board eval bar. > > Re Traffic lights.... I can see it's a "cute" feature, but not sure about > it. > > Cheers, S.A. > > On Fri, Dec 27, 2024 at 6:33 AM Steve A <ste...@gm...> wrote: > >> Maybe your score bar is best.. I'll look at reverting mine and including >> yours on the main board. >> Cheers >> >> On Thursday, December 26, 2024, C Hanish Menon <han...@gm...> >> wrote: >> >>> Hi Steve >>> >>> You seem to be intermixing different things & complicating things. >>> >>> Rather visualising logic should be independent of from where the data >>> comes. >>> >>> Also for all the reasons you are also worrying about involving different >>> possible boards, the best place for the eval bar is next to the board it >>> corresponds to & not status bar (atleast that's what I feel) >>> >>> So also why may patch updates board code to add generic eval bar helper >>> in there >>> >>> Also having the bar next & parallel vertically to the board also helps >>> convey the position status in a direct way next to the pieces and the side >>> with advantage in a matter of fact. It also helps identify/differentiate >>> the different significant milestones in the data/bar like pawn or piece >>> gain/loss or beyond >>> >>> Depending on which board one is talking about, where the data to drive >>> it comes would depend. >>> >>> Like for >>> >>> 1. the anal board, the data from the corresponding anal engine is what >>> suffices (and that is what my patch does) >>> >>> 2. For multiple fics boards, if there is data about eval coming from >>> fics feed, that is what should allow enabling or disabling the bar wrt that >>> board >>> >>> 3. For Main board, depending on the context, one should decide, like say >>> >>> 3.1 if viewing a specific fics game on main board, eval data if any >>> bundled with fics data may be useful to give precedence, as default >>> >>> 3.2 if its a game involving a engine(s), engines' eval of position could >>> drive it by default >>> >>> 3.3 in all other cases as well as if user so prefers for the above two >>> cases also, a local independent engine (with a default, overridable by >>> user), can drive the eval bar >>> >>> >>> Regarding what other programs or sites are doing, no idea, bcas I am >>> looking at chess after few years now (and its always been like that for me, >>> ie few weeks once every few years). However looking at what FIDE & >>> cheesebase India & few other streams showed during the game it appeared >>> like mostly linear with maybe log for last blocks/rows of the bar or so. >>> However I wasn't concentrating on them beyond the basic glances, so I may >>> be wrong. >>> >>> >>> However thinking about it on its own, I felt there is two different ways >>> the data could be conveyed, which different people may find useful. One is >>> the simple linear bar and the other is the lin+log which I coded. Where I >>> have 1st sqs/rows to either side of mid point making to pawn gain/loss >>> (inturn linear). 2nd squares/rows away from mid to minor piece gain/loss, >>> 3rd sq to roughly to queen+ or so and then beyond (also maths maps roughly >>> nicely to those boundaries) >>> >>> On Thu, Dec 26, 2024, 12:26 Steve A <ste...@gm...> wrote: >>> >>>> Yeah, it works under Linux, so not sure of the problem on macOS. >>>> Nice looking eval bar :) >>>> >>>> But like i said... it's value in the mini engine board is ok, but not a >>>> deal breaker as you have the numbers there anyway/ >>>> And it's totally chaos trying to attach something like this to most >>>> normal boards . >>>> >>>> I'll see if i can get my eval bar working on *any* engine sometime >>>> these hols. >>>> Maybe you have some ideas about if it should be handled by some other >>>> algortithm rather than just +-5 >>>> S.A. >>>> >>>> >>>> >>>> On Thu, Dec 26, 2024 at 3:39 PM Steve A <ste...@gm...> wrote: >>>> >>>>> PS , I'm not keen on a vertical eval bar like most guis have.. It's >>>>> just too distracting. >>>>> So probably just give this a miss now that i have one in the statusbar. >>>>> cheers >>>>> >>>>> On Thu, Dec 26, 2024 at 2:11 PM Steve A <ste...@gm...> wrote: >>>>> >>>>>> Hmmm... Looks nice :) but it keeps disappearing on my macbook. >>>>>> It's normally not viewable ?? >>>>>> >>>>>> But what you are doing is not too well designed. >>>>>> How are you going to connect the main board (or, say a fics observed >>>>>> board) to an engine. >>>>>> It looks like this only works with engine mini. boards. >>>>>> Moreover, it is *very* complicated to put in a generic board eval >>>>>> class. >>>>>> For example - say i have no engines running, but am observing 3 fics >>>>>> games as mini boards >>>>>> I need three extra engines running in quiet mode to show eval bars on >>>>>> the observed games. Kindof impossible. >>>>>> A generic board eval bar would be great for the game browser (for >>>>>> example), but just way too hard imho. >>>>>> Of course putting one on the engine mini board (like you have done - >>>>>> except it keeps disappearing on my mac!) may be a great idea. >>>>>> >>>>>> Have you noticed i've already coded an eval bar yesterday. >>>>>> I should probably make it work with *any* engine rather than the >>>>>> second engine only. >>>>>> >>>>>> I haven't given linear/log any thoughts. At the moment my bar is just +-5 >>>>>> linear. >>>>>> What do other websites / guis use? >>>>>> >>>>>> Cheers >>>>>> >>>>>> On Thu, Dec 26, 2024 at 9:44 AM C Hanish Menon <han...@gm...> >>>>>> wrote: >>>>>> >>>>>>> Hi, >>>>>>> >>>>>>> This patch adds generic support for showing eval bar wrt any >>>>>>> specified >>>>>>> board. Inturn the same is enabled for analysis boards and the main >>>>>>> pv's score is shown as the evalbar. >>>>>>> >>>>>>> Have implemented two different versions of eval bar, one is a simple >>>>>>> linear one and another is a combination of linear+logarithmic one. >>>>>>> >>>>>>> The simple linear version shows the eval bar linearly wrt -4 to 4 >>>>>>> with >>>>>>> clipping of values beyond it >>>>>>> >>>>>>> The linear+log version shows a linear movement wrt -1 to 1 which maps >>>>>>> to being adjacent to the 4 and 5 rows, and a logarithmic movement for >>>>>>> beyond. The log values are mapped such that crossing 3 and 6 rows map >>>>>>> to be equivalent to gaining or losing a minor piece and 2 and 7 rows >>>>>>> map to gaining or losing 10 points, and remaining beyond. >>>>>>> >>>>>>> Currently I havent tried to enable this for MainBoard. As one may >>>>>>> want >>>>>>> to add an option entry to menu or buttons bar or ... >>>>>>> >>>>>>> -- >>>>>>> Keep ;-) >>>>>>> HanishKVC >>>>>>> >>>>>> |
