<?xml version="1.0" encoding="utf-8"?>
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	<id>tag:old.nabble.com,2006:forum-6422</id>
	<title>Nabble - kde-games-devel</title>
	<updated>2009-12-14T05:10:27Z</updated>
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	<subtitle type="html">For developers interested in developing games in KDE</subtitle>
	
<entry>
	<id>tag:old.nabble.com,2006:post-26777492</id>
	<title>Re: Regarding the latest messages about regressions...</title>
	<published>2009-12-14T05:10:27Z</published>
	<updated>2009-12-14T05:10:27Z</updated>
	<author>
		<name>Parker Coates</name>
	</author>
	<content type="html">On Mon, Dec 14, 2009 at 05:22, Mauricio Piacentini wrote:
&lt;br&gt;&amp;gt; In Granatier and KPat, did you guys check if they could be maybe
&lt;br&gt;&lt;br&gt;For KPat, I'm pretty sure the issues are my own.
&lt;br&gt;&lt;br&gt;Parker
&lt;br&gt;_______________________________________________
&lt;br&gt;kde-games-devel mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26775650</id>
	<title>Regarding the latest messages about regressions...</title>
	<published>2009-12-14T02:22:29Z</published>
	<updated>2009-12-14T02:22:29Z</updated>
	<author>
		<name>Bugzilla from piacentini@kde.org</name>
	</author>
	<content type="html">In Granatier and KPat, did you guys check if they could be maybe
&lt;br&gt;related to the underlying Qt version?
&lt;br&gt;&lt;br&gt;Regards,
&lt;br&gt;Mauricio Piacentini
&lt;br&gt;_______________________________________________
&lt;br&gt;kde-games-devel mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26775620</id>
	<title>Re: kblocks single game new implementation...</title>
	<published>2009-12-14T02:19:47Z</published>
	<updated>2009-12-14T02:19:47Z</updated>
	<author>
		<name>Bugzilla from piacentini@kde.org</name>
	</author>
	<content type="html">On Mon, Dec 14, 2009 at 7:23 AM, Dapeng Zhang
&lt;br&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26775620&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;zhangd@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&lt;br&gt;&amp;gt; Yes, I'm planning to stay around as a maintainer.  There will be a
&lt;br&gt;&amp;gt; &amp;quot;formal&amp;quot; version in svn by the end of Jan... So far, the source package
&lt;br&gt;&amp;gt; in svn is only a start of the student.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; It would be very nice if you could stay around, giving comments and so on...
&lt;br&gt;&lt;br&gt;Great! I am going to stay around, and will be able to help you guys
&lt;br&gt;with the transition, to be done after 4.4 is branched.
&lt;br&gt;&lt;br&gt;Regards,
&lt;br&gt;Mauricio Piacentini
&lt;br&gt;_______________________________________________
&lt;br&gt;kde-games-devel mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26774981</id>
	<title>Re: kblocks single game new implementation...</title>
	<published>2009-12-14T01:23:43Z</published>
	<updated>2009-12-14T01:23:43Z</updated>
	<author>
		<name>Dapeng Zhang</name>
	</author>
	<content type="html">Hi Mauricio,
&lt;br&gt;&lt;br&gt;We are going to check a) b) and c) as soon as possible. Many thanks for 
&lt;br&gt;your testing.
&lt;br&gt;&lt;br&gt;For d), of course the original author(s) should be listed. Actually, I 
&lt;br&gt;got some support from the University. A student is doing the coding job. 
&lt;br&gt;He doesn't notice the copyright issue, and only listed himself. This is 
&lt;br&gt;of course wrong.
&lt;br&gt;&lt;br&gt;Yes, I'm planning to stay around as a maintainer. &amp;nbsp;There will be a 
&lt;br&gt;&amp;quot;formal&amp;quot; version in svn by the end of Jan... So far, the source package 
&lt;br&gt;in svn is only a start of the student.
&lt;br&gt;&lt;br&gt;It would be very nice if you could stay around, giving comments and so on...
&lt;br&gt;&lt;br&gt;best...
&lt;br&gt;&lt;br&gt;dapeng
&lt;br&gt;&lt;br&gt;Mauricio Piacentini wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; a) When you change difficulty, the game does not warn you that it will
&lt;br&gt;&amp;gt; be terminated, as the original KBlocks. You can switch from one to
&lt;br&gt;&amp;gt; another to test: start a game, select a new difficulty on the status
&lt;br&gt;&amp;gt; bar to test.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; b) There is no message when you pause or resume a game. Also, the
&lt;br&gt;&amp;gt; state of the buttons in the interface is confused when you pause for
&lt;br&gt;&amp;gt; example and start a new one using the difficulty popup. I think this
&lt;br&gt;&amp;gt; is related to issue a somehow.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; c) There is a caching problem with SVG elements and switching themes.
&lt;br&gt;&amp;gt; To test, start a game. Then go to configure and switch from egyptian
&lt;br&gt;&amp;gt; to oxygen, or vice-versa. Some element will not be updated. If you
&lt;br&gt;&amp;gt; scale the window then everything will be right. Tip: I believe this is
&lt;br&gt;&amp;gt; the old issue when you put elements in cache just with the name and
&lt;br&gt;&amp;gt; dimensions as keys, it might be good to add the theme name as well (I
&lt;br&gt;&amp;gt; believe we did this on KMines a while ago)
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; d) Copyright information on some files is not quite right. I would
&lt;br&gt;&amp;gt; prefer if you keep the copyright of the original author (me) and add
&lt;br&gt;&amp;gt; yours on a second line. I understand you probaby started a new
&lt;br&gt;&amp;gt; template project and some of this info was lost, no biggie.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; As for replacing the current KBlocks with this one after 4.4 ships: I
&lt;br&gt;&amp;gt; would agree with this if you take over maintainership for this code,
&lt;br&gt;&amp;gt; maybe with someone as a backup. I ask you to take over maintainership
&lt;br&gt;&amp;gt; as I feel that the current code is easier for me to maintain: it has
&lt;br&gt;&amp;gt; no known bugs, fewer files, fewer classes, and I do not mind the
&lt;br&gt;&amp;gt; logic/presentation mix for simple games like this, which was supposed
&lt;br&gt;&amp;gt; to be single player only by design. This has maybe to do with my
&lt;br&gt;&amp;gt; background, which is not in computer science or engineering.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; So, hard question :) Are you planning to stay around at least until
&lt;br&gt;&amp;gt; 4.6 ships, and take care of KBlocks until then? If you are, then
&lt;br&gt;&amp;gt; welcome! I believe you just need to correct the issues above and then
&lt;br&gt;&amp;gt; you can move the refactoring to trunk after 4.4 ships, and start
&lt;br&gt;&amp;gt; implementing your AI and multiplayer ideas as well.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; People, comments?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Best regards,
&lt;br&gt;&amp;gt; Mauricio Piacentini
&lt;br&gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt; kde-games-devel mailing list
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26774981&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;kde-games-devel@...&lt;/a&gt;
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&lt;/div&gt;&lt;br&gt;_______________________________________________
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26771361</id>
	<title>Re: KPat/Freecell broken?</title>
	<published>2009-12-13T16:21:36Z</published>
	<updated>2009-12-13T16:21:36Z</updated>
	<author>
		<name>Parker Coates</name>
	</author>
	<content type="html">On Sun, Dec 13, 2009 at 16:56, Andreas Pakulat wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On 12.12.09 12:29:03, Parker Coates wrote:
&lt;br&gt;&amp;gt;&amp;gt; On Fri, Dec 11, 2009 at 20:34, Andreas Pakulat wrote:
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; On 11.12.09 16:50:45, Parker Coates wrote:
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; On Fri, Dec 11, 2009 at 16:14, Andreas Pakulat wrote:
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; Hi,
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; I'm wondering if anybody else has problems with KPat not accepting
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; mouse-clicks/drags anymore after a couple of initial moves when playing
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; Freecell? The first oddness is that a double-click to move a card to the
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; free-stack doesn't result in an undoable action. And then after a couple
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; of movements of cards around I can suddenly not click anything anymore,
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; no card reacts. Seems this happens as soon as more than one card is
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; moved at once.
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; Yes, others have seen it. It's been reported as bug 218019. [1]
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; Thanks and sorry for being lazy :) Thats basically all I needed...
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; The same happens in Spider when the first complete line from ace to king
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; vanishes.
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; Crap. I was hoping it was Freecell specific. The reporter claimed that
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; he didn't have any issues in Spider, but maybe he didn't play for long
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; enough to clear a run.
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; Just to be sure we're on the same page: A &amp;quot;run&amp;quot; means adding up cards
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; from King down to ace so it gets nicely moved to the bottom-left
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; stack-place, right? Oh, btw, this was single-suite spider
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Yeah, that what I meant by &amp;quot;run&amp;quot;.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; Saving and reloading the games helps &amp;quot;fixing&amp;quot; the problem with Spider,
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; i.e. it doesn't block access to the cards until I start a new game. In
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; Freecell loading a game that previously blocked also makes it playable,
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; but only until the next move that involves more than one card.
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; Thanks for the details. Please add them to the report, if you don't
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; mind. If you start then stop the demo, does that have any affect?
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; For Freecell it didn't hit the problem as the demo mode always moved
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; only a single card.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Makes sense.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; For Spider it was a bit tricky to get it to complete a run as it always
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; &amp;quot;hangs&amp;quot; when one can still move cards around, but not in a meaningful
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; fashion (i.e. one empty 9 and one thats build down to 6, so you can move
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; 8 and following around). But once I had it complete a run it didn't
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; stop. When I then completed the next run manually it again stopped
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; accepting any input.
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; Oh, wait now I understand what you mean with &amp;quot;start and stop demo&amp;quot;...
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; No, once the mouse stops working the demo button also stops working.
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; Added that and the other text to the report. I took the liberty to mark
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; the bug as NEW and kde-4.4.0-blocker as IMHO this breaks the app quite
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; heavily. Feel free to change the latter back (in the Keywords)
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Those both seem fair.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; This bug is definitely my fault, and I'm feeling pretty bad about it.
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; Just before the freeze I cleaned up the mouse handling and it seemed
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; to be working well, but I didn't really consider the custom weirdness
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; that Freecell adds. The major problem here is that I'm out of town for
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; work, away from my dev machine and I will probably won't be back until
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; January 5th.
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; I read through the code at lxr.kde.org, but I couldn't really see any
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; obvious problems. I probably need to run it to figure out what's going
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; on, but if I had to guess, I'd say the fix won't be that complicated.
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; If someone else wants to take a stab at fixing this, I'd be more than
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; happy to try to support them, but I realise that this is asking a lot.
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; If anyone has a git-svn checkout and is willing to run a git-bisect to
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; figure out which commit broke this, that would certainly help narrow
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; down the issue, too.
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; As I love to play Spider and Freecell I'll definetly have a look
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; sometime (probably not this weekend though). No git-svn here, but the
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; bug (at least in freecell) is easy enough to trigger. So if you can give
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; me a hint where to start looking that would be nice :)
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Okay, I think I figured out what is wrong, at least in Freecell. If
&lt;br&gt;&amp;gt;&amp;gt; someone try out the following changes to freecell.cpp, test them and
&lt;br&gt;&amp;gt;&amp;gt; commit, it would be most appreciated. There's a much cleaner way to do
&lt;br&gt;&amp;gt;&amp;gt; this, but these minimum changes should get the things working again.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Line 257:
&lt;br&gt;&amp;gt;&amp;gt; - m-&amp;gt;disconnect( this );
&lt;br&gt;&amp;gt;&amp;gt; + disconnect(m, SIGNAL(animationStopped(Card*)), this,
&lt;br&gt;&amp;gt;&amp;gt; SLOT(waitForMoving(Card*)));
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Line 264:
&lt;br&gt;&amp;gt;&amp;gt; - c-&amp;gt;disconnect(this);
&lt;br&gt;&amp;gt;&amp;gt; + disconnect(c, SIGNAL(animationStopped(Card*)), this,
&lt;br&gt;&amp;gt;&amp;gt; SLOT(waitForMoving(Card*)));
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Let this be a lesson, kids. Always make your disconnects as specific
&lt;br&gt;&amp;gt;&amp;gt; as possible to avoid breaking connections made elsewhere.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Unfortunately that doesn't help. Freecell still stops doing card-moves
&lt;br&gt;&amp;gt; once one stack of cards has been moved.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; A grep for similar disconnects yielded one more result in dealer.cpp,
&lt;br&gt;&amp;gt; but also adjusting that one didn't help unfortunately (line 741)
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; BTW: There's a disconnect() call in dealer.cpp, unless you need to
&lt;br&gt;&amp;gt; disconnect exactly at that point its not overly useful as ~QObject will
&lt;br&gt;&amp;gt; disconnect everything from the deleted object too.
&lt;/div&gt;&lt;br&gt;Crap. Well thanks for trying it out. Back to the drawing board.
&lt;br&gt;&lt;br&gt;Parker
&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26770136</id>
	<title>Re: KPat/Freecell broken?</title>
	<published>2009-12-13T13:56:59Z</published>
	<updated>2009-12-13T13:56:59Z</updated>
	<author>
		<name>Bugzilla from apaku@gmx.de</name>
	</author>
	<content type="html">On 12.12.09 12:29:03, Parker Coates wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On Fri, Dec 11, 2009 at 20:34, Andreas Pakulat wrote:
&lt;br&gt;&amp;gt; &amp;gt; On 11.12.09 16:50:45, Parker Coates wrote:
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; On Fri, Dec 11, 2009 at 16:14, Andreas Pakulat wrote:
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; Hi,
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; I'm wondering if anybody else has problems with KPat not accepting
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; mouse-clicks/drags anymore after a couple of initial moves when playing
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; Freecell? The first oddness is that a double-click to move a card to the
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; free-stack doesn't result in an undoable action. And then after a couple
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; of movements of cards around I can suddenly not click anything anymore,
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; no card reacts. Seems this happens as soon as more than one card is
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; moved at once.
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; Yes, others have seen it. It's been reported as bug 218019. [1]
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; Thanks and sorry for being lazy :) Thats basically all I needed...
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; The same happens in Spider when the first complete line from ace to king
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; vanishes.
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; Crap. I was hoping it was Freecell specific. The reporter claimed that
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; he didn't have any issues in Spider, but maybe he didn't play for long
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; enough to clear a run.
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; Just to be sure we're on the same page: A &amp;quot;run&amp;quot; means adding up cards
&lt;br&gt;&amp;gt; &amp;gt; from King down to ace so it gets nicely moved to the bottom-left
&lt;br&gt;&amp;gt; &amp;gt; stack-place, right? Oh, btw, this was single-suite spider
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Yeah, that what I meant by &amp;quot;run&amp;quot;.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; Saving and reloading the games helps &amp;quot;fixing&amp;quot; the problem with Spider,
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; i.e. it doesn't block access to the cards until I start a new game. In
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; Freecell loading a game that previously blocked also makes it playable,
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;gt; but only until the next move that involves more than one card.
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; Thanks for the details. Please add them to the report, if you don't
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; mind. If you start then stop the demo, does that have any affect?
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; For Freecell it didn't hit the problem as the demo mode always moved
&lt;br&gt;&amp;gt; &amp;gt; only a single card.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Makes sense.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;gt; For Spider it was a bit tricky to get it to complete a run as it always
&lt;br&gt;&amp;gt; &amp;gt; &amp;quot;hangs&amp;quot; when one can still move cards around, but not in a meaningful
&lt;br&gt;&amp;gt; &amp;gt; fashion (i.e. one empty 9 and one thats build down to 6, so you can move
&lt;br&gt;&amp;gt; &amp;gt; 8 and following around). But once I had it complete a run it didn't
&lt;br&gt;&amp;gt; &amp;gt; stop. When I then completed the next run manually it again stopped
&lt;br&gt;&amp;gt; &amp;gt; accepting any input.
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; Oh, wait now I understand what you mean with &amp;quot;start and stop demo&amp;quot;...
&lt;br&gt;&amp;gt; &amp;gt; No, once the mouse stops working the demo button also stops working.
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; Added that and the other text to the report. I took the liberty to mark
&lt;br&gt;&amp;gt; &amp;gt; the bug as NEW and kde-4.4.0-blocker as IMHO this breaks the app quite
&lt;br&gt;&amp;gt; &amp;gt; heavily. Feel free to change the latter back (in the Keywords)
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Those both seem fair.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; This bug is definitely my fault, and I'm feeling pretty bad about it.
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; Just before the freeze I cleaned up the mouse handling and it seemed
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; to be working well, but I didn't really consider the custom weirdness
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; that Freecell adds. The major problem here is that I'm out of town for
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; work, away from my dev machine and I will probably won't be back until
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; January 5th.
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; I read through the code at lxr.kde.org, but I couldn't really see any
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; obvious problems. I probably need to run it to figure out what's going
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; on, but if I had to guess, I'd say the fix won't be that complicated.
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; If someone else wants to take a stab at fixing this, I'd be more than
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; happy to try to support them, but I realise that this is asking a lot.
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; If anyone has a git-svn checkout and is willing to run a git-bisect to
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; figure out which commit broke this, that would certainly help narrow
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; down the issue, too.
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; As I love to play Spider and Freecell I'll definetly have a look
&lt;br&gt;&amp;gt; &amp;gt; sometime (probably not this weekend though). No git-svn here, but the
&lt;br&gt;&amp;gt; &amp;gt; bug (at least in freecell) is easy enough to trigger. So if you can give
&lt;br&gt;&amp;gt; &amp;gt; me a hint where to start looking that would be nice :)
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Okay, I think I figured out what is wrong, at least in Freecell. If
&lt;br&gt;&amp;gt; someone try out the following changes to freecell.cpp, test them and
&lt;br&gt;&amp;gt; commit, it would be most appreciated. There's a much cleaner way to do
&lt;br&gt;&amp;gt; this, but these minimum changes should get the things working again.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Line 257:
&lt;br&gt;&amp;gt; - m-&amp;gt;disconnect( this );
&lt;br&gt;&amp;gt; + disconnect(m, SIGNAL(animationStopped(Card*)), this,
&lt;br&gt;&amp;gt; SLOT(waitForMoving(Card*)));
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Line 264:
&lt;br&gt;&amp;gt; - c-&amp;gt;disconnect(this);
&lt;br&gt;&amp;gt; + disconnect(c, SIGNAL(animationStopped(Card*)), this,
&lt;br&gt;&amp;gt; SLOT(waitForMoving(Card*)));
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Let this be a lesson, kids. Always make your disconnects as specific
&lt;br&gt;&amp;gt; as possible to avoid breaking connections made elsewhere.
&lt;/div&gt;&lt;br&gt;Unfortunately that doesn't help. Freecell still stops doing card-moves
&lt;br&gt;once one stack of cards has been moved.
&lt;br&gt;&lt;br&gt;A grep for similar disconnects yielded one more result in dealer.cpp,
&lt;br&gt;but also adjusting that one didn't help unfortunately (line 741)
&lt;br&gt;&lt;br&gt;BTW: There's a disconnect() call in dealer.cpp, unless you need to
&lt;br&gt;disconnect exactly at that point its not overly useful as ~QObject will
&lt;br&gt;disconnect everything from the deleted object too.
&lt;br&gt;&lt;br&gt;Andreas
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Your boss is a few sandwiches short of a picnic.
&lt;br&gt;_______________________________________________
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26765694</id>
	<title>Re: kblocks single game new implementation...</title>
	<published>2009-12-13T04:31:15Z</published>
	<updated>2009-12-13T04:31:15Z</updated>
	<author>
		<name>Bugzilla from piacentini@kde.org</name>
	</author>
	<content type="html">On Mon, Nov 30, 2009 at 11:23 AM, Dapeng Zhang
&lt;br&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26765694&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;zhangd@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Tadeusz Andrzej Kadłubowski wrote:
&lt;br&gt;&amp;gt;&amp;gt; Either start a branch of kblocks somewhere in /branches/kblocks/
&lt;br&gt;&amp;gt;&amp;gt; new_cool_AI_and_stuff/, or just put it in /trunk/playground/games/
&lt;br&gt;&amp;gt;&amp;gt; kblocks-refactoring/ or something. Anyway, working within KDE's SVN
&lt;br&gt;&amp;gt;&amp;gt; will expose your work to other developers. Just don't break /trunk/
&lt;br&gt;&amp;gt;&amp;gt; KDE/kdegames/kblocks/ for now.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Best regards, your UML diagrams made a lot of sense to me.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I committed to trunk/playground/games/kblocks-refactoring/
&lt;br&gt;&amp;gt;
&lt;/div&gt;&lt;br&gt;Hi. I spent some time with the code and the app and have some feedback
&lt;br&gt;to give you, and also some questions to the kdegames members regarding
&lt;br&gt;it :)
&lt;br&gt;&lt;br&gt;First of all, congratulations. The implementation according to your
&lt;br&gt;UML is cool, and there is the separation (as far as possible) of game
&lt;br&gt;logic and some QGV internals. I found some minor issues that would
&lt;br&gt;have to be corrected, though:
&lt;br&gt;&lt;br&gt;a) When you change difficulty, the game does not warn you that it will
&lt;br&gt;be terminated, as the original KBlocks. You can switch from one to
&lt;br&gt;another to test: start a game, select a new difficulty on the status
&lt;br&gt;bar to test.
&lt;br&gt;&lt;br&gt;b) There is no message when you pause or resume a game. Also, the
&lt;br&gt;state of the buttons in the interface is confused when you pause for
&lt;br&gt;example and start a new one using the difficulty popup. I think this
&lt;br&gt;is related to issue a somehow.
&lt;br&gt;&lt;br&gt;c) There is a caching problem with SVG elements and switching themes.
&lt;br&gt;To test, start a game. Then go to configure and switch from egyptian
&lt;br&gt;to oxygen, or vice-versa. Some element will not be updated. If you
&lt;br&gt;scale the window then everything will be right. Tip: I believe this is
&lt;br&gt;the old issue when you put elements in cache just with the name and
&lt;br&gt;dimensions as keys, it might be good to add the theme name as well (I
&lt;br&gt;believe we did this on KMines a while ago)
&lt;br&gt;&lt;br&gt;d) Copyright information on some files is not quite right. I would
&lt;br&gt;prefer if you keep the copyright of the original author (me) and add
&lt;br&gt;yours on a second line. I understand you probaby started a new
&lt;br&gt;template project and some of this info was lost, no biggie.
&lt;br&gt;&lt;br&gt;As for replacing the current KBlocks with this one after 4.4 ships: I
&lt;br&gt;would agree with this if you take over maintainership for this code,
&lt;br&gt;maybe with someone as a backup. I ask you to take over maintainership
&lt;br&gt;as I feel that the current code is easier for me to maintain: it has
&lt;br&gt;no known bugs, fewer files, fewer classes, and I do not mind the
&lt;br&gt;logic/presentation mix for simple games like this, which was supposed
&lt;br&gt;to be single player only by design. This has maybe to do with my
&lt;br&gt;background, which is not in computer science or engineering.
&lt;br&gt;&lt;br&gt;So, hard question :) Are you planning to stay around at least until
&lt;br&gt;4.6 ships, and take care of KBlocks until then? If you are, then
&lt;br&gt;welcome! I believe you just need to correct the issues above and then
&lt;br&gt;you can move the refactoring to trunk after 4.4 ships, and start
&lt;br&gt;implementing your AI and multiplayer ideas as well.
&lt;br&gt;&lt;br&gt;People, comments?
&lt;br&gt;&lt;br&gt;Best regards,
&lt;br&gt;Mauricio Piacentini
&lt;br&gt;_______________________________________________
&lt;br&gt;kde-games-devel mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26759502</id>
	<title>Re: KPat/Freecell broken?</title>
	<published>2009-12-12T09:29:03Z</published>
	<updated>2009-12-12T09:29:03Z</updated>
	<author>
		<name>Parker Coates</name>
	</author>
	<content type="html">On Fri, Dec 11, 2009 at 20:34, Andreas Pakulat wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On 11.12.09 16:50:45, Parker Coates wrote:
&lt;br&gt;&amp;gt;&amp;gt; On Fri, Dec 11, 2009 at 16:14, Andreas Pakulat wrote:
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; Hi,
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; I'm wondering if anybody else has problems with KPat not accepting
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; mouse-clicks/drags anymore after a couple of initial moves when playing
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; Freecell? The first oddness is that a double-click to move a card to the
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; free-stack doesn't result in an undoable action. And then after a couple
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; of movements of cards around I can suddenly not click anything anymore,
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; no card reacts. Seems this happens as soon as more than one card is
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; moved at once.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Yes, others have seen it. It's been reported as bug 218019. [1]
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Thanks and sorry for being lazy :) Thats basically all I needed...
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; The same happens in Spider when the first complete line from ace to king
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; vanishes.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Crap. I was hoping it was Freecell specific. The reporter claimed that
&lt;br&gt;&amp;gt;&amp;gt; he didn't have any issues in Spider, but maybe he didn't play for long
&lt;br&gt;&amp;gt;&amp;gt; enough to clear a run.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Just to be sure we're on the same page: A &amp;quot;run&amp;quot; means adding up cards
&lt;br&gt;&amp;gt; from King down to ace so it gets nicely moved to the bottom-left
&lt;br&gt;&amp;gt; stack-place, right? Oh, btw, this was single-suite spider
&lt;/div&gt;&lt;br&gt;Yeah, that what I meant by &amp;quot;run&amp;quot;.
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; Saving and reloading the games helps &amp;quot;fixing&amp;quot; the problem with Spider,
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; i.e. it doesn't block access to the cards until I start a new game. In
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; Freecell loading a game that previously blocked also makes it playable,
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; but only until the next move that involves more than one card.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Thanks for the details. Please add them to the report, if you don't
&lt;br&gt;&amp;gt;&amp;gt; mind. If you start then stop the demo, does that have any affect?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; For Freecell it didn't hit the problem as the demo mode always moved
&lt;br&gt;&amp;gt; only a single card.
&lt;/div&gt;&lt;br&gt;Makes sense.
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; For Spider it was a bit tricky to get it to complete a run as it always
&lt;br&gt;&amp;gt; &amp;quot;hangs&amp;quot; when one can still move cards around, but not in a meaningful
&lt;br&gt;&amp;gt; fashion (i.e. one empty 9 and one thats build down to 6, so you can move
&lt;br&gt;&amp;gt; 8 and following around). But once I had it complete a run it didn't
&lt;br&gt;&amp;gt; stop. When I then completed the next run manually it again stopped
&lt;br&gt;&amp;gt; accepting any input.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Oh, wait now I understand what you mean with &amp;quot;start and stop demo&amp;quot;...
&lt;br&gt;&amp;gt; No, once the mouse stops working the demo button also stops working.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Added that and the other text to the report. I took the liberty to mark
&lt;br&gt;&amp;gt; the bug as NEW and kde-4.4.0-blocker as IMHO this breaks the app quite
&lt;br&gt;&amp;gt; heavily. Feel free to change the latter back (in the Keywords)
&lt;/div&gt;&lt;br&gt;Those both seem fair.
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt;&amp;gt; This bug is definitely my fault, and I'm feeling pretty bad about it.