From: Steve A <ste...@gm...> - 2024-12-28 08:46:37
|
Ok, I've backed out the sbar scorebar and made an initial commit for your eval bar. Could you rebase to this, thanks. We need to rethink our ::board::new defaults/args... but I don't think we need a STM on your analysis boards.... gets too confusing in "Position" mode. I've shuffled the eval board over to the left of the material. I'm just going to back out all the analysis(mini) stuff next and change over to a main board eval bar. Re Traffic lights.... I can see it's a "cute" feature, but not sure about it. Cheers, S.A. On Fri, Dec 27, 2024 at 6:33 AM Steve A <ste...@gm...> wrote: > Maybe your score bar is best.. I'll look at reverting mine and including > yours on the main board. > Cheers > > On Thursday, December 26, 2024, C Hanish Menon <han...@gm...> > wrote: > >> Hi Steve >> >> You seem to be intermixing different things & complicating things. >> >> Rather visualising logic should be independent of from where the data >> comes. >> >> Also for all the reasons you are also worrying about involving different >> possible boards, the best place for the eval bar is next to the board it >> corresponds to & not status bar (atleast that's what I feel) >> >> So also why may patch updates board code to add generic eval bar helper >> in there >> >> Also having the bar next & parallel vertically to the board also helps >> convey the position status in a direct way next to the pieces and the side >> with advantage in a matter of fact. It also helps identify/differentiate >> the different significant milestones in the data/bar like pawn or piece >> gain/loss or beyond >> >> Depending on which board one is talking about, where the data to drive it >> comes would depend. >> >> Like for >> >> 1. the anal board, the data from the corresponding anal engine is what >> suffices (and that is what my patch does) >> >> 2. For multiple fics boards, if there is data about eval coming from fics >> feed, that is what should allow enabling or disabling the bar wrt that board >> >> 3. For Main board, depending on the context, one should decide, like say >> >> 3.1 if viewing a specific fics game on main board, eval data if any >> bundled with fics data may be useful to give precedence, as default >> >> 3.2 if its a game involving a engine(s), engines' eval of position could >> drive it by default >> >> 3.3 in all other cases as well as if user so prefers for the above two >> cases also, a local independent engine (with a default, overridable by >> user), can drive the eval bar >> >> >> Regarding what other programs or sites are doing, no idea, bcas I am >> looking at chess after few years now (and its always been like that for me, >> ie few weeks once every few years). However looking at what FIDE & >> cheesebase India & few other streams showed during the game it appeared >> like mostly linear with maybe log for last blocks/rows of the bar or so. >> However I wasn't concentrating on them beyond the basic glances, so I may >> be wrong. >> >> >> However thinking about it on its own, I felt there is two different ways >> the data could be conveyed, which different people may find useful. One is >> the simple linear bar and the other is the lin+log which I coded. Where I >> have 1st sqs/rows to either side of mid point making to pawn gain/loss >> (inturn linear). 2nd squares/rows away from mid to minor piece gain/loss, >> 3rd sq to roughly to queen+ or so and then beyond (also maths maps roughly >> nicely to those boundaries) >> >> On Thu, Dec 26, 2024, 12:26 Steve A <ste...@gm...> wrote: >> >>> Yeah, it works under Linux, so not sure of the problem on macOS. >>> Nice looking eval bar :) >>> >>> But like i said... it's value in the mini engine board is ok, but not a >>> deal breaker as you have the numbers there anyway/ >>> And it's totally chaos trying to attach something like this to most >>> normal boards . >>> >>> I'll see if i can get my eval bar working on *any* engine sometime these >>> hols. >>> Maybe you have some ideas about if it should be handled by some other >>> algortithm rather than just +-5 >>> S.A. >>> >>> >>> >>> On Thu, Dec 26, 2024 at 3:39 PM Steve A <ste...@gm...> wrote: >>> >>>> PS , I'm not keen on a vertical eval bar like most guis have.. It's >>>> just too distracting. >>>> So probably just give this a miss now that i have one in the statusbar. >>>> cheers >>>> >>>> On Thu, Dec 26, 2024 at 2:11 PM Steve A <ste...@gm...> wrote: >>>> >>>>> Hmmm... Looks nice :) but it keeps disappearing on my macbook. >>>>> It's normally not viewable ?? >>>>> >>>>> But what you are doing is not too well designed. >>>>> How are you going to connect the main board (or, say a fics observed >>>>> board) to an engine. >>>>> It looks like this only works with engine mini. boards. >>>>> Moreover, it is *very* complicated to put in a generic board eval >>>>> class. >>>>> For example - say i have no engines running, but am observing 3 fics >>>>> games as mini boards >>>>> I need three extra engines running in quiet mode to show eval bars on >>>>> the observed games. Kindof impossible. >>>>> A generic board eval bar would be great for the game browser (for >>>>> example), but just way too hard imho. >>>>> Of course putting one on the engine mini board (like you have done - >>>>> except it keeps disappearing on my mac!) may be a great idea. >>>>> >>>>> Have you noticed i've already coded an eval bar yesterday. >>>>> I should probably make it work with *any* engine rather than the >>>>> second engine only. >>>>> >>>>> I haven't given linear/log any thoughts. At the moment my bar is just +-5 >>>>> linear. >>>>> What do other websites / guis use? >>>>> >>>>> Cheers >>>>> >>>>> On Thu, Dec 26, 2024 at 9:44 AM C Hanish Menon <han...@gm...> >>>>> wrote: >>>>> >>>>>> Hi, >>>>>> >>>>>> This patch adds generic support for showing eval bar wrt any specified >>>>>> board. Inturn the same is enabled for analysis boards and the main >>>>>> pv's score is shown as the evalbar. >>>>>> >>>>>> Have implemented two different versions of eval bar, one is a simple >>>>>> linear one and another is a combination of linear+logarithmic one. >>>>>> >>>>>> The simple linear version shows the eval bar linearly wrt -4 to 4 with >>>>>> clipping of values beyond it >>>>>> >>>>>> The linear+log version shows a linear movement wrt -1 to 1 which maps >>>>>> to being adjacent to the 4 and 5 rows, and a logarithmic movement for >>>>>> beyond. The log values are mapped such that crossing 3 and 6 rows map >>>>>> to be equivalent to gaining or losing a minor piece and 2 and 7 rows >>>>>> map to gaining or losing 10 points, and remaining beyond. >>>>>> >>>>>> Currently I havent tried to enable this for MainBoard. As one may want >>>>>> to add an option entry to menu or buttons bar or ... >>>>>> >>>>>> -- >>>>>> Keep ;-) >>>>>> HanishKVC >>>>>> >>>>> |
From: C H. M. <han...@gm...> - 2024-12-26 18:42:15
|
Hi, The last version of the patch was not symmetrical across 0. Also yellow wasn't exactly at eval 0, it was off by 0.4 or so. Also given that Tk doesnt seem to support color transparency wrt canvas operations, So I have redone the eval to color mapping logic to be simpler (built around changing R and G channels through and through) as well as centered to yellow at 0 and in turn symmetrical across 0, but with red to one side and green to the other. Attaching the patch wrt same. This should make the traffic color lighting properly mapped to the eval it is representing in a fine grained manner. On Thu, Dec 26, 2024 at 7:53 PM C Hanish Menon <han...@gm...> wrote: > > Hi, > > This is an updated version of the MultiPV TrafficLights patch, which > transitions the colors from Green (towards 5) to yellow (1.5 to -1.5) > to Red (towards -5) in a relatively more smoother interconnected way > compared to the previous patch. > > Have also attached a screenshot, which shows the newer coloring in > comparison to the prev logic. > > > On Thu, Dec 26, 2024 at 5:31 PM C Hanish Menon <han...@gm...> wrote: > > > > Hi Steve, > > > > The MultiPV-TrafficLights divides a single bar into multiple blocks > > based on the number of PVs in the multipv and inturn paints each block > > within it based on the score wrt the corresponding pv. Thus a single > > multicolor (if needed) bar, giving a summary status wrt all PVs in the > > MultiPVs in one go. > > > > In the image which you attached, because all the 4 PVs have similar > > scores around 0, the full bar is yellow. The PV1 disappearing is more > > of the separate eval bar, which is independent of the > > multipv-trafficlights and which is disappearing for some reason on > > your mac, which you are using. On linux I can see both the eval bar as > > well as the multipv trafficlights bar. I will check if the > > disappearing eval bar issue is there on windows (wsl). > > > > I am also attaching the image of a position, where all 3 colors and > > shades are there, bcas what will be the next move will decide whether > > the game will move/tend towards an advantageous position or balance or > > losing position. > > > > On Thu, Dec 26, 2024 at 9:52 AM Steve A <ste...@gm...> wrote: > > > > > > Hmmm. Just doesnt work on my mac. (I'll test it out later on my linux box., so sorry for being lazy) > > > PV1 is always disappearing, and only yellow shows up. > > > Pic attached > > > > > > I know knowing how sharp a line is is desirable, but i'm not sure traffic lights are the best solution. > > > > > > > > > > > > On Thu, Dec 26, 2024 at 9:58 AM C Hanish Menon <han...@gm...> wrote: > > >> > > >> Hi, > > >> > > >> Eval bar gives position score wrt the main pv only, while with the > > >> faster comps and engines and thus in turn multipv, there is additional > > >> info like how good or bad or tricky a position is etc. > > >> > > >> Inturn to show the same to user in a simple and straightforward way, > > >> have added generic support for a additional bar next to eval bar, > > >> which shows the scores wrt all the PVs in a MultiPV in terms of > > >> Red-Yellow-Green traffic light summary wrt each PV, next to one > > >> another. So by looking at the color pattern one can get a quick hint > > >> has to whether the position is good or bad for white or black and also > > >> how sharp or not the position may be and so. > > >> > > >> The same is enabled for AnalysisBoard, which will be driven from the > > >> corresponding engine's MultiPV. > > >> > > >> > > >> On Thu, Dec 26, 2024 at 5:13 AM C Hanish Menon <han...@gm...> wrote: > > >> > > > >> > Hi, > > >> > > > >> > This patch adds generic support for showing eval bar wrt any specified > > >> > board. Inturn the same is enabled for analysis boards and the main > > >> > pv's score is shown as the evalbar. > > >> > > > >> > Have implemented two different versions of eval bar, one is a simple > > >> > linear one and another is a combination of linear+logarithmic one. > > >> > > > >> > The simple linear version shows the eval bar linearly wrt -4 to 4 with > > >> > clipping of values beyond it > > >> > > > >> > The linear+log version shows a linear movement wrt -1 to 1 which maps > > >> > to being adjacent to the 4 and 5 rows, and a logarithmic movement for > > >> > beyond. The log values are mapped such that crossing 3 and 6 rows map > > >> > to be equivalent to gaining or losing a minor piece and 2 and 7 rows > > >> > map to gaining or losing 10 points, and remaining beyond. > > >> > > > >> > Currently I havent tried to enable this for MainBoard. As one may want > > >> > to add an option entry to menu or buttons bar or ... > > >> > > > >> > -- > > >> > Keep ;-) > > >> > HanishKVC > > >> > > >> > > >> > > >> -- > > >> Keep ;-) > > >> HanishKVC > > > > > > > > -- > > Keep ;-) > > HanishKVC > > > > -- > Keep ;-) > HanishKVC -- Keep ;-) HanishKVC |