&lt;br&gt;&amp;gt;&amp;gt; Just before the freeze I cleaned up the mouse handling and it seemed
&lt;br&gt;&amp;gt;&amp;gt; to be working well, but I didn't really consider the custom weirdness
&lt;br&gt;&amp;gt;&amp;gt; that Freecell adds. The major problem here is that I'm out of town for
&lt;br&gt;&amp;gt;&amp;gt; work, away from my dev machine and I will probably won't be back until
&lt;br&gt;&amp;gt;&amp;gt; January 5th.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; I read through the code at lxr.kde.org, but I couldn't really see any
&lt;br&gt;&amp;gt;&amp;gt; obvious problems. I probably need to run it to figure out what's going
&lt;br&gt;&amp;gt;&amp;gt; on, but if I had to guess, I'd say the fix won't be that complicated.
&lt;br&gt;&amp;gt;&amp;gt; If someone else wants to take a stab at fixing this, I'd be more than
&lt;br&gt;&amp;gt;&amp;gt; happy to try to support them, but I realise that this is asking a lot.
&lt;br&gt;&amp;gt;&amp;gt; If anyone has a git-svn checkout and is willing to run a git-bisect to
&lt;br&gt;&amp;gt;&amp;gt; figure out which commit broke this, that would certainly help narrow
&lt;br&gt;&amp;gt;&amp;gt; down the issue, too.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; As I love to play Spider and Freecell I'll definetly have a look
&lt;br&gt;&amp;gt; sometime (probably not this weekend though). No git-svn here, but the
&lt;br&gt;&amp;gt; bug (at least in freecell) is easy enough to trigger. So if you can give
&lt;br&gt;&amp;gt; me a hint where to start looking that would be nice :)
&lt;/div&gt;&lt;br&gt;Okay, I think I figured out what is wrong, at least in Freecell. If
&lt;br&gt;someone try out the following changes to freecell.cpp, test them and
&lt;br&gt;commit, it would be most appreciated. There's a much cleaner way to do
&lt;br&gt;this, but these minimum changes should get the things working again.
&lt;br&gt;&lt;br&gt;Line 257:
&lt;br&gt;- m-&amp;gt;disconnect( this );
&lt;br&gt;+ disconnect(m, SIGNAL(animationStopped(Card*)), this,
&lt;br&gt;SLOT(waitForMoving(Card*)));
&lt;br&gt;&lt;br&gt;Line 264:
&lt;br&gt;- c-&amp;gt;disconnect(this);
&lt;br&gt;+ disconnect(c, SIGNAL(animationStopped(Card*)), this,
&lt;br&gt;SLOT(waitForMoving(Card*)));
&lt;br&gt;&lt;br&gt;Let this be a lesson, kids. Always make your disconnects as specific
&lt;br&gt;as possible to avoid breaking connections made elsewhere.
&lt;br&gt;&lt;br&gt;I still don't really see what's going wrong in Spider, but I'll keep
&lt;br&gt;looking into it.
&lt;br&gt;&lt;br&gt;Parker
&lt;br&gt;_______________________________________________
&lt;br&gt;kde-games-devel mailing list
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26757991</id>
	<title>weird bug in granatier with KDE SC 4.4 beta</title>
	<published>2009-12-12T06:23:16Z</published>
	<updated>2009-12-12T06:23:16Z</updated>
	<author>
		<name>Bugzilla from k.hias@gmx.de</name>
	</author>
	<content type="html">hi everyone,
&lt;br&gt;&lt;br&gt;I encountered a weired bug in grantier since I upgraded to KDE SC 4.4 beta and 
&lt;br&gt;I am not sure if it's a bug in granatier or just with the KDE packages from 
&lt;br&gt;kubuntu karmic.
&lt;br&gt;&lt;br&gt;the problem is, that the game freezes after some time when a player lays a 
&lt;br&gt;bomb and doesn't move away from the bomb. the CPU load goes to 0 and 
&lt;br&gt;everything freezes. I could narrow it down to a collidingItems() call in 
&lt;br&gt;QGraphicsSvgItem but the bug didn't occur with Qt4.6 RC, just after the 
&lt;br&gt;upgrade.
&lt;br&gt;&lt;br&gt;could anyone with an other distribution and KDE SC 4.4 and Qt4.6 try to 
&lt;br&gt;reproduce the bug? it would help me very much.
&lt;br&gt;&lt;br&gt;thanks in advance,
&lt;br&gt;mathias
&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26757857</id>
	<title>Re: Porting my Game Construction Kit to KDE</title>
	<published>2009-12-12T06:05:47Z</published>
	<updated>2009-12-12T06:05:47Z</updated>
	<author>
		<name>Bugzilla from piacentini@kde.org</name>
	</author>
	<content type="html">2009/12/12 Tadeusz Andrzej Kadłubowski &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26757857&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;yess@...&lt;/a&gt;&amp;gt;:
&lt;br&gt;&amp;gt; My feedback:
&lt;br&gt;&lt;br&gt;I read your answer as a bit harsh, Tadeusz :) I understand Frank is
&lt;br&gt;considering how to put his new port of the engine under KDE, not the
&lt;br&gt;older Windows version that is on his page. I believe we can encourage
&lt;br&gt;him a bit more if we concentrate on his goals:
&lt;br&gt;&lt;br&gt;&amp;gt; a) License is incompatible with the values of the KDE community.
&lt;br&gt;&amp;gt; We use mostly GPL-family licenses (GPL2+, LGPL2.1, etc.). Give us
&lt;br&gt;&amp;gt; license to modify your project, distribute modified versions, and
&lt;br&gt;&amp;gt; even make some money on it (why are people so obsessed with Non-
&lt;br&gt;&amp;gt; Commercial clauses, anyway?)
&lt;br&gt;&lt;br&gt;Of course, the old license he used for the Windows-only engine can not
&lt;br&gt;be used with KDE. KDE itself is GPL or LGPL, or you can look at the
&lt;br&gt;accepted licenses here:
&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://techbase.kde.org/Policies/Licensing_Policy&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://techbase.kde.org/Policies/Licensing_Policy&lt;/a&gt;&lt;br&gt;&lt;br&gt;As you are talking about an engine, I assume it will be available in
&lt;br&gt;the form of a library, and the recommended license as outlined by
&lt;br&gt;Tadeusz is the LGPL.or BSD/MIT. Both allow commercial usage, btw.
&lt;br&gt;&lt;br&gt;&amp;gt; b) Worry about being included in the official KDE Software
&lt;br&gt;&amp;gt; Compilation release after you make it work. At the moment you're
&lt;br&gt;&amp;gt; still at 75% progress. Focus on the remaining 25%.
&lt;br&gt;&lt;br&gt;Well, Frank could request a SVN account (as detailed by Dan) and put
&lt;br&gt;his code in playground/games at any stage of completion, even it he
&lt;br&gt;only has an intention and a README file. I actually recommend this
&lt;br&gt;route, as it encourages other developers to help him and look at his
&lt;br&gt;code. But in order to enter playground your code has to be relicensed
&lt;br&gt;as indicated. It also should not (ideally) come with newer
&lt;br&gt;dependancies. In the case of kdegames, a dependancy on SDL is not a
&lt;br&gt;good idea, for example.
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; c) KDE is way more than what's released as KDE Software Compilation.
&lt;br&gt;&amp;gt; It's the community, the infrastructure, the technology and so long.
&lt;br&gt;&amp;gt; Think about how your project fits in it. My thoughts about it:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Community: we're rather serious about software freedom.
&lt;br&gt;&amp;gt; Technology: KDE + Qt, CMake, things like that. That might be a good
&lt;br&gt;&amp;gt; idea for your project. Who can tell, if we didn't see your source code?
&lt;br&gt;&amp;gt; Infrastrucuture: apart from kdegames, which is a module of the KDE
&lt;br&gt;&amp;gt; Software Compilation, there's extragear (projects that prefer their
&lt;br&gt;&amp;gt; own release schedule), and there's playground (experimental, unstable
&lt;br&gt;&amp;gt; things. There be dragons, and most of my contributions). If you wish
&lt;br&gt;&amp;gt; to host your source code within KDE infrastructure, then the
&lt;br&gt;&amp;gt; playground is the only suitable place.
&lt;/div&gt;&lt;br&gt;Agreed about the technology choices and playground.
&lt;br&gt;&lt;br&gt;&amp;gt;&amp;gt; This is a link to the original project homepage.
&lt;br&gt;&amp;gt;&amp;gt; &lt;a href=&quot;http://www.sassociations.net/cfrankb/lgck/?1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.sassociations.net/cfrankb/lgck/?1&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; This legalese lacks an autorship claim and copyright note. Besides,
&lt;br&gt;&amp;gt; it's way too serious for a little screenshot and a download link. One
&lt;br&gt;&amp;gt; of the benefits of the free software is that it lets you relax.
&lt;br&gt;&lt;br&gt;I believe this was a leftover from the old release, and will not be
&lt;br&gt;translated to the new life of the project :)
&lt;br&gt;&lt;br&gt;BTW, Frank should definitely check out Gluon, I think. It might be
&lt;br&gt;cool to collaborate on this, as some of the ideas (OO) and goals are
&lt;br&gt;similar.
&lt;br&gt;&lt;br&gt;Regards,
&lt;br&gt;Mauricio Piacentini
&lt;br&gt;_______________________________________________
&lt;br&gt;kde-games-devel mailing list
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26757362</id>
	<title>Re: Porting my Game Construction Kit to KDE</title>
	<published>2009-12-12T04:51:25Z</published>
	<updated>2009-12-12T04:51:25Z</updated>
	<author>
		<name>Bugzilla from yess@hell.org.pl</name>
	</author>
	<content type="html">&lt;br&gt;On Dec 12, 2009, at 12:38 PM, Frank B. wrote:
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I originally developped a general purpose platform/side-scroller &amp;nbsp;
&lt;br&gt;&amp;gt; engine and
&lt;br&gt;&amp;gt; development SDK for Windows. I have been in the process of porting &amp;nbsp;
&lt;br&gt;&amp;gt; it to
&lt;br&gt;&amp;gt; Linux using qt4 and SDL.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I think the design is unique because it is object-oriented which &amp;nbsp;
&lt;br&gt;&amp;gt; frees users
&lt;br&gt;&amp;gt; from messing around with the old tile-2-tile formula. The engine is
&lt;br&gt;&amp;gt; functional enough to be shown around as proof of concept. It just &amp;nbsp;
&lt;br&gt;&amp;gt; needs an
&lt;br&gt;&amp;gt; extra 25% more coding, some tweaking and polishing.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I looked all over KDE.org but I still have no idea of who to talk &amp;nbsp;
&lt;br&gt;&amp;gt; to and how
&lt;br&gt;&amp;gt; to submit a request to have it (and possibly other games made with it)
&lt;br&gt;&amp;gt; included in a future release of KDE. Comments, suggestions and &amp;nbsp;
&lt;br&gt;&amp;gt; feedback
&lt;br&gt;&amp;gt; welcome. Any help will be much appreciated ! :)
&lt;/div&gt;&lt;br&gt;My feedback:
&lt;br&gt;&lt;br&gt;a) License is incompatible with the values of the KDE community.
&lt;br&gt;We use mostly GPL-family licenses (GPL2+, LGPL2.1, etc.). Give us &amp;nbsp;
&lt;br&gt;license to modify your project, distribute modified versions, and &amp;nbsp;
&lt;br&gt;even make some money on it (why are people so obsessed with Non- 
&lt;br&gt;Commercial clauses, anyway?)
&lt;br&gt;&lt;br&gt;b) Worry about being included in the official KDE Software &amp;nbsp;
&lt;br&gt;Compilation release after you make it work. At the moment you're &amp;nbsp;
&lt;br&gt;still at 75% progress. Focus on the remaining 25%.
&lt;br&gt;&lt;br&gt;c) KDE is way more than what's released as KDE Software Compilation. &amp;nbsp;
&lt;br&gt;It's the community, the infrastructure, the technology and so long. &amp;nbsp;
&lt;br&gt;Think about how your project fits in it. My thoughts about it:
&lt;br&gt;&lt;br&gt;Community: we're rather serious about software freedom.
&lt;br&gt;Technology: KDE + Qt, CMake, things like that. That might be a good &amp;nbsp;
&lt;br&gt;idea for your project. Who can tell, if we didn't see your source code?
&lt;br&gt;Infrastrucuture: apart from kdegames, which is a module of the KDE &amp;nbsp;
&lt;br&gt;Software Compilation, there's extragear (projects that prefer their &amp;nbsp;
&lt;br&gt;own release schedule), and there's playground (experimental, unstable &amp;nbsp;
&lt;br&gt;things. There be dragons, and most of my contributions). If you wish &amp;nbsp;
&lt;br&gt;to host your source code within KDE infrastructure, then the &amp;nbsp;
&lt;br&gt;playground is the only suitable place.
&lt;br&gt;&lt;br&gt;&amp;gt; This is a link to the original project homepage.
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://www.sassociations.net/cfrankb/lgck/?1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.sassociations.net/cfrankb/lgck/?1&lt;/a&gt;&lt;br&gt;&lt;br&gt;This legalese lacks an autorship claim and copyright note. Besides, &amp;nbsp;
&lt;br&gt;it's way too serious for a little screenshot and a download link. One &amp;nbsp;
&lt;br&gt;of the benefits of the free software is that it lets you relax.
&lt;br&gt;&lt;br&gt;&amp;gt; PS: There is also an engine port to qt but it is in source form &amp;nbsp;
&lt;br&gt;&amp;gt; atm. I could
&lt;br&gt;&amp;gt; show it if anyone is interrested.
&lt;br&gt;&lt;br&gt;Come on, we're programmers here.