From: C H. M. <han...@gm...> - 2024-12-26 14:24:15
|
Hi, This is an updated version of the MultiPV TrafficLights patch, which transitions the colors from Green (towards 5) to yellow (1.5 to -1.5) to Red (towards -5) in a relatively more smoother interconnected way compared to the previous patch. Have also attached a screenshot, which shows the newer coloring in comparison to the prev logic. On Thu, Dec 26, 2024 at 5:31 PM C Hanish Menon <han...@gm...> wrote: > > Hi Steve, > > The MultiPV-TrafficLights divides a single bar into multiple blocks > based on the number of PVs in the multipv and inturn paints each block > within it based on the score wrt the corresponding pv. Thus a single > multicolor (if needed) bar, giving a summary status wrt all PVs in the > MultiPVs in one go. > > In the image which you attached, because all the 4 PVs have similar > scores around 0, the full bar is yellow. The PV1 disappearing is more > of the separate eval bar, which is independent of the > multipv-trafficlights and which is disappearing for some reason on > your mac, which you are using. On linux I can see both the eval bar as > well as the multipv trafficlights bar. I will check if the > disappearing eval bar issue is there on windows (wsl). > > I am also attaching the image of a position, where all 3 colors and > shades are there, bcas what will be the next move will decide whether > the game will move/tend towards an advantageous position or balance or > losing position. > > On Thu, Dec 26, 2024 at 9:52 AM Steve A <ste...@gm...> wrote: > > > > Hmmm. Just doesnt work on my mac. (I'll test it out later on my linux box., so sorry for being lazy) > > PV1 is always disappearing, and only yellow shows up. > > Pic attached > > > > I know knowing how sharp a line is is desirable, but i'm not sure traffic lights are the best solution. > > > > > > > > On Thu, Dec 26, 2024 at 9:58 AM C Hanish Menon <han...@gm...> wrote: > >> > >> Hi, > >> > >> Eval bar gives position score wrt the main pv only, while with the > >> faster comps and engines and thus in turn multipv, there is additional > >> info like how good or bad or tricky a position is etc. > >> > >> Inturn to show the same to user in a simple and straightforward way, > >> have added generic support for a additional bar next to eval bar, > >> which shows the scores wrt all the PVs in a MultiPV in terms of > >> Red-Yellow-Green traffic light summary wrt each PV, next to one > >> another. So by looking at the color pattern one can get a quick hint > >> has to whether the position is good or bad for white or black and also > >> how sharp or not the position may be and so. > >> > >> The same is enabled for AnalysisBoard, which will be driven from the > >> corresponding engine's MultiPV. > >> > >> > >> On Thu, Dec 26, 2024 at 5:13 AM C Hanish Menon <han...@gm...> wrote: > >> > > >> > Hi, > >> > > >> > This patch adds generic support for showing eval bar wrt any specified > >> > board. Inturn the same is enabled for analysis boards and the main > >> > pv's score is shown as the evalbar. > >> > > >> > Have implemented two different versions of eval bar, one is a simple > >> > linear one and another is a combination of linear+logarithmic one. > >> > > >> > The simple linear version shows the eval bar linearly wrt -4 to 4 with > >> > clipping of values beyond it > >> > > >> > The linear+log version shows a linear movement wrt -1 to 1 which maps > >> > to being adjacent to the 4 and 5 rows, and a logarithmic movement for > >> > beyond. The log values are mapped such that crossing 3 and 6 rows map > >> > to be equivalent to gaining or losing a minor piece and 2 and 7 rows > >> > map to gaining or losing 10 points, and remaining beyond. > >> > > >> > Currently I havent tried to enable this for MainBoard. As one may want > >> > to add an option entry to menu or buttons bar or ... > >> > > >> > -- > >> > Keep ;-) > >> > HanishKVC > >> > >> > >> > >> -- > >> Keep ;-) > >> HanishKVC > > > > -- > Keep ;-) > HanishKVC -- Keep ;-) HanishKVC |
From: C H. M. <han...@gm...> - 2024-12-26 12:01:35
|
Hi Steve, The MultiPV-TrafficLights divides a single bar into multiple blocks based on the number of PVs in the multipv and inturn paints each block within it based on the score wrt the corresponding pv. Thus a single multicolor (if needed) bar, giving a summary status wrt all PVs in the MultiPVs in one go. In the image which you attached, because all the 4 PVs have similar scores around 0, the full bar is yellow. The PV1 disappearing is more of the separate eval bar, which is independent of the multipv-trafficlights and which is disappearing for some reason on your mac, which you are using. On linux I can see both the eval bar as well as the multipv trafficlights bar. I will check if the disappearing eval bar issue is there on windows (wsl). I am also attaching the image of a position, where all 3 colors and shades are there, bcas what will be the next move will decide whether the game will move/tend towards an advantageous position or balance or losing position. On Thu, Dec 26, 2024 at 9:52 AM Steve A <ste...@gm...> wrote: > > Hmmm. Just doesnt work on my mac. (I'll test it out later on my linux box., so sorry for being lazy) > PV1 is always disappearing, and only yellow shows up. > Pic attached > > I know knowing how sharp a line is is desirable, but i'm not sure traffic lights are the best solution. > > > > On Thu, Dec 26, 2024 at 9:58 AM C Hanish Menon <han...@gm...> wrote: >> >> Hi, >> >> Eval bar gives position score wrt the main pv only, while with the >> faster comps and engines and thus in turn multipv, there is additional >> info like how good or bad or tricky a position is etc. >> >> Inturn to show the same to user in a simple and straightforward way, >> have added generic support for a additional bar next to eval bar, >> which shows the scores wrt all the PVs in a MultiPV in terms of >> Red-Yellow-Green traffic light summary wrt each PV, next to one >> another. So by looking at the color pattern one can get a quick hint >> has to whether the position is good or bad for white or black and also >> how sharp or not the position may be and so. >> >> The same is enabled for AnalysisBoard, which will be driven from the >> corresponding engine's MultiPV. >> >> >> On Thu, Dec 26, 2024 at 5:13 AM C Hanish Menon <han...@gm...> wrote: >> > >> > Hi, >> > >> > This patch adds generic support for showing eval bar wrt any specified >> > board. Inturn the same is enabled for analysis boards and the main >> > pv's score is shown as the evalbar. >> > >> > Have implemented two different versions of eval bar, one is a simple >> > linear one and another is a combination of linear+logarithmic one. >> > >> > The simple linear version shows the eval bar linearly wrt -4 to 4 with >> > clipping of values beyond it >> > >> > The linear+log version shows a linear movement wrt -1 to 1 which maps >> > to being adjacent to the 4 and 5 rows, and a logarithmic movement for >> > beyond. The log values are mapped such that crossing 3 and 6 rows map >> > to be equivalent to gaining or losing a minor piece and 2 and 7 rows >> > map to gaining or losing 10 points, and remaining beyond. >> > >> > Currently I havent tried to enable this for MainBoard. As one may want >> > to add an option entry to menu or buttons bar or ... >> > >> > -- >> > Keep ;-) >> > HanishKVC >> >> >> >> -- >> Keep ;-) >> HanishKVC -- Keep ;-) HanishKVC |
From: C H. M. <han...@gm...> - 2024-12-26 09:48:37
|
Hi Steve You seem to be intermixing different things & complicating things. Rather visualising logic should be independent of from where the data comes. Also for all the reasons you are also worrying about involving different possible boards, the best place for the eval bar is next to the board it corresponds to & not status bar (atleast that's what I feel) So also why may patch updates board code to add generic eval bar helper in there Also having the bar next & parallel vertically to the board also helps convey the position status in a direct way next to the pieces and the side with advantage in a matter of fact. It also helps identify/differentiate the different significant milestones in the data/bar like pawn or piece gain/loss or beyond Depending on which board one is talking about, where the data to drive it comes would depend. Like for 1. the anal board, the data from the corresponding anal engine is what suffices (and that is what my patch does) 2. For multiple fics boards, if there is data about eval coming from fics feed, that is what should allow enabling or disabling the bar wrt that board 3. For Main board, depending on the context, one should decide, like say 3.1 if viewing a specific fics game on main board, eval data if any bundled with fics data may be useful to give precedence, as default 3.2 if its a game involving a engine(s), engines' eval of position could drive it by default 3.3 in all other cases as well as if user so prefers for the above two cases also, a local independent engine (with a default, overridable by user), can drive the eval bar Regarding what other programs or sites are doing, no idea, bcas I am looking at chess after few years now (and its always been like that for me, ie few weeks once every few years). However looking at what FIDE & cheesebase India & few other streams showed during the game it appeared like mostly linear with maybe log for last blocks/rows of the bar or so. However I wasn't concentrating on them beyond the basic glances, so I may be wrong. However thinking about it on its own, I felt there is two different ways the data could be conveyed, which different people may find useful. One is the simple linear bar and the other is the lin+log which I coded. Where I have 1st sqs/rows to either side of mid point making to pawn gain/loss (inturn linear). 2nd squares/rows away from mid to minor piece gain/loss, 3rd sq to roughly to queen+ or so and then beyond (also maths maps roughly nicely to those boundaries) On Thu, Dec 26, 2024, 12:26 Steve A <ste...@gm...> wrote: > Yeah, it works under Linux, so not sure of the problem on macOS. > Nice looking eval bar :) > > But like i said... it's value in the mini engine board is ok, but not a > deal breaker as you have the numbers there anyway/ > And it's totally chaos trying to attach something like this to most normal > boards . > > I'll see if i can get my eval bar working on *any* engine sometime these > hols. > Maybe you have some ideas about if it should be handled by some other > algortithm rather than just +-5 > S.A. > > > > On Thu, Dec 26, 2024 at 3:39 PM Steve A <ste...@gm...> wrote: > >> PS , I'm not keen on a vertical eval bar like most guis have.. It's just >> too distracting. >> So probably just give this a miss now that i have one in the statusbar. >> cheers >> >> On Thu, Dec 26, 2024 at 2:11 PM Steve A <ste...@gm...