&lt;br&gt;&lt;br&gt;Best regards,
&lt;br&gt;-- 
&lt;br&gt;tadeusz
&lt;br&gt;_______________________________________________
&lt;br&gt;kde-games-devel mailing list
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&lt;br&gt;&lt;a href=&quot;https://mail.kde.org/mailman/listinfo/kde-games-devel&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;https://mail.kde.org/mailman/listinfo/kde-games-devel&lt;/a&gt;&lt;br&gt;</content>
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26757011</id>
	<title>Re: Porting my Game Construction Kit to KDE</title>
	<published>2009-12-12T03:57:59Z</published>
	<updated>2009-12-12T03:57:59Z</updated>
	<author>
		<name>Dan Leinir Turthra Jensen-2</name>
	</author>
	<content type="html">On Saturday 12 December 2009 12:38:57 Frank B. wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi,
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I originally developped a general purpose platform/side-scroller engine and
&lt;br&gt;&amp;gt; development SDK for Windows. I have been in the process of porting it to
&lt;br&gt;&amp;gt; Linux using qt4 and SDL.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I think the design is unique because it is object-oriented which frees
&lt;br&gt;&amp;gt; &amp;nbsp;users from messing around with the old tile-2-tile formula. The engine is
&lt;br&gt;&amp;gt; &amp;nbsp;functional enough to be shown around as proof of concept. It just needs an
&lt;br&gt;&amp;gt; &amp;nbsp;extra 25% more coding, some tweaking and polishing.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I looked all over KDE.org but I still have no idea of who to talk to and
&lt;br&gt;&amp;gt; &amp;nbsp;how to submit a request to have it (and possibly other games made with it)
&lt;br&gt;&amp;gt; &amp;nbsp;included in a future release of KDE. Comments, suggestions and feedback
&lt;br&gt;&amp;gt; &amp;nbsp;welcome. Any help will be much appreciated ! :)
&lt;/div&gt;&lt;br&gt;&amp;nbsp; This is certainly a good place to be asking that question :) If you want to 
&lt;br&gt;get something into KDE, a good place to start would be to request access to 
&lt;br&gt;the KDE SVN - &lt;a href=&quot;http://techbase.kde.org/Contribute/Get_a_SVN_Account&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://techbase.kde.org/Contribute/Get_a_SVN_Account&lt;/a&gt;&amp;nbsp;- and then 
&lt;br&gt;uploading the project to playground/games :) Once it is in a finished state, 
&lt;br&gt;you then move it to KDEReview :)
&lt;br&gt;&lt;br&gt;&amp;gt; This is a link to the original project homepage.
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://www.sassociations.net/cfrankb/lgck/?1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.sassociations.net/cfrankb/lgck/?1&lt;/a&gt;&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; PS: There is also an engine port to qt but it is in source form atm. I
&lt;br&gt;&amp;gt; &amp;nbsp;could show it if anyone is interrested.
&lt;br&gt;&lt;br&gt;&amp;nbsp; That does look rather interesting :) Classic pixel type games, using new 
&lt;br&gt;techniques, very nicely done :)
&lt;br&gt;&lt;br&gt;p.s.: Are you aware of the Gluon project? &lt;a href=&quot;http://gluon.tuxfamily.org/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://gluon.tuxfamily.org/&lt;/a&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;..Dan // Leinir..
&lt;br&gt;&lt;a href=&quot;http://leinir.dk/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://leinir.dk/&lt;/a&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Co-
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; existence
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; or no
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; existence
&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; - Piet Hein
&lt;br&gt;_______________________________________________
&lt;br&gt;kde-games-devel mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26756935</id>
	<title>Porting my Game Construction Kit to KDE</title>
	<published>2009-12-12T03:38:57Z</published>
	<updated>2009-12-12T03:38:57Z</updated>
	<author>
		<name>Frank B.</name>
	</author>
	<content type="html">Hi,
&lt;br&gt;&lt;br&gt;I originally developped a general purpose platform/side-scroller engine and
&lt;br&gt;development SDK for Windows. I have been in the process of porting it to
&lt;br&gt;Linux using qt4 and SDL.
&lt;br&gt;&lt;br&gt;I think the design is unique because it is object-oriented which frees users
&lt;br&gt;from messing around with the old tile-2-tile formula. The engine is
&lt;br&gt;functional enough to be shown around as proof of concept. It just needs an
&lt;br&gt;extra 25% more coding, some tweaking and polishing.
&lt;br&gt;&lt;br&gt;I looked all over KDE.org but I still have no idea of who to talk to and how
&lt;br&gt;to submit a request to have it (and possibly other games made with it)
&lt;br&gt;included in a future release of KDE. Comments, suggestions and feedback
&lt;br&gt;welcome. Any help will be much appreciated ! :)
&lt;br&gt;&lt;br&gt;This is a link to the original project homepage.
&lt;br&gt;&lt;a href=&quot;http://www.sassociations.net/cfrankb/lgck/?1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.sassociations.net/cfrankb/lgck/?1&lt;/a&gt;&lt;br&gt;&lt;br&gt;PS: There is also an engine port to qt but it is in source form atm. I could
&lt;br&gt;show it if anyone is interrested.
&lt;br&gt;&lt;br&gt;Regards,
&lt;br&gt;Frank B.
&lt;br&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;kde-games-devel mailing list
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&lt;br&gt;&lt;a href=&quot;https://mail.kde.org/mailman/listinfo/kde-games-devel&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;https://mail.kde.org/mailman/listinfo/kde-games-devel&lt;/a&gt;&lt;br&gt;</content>
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26754071</id>
	<title>Re: KPat/Freecell broken?</title>
	<published>2009-12-11T17:34:33Z</published>
	<updated>2009-12-11T17:34:33Z</updated>
	<author>
		<name>Bugzilla from apaku@gmx.de</name>
	</author>
	<content type="html">On 11.12.09 16:50:45, Parker Coates wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On Fri, Dec 11, 2009 at 16:14, Andreas Pakulat wrote:
&lt;br&gt;&amp;gt; &amp;gt; Hi,
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; I'm wondering if anybody else has problems with KPat not accepting
&lt;br&gt;&amp;gt; &amp;gt; mouse-clicks/drags anymore after a couple of initial moves when playing
&lt;br&gt;&amp;gt; &amp;gt; Freecell? The first oddness is that a double-click to move a card to the
&lt;br&gt;&amp;gt; &amp;gt; free-stack doesn't result in an undoable action. And then after a couple
&lt;br&gt;&amp;gt; &amp;gt; of movements of cards around I can suddenly not click anything anymore,
&lt;br&gt;&amp;gt; &amp;gt; no card reacts. Seems this happens as soon as more than one card is
&lt;br&gt;&amp;gt; &amp;gt; moved at once.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Yes, others have seen it. It's been reported as bug 218019. [1]
&lt;/div&gt;&lt;br&gt;Thanks and sorry for being lazy :) Thats basically all I needed...
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;gt; &amp;gt; The same happens in Spider when the first complete line from ace to king
&lt;br&gt;&amp;gt; &amp;gt; vanishes.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Crap. I was hoping it was Freecell specific. The reporter claimed that
&lt;br&gt;&amp;gt; he didn't have any issues in Spider, but maybe he didn't play for long
&lt;br&gt;&amp;gt; enough to clear a run.
&lt;br&gt;&lt;br&gt;Just to be sure we're on the same page: A &amp;quot;run&amp;quot; means adding up cards
&lt;br&gt;from King down to ace so it gets nicely moved to the bottom-left
&lt;br&gt;stack-place, right? Oh, btw, this was single-suite spider
&lt;br&gt;&lt;br&gt;&amp;gt; &amp;gt; Saving and reloading the games helps &amp;quot;fixing&amp;quot; the problem with Spider,
&lt;br&gt;&amp;gt; &amp;gt; i.e. it doesn't block access to the cards until I start a new game. In
&lt;br&gt;&amp;gt; &amp;gt; Freecell loading a game that previously blocked also makes it playable,
&lt;br&gt;&amp;gt; &amp;gt; but only until the next move that involves more than one card.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Thanks for the details. Please add them to the report, if you don't
&lt;br&gt;&amp;gt; mind. If you start then stop the demo, does that have any affect?
&lt;br&gt;&lt;br&gt;For Freecell it didn't hit the problem as the demo mode always moved
&lt;br&gt;only a single card.
&lt;br&gt;&lt;br&gt;For Spider it was a bit tricky to get it to complete a run as it always
&lt;br&gt;&amp;quot;hangs&amp;quot; when one can still move cards around, but not in a meaningful
&lt;br&gt;fashion (i.e. one empty 9 and one thats build down to 6, so you can move
&lt;br&gt;8 and following around). But once I had it complete a run it didn't
&lt;br&gt;stop. When I then completed the next run manually it again stopped
&lt;br&gt;accepting any input.
&lt;br&gt;&lt;br&gt;Oh, wait now I understand what you mean with &amp;quot;start and stop demo&amp;quot;...
&lt;br&gt;No, once the mouse stops working the demo button also stops working.
&lt;br&gt;&lt;br&gt;Added that and the other text to the report. I took the liberty to mark
&lt;br&gt;the bug as NEW and kde-4.4.0-blocker as IMHO this breaks the app quite
&lt;br&gt;heavily. Feel free to change the latter back (in the Keywords)
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; This bug is definitely my fault, and I'm feeling pretty bad about it.
&lt;br&gt;&amp;gt; Just before the freeze I cleaned up the mouse handling and it seemed
&lt;br&gt;&amp;gt; to be working well, but I didn't really consider the custom weirdness
&lt;br&gt;&amp;gt; that Freecell adds. The major problem here is that I'm out of town for
&lt;br&gt;&amp;gt; work, away from my dev machine and I will probably won't be back until
&lt;br&gt;&amp;gt; January 5th.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I read through the code at lxr.kde.org, but I couldn't really see any
&lt;br&gt;&amp;gt; obvious problems. I probably need to run it to figure out what's going
&lt;br&gt;&amp;gt; on, but if I had to guess, I'd say the fix won't be that complicated.
&lt;br&gt;&amp;gt; If someone else wants to take a stab at fixing this, I'd be more than
&lt;br&gt;&amp;gt; happy to try to support them, but I realise that this is asking a lot.
&lt;br&gt;&amp;gt; If anyone has a git-svn checkout and is willing to run a git-bisect to
&lt;br&gt;&amp;gt; figure out which commit broke this, that would certainly help narrow
&lt;br&gt;&amp;gt; down the issue, too.
&lt;/div&gt;&lt;br&gt;As I love to play Spider and Freecell I'll definetly have a look
&lt;br&gt;sometime (probably not this weekend though). No git-svn here, but the
&lt;br&gt;bug (at least in freecell) is easy enough to trigger. So if you can give
&lt;br&gt;me a hint where to start looking that would be nice :)
&lt;br&gt;&lt;br&gt;Andreas, who wonders why he always gets sucked into kdegames problems,
&lt;br&gt;but never into koffice, plasma, kwin etc. :)
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;You will pay for your sins. &amp;nbsp;If you have already paid, please disregard
&lt;br&gt;this message.
&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26751964</id>
	<title>Re: KPat/Freecell broken?</title>
	<published>2009-12-11T13:50:45Z</published>
	<updated>2009-12-11T13:50:45Z</updated>
	<author>
		<name>Parker Coates</name>
	</author>
	<content type="html">On Fri, Dec 11, 2009 at 16:14, Andreas Pakulat wrote:
&lt;br&gt;&amp;gt; Hi,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I'm wondering if anybody else has problems with KPat not accepting
&lt;br&gt;&amp;gt; mouse-clicks/drags anymore after a couple of initial moves when playing
&lt;br&gt;&amp;gt; Freecell? The first oddness is that a double-click to move a card to the
&lt;br&gt;&amp;gt; free-stack doesn't result in an undoable action. And then after a couple
&lt;br&gt;&amp;gt; of movements of cards around I can suddenly not click anything anymore,
&lt;br&gt;&amp;gt; no card reacts. Seems this happens as soon as more than one card is
&lt;br&gt;&amp;gt; moved at once.
&lt;br&gt;&lt;br&gt;Yes, others have seen it. It's been reported as bug 218019. [1]
&lt;br&gt;&lt;br&gt;&amp;gt; The same happens in Spider when the first complete line from ace to king
&lt;br&gt;&amp;gt; vanishes.
&lt;br&gt;&lt;br&gt;Crap. I was hoping it was Freecell specific. The reporter claimed that
&lt;br&gt;he didn't have any issues in Spider, but maybe he didn't play for long
&lt;br&gt;enough to clear a run.
&lt;br&gt;&lt;br&gt;&amp;gt; Saving and reloading the games helps &amp;quot;fixing&amp;quot; the problem with Spider,
&lt;br&gt;&amp;gt; i.e. it doesn't block access to the cards until I start a new game. In
&lt;br&gt;&amp;gt; Freecell loading a game that previously blocked also makes it playable,
&lt;br&gt;&amp;gt; but only until the next move that involves more than one card.
&lt;br&gt;&lt;br&gt;Thanks for the details. Please add them to the report, if you don't
&lt;br&gt;mind. If you start then stop the demo, does that have any affect?
&lt;br&gt;&lt;br&gt;This bug is definitely my fault, and I'm feeling pretty bad about it.
&lt;br&gt;Just before the freeze I cleaned up the mouse handling and it seemed
&lt;br&gt;to be working well, but I didn't really consider the custom weirdness
&lt;br&gt;that Freecell adds. The major problem here is that I'm out of town for
&lt;br&gt;work, away from my dev machine and I will probably won't be back until
&lt;br&gt;January 5th.
&lt;br&gt;&lt;br&gt;I read through the code at lxr.kde.org, but I couldn't really see any
&lt;br&gt;obvious problems. I probably need to run it to figure out what's going
&lt;br&gt;on, but if I had to guess, I'd say the fix won't be that complicated.
&lt;br&gt;If someone else wants to take a stab at fixing this, I'd be more than
&lt;br&gt;happy to try to support them, but I realise that this is asking a lot.
&lt;br&gt;If anyone has a git-svn checkout and is willing to run a git-bisect to
&lt;br&gt;figure out which commit broke this, that would certainly help narrow
&lt;br&gt;down the issue, too.