> wrote: >> >>> Hmmm... Looks nice :) but it keeps disappearing on my macbook. >>> It's normally not viewable ?? >>> >>> But what you are doing is not too well designed. >>> How are you going to connect the main board (or, say a fics observed >>> board) to an engine. >>> It looks like this only works with engine mini. boards. >>> Moreover, it is *very* complicated to put in a generic board eval class. >>> For example - say i have no engines running, but am observing 3 fics >>> games as mini boards >>> I need three extra engines running in quiet mode to show eval bars on >>> the observed games. Kindof impossible. >>> A generic board eval bar would be great for the game browser (for >>> example), but just way too hard imho. >>> Of course putting one on the engine mini board (like you have done - >>> except it keeps disappearing on my mac!) may be a great idea. >>> >>> Have you noticed i've already coded an eval bar yesterday. >>> I should probably make it work with *any* engine rather than the second >>> engine only. >>> >>> I haven't given linear/log any thoughts. At the moment my bar is just +-5 >>> linear. >>> What do other websites / guis use? >>> >>> Cheers >>> >>> On Thu, Dec 26, 2024 at 9:44 AM C Hanish Menon <han...@gm...> >>> wrote: >>> >>>> Hi, >>>> >>>> This patch adds generic support for showing eval bar wrt any specified >>>> board. Inturn the same is enabled for analysis boards and the main >>>> pv's score is shown as the evalbar. >>>> >>>> Have implemented two different versions of eval bar, one is a simple >>>> linear one and another is a combination of linear+logarithmic one. >>>> >>>> The simple linear version shows the eval bar linearly wrt -4 to 4 with >>>> clipping of values beyond it >>>> >>>> The linear+log version shows a linear movement wrt -1 to 1 which maps >>>> to being adjacent to the 4 and 5 rows, and a logarithmic movement for >>>> beyond. The log values are mapped such that crossing 3 and 6 rows map >>>> to be equivalent to gaining or losing a minor piece and 2 and 7 rows >>>> map to gaining or losing 10 points, and remaining beyond. >>>> >>>> Currently I havent tried to enable this for MainBoard. As one may want >>>> to add an option entry to menu or buttons bar or ... >>>> >>>> -- >>>> Keep ;-) >>>> HanishKVC >>>> >>> |
From: Steve A <ste...@gm...> - 2024-12-26 06:56:49
|
Yeah, it works under Linux, so not sure of the problem on macOS. Nice looking eval bar :) But like i said... it's value in the mini engine board is ok, but not a deal breaker as you have the numbers there anyway/ And it's totally chaos trying to attach something like this to most normal boards . I'll see if i can get my eval bar working on *any* engine sometime these hols. Maybe you have some ideas about if it should be handled by some other algortithm rather than just +-5 S.A. On Thu, Dec 26, 2024 at 3:39 PM Steve A <ste...@gm...> wrote: > PS , I'm not keen on a vertical eval bar like most guis have.. It's just > too distracting. > So probably just give this a miss now that i have one in the statusbar. > cheers > > On Thu, Dec 26, 2024 at 2:11 PM Steve A <ste...@gm...> wrote: > >> Hmmm... Looks nice :) but it keeps disappearing on my macbook. >> It's normally not viewable ?? >> >> But what you are doing is not too well designed. >> How are you going to connect the main board (or, say a fics observed >> board) to an engine. >> It looks like this only works with engine mini. boards. >> Moreover, it is *very* complicated to put in a generic board eval class. >> For example - say i have no engines running, but am observing 3 fics >> games as mini boards >> I need three extra engines running in quiet mode to show eval bars on the >> observed games. Kindof impossible. >> A generic board eval bar would be great for the game browser (for >> example), but just way too hard imho. >> Of course putting one on the engine mini board (like you have done - >> except it keeps disappearing on my mac!) may be a great idea. >> >> Have you noticed i've already coded an eval bar yesterday. >> I should probably make it work with *any* engine rather than the second >> engine only. >> >> I haven't given linear/log any thoughts. At the moment my bar is just +-5 >> linear. >> What do other websites / guis use? >> >> Cheers >> >> On Thu, Dec 26, 2024 at 9:44 AM C Hanish Menon <han...@gm...> >> wrote: >> >>> Hi, >>> >>> This patch adds generic support for showing eval bar wrt any specified >>> board. Inturn the same is enabled for analysis boards and the main >>> pv's score is shown as the evalbar. >>> >>> Have implemented two different versions of eval bar, one is a simple >>> linear one and another is a combination of linear+logarithmic one. >>> >>> The simple linear version shows the eval bar linearly wrt -4 to 4 with >>> clipping of values beyond it >>> >>> The linear+log version shows a linear movement wrt -1 to 1 which maps >>> to being adjacent to the 4 and 5 rows, and a logarithmic movement for >>> beyond. The log values are mapped such that crossing 3 and 6 rows map >>> to be equivalent to gaining or losing a minor piece and 2 and 7 rows >>> map to gaining or losing 10 points, and remaining beyond. >>> >>> Currently I havent tried to enable this for MainBoard. As one may want >>> to add an option entry to menu or buttons bar or ... >>> >>> -- >>> Keep ;-) >>> HanishKVC >>> >> |
From: Steve A <ste...@gm...> - 2024-12-26 05:40:06
|
PS , I'm not keen on a vertical eval bar like most guis have.. It's just too distracting. So probably just give this a miss now that i have one in the statusbar. cheers On Thu, Dec 26, 2024 at 2:11 PM Steve A <ste...@gm...> wrote: > Hmmm... Looks nice :) but it keeps disappearing on my macbook. > It's normally not viewable ?? > > But what you are doing is not too well designed. > How are you going to connect the main board (or, say a fics observed > board) to an engine. > It looks like this only works with engine mini. boards. > Moreover, it is *very* complicated to put in a generic board eval class. > For example - say i have no engines running, but am observing 3 fics games > as mini boards > I need three extra engines running in quiet mode to show eval bars on the > observed games. Kindof impossible. > A generic board eval bar would be great for the game browser (for > example), but just way too hard imho. > Of course putting one on the engine mini board (like you have done - > except it keeps disappearing on my mac!) may be a great idea. > > Have you noticed i've already coded an eval bar yesterday. > I should probably make it work with *any* engine rather than the second > engine only. > > I haven't given linear/log any thoughts. At the moment my bar is just +-5 > linear. > What do other websites / guis use? > > Cheers > > On Thu, Dec 26, 2024 at 9:44 AM C Hanish Menon <han...