&lt;br&gt;&lt;br&gt;Sorry,
&lt;br&gt;&lt;br&gt;Parker
&lt;br&gt;&lt;br&gt;&lt;br&gt;[1] &lt;a href=&quot;https://bugs.kde.org/show_bug.cgi?id=218019&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;https://bugs.kde.org/show_bug.cgi?id=218019&lt;/a&gt;&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26751575</id>
	<title>KPat/Freecell broken?</title>
	<published>2009-12-11T13:14:38Z</published>
	<updated>2009-12-11T13:14:38Z</updated>
	<author>
		<name>Bugzilla from apaku@gmx.de</name>
	</author>
	<content type="html">Hi,
&lt;br&gt;&lt;br&gt;I'm wondering if anybody else has problems with KPat not accepting
&lt;br&gt;mouse-clicks/drags anymore after a couple of initial moves when playing
&lt;br&gt;Freecell? The first oddness is that a double-click to move a card to the
&lt;br&gt;free-stack doesn't result in an undoable action. And then after a couple
&lt;br&gt;of movements of cards around I can suddenly not click anything anymore,
&lt;br&gt;no card reacts. Seems this happens as soon as more than one card is
&lt;br&gt;moved at once.
&lt;br&gt;&lt;br&gt;The same happens in Spider when the first complete line from ace to king
&lt;br&gt;vanishes.
&lt;br&gt;&lt;br&gt;Saving and reloading the games helps &amp;quot;fixing&amp;quot; the problem with Spider,
&lt;br&gt;i.e. it doesn't block access to the cards until I start a new game. In
&lt;br&gt;Freecell loading a game that previously blocked also makes it playable,
&lt;br&gt;but only until the next move that involves more than one card.
&lt;br&gt;&lt;br&gt;Andreas
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;If your life was a horse, you'd have to shoot it.
&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26749586</id>
	<title>Re: Chess game for KDE4</title>
	<published>2009-12-11T10:43:20Z</published>
	<updated>2009-12-11T10:43:20Z</updated>
	<author>
		<name>Bugzilla from miquelcanes@gmail.com</name>
	</author>
	<content type="html">Hello,&lt;div&gt;Yes, i moved it to Gitorious, &lt;a href=&quot;http://gitorious.org/checkmate&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://gitorious.org/checkmate&lt;/a&gt; .&lt;/div&gt;&lt;div&gt;About the xboard support and gnuchess, Yes, it supports xboard but not all of it. The idea is use it to make tests with the gnuchess and after implement all the xboard interface support.&lt;br&gt;
&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;On Wed, Dec 9, 2009 at 7:50 PM, Miha Čančula &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26749586&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;miha.cancula@...&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;&quot;&gt;
Hello, sorry for the delay, I was away from internet for the last few days.&lt;br&gt;
&lt;br&gt;
I checked out your program and I can say it&amp;#39;s quite similar in design and also uses QGraphicsSvgItem. I&amp;#39;d be happy to work with you on this, if nothing else it will be done sooner. I have some extra time with the first exam period just finished. Could you move it to Gitorious?&lt;br&gt;

&lt;br&gt;
BTW, gnuchess supports xboard, and I think your program should also.&lt;br&gt;
&lt;div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class=&quot;h5&quot;&gt;_______________________________________________&lt;br&gt;
kde-games-devel mailing list&lt;br&gt;
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&lt;/div&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;br&gt;&lt;/div&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26746165</id>
	<title>Re: Adventures with Palapeli</title>
	<published>2009-12-11T01:51:07Z</published>
	<updated>2009-12-11T01:51:07Z</updated>
	<author>
		<name>Bugzilla from majewsky@gmx.net</name>
	</author>
	<content type="html">Am Freitag, 11. Dezember 2009 01:04:54 schrieb Ian Wadham:
&lt;br&gt;&amp;gt; Most of the time is being taken up by the loop on &amp;quot;piece-&amp;gt;
&lt;br&gt;&amp;gt; setCursor(Qt::OpenHandCursor);&amp;quot;, which is performed for all
&lt;br&gt;&amp;gt; solved pieces. &amp;nbsp;Should it not be for just the one piece that is
&lt;br&gt;&amp;gt; added to the solution? &amp;nbsp;One setCursor takes about 5 msec.
&lt;br&gt;&lt;br&gt;What the?
&lt;br&gt;&lt;br&gt;&amp;gt; Also, I do not see a &amp;quot;hand&amp;quot; cursor any more on my setup.
&lt;br&gt;&amp;gt; Didn't you change the cursor style, Stefan?
&lt;br&gt;&amp;gt; [...]
&lt;br&gt;&amp;gt; If I comment out the setCursor loop (this has no visible effect BTW),
&lt;br&gt;&lt;br&gt;This is a Qt bug. QGraphicsItem::setCursor says that cursor settings will be 
&lt;br&gt;propagated to child items if they have no own cursor set, but 
&lt;br&gt;QGraphicsItem::cursor does only check for the item's own cursor.
&lt;br&gt;&lt;br&gt;&amp;gt; P.S. Would you like me to send you my 1000-piece test-case
&lt;br&gt;&amp;gt; privately, Stefan? &amp;nbsp;It has some edge pieces lined up next to where
&lt;br&gt;&amp;gt; they fit, so it should be nice and easy to use.
&lt;br&gt;&lt;br&gt;Would be nice. Please do not forget the puzzle file.
&lt;br&gt;&lt;br&gt;Greetings
&lt;br&gt;Stefan
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<entry>
	<id>tag:old.nabble.com,2006:post-26736688</id>
	<title>Re: Adventures with Palapeli</title>
	<published>2009-12-10T16:03:40Z</published>
	<updated>2009-12-10T16:03:40Z</updated>
	<author>
		<name>Ian Wadham</name>
	</author>
	<content type="html">On Wednesday 09 December 2009 7:54:26 pm Stefan Majewsky wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Am Mittwoch, 9. Dezember 2009 00:17:15 schrieb Matthew Woehlke:
&lt;br&gt;&amp;gt; &amp;gt; This, at least (slowness dragging 800 pieces) isn't /horribly/
&lt;br&gt;&amp;gt; &amp;gt; surprising, though... that gives me a thought; I wonder if the problem
&lt;br&gt;&amp;gt; &amp;gt; is Z ordering? Due to how the shadows work, does pala have to repaint
&lt;br&gt;&amp;gt; &amp;gt; all 800 pieces to join the 801'st?
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; Ian, if you are wanting to play around, I would look if there is Z-order
&lt;br&gt;&amp;gt; &amp;gt; changing that happens when joining pieces, and if yes, try turning it
&lt;br&gt;&amp;gt; &amp;gt; off. Hmm... but fixing this might take some doing, I'm not sure it's
&lt;br&gt;&amp;gt; &amp;gt; trivial to just fiddle with the Z order without introducing other
&lt;br&gt;&amp;gt; &amp;gt; glitches.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I think I'll give a comment on how it's supposed to work. First some
&lt;br&gt;&amp;gt; terminology: A single image is called &amp;quot;piece&amp;quot;, while a group of pieces that
&lt;br&gt;&amp;gt; &amp;nbsp;is moved in a group is called &amp;quot;part&amp;quot;. That means: A part is a
&lt;br&gt;&amp;gt; &amp;nbsp;QGraphicsItem that contains multiple pieces.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Palapeli makes extensive use of explicit Z-reordering, but only in two
&lt;br&gt;&amp;gt; instances:
&lt;br&gt;&amp;gt; 1. When you start to drag a part, it's raised above all other parts (see
&lt;br&gt;&amp;gt; Part::mousePressEvent).
&lt;br&gt;&amp;gt; 2. Inside the part, the shadow items have a lower Z value than the pieces.
&lt;br&gt;&amp;gt; &amp;nbsp;The shadow items are *not* direct childs of the piece items, because this
&lt;br&gt;&amp;gt; &amp;nbsp;would cause some shadows to overlap over pieces in the same part.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I honestly don't see much room for change in this model. The most promising
&lt;br&gt;&amp;gt; optimisation from my POV would be to merge the pieces in one part into a
&lt;br&gt;&amp;gt; single image.
&lt;br&gt;&amp;gt; 
&lt;/div&gt;&amp;quot;One can theorise until the cows come home, but there is no substitute for a
&lt;br&gt;simple experiment.&amp;quot; Lord Rutherford. &amp;nbsp;Well actually, I made that up ... :-)
&lt;br&gt;&lt;br&gt;Here are some timing figures from palapeli/engine/part.cpp:
&lt;br&gt;&lt;br&gt;0 msec after QGraphicsItem::mouseReleaseEvent(event)
&lt;br&gt;233 msec after searchConnections()
&lt;br&gt;290 msec after partMoved()
&lt;br&gt;4072 msec after setCursor() x 834
&lt;br&gt;4072 msec after Palapeli::Part::mouseReleaseEvent(event)
&lt;br&gt;&lt;br&gt;Most of the time is being taken up by the loop on &amp;quot;piece-&amp;gt;
&lt;br&gt;setCursor(Qt::OpenHandCursor);&amp;quot;, which is performed for all
&lt;br&gt;solved pieces. &amp;nbsp;Should it not be for just the one piece that is
&lt;br&gt;added to the solution? &amp;nbsp;One setCursor takes about 5 msec.
&lt;br&gt;&lt;br&gt;Also, I do not see a &amp;quot;hand&amp;quot; cursor any more on my setup.
&lt;br&gt;Didn't you change the cursor style, Stefan?
&lt;br&gt;&lt;br&gt;If I comment out the setCursor loop (this has no visible effect BTW),
&lt;br&gt;the piece-placement animation becomes visible and proceeds at a
&lt;br&gt;nice speed, much as with a smaller puzzle.
&lt;br&gt;&lt;br&gt;0 msec after QGraphicsItem::mouseReleaseEvent(event)
&lt;br&gt;235 msec after searchConnections()
&lt;br&gt;292 msec after partMoved()
&lt;br&gt;292 msec after setCursor() x 0
&lt;br&gt;292 msec after Palapeli::Part::mouseReleaseEvent(event)
&lt;br&gt;&lt;br&gt;Forward to 1000+ piece puzzles in KDE 4.5! ... :-)
&lt;br&gt;&lt;br&gt;All the best, Ian W.
&lt;br&gt;&lt;br&gt;P.S. Would you like me to send you my 1000-piece test-case
&lt;br&gt;privately, Stefan? &amp;nbsp;It has some edge pieces lined up next to where
&lt;br&gt;they fit, so it should be nice and easy to use.
&lt;br&gt;&lt;br&gt;P.P.S. The &amp;quot;move whole solution-part&amp;quot; operation is still slow, even
&lt;br&gt;with the commented-out setCursor loop.
&lt;br&gt;&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26715567</id>
	<title>Re: Chess game for KDE4</title>
	<published>2009-12-09T10:50:46Z</published>
	<updated>2009-12-09T10:50:46Z</updated>
	<author>
		<name>Miha Čančula</name>
	</author>
	<content type="html">Hello, sorry for the delay, I was away from internet for the last few days. 
&lt;br&gt;&lt;br&gt;I checked out your program and I can say it's quite similar in design and also uses QGraphicsSvgItem. I'd be happy to work with you on this, if nothing else it will be done sooner. I have some extra time with the first exam period just finished. Could you move it to Gitorious?
&lt;br&gt;&lt;br&gt;BTW, gnuchess supports xboard, and I think your program should also. 
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<entry>
	<id>tag:old.nabble.com,2006:post-26714855</id>
	<title>Re: Bug or feature? Making write protection in Palapeli work on Windows</title>
	<published>2009-12-09T10:03:54Z</published>
	<updated>2009-12-09T10:03:54Z</updated>
	<author>
		<name>Bugzilla from majewsky@gmx.net</name>
	</author>
	<content type="html">Am Dienstag, 8. Dezember 2009 18:37:12 schrieb Parker Coates:
&lt;br&gt;&amp;gt; I think depending on file system permissions can be easily considered
&lt;br&gt;&amp;gt; a bug, as it broke things on Windows and this change definitely isn't
&lt;br&gt;&amp;gt; a feature, as it isn't user visible. If the existing implementation
&lt;br&gt;&amp;gt; wasn't broken, then I would say hold off until 4.5, but it is broken,
&lt;br&gt;&amp;gt; so commit it as soon as possible.
&lt;br&gt;&lt;br&gt;Done (r1060702). By the way: Woot! My first `git svn dcommit`. :-D
&lt;br&gt;&lt;br&gt;Greetings
&lt;br&gt;Stefan
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<entry>
	<id>tag:old.nabble.com,2006:post-26706988</id>
	<title>Re: Adventures with Palapeli</title>
	<published>2009-12-09T00:54:26Z</published>
	<updated>2009-12-09T00:54:26Z</updated>
	<author>
		<name>Bugzilla from majewsky@gmx.net</name>
	</author>
	<content type="html">Am Mittwoch, 9. Dezember 2009 00:17:15 schrieb Matthew Woehlke:
&lt;br&gt;&amp;gt; This, at least (slowness dragging 800 pieces) isn't /horribly/
&lt;br&gt;&amp;gt; surprising, though... that gives me a thought; I wonder if the problem
&lt;br&gt;&amp;gt; is Z ordering? Due to how the shadows work, does pala have to repaint
&lt;br&gt;&amp;gt; all 800 pieces to join the 801'st?
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Ian, if you are wanting to play around, I would look if there is Z-order
&lt;br&gt;&amp;gt; changing that happens when joining pieces, and if yes, try turning it
&lt;br&gt;&amp;gt; off. Hmm... but fixing this might take some doing, I'm not sure it's
&lt;br&gt;&amp;gt; trivial to just fiddle with the Z order without introducing other glitches.
&lt;br&gt;&lt;br&gt;I think I'll give a comment on how it's supposed to work. First some 
&lt;br&gt;terminology: A single image is called &amp;quot;piece&amp;quot;, while a group of pieces that is 
&lt;br&gt;moved in a group is called &amp;quot;part&amp;quot;. That means: A part is a QGraphicsItem that 
&lt;br&gt;contains multiple pieces.
&lt;br&gt;&lt;br&gt;Palapeli makes extensive use of explicit Z-reordering, but only in two 
&lt;br&gt;instances:
&lt;br&gt;1. When you start to drag a part, it's raised above all other parts (see 
&lt;br&gt;Part::mousePressEvent).
&lt;br&gt;2. Inside the part, the shadow items have a lower Z value than the pieces. The 
&lt;br&gt;shadow items are *not* direct childs of the piece items, because this would 
&lt;br&gt;cause some shadows to overlap over pieces in the same part.
&lt;br&gt;&lt;br&gt;I honestly don't see much room for change in this model. The most promising 
&lt;br&gt;optimisation from my POV would be to merge the pieces in one part into a 
&lt;br&gt;single image.
&lt;br&gt;&lt;br&gt;Greetings
&lt;br&gt;Stefan
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<entry>
	<id>tag:old.nabble.com,2006:post-26704886</id>
	<title>Re: Adventures with Palapeli</title>
	<published>2009-12-08T20:04:51Z</published>
	<updated>2009-12-08T20:04:51Z</updated>
	<author>
		<name>Ian Wadham</name>
	</author>
	<content type="html">On Wednesday 09 December 2009 10:17:15 am Matthew Woehlke wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Ian Wadham wrote:
&lt;br&gt;&amp;gt; &amp;gt; The slowness in fitting one piece is reproducible, as is a simpler case
&lt;br&gt;&amp;gt; &amp;gt; of slowness when just trying to drag the 800-odd pieces in the solved
&lt;br&gt;&amp;gt; &amp;gt; part.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; This, at least (slowness dragging 800 pieces) isn't /horribly/
&lt;br&gt;&amp;gt; surprising, though... that gives me a thought; I wonder if the problem
&lt;br&gt;&amp;gt; is Z ordering? Due to how the shadows work, does pala have to repaint
&lt;br&gt;&amp;gt; all 800 pieces to join the 801'st?
&lt;br&gt;&amp;gt; 
&lt;/div&gt;That's definitely a possibility. &amp;nbsp;ATM I am just familiarising myself with pala
&lt;br&gt;code. &amp;nbsp;Then I'll start to play. &amp;nbsp;I think a lot will depend on just how the
&lt;br&gt;game organizes its pieces, parts and images.
&lt;br&gt;&lt;br&gt;Cheers, Ian W.
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<entry>
	<id>tag:old.nabble.com,2006:post-26702639</id>
	<title>Re: Adventures with Palapeli</title>
	<published>2009-12-08T15:17:15Z</published>
	<updated>2009-12-08T15:17:15Z</updated>
	<author>
		<name>Matthew Woehlke-3</name>
	</author>
	<content type="html">Ian Wadham wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On Tuesday 08 December 2009 7:48:10 am Stefan Majewsky wrote:
&lt;br&gt;&amp;gt;&amp;gt; Now open the save file (the one with &amp;quot;.save&amp;quot; at the end). In the group
&lt;br&gt;&amp;gt;&amp;gt; &amp;quot;SaveGame&amp;quot;, you see key-value pairs of piece ID and some normalized
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp;position. Simply set the normalized position of most pieces to the same
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp;value, and they will appear connected when you launch the puzzle for the
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp;next time. Because it's already quite late, I'll leave it as an exercise
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp;to the reader to write a script that creates such a test-case save file.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt; That worked brilliantly and I now have a test-case of a 1000-piece puzzle
&lt;br&gt;&amp;gt; with about 800 pieces solved. &amp;nbsp;No need for a script ... just one &amp;quot;line editor&amp;quot;
&lt;br&gt;&amp;gt; command in vi, :202,$ s/=.*$/=&amp;lt;X from line 201&amp;gt; &amp;lt;Y from line 201&amp;gt;/
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; The slowness in fitting one piece is reproducible, as is a simpler case of
&lt;br&gt;&amp;gt; slowness when just trying to drag the 800-odd pieces in the solved part.
&lt;/div&gt;&lt;br&gt;This, at least (slowness dragging 800 pieces) isn't /horribly/ 
&lt;br&gt;surprising, though... that gives me a thought; I wonder if the problem 
&lt;br&gt;is Z ordering? Due to how the shadows work, does pala have to repaint 
&lt;br&gt;all 800 pieces to join the 801'st?
&lt;br&gt;&lt;br&gt;Ian, if you are wanting to play around, I would look if there is Z-order 
&lt;br&gt;changing that happens when joining pieces, and if yes, try turning it 
&lt;br&gt;off. Hmm... but fixing this might take some doing, I'm not sure it's 
&lt;br&gt;trivial to just fiddle with the Z order without introducing other glitches.
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Matthew
&lt;br&gt;Please do not quote my e-mail address unobfuscated in message bodies.
&lt;br&gt;-- 
&lt;br&gt;Help! Someone let me off this crazy thing!
&lt;br&gt;&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26701512</id>
	<title>Re: Chess game for KDE4</title>
	<published>2009-12-08T13:54:18Z</published>
	<updated>2009-12-08T13:54:18Z</updated>
	<author>
		<name>Bugzilla from miquelcanes@gmail.com</name>
	</author>
	<content type="html">Few months ago I started a chess game called CheckMate using qt &amp;amp; kdelibs. At the moment the game is still unusable because I&amp;#39;m busy with the university but my idea is continue with it after exams.&lt;div&gt;Now I&amp;#39;m working on the gnuchess backend but the idea is support xboard and uci protocols and FICS.&lt;/div&gt;
&lt;div&gt;The code is hosted in &lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: monospace; font-size: 11px; -webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; &quot;&gt;&lt;a href=&quot;https://forja.rediris.es/svn/cusl4-checkmate&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;https://forja.rediris.es/svn/cusl4-checkmate&lt;/a&gt;.&lt;/span&gt;&lt;/div&gt;
&lt;div&gt;Now the game is presented in a contest at the university.&lt;/div&gt;&lt;div&gt;It would be nice if we could share efforts in some way, what do you think?&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: arial, sans-serif; font-size: 13px; border-collapse: collapse; &quot;&gt;Greetings&lt;/span&gt;&lt;/div&gt;
&lt;div&gt;Miquel&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;On Sat, Dec 5, 2009 at 8:02 PM, Stefan Majewsky &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26701512&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;majewsky@...&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;

&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex&quot;&gt;Am Samstag, 5. Dezember 2009 13:32:21 schrieb Luciano Montanaro:&lt;br&gt;
&lt;div&gt;&amp;gt; Hi Ian, I remember the problem wit QGV and Qt4.0. And yes, OpenGL is fast.&lt;br&gt;
&amp;gt; It&amp;#39;s not easy to use, though.&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;QGraphicsView* view;&lt;br&gt;
...&lt;br&gt;
view-&amp;gt;setViewport(new QGLWidget);&lt;br&gt;
&lt;br&gt;
...and you&amp;#39;re done. This is what the old Palapeli used for the flag &amp;quot;Enable&lt;br&gt;
hardware acceleration&amp;quot;. This flag is now gone because QGV in Qt 4.5/4.6 is&lt;br&gt;
more than fast enough.&lt;br&gt;
&lt;br&gt;
Greetings&lt;br&gt;
&lt;font color=&quot;#888888&quot;&gt;Stefan&lt;br&gt;
&lt;/font&gt;&lt;br&gt;_______________________________________________&lt;br&gt;
kde-games-devel mailing list&lt;br&gt;
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&lt;br&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;br&gt;
&lt;/div&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26700803</id>
	<title>Re: Adventures with Palapeli</title>
	<published>2009-12-08T13:09:18Z</published>
	<updated>2009-12-08T13:09:18Z</updated>
	<author>
		<name>Ian Wadham</name>
	</author>
	<content type="html">On Tuesday 08 December 2009 7:48:10 am Stefan Majewsky wrote:
&lt;br&gt;&amp;gt; Now open the save file (the one with &amp;quot;.save&amp;quot; at the end). In the group
&lt;br&gt;&amp;gt; &amp;quot;SaveGame&amp;quot;, you see key-value pairs of piece ID and some normalized
&lt;br&gt;&amp;gt; &amp;nbsp;position. Simply set the normalized position of most pieces to the same
&lt;br&gt;&amp;gt; &amp;nbsp;value, and they will appear connected when you launch the puzzle for the
&lt;br&gt;&amp;gt; &amp;nbsp;next time. Because it's already quite late, I'll leave it as an exercise
&lt;br&gt;&amp;gt; &amp;nbsp;to the reader to write a script that creates such a test-case save file.
&lt;br&gt;&amp;gt; 
&lt;br&gt;That worked brilliantly and I now have a test-case of a 1000-piece puzzle
&lt;br&gt;with about 800 pieces solved. &amp;nbsp;No need for a script ... just one &amp;quot;line editor&amp;quot;
&lt;br&gt;command in vi, :202,$ s/=.*$/=&amp;lt;X from line 201&amp;gt; &amp;lt;Y from line 201&amp;gt;/
&lt;br&gt;&lt;br&gt;The slowness in fitting one piece is reproducible, as is a simpler case of
&lt;br&gt;slowness when just trying to drag the 800-odd pieces in the solved part.
&lt;br&gt;&lt;br&gt;I will investigate the problem in more detail over the next week or two,
&lt;br&gt;putting timing and debug messages in Palapeli or QGV, as required.
&lt;br&gt;&lt;br&gt;Christmas time in Australia is also the beginning of the summer holiday
&lt;br&gt;season, so I will fit Palapeli work in when I can. &amp;nbsp;However I think if I can
&lt;br&gt;nail it down to a simple test-case it will be sufficient to solve the problem
&lt;br&gt;(wherever it lies) in time for KDE 4.5, when Palapeli starts to provide more
&lt;br&gt;support for large puzzles. &amp;nbsp;It would be nice to solve it in 4.4, but ... :-)
&lt;br&gt;&lt;br&gt;I will keep you posted. &amp;nbsp;Cheers, Ian W.
&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26697615</id>
	<title>Re: Bug or feature? Making write protection in Palapeli work on Windows</title>
	<published>2009-12-08T09:37:12Z</published>
	<updated>2009-12-08T09:37:12Z</updated>
	<author>
		<name>Parker Coates</name>
	</author>
	<content type="html">On Tue, Dec 8, 2009 at 12:16, Stefan Majewsky wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Patrick Spendrin of kde-windows fame approached me a week ago that it is not
&lt;br&gt;&amp;gt; nice how I implement write protection in Palapeli.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Currently, Palapeli uses the file permissions to determine whether a puzzle
&lt;br&gt;&amp;gt; may be deleted or not. Consequently, the write flags are not set for the
&lt;br&gt;&amp;gt; default puzzles (during install time). Patrick informed me that this might
&lt;br&gt;&amp;gt; likely break on Windows, and it is also not usual to use the PERMISSIONS
&lt;br&gt;&amp;gt; syntax in CMake's install() directive.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Attached is a patch that changes the write protection mechanism: Instead of
&lt;br&gt;&amp;gt; checking the file permissions, Palapeli will forbid to delete any puzzle that
&lt;br&gt;&amp;gt; has the new &amp;quot;Collection/ModifyProtection&amp;quot; flag set. This patch
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; 1. is backward-compatible: Older Palapeli versions will simply ignore this
&lt;br&gt;&amp;gt; flag.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; 2. is forward-compatible, in the sense that the update doesn't break anything:
&lt;br&gt;&amp;gt; The metadata cache in palapeli-collectionrc will be rewritten because the
&lt;br&gt;&amp;gt; puzzles have changed, and the new flag will be set accordingly.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; 3. does not introduce any new i18n strings.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; However, I'm not sure whether this is a bug or a feature, i.e. whether I may
&lt;br&gt;&amp;gt; commit that to trunk now. Advice?
&lt;/div&gt;&lt;br&gt;I think depending on file system permissions can be easily considered
&lt;br&gt;a bug, as it broke things on Windows and this change definitely isn't
&lt;br&gt;a feature, as it isn't user visible. If the existing implementation
&lt;br&gt;wasn't broken, then I would say hold off until 4.5, but it is broken,
&lt;br&gt;so commit it as soon as possible.
&lt;br&gt;&lt;br&gt;Parker
&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26697393</id>
	<title>Re: Bug or feature? Making write protection in Palapeli work on Windows</title>
	<published>2009-12-08T09:19:31Z</published>
	<updated>2009-12-08T09:19:31Z</updated>
	<author>
		<name>Bugzilla from majewsky@gmx.net</name>
	</author>
	<content type="html">Am Dienstag, 8. Dezember 2009 18:16:47 schrieb Stefan Majewsky:
&lt;br&gt;&amp;gt; Attached is a patch 
&lt;br&gt;&lt;br&gt;What I forgot to add: If you want to test the patch, make sure to run the 
&lt;br&gt;make-puzzles.sh script on the palapeli/puzzles/ directory *after* you have 
&lt;br&gt;make-installed for the first time. You will have to make-install again after 
&lt;br&gt;the script has finished.
&lt;br&gt;&lt;br&gt;The reason for this inconvienence is that the puzzles have changed because of 
&lt;br&gt;the new flag, but I did not include the changed files in the patch for obvious 
&lt;br&gt;reasons.
&lt;br&gt;&lt;br&gt;Greetings
&lt;br&gt;Stefan
&lt;br&gt;&lt;br /&gt; &lt;br /&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26697328</id>
	<title>Bug or feature? Making write protection in Palapeli work on Windows</title>
	<published>2009-12-08T09:16:47Z</published>
	<updated>2009-12-08T09:16:47Z</updated>
	<author>
		<name>Bugzilla from majewsky@gmx.net</name>
	</author>
	<content type="html">Hi,
&lt;br&gt;&lt;br&gt;Patrick Spendrin of kde-windows fame approached me a week ago that it is not 
&lt;br&gt;nice how I implement write protection in Palapeli.