@gm...> > wrote: > >> Hi, >> >> This patch adds generic support for showing eval bar wrt any specified >> board. Inturn the same is enabled for analysis boards and the main >> pv's score is shown as the evalbar. >> >> Have implemented two different versions of eval bar, one is a simple >> linear one and another is a combination of linear+logarithmic one. >> >> The simple linear version shows the eval bar linearly wrt -4 to 4 with >> clipping of values beyond it >> >> The linear+log version shows a linear movement wrt -1 to 1 which maps >> to being adjacent to the 4 and 5 rows, and a logarithmic movement for >> beyond. The log values are mapped such that crossing 3 and 6 rows map >> to be equivalent to gaining or losing a minor piece and 2 and 7 rows >> map to gaining or losing 10 points, and remaining beyond. >> >> Currently I havent tried to enable this for MainBoard. As one may want >> to add an option entry to menu or buttons bar or ... >> >> -- >> Keep ;-) >> HanishKVC >> > |
From: Steve A <ste...@gm...> - 2024-12-26 04:12:02
|
Hmmm... Looks nice :) but it keeps disappearing on my macbook. It's normally not viewable ?? But what you are doing is not too well designed. How are you going to connect the main board (or, say a fics observed board) to an engine. It looks like this only works with engine mini. boards. Moreover, it is *very* complicated to put in a generic board eval class. For example - say i have no engines running, but am observing 3 fics games as mini boards I need three extra engines running in quiet mode to show eval bars on the observed games. Kindof impossible. A generic board eval bar would be great for the game browser (for example), but just way too hard imho. Of course putting one on the engine mini board (like you have done - except it keeps disappearing on my mac!) may be a great idea. Have you noticed i've already coded an eval bar yesterday. I should probably make it work with *any* engine rather than the second engine only. I haven't given linear/log any thoughts. At the moment my bar is just +-5 linear. What do other websites / guis use? Cheers On Thu, Dec 26, 2024 at 9:44 AM C Hanish Menon <han...@gm...> wrote: > Hi, > > This patch adds generic support for showing eval bar wrt any specified > board. Inturn the same is enabled for analysis boards and the main > pv's score is shown as the evalbar. > > Have implemented two different versions of eval bar, one is a simple > linear one and another is a combination of linear+logarithmic one. > > The simple linear version shows the eval bar linearly wrt -4 to 4 with > clipping of values beyond it > > The linear+log version shows a linear movement wrt -1 to 1 which maps > to being adjacent to the 4 and 5 rows, and a logarithmic movement for > beyond. The log values are mapped such that crossing 3 and 6 rows map > to be equivalent to gaining or losing a minor piece and 2 and 7 rows > map to gaining or losing 10 points, and remaining beyond. > > Currently I havent tried to enable this for MainBoard. As one may want > to add an option entry to menu or buttons bar or ... > > -- > Keep ;-) > HanishKVC > |
From: C H. M. <han...@gm...> - 2024-12-25 23:58:57
|
Hi, Eval bar gives position score wrt the main pv only, while with the faster comps and engines and thus in turn multipv, there is additional info like how good or bad or tricky a position is etc. Inturn to show the same to user in a simple and straightforward way, have added generic support for a additional bar next to eval bar, which shows the scores wrt all the PVs in a MultiPV in terms of Red-Yellow-Green traffic light summary wrt each PV, next to one another. So by looking at the color pattern one can get a quick hint has to whether the position is good or bad for white or black and also how sharp or not the position may be and so. The same is enabled for AnalysisBoard, which will be driven from the corresponding engine's MultiPV. On Thu, Dec 26, 2024 at 5:13 AM C Hanish Menon <han...@gm...> wrote: > > Hi, > > This patch adds generic support for showing eval bar wrt any specified > board. Inturn the same is enabled for analysis boards and the main > pv's score is shown as the evalbar. > > Have implemented two different versions of eval bar, one is a simple > linear one and another is a combination of linear+logarithmic one. > > The simple linear version shows the eval bar linearly wrt -4 to 4 with > clipping of values beyond it > > The linear+log version shows a linear movement wrt -1 to 1 which maps > to being adjacent to the 4 and 5 rows, and a logarithmic movement for > beyond. The log values are mapped such that crossing 3 and 6 rows map > to be equivalent to gaining or losing a minor piece and 2 and 7 rows > map to gaining or losing 10 points, and remaining beyond. > > Currently I havent tried to enable this for MainBoard. As one may want > to add an option entry to menu or buttons bar or ... > > -- > Keep ;-) > HanishKVC -- Keep ;-) HanishKVC |
From: C H. M. <han...@gm...> - 2024-12-25 23:44:09
|