&lt;br&gt;&lt;br&gt;Currently, Palapeli uses the file permissions to determine whether a puzzle 
&lt;br&gt;may be deleted or not. Consequently, the write flags are not set for the 
&lt;br&gt;default puzzles (during install time). Patrick informed me that this might 
&lt;br&gt;likely break on Windows, and it is also not usual to use the PERMISSIONS 
&lt;br&gt;syntax in CMake's install() directive.
&lt;br&gt;&lt;br&gt;Attached is a patch that changes the write protection mechanism: Instead of 
&lt;br&gt;checking the file permissions, Palapeli will forbid to delete any puzzle that 
&lt;br&gt;has the new &amp;quot;Collection/ModifyProtection&amp;quot; flag set. This patch
&lt;br&gt;&lt;br&gt;1. is backward-compatible: Older Palapeli versions will simply ignore this 
&lt;br&gt;flag.
&lt;br&gt;&lt;br&gt;2. is forward-compatible, in the sense that the update doesn't break anything: 
&lt;br&gt;The metadata cache in palapeli-collectionrc will be rewritten because the 
&lt;br&gt;puzzles have changed, and the new flag will be set accordingly.
&lt;br&gt;&lt;br&gt;3. does not introduce any new i18n strings.
&lt;br&gt;&lt;br&gt;However, I'm not sure whether this is a bug or a feature, i.e. whether I may 
&lt;br&gt;commit that to trunk now. Advice?
&lt;br&gt;&lt;br&gt;Greetings
&lt;br&gt;Stefan
&lt;br&gt;&lt;br /&gt;&lt;tt&gt;[0001-palapeli-windowsfix.diff]&lt;/tt&gt;&lt;br /&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;tt&gt;diff --git a/palapeli/puzzles/CMakeLists.txt b/palapeli/puzzles/CMakeLists.txt
&lt;br&gt;index 99f6ebb..777f5c0 100644
&lt;br&gt;--- a/palapeli/puzzles/CMakeLists.txt
&lt;br&gt;+++ b/palapeli/puzzles/CMakeLists.txt
&lt;br&gt;@@ -1,19 +1,3 @@
&lt;br&gt;-if(NOT WIN32)
&lt;br&gt;-install(FILES
&lt;br&gt;-	castle-maintenon.puzzle
&lt;br&gt;-	cincinnati-bridge.puzzle
&lt;br&gt;-	citrus-fruits.puzzle
&lt;br&gt;-	european-honey-bee.puzzle
&lt;br&gt;-	panther-chameleon-female.puzzle
&lt;br&gt;-DESTINATION ${DATA_INSTALL_DIR}/palapeli/collection
&lt;br&gt;-PERMISSIONS OWNER_READ GROUP_READ WORLD_READ)
&lt;br&gt;-
&lt;br&gt;-install(FILES
&lt;br&gt;-	default-collection.conf
&lt;br&gt;-DESTINATION ${CONFIG_INSTALL_DIR}
&lt;br&gt;-PERMISSIONS OWNER_READ GROUP_READ WORLD_READ
&lt;br&gt;-RENAME palapeli-collectionrc)
&lt;br&gt;-else(NOT WIN32)
&lt;br&gt;&amp;nbsp;install(FILES
&lt;br&gt;&amp;nbsp;	castle-maintenon.puzzle
&lt;br&gt;&amp;nbsp;	cincinnati-bridge.puzzle
&lt;br&gt;@@ -21,8 +5,8 @@ install(FILES
&lt;br&gt;&amp;nbsp;	european-honey-bee.puzzle
&lt;br&gt;&amp;nbsp;	panther-chameleon-female.puzzle
&lt;br&gt;&amp;nbsp;DESTINATION ${DATA_INSTALL_DIR}/palapeli/collection)
&lt;br&gt;+
&lt;br&gt;&amp;nbsp;install(FILES
&lt;br&gt;&amp;nbsp;	default-collection.conf
&lt;br&gt;&amp;nbsp;DESTINATION ${CONFIG_INSTALL_DIR}
&lt;br&gt;&amp;nbsp;RENAME palapeli-collectionrc)
&lt;br&gt;-endif(NOT WIN32)
&lt;br&gt;\ No newline at end of file
&lt;br&gt;diff --git a/palapeli/puzzles/castle-maintenon.conf b/palapeli/puzzles/castle-maintenon.conf
&lt;br&gt;index bf1f8fe..635d502 100644
&lt;br&gt;--- a/palapeli/puzzles/castle-maintenon.conf
&lt;br&gt;+++ b/palapeli/puzzles/castle-maintenon.conf
&lt;br&gt;@@ -44,3 +44,6 @@ Image=castle-maintenon.jpg
&lt;br&gt;&amp;nbsp;Slicer=palapeli_jigsawslicer
&lt;br&gt;&amp;nbsp;PieceCount=80
&lt;br&gt;&amp;nbsp;PieceAspect=6
&lt;br&gt;+
&lt;br&gt;+[Collection]
&lt;br&gt;+ModifyProtection=true
&lt;br&gt;diff --git a/palapeli/puzzles/cincinnati-bridge.conf b/palapeli/puzzles/cincinnati-bridge.conf
&lt;br&gt;index 0c13592..9009357 100644
&lt;br&gt;--- a/palapeli/puzzles/cincinnati-bridge.conf
&lt;br&gt;+++ b/palapeli/puzzles/cincinnati-bridge.conf
&lt;br&gt;@@ -45,3 +45,6 @@ Image=cincinnati-bridge.jpg
&lt;br&gt;&amp;nbsp;Slicer=palapeli_jigsawslicer
&lt;br&gt;&amp;nbsp;PieceCount=56
&lt;br&gt;&amp;nbsp;PieceAspect=6
&lt;br&gt;+
&lt;br&gt;+[Collection]
&lt;br&gt;+ModifyProtection=true
&lt;br&gt;diff --git a/palapeli/puzzles/citrus-fruits.conf b/palapeli/puzzles/citrus-fruits.conf
&lt;br&gt;index 23dc1eb..6957cf1 100644
&lt;br&gt;--- a/palapeli/puzzles/citrus-fruits.conf
&lt;br&gt;+++ b/palapeli/puzzles/citrus-fruits.conf
&lt;br&gt;@@ -30,3 +30,6 @@ Image=citrus-fruits.jpg
&lt;br&gt;&amp;nbsp;Slicer=palapeli_jigsawslicer
&lt;br&gt;&amp;nbsp;PieceCount=42
&lt;br&gt;&amp;nbsp;PieceAspect=6
&lt;br&gt;+
&lt;br&gt;+[Collection]
&lt;br&gt;+ModifyProtection=true
&lt;br&gt;diff --git a/palapeli/puzzles/european-honey-bee.conf b/palapeli/puzzles/european-honey-bee.conf
&lt;br&gt;index 2dff556..2ec2e19 100644
&lt;br&gt;--- a/palapeli/puzzles/european-honey-bee.conf
&lt;br&gt;+++ b/palapeli/puzzles/european-honey-bee.conf
&lt;br&gt;@@ -29,3 +29,6 @@ Image=european-honey-bee.jpg
&lt;br&gt;&amp;nbsp;Slicer=palapeli_jigsawslicer
&lt;br&gt;&amp;nbsp;PieceCount=48
&lt;br&gt;&amp;nbsp;PieceAspect=6
&lt;br&gt;+
&lt;br&gt;+[Collection]
&lt;br&gt;+ModifyProtection=true
&lt;br&gt;diff --git a/palapeli/puzzles/panther-chameleon-female.conf b/palapeli/puzzles/panther-chameleon-female.conf
&lt;br&gt;index 4f0411b..ff4bd58 100644
&lt;br&gt;--- a/palapeli/puzzles/panther-chameleon-female.conf
&lt;br&gt;+++ b/palapeli/puzzles/panther-chameleon-female.conf
&lt;br&gt;@@ -43,3 +43,6 @@ Image=panther-chameleon-female.jpg
&lt;br&gt;&amp;nbsp;Slicer=palapeli_jigsawslicer
&lt;br&gt;&amp;nbsp;PieceCount=48
&lt;br&gt;&amp;nbsp;PieceAspect=6
&lt;br&gt;+
&lt;br&gt;+[Collection]
&lt;br&gt;+ModifyProtection=true
&lt;br&gt;diff --git a/palapeli/src/creator/puzzlecreator.cpp b/palapeli/src/creator/puzzlecreator.cpp
&lt;br&gt;index 96eabb6..c99dbb9 100644
&lt;br&gt;--- a/palapeli/src/creator/puzzlecreator.cpp
&lt;br&gt;+++ b/palapeli/src/creator/puzzlecreator.cpp
&lt;br&gt;@@ -153,6 +153,7 @@ void Palapeli::PuzzleCreatorDialog::createPuzzle()
&lt;br&gt;&amp;nbsp;	metadata-&amp;gt;pieceCount = job.pieces().count();
&lt;br&gt;&amp;nbsp;	metadata-&amp;gt;image = image;
&lt;br&gt;&amp;nbsp;	metadata-&amp;gt;thumbnail = image.scaled(Palapeli::Puzzle::ThumbnailBaseSize, Qt::KeepAspectRatio);
&lt;br&gt;+	metadata-&amp;gt;modifyProtection = false; //only enabled for puzzles in the default collection (see ListCollection::canDeletePuzzle)
&lt;br&gt;&amp;nbsp;	Palapeli::PuzzleContents* contents = new Palapeli::PuzzleContents;
&lt;br&gt;&amp;nbsp;	contents-&amp;gt;imageSize = image.size();
&lt;br&gt;&amp;nbsp;	QMapIterator&amp;lt;int, QImage&amp;gt; pieceIter(job.pieces());
&lt;br&gt;diff --git a/palapeli/src/file-io/collection-list.cpp b/palapeli/src/file-io/collection-list.cpp
&lt;br&gt;index fdae85d..0916fe9 100644
&lt;br&gt;--- a/palapeli/src/file-io/collection-list.cpp
&lt;br&gt;+++ b/palapeli/src/file-io/collection-list.cpp
&lt;br&gt;@@ -127,6 +127,7 @@ QModelIndex Palapeli::ListCollection::addPuzzleInternal(Palapeli::Puzzle* puzzle
&lt;br&gt;&amp;nbsp;			metadata-&amp;gt;comment = puzzleGroup.readEntry(&amp;quot;Comment&amp;quot;, QString());
&lt;br&gt;&amp;nbsp;			metadata-&amp;gt;author = puzzleGroup.readEntry(&amp;quot;Author&amp;quot;, QString());
&lt;br&gt;&amp;nbsp;			metadata-&amp;gt;pieceCount = puzzleGroup.readEntry(&amp;quot;PieceCount&amp;quot;, 0);
&lt;br&gt;+			metadata-&amp;gt;modifyProtection = puzzleGroup.readEntry(&amp;quot;ModifyProtection&amp;quot;, false);
&lt;br&gt;&amp;nbsp;			//Reading the thumbnail is a bit harder, because KConfig does not support images directly.
&lt;br&gt;&amp;nbsp;			QImage image; image.loadFromData(puzzleGroup.readEntry(&amp;quot;Thumbnail&amp;quot;, QByteArray()));
&lt;br&gt;&amp;nbsp;			metadata-&amp;gt;thumbnail = image;
&lt;br&gt;@@ -144,6 +145,7 @@ QModelIndex Palapeli::ListCollection::addPuzzleInternal(Palapeli::Puzzle* puzzle
&lt;br&gt;&amp;nbsp;				puzzleGroup.writeEntry(&amp;quot;Comment&amp;quot;, puzzle-&amp;gt;metadata()-&amp;gt;comment);
&lt;br&gt;&amp;nbsp;				puzzleGroup.writeEntry(&amp;quot;Author&amp;quot;, puzzle-&amp;gt;metadata()-&amp;gt;author);
&lt;br&gt;&amp;nbsp;				puzzleGroup.writeEntry(&amp;quot;PieceCount&amp;quot;, puzzle-&amp;gt;metadata()-&amp;gt;pieceCount);
&lt;br&gt;+				puzzleGroup.writeEntry(&amp;quot;ModifyProtection&amp;quot;, puzzle-&amp;gt;metadata()-&amp;gt;modifyProtection);
&lt;br&gt;&amp;nbsp;				puzzleGroup.writeEntry(&amp;quot;ModifyDateTime&amp;quot;, modificationTime);
&lt;br&gt;&amp;nbsp;				//Writing the thumbnail is a bit harder, because KConfig does not support images directly.
&lt;br&gt;&amp;nbsp;				QBuffer buffer;
&lt;br&gt;@@ -204,12 +206,11 @@ bool Palapeli::ListCollection::canDeletePuzzle(const QModelIndex&amp; index) const
&lt;br&gt;&amp;nbsp;	//get puzzle object
&lt;br&gt;&amp;nbsp;	QObject* puzzlePayload = index.data(PuzzleObjectRole).value&amp;lt;QObject*&amp;gt;();
&lt;br&gt;&amp;nbsp;	Palapeli::Puzzle* puzzle = qobject_cast&amp;lt;Palapeli::Puzzle*&amp;gt;(puzzlePayload);
&lt;br&gt;-	if (!puzzle)
&lt;br&gt;+	if (!puzzle || !puzzle-&amp;gt;metadata())
&lt;br&gt;&amp;nbsp;		return false;
&lt;br&gt;-	//check whether that particular file can be removed
&lt;br&gt;-	QString file = puzzle-&amp;gt;location().path();
&lt;br&gt;-	return QFileInfo(file).isWritable();
&lt;br&gt;-	//NOTE: This is a protection for the default puzzles, which are installed with read-only permissions.