Hi, This patch adds generic support for showing eval bar wrt any specified board. Inturn the same is enabled for analysis boards and the main pv's score is shown as the evalbar. Have implemented two different versions of eval bar, one is a simple linear one and another is a combination of linear+logarithmic one. The simple linear version shows the eval bar linearly wrt -4 to 4 with clipping of values beyond it The linear+log version shows a linear movement wrt -1 to 1 which maps to being adjacent to the 4 and 5 rows, and a logarithmic movement for beyond. The log values are mapped such that crossing 3 and 6 rows map to be equivalent to gaining or losing a minor piece and 2 and 7 rows map to gaining or losing 10 points, and remaining beyond. Currently I havent tried to enable this for MainBoard. As one may want to add an option entry to menu or buttons bar or ... -- Keep ;-) HanishKVC |
From: Steve A <ste...@gm...> - 2024-12-22 04:40:24
|
Ok, glad you got the subscribe sorted out. It's definitely a nice feature, but I'm happy with it as-is, sorry. (though not too happy with the wheel mouse bit... Hmmm). Imo the other two board modes are more useful, and overcomplicating the window/code is not desirable. >colors of the board selected clash with the default black and white lines. Black and white are just fundamental to the game in lots of places. >having a mechanism to switch between the engine PVs' Since you've got your own patch, you should aim higher! Put in multiple boards, one for each pv :). Not just for sequence mode, but the other two modes also. That's something I might inline. S. A. On Sunday, December 22, 2024, C Hanish Menon <han...@gm...> wrote: > Hi Steve, > > Would request you to reconsider the patches once again, for below reasons. > > Patch1: Setting the color of the move sequence lines is a necessity, > for the cases, where the > > Patch2: As multipv mode is supported in general by the program and > inturn also potentially widely used by the end users, wrt what is shown > on the > analysis board is a useful and I would say even a needed feature to > have. My patch limits it to Sequence mode, but may be you want to make > it more generic. In either of these cases, it is useful. > > Patch3: is a useful, but not necessarily a absolute necessary patch. > Maybe you are looking at it from the angle of a experienced chess > player. But for a beginner or in between player, I feel being able to > visualise more into the moves can be very useful. > > However if you still feel it is not useful to have it integrated by > default, then I would request you to have it in the patchs directory. > > NOTE: Please do note that as a mediocore/once-in-a-bluemoon chess > player, I do find these features very useful, when I am > exploring/watching a chess game, thats the reason why I coded these. > Would request you to reconsider it once again. > > On Sat, Dec 21, 2024 at 2:59 PM Steve A <ste...@gm...> wrote: > > > > Hmm... Yeah, i can't see the point of it all myself. > > > > But i can give you a patch in the patches directory if you want one. > > > > Re dev list subscribing.. Have you received and clicked the "confirm > email address" message ? > > Sometimes these may end up in spam. > > > > Cheers, S.A. > > > > On Sat, Dec 21, 2024 at 3:15 AM C Hanish Menon <han...@gm...> > wrote: > >> > >> Hi Steve, > >> > >> Attached is the updated 3 patches, generated in the order specified in > >> patch file names (2010->2020->2030) > >> > >> Patch1: Allow user to optionally configure the current and opposite > >> side move lines/arrows colors in options.dat > >> > >> Patch2: Allow user to select the specific PV to view from among the > >> multiple engine PVs in multipv mode. The listbox gui flow has been > >> updated to ensure that it shows up only in sequential mode by updating > >> nextBoardType. Also the PV numbers have been updated to start from 1 > >> instead of 0. THis should fix the exception generated in my previous > >> patch. > >> > >> Patch3: Allow user to view more into the selected PV, if required, > >> without cluttering the analysis board visually. The core patch within > >> boardvisualisemove procedure for the same takes up only 4 additional > >> lines, but gives more flexibility to the end user, without cluttering > >> the board. Along with the last few moves seqnumber, it always shows > >> the 1st move's seqnumber also. This patch also includes changes to > >> make the text font slightly smaller and also have a highlight/shadow > >> text. During mid and end games, the move visualisation can give > >> useful/interesting info in a quick glance. > >> > >> -- > >> Keep ;-) > >> HanishKVC > > > > -- > Keep ;-) > HanishKVC > |
From: C H. M. <han...@gm...> - 2024-12-21 22:36:19
|
Hi, Resending patchs, has original email got bounced by mailing list due to not clicking on mailing list confirmation email, before sending out the patchs. ---------- Forwarded message --------- From: C Hanish Menon <han...@gm...> Date: Fri, Dec 20, 2024 at 10:45 PM Subject: Patchs: BoardVisualiseMoves and AnalysisBoard Sequential mode To: <sci...@li...>, Steve A <ste...@gm...> Hi Steve, Attached is the updated 3 patches, generated in the order specified in patch file names (2010->2020->2030) Patch1: Allow user to optionally configure the current and opposite side move lines/arrows colors in options.dat Patch2: Allow user to select the specific PV to view from among the multiple engine PVs in multipv mode. The listbox gui flow has been updated to ensure that it shows up only in sequential mode by updating nextBoardType. Also the PV numbers have been updated to start from 1 instead of 0. THis should fix the exception generated in my previous patch. Patch3: Allow user to view more into the selected PV, if required, without cluttering the analysis board visually. The core patch within boardvisualisemove procedure for the same takes up only 4 additional lines, but gives more flexibility to the end user, without cluttering the board. Along with the last few moves seqnumber, it always shows the 1st move's seqnumber also. This patch also includes changes to make the text font slightly smaller and also have a highlight/shadow text. During mid and end games, the move visualisation can give useful/interesting info in a quick glance. -- Keep ;-) HanishKVC -- Keep ;-) HanishKVC |