&lt;br&gt;+	//check whether that particular puzzle can be removed
&lt;br&gt;+	return !puzzle-&amp;gt;metadata()-&amp;gt;modifyProtection;
&lt;br&gt;+	//NOTE: This is a protection for the default puzzles. In user-generated puzzles, ModifyProtection is not enabled.
&lt;br&gt;&amp;nbsp;}
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;bool Palapeli::ListCollection::deletePuzzle(const QModelIndex&amp; index)
&lt;br&gt;diff --git a/palapeli/src/file-io/puzzle.cpp b/palapeli/src/file-io/puzzle.cpp
&lt;br&gt;index 43824dd..d1f9813 100644
&lt;br&gt;--- a/palapeli/src/file-io/puzzle.cpp
&lt;br&gt;+++ b/palapeli/src/file-io/puzzle.cpp
&lt;br&gt;@@ -137,6 +137,8 @@ bool Palapeli::Puzzle::readMetadata(bool force)
&lt;br&gt;&amp;nbsp;	m_metadata-&amp;gt;comment = manifest.readComment();
&lt;br&gt;&amp;nbsp;	m_metadata-&amp;gt;image.load(m_cache-&amp;gt;name() + &amp;quot;image.jpg&amp;quot;);
&lt;br&gt;&amp;nbsp;	m_metadata-&amp;gt;thumbnail = m_metadata-&amp;gt;image.scaled(ThumbnailBaseSize, Qt::KeepAspectRatio);
&lt;br&gt;+	KConfigGroup collectionGroup(&amp;manifest, &amp;quot;Collection&amp;quot;);
&lt;br&gt;+	m_metadata-&amp;gt;modifyProtection = collectionGroup.readEntry(&amp;quot;ModifyProtection&amp;quot;, false);
&lt;br&gt;&amp;nbsp;	//find piece count
&lt;br&gt;&amp;nbsp;	KConfigGroup offsetGroup(&amp;manifest, &amp;quot;PieceOffsets&amp;quot;);
&lt;br&gt;&amp;nbsp;	const QMap&amp;lt;QString, QString&amp;gt; offsetGroupMap = offsetGroup.entryMap();
&lt;br&gt;@@ -235,6 +237,8 @@ void Palapeli::Puzzle::createNewArchiveFile()
&lt;br&gt;&amp;nbsp;	mainGroup.writeEntry(&amp;quot;Comment&amp;quot;, m_metadata-&amp;gt;comment);
&lt;br&gt;&amp;nbsp;	mainGroup.writeEntry(&amp;quot;X-KDE-PluginInfo-Author&amp;quot;, m_metadata-&amp;gt;author);
&lt;br&gt;&amp;nbsp;	mainGroup.writeEntry(&amp;quot;Type&amp;quot;, &amp;quot;X-Palapeli-Puzzle&amp;quot;);
&lt;br&gt;+	KConfigGroup collectionGroup(&amp;manifest, &amp;quot;Collection&amp;quot;);
&lt;br&gt;+	collectionGroup.writeEntry(&amp;quot;ModifyProtection&amp;quot;, m_metadata-&amp;gt;modifyProtection);
&lt;br&gt;&amp;nbsp;	KConfigGroup jobGroup(&amp;manifest, &amp;quot;Job&amp;quot;);
&lt;br&gt;&amp;nbsp;	jobGroup.writeEntry(&amp;quot;ImageSize&amp;quot;, m_contents-&amp;gt;imageSize);
&lt;br&gt;&amp;nbsp;	if (m_creationContext)
&lt;br&gt;diff --git a/palapeli/src/file-io/puzzlestructs.h b/palapeli/src/file-io/puzzlestructs.h
&lt;br&gt;index 3bf0ed0..d7190fa 100644
&lt;br&gt;--- a/palapeli/src/file-io/puzzlestructs.h
&lt;br&gt;+++ b/palapeli/src/file-io/puzzlestructs.h
&lt;br&gt;@@ -32,6 +32,7 @@ namespace Palapeli
&lt;br&gt;&amp;nbsp;		QString name, author, comment;
&lt;br&gt;&amp;nbsp;		int pieceCount;
&lt;br&gt;&amp;nbsp;		QImage image, thumbnail;
&lt;br&gt;+		bool modifyProtection;
&lt;br&gt;&amp;nbsp;	};
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;	struct PuzzleContents
&lt;br&gt;&lt;/tt&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;br /&gt; &lt;br /&gt;_______________________________________________
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26696509</id>
	<title>Re: Palapeli puzzle translations</title>
	<published>2009-12-08T08:22:09Z</published>
	<updated>2009-12-08T08:22:09Z</updated>
	<author>
		<name>Bugzilla from majewsky@gmx.net</name>
	</author>
	<content type="html">Am Dienstag, 8. Dezember 2009 12:45:59 schrieb Burkhard Lück:
&lt;br&gt;&amp;gt; &amp;gt; &amp;gt; 2) Or by adding palapelis *.conf files to $filelist in findfiles
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; I'd prefer the second solution. How do I do that?
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; kde-i18n-doc will do that, but this has of course to be OK'ed by our
&lt;br&gt;&amp;gt; Coordinator &amp;nbsp;first.
&lt;br&gt;&lt;br&gt;Thanks, but please note that default-collection.conf should not be renamed. It 
&lt;br&gt;does not contain any localizable names (intentionally).
&lt;br&gt;&lt;br&gt;Greetings
&lt;br&gt;Stefan
&lt;br&gt;&lt;br /&gt; &lt;br /&gt;_______________________________________________
&lt;br&gt;kde-games-devel mailing list
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26692674</id>
	<title>Re: Palapeli puzzle translations</title>
	<published>2009-12-08T03:45:59Z</published>
	<updated>2009-12-08T03:45:59Z</updated>
	<author>
		<name>Bugzilla from lueck@hube-lueck.de</name>
	</author>
	<content type="html">Am Dienstag, 8. Dezember 2009 09:59:27 schrieb Stefan Majewsky:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Am Dienstag, 8. Dezember 2009 09:56:16 schrieb Burkhard Lück:
&lt;br&gt;&amp;gt; &amp;gt; Scripty stopped processing them since commit Revision 1033081 by majewsky
&lt;br&gt;&amp;gt; &amp;gt; (&amp;quot;Rename the puzzle configs from *.desktop to *.conf, because they are
&lt;br&gt;&amp;gt; &amp;gt; not really desktop files.&amp;quot;)
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Thx for the reminder.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;gt; Sure, that's simple:
&lt;br&gt;&amp;gt; &amp;gt; 1) Either by renaming them back to *.desktop
&lt;br&gt;&amp;gt; &amp;gt; 2) Or by adding palapelis *.conf files to $filelist in findfiles
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I'd prefer the second solution. How do I do that?
&lt;br&gt;&amp;gt; 
&lt;/div&gt;kde-i18n-doc will do that, but this has of course to be OK'ed by our 
&lt;br&gt;Coordinator &amp;nbsp;first.
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Burkhard Lück
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<entry>
	<id>tag:old.nabble.com,2006:post-26690675</id>
	<title>Re: Palapeli puzzle translations</title>
	<published>2009-12-08T00:59:27Z</published>
	<updated>2009-12-08T00:59:27Z</updated>
	<author>
		<name>Bugzilla from majewsky@gmx.net</name>
	</author>
	<content type="html">Am Dienstag, 8. Dezember 2009 09:56:16 schrieb Burkhard Lück:
&lt;br&gt;&amp;gt; Scripty stopped processing them since commit Revision 1033081 by majewsky
&lt;br&gt;&amp;gt; (&amp;quot;Rename the puzzle configs from *.desktop to *.conf, because they are not
&lt;br&gt;&amp;gt; really desktop files.&amp;quot;)
&lt;br&gt;&lt;br&gt;Thx for the reminder.
&lt;br&gt;&lt;br&gt;&amp;gt; Sure, that's simple:
&lt;br&gt;&amp;gt; 1) Either by renaming them back to *.desktop
&lt;br&gt;&amp;gt; 2) Or by adding palapelis *.conf files to $filelist in findfiles
&lt;br&gt;&lt;br&gt;I'd prefer the second solution. How do I do that?
&lt;br&gt;&lt;br&gt;Greetings
&lt;br&gt;Stefan
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<entry>
	<id>tag:old.nabble.com,2006:post-26690635</id>
	<title>Re: Palapeli puzzle translations</title>
	<published>2009-12-08T00:56:16Z</published>
	<updated>2009-12-08T00:56:16Z</updated>
	<author>
		<name>Bugzilla from lueck@hube-lueck.de</name>
	</author>
	<content type="html">Am Montag, 7. Dezember 2009 23:37:28 schrieb Johannes Obermayr:
&lt;br&gt;&amp;gt; Hi,
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; in kdegames/palapeli/puzzles/ are *.conf files which look same as usual
&lt;br&gt;&amp;gt; &amp;nbsp;*.desktop files.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Scripty cannot handle and extract messages in these files for translation
&lt;br&gt;&amp;gt; &amp;nbsp;to desktop_kdegames.pot.
&lt;br&gt;&amp;gt; 
&lt;br&gt;Scripty stopped processing them since commit Revision 1033081 by majewsky 
&lt;br&gt;(&amp;quot;Rename the puzzle configs from *.desktop to *.conf, because they are not 
&lt;br&gt;really desktop files.&amp;quot;)
&lt;br&gt;&lt;br&gt;&amp;gt; @kde-i18n-doc: Is it possible to make Scripty handling this files?
&lt;br&gt;&amp;gt; 
&lt;br&gt;Sure, that's simple:
&lt;br&gt;1) Either by renaming them back to *.desktop
&lt;br&gt;2) Or by adding palapelis *.conf files to $filelist in findfiles
&lt;br&gt;&lt;br&gt;&amp;gt; @Stefan: Is it much work for you if you rename *.conf files to *.desktop
&lt;br&gt;&amp;gt; &amp;nbsp;files?
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I think it is Stefan's work because of consistency ...
&lt;br&gt;&amp;gt; 
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Burkhard Lück
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<entry>
	<id>tag:old.nabble.com,2006:post-26690581</id>
	<title>Re: Palapeli puzzle translations</title>
	<published>2009-12-08T00:49:49Z</published>
	<updated>2009-12-08T00:49:49Z</updated>
	<author>
		<name>Bugzilla from majewsky@gmx.net</name>
	</author>
	<content type="html">Am Dienstag, 8. Dezember 2009 01:23:20 schrieb Matthew Woehlke:
&lt;br&gt;&amp;gt; I'm not Stefan, but IIRC the .conf's *generate* .desktops, so renaming
&lt;br&gt;&amp;gt; might be a bad idea. However, I thought the .desktops were now saved in
&lt;br&gt;&amp;gt; svn...
&lt;br&gt;&lt;br&gt;These files can be safely renamed from &amp;quot;.conf&amp;quot; to &amp;quot;.desktop&amp;quot;, as long as make-
&lt;br&gt;puzzles.sh is updated correctly.
&lt;br&gt;&lt;br&gt;There is no desktop file in the process, although the puzzle files (which are 
&lt;br&gt;tar.gz archives internally) contain a pala.desktop file. This .desktop file is 
&lt;br&gt;generated from the .conf file plus the results of slicing. In the 
&lt;br&gt;retrospective, I don't really know why I didn't call the &amp;quot;.conf&amp;quot; files 
&lt;br&gt;&amp;quot;.desktop&amp;quot; from the beginning. If the i18n experts are okay with that, I'll 
&lt;br&gt;change the filename ASAP.
&lt;br&gt;&lt;br&gt;Greetings
&lt;br&gt;Stefan
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<entry>
	<id>tag:old.nabble.com,2006:post-26689739</id>
	<title>Re: Adventures with Palapeli</title>
	<published>2009-12-07T23:28:20Z</published>
	<updated>2009-12-07T23:28:20Z</updated>
	<author>
		<name>Ian Wadham</name>
	</author>
	<content type="html">On Tuesday 08 December 2009 11:32:28 am Matthew Woehlke wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Ian Wadham wrote:
&lt;br&gt;&amp;gt; &amp;gt; The only problem I found is that, as the solution progresses, the
&lt;br&gt;&amp;gt; &amp;gt; fitting of pieces into the finished part of the puzzle becomes slower
&lt;br&gt;&amp;gt; &amp;gt; and slower.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I noticed this too, and have been meaning to say something (but have
&lt;br&gt;&amp;gt; been distracted). It actually seems like this is a regression, maybe
&lt;br&gt;&amp;gt; caused by the animation, since I don't remember experiencing this early
&lt;br&gt;&amp;gt; on when working on a 1200-piece (which still isn't finished :-(, I am
&lt;br&gt;&amp;gt; down to really hard mostly-solid-color stuff that is almost half the
&lt;br&gt;&amp;gt; puzzle).
&lt;br&gt;&amp;gt; 
&lt;/div&gt;I was not sure of that. &amp;nbsp;There were a few unwanted side effects going
&lt;br&gt;on when I first did my 1000-piece puzzle a few weeks ago and I could
&lt;br&gt;not really judge animation performance. &amp;nbsp;Since the changes Stefan
&lt;br&gt;has made, which I referred to, the situation has become much clearer.
&lt;br&gt;With Stefan's proposal for generating a test-case I should be able to
&lt;br&gt;do some more detailed testing.
&lt;br&gt;&lt;br&gt;&amp;gt; And I want to finish it eventually out of stubbornness ;-)
&lt;br&gt;&amp;gt; 
&lt;br&gt;&lt;a href=&quot;http://www.psychwiki.com/wiki/Zeigarnik_Effect&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.psychwiki.com/wiki/Zeigarnik_Effect&lt;/a&gt;&lt;br&gt;I believe all good programmers feel that effect.
&lt;br&gt;&lt;br&gt;All the best, Ian W.
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