Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Next ship button

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Next ship button Page: [1]
Login
Message << Older Topic   Newer Topic >>
Next ship button - 7/11/2013 1:03:46 PM   
Jim Stevens

 

Posts: 164
Joined: 3/25/2009
From: Woodstock, Georgia USA
Status: offline
Has anybody else noticed when you are looking at a list of ships either in port or a task force and you click one of the ships to look at it's details, if you hit next ship from the detail screen it doesn't go to the next ship in the prior list as it did in WitP, it goes in some other, maybe random, order. Now when I want to be sure of details and go through the list it is annoying not knowing where next ship will take you. Does anybody know what order next / prev ship uses?
Post #: 1
RE: Next ship button - 7/11/2013 3:25:19 PM   
castor troy


Posts: 14330
Joined: 8/23/2004
From: Austria
Status: offline
quote:

ORIGINAL: Jim Stevens

Has anybody else noticed when you are looking at a list of ships either in port or a task force and you click one of the ships to look at it's details, if you hit next ship from the detail screen it doesn't go to the next ship in the prior list as it did in WitP, it goes in some other, maybe random, order. Now when I want to be sure of details and go through the list it is annoying not knowing where next ship will take you. Does anybody know what order next / prev ship uses?



it does go through ship by ship but not with the first click. If you look at ship 1 it may jump to ship x when clicking on "next ship" but then it goes on x+1, x+2, x+3...

_____________________________


(in reply to Jim Stevens)
Post #: 2
RE: Next ship button - 7/11/2013 5:59:54 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
I always thought it might go through backwards.

(in reply to castor troy)
Post #: 3
RE: Next ship button - 7/12/2013 8:43:29 AM   
Barb


Posts: 2503
Joined: 2/27/2007
From: Bratislava, Slovakia
Status: offline
Actually, from my observation, the list actually go backwards to standard "order by" list viewed by user.
example TF:
CA - flag
CA
CL
DD
DD
DD
DD

If you open the CA-flag details and click next ship, it will cycle to the last destroyer and then upwards. Simple solution is to use the button "previous" to see the next ship :D

_____________________________


(in reply to Lokasenna)
Post #: 4
RE: Next ship button - 7/12/2013 11:42:36 AM   
Jim Stevens

 

Posts: 164
Joined: 3/25/2009
From: Woodstock, Georgia USA
Status: offline

quote:

ORIGINAL: Barb

Actually, from my observation, the list actually go backwards to standard "order by" list viewed by user.
example TF:
CA - flag
CA
CL
DD
DD
DD
DD

If you open the CA-flag details and click next ship, it will cycle to the last destroyer and then upwards. Simple solution is to use the button "previous" to see the next ship :D


You have to wonder if the logic got flip-flopped at some point.

(in reply to Barb)
Post #: 5
RE: Next ship button - 7/12/2013 3:26:51 PM   
RevRick


Posts: 2617
Joined: 9/16/2000
From: Thomasville, GA
Status: offline
It did. If you press the button to the left, it goes down the list. If you press the button to the right, it goes to the bottom of the list. But, then again, I have been accused of being dyslexic (comes from being a lefty transformed into a righty in elementary school in the 1950's.)

_____________________________

"Action springs not from thought, but from a readiness for responsibility.” ― Dietrich Bonhoeffer

(in reply to Jim Stevens)
Post #: 6
RE: Next ship button - 7/12/2013 6:05:33 PM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

The order of ship display is the inverse of the order in which the ships are added to the TF (or base). This is due to (long technical explanation involving link lists and push down stacks).

(in reply to RevRick)
Post #: 7
RE: Next ship button - 7/12/2013 8:00:55 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
I do think it's probably a case of using the wrong sign or a + instead of a - in the code.

(in reply to RevRick)
Post #: 8
RE: Next ship button - 7/12/2013 8:11:16 PM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

quote:

ORIGINAL: Lokasenna

I do think it's probably a case of using the wrong sign or a + instead of a - in the code.



Nope, it ain't.

(in reply to Lokasenna)
Post #: 9
RE: Next ship button - 7/12/2013 9:16:42 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: Lokasenna

I do think it's probably a case of using the wrong sign or a + instead of a - in the code.



Nope, it ain't.


Have you got inside knowledge?!

It's the most obvious/simplest explanation for why 'next ship' goes backwards, unless to the devs backwards was really forwards...

(in reply to Don Bowen)
Post #: 10
RE: Next ship button - 7/12/2013 10:07:27 PM   
Alfred

 

Posts: 6685
Joined: 9/28/2006
Status: offline

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: Lokasenna

I do think it's probably a case of using the wrong sign or a + instead of a - in the code.



Nope, it ain't.


Have you got inside knowledge?!

It's the most obvious/simplest explanation for why 'next ship' goes backwards, unless to the devs backwards was really forwards...


He most definitely has inside knowledge. He is the man who coded that part of AE.

Alfred

(in reply to Lokasenna)
Post #: 11
RE: Next ship button - 7/13/2013 1:22:58 AM   
Symon


Posts: 1928
Joined: 11/24/2012
From: De Eye-lands, Mon
Status: offline
quote:

ORIGINAL: Lokasenna
Have you got inside knowledge?!

It's the most obvious/simplest explanation for why 'next ship' goes backwards, unless to the devs backwards was really forwards...

Challenging someone like Don with such an arrogant little post is quite annoying. Can you read? Have you read the game credits? Are you able to puzzle out the names of who the developers are (were)?

JWE (and yeah, you'll find me there, too)

_____________________________

Nous n'avons pas peur! Vive la liberté! Moi aussi je suis Charlie!
Yippy Ki Yay.

(in reply to Alfred)
Post #: 12
RE: Next ship button - 7/13/2013 1:31:59 AM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

quote:

ORIGINAL: Alfred


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: Lokasenna

I do think it's probably a case of using the wrong sign or a + instead of a - in the code.



Nope, it ain't.


Have you got inside knowledge?!

It's the most obvious/simplest explanation for why 'next ship' goes backwards, unless to the devs backwards was really forwards...


He most definitely has inside knowledge. He is the man who coded that part of AE.

Alfred


Actually this mechanism is residual from original WITP. Gary Grigsby or some other pioneer did the work.

It is a simple link list, coded for speed. For those of you not familiar with a link list, it works like this:

1. A pointer in the TF (or base) record points (links) to the first ship added to the TF (or base).
2. A link in the ship record points to next record, but not the next record added.
3. Since unsorted link lists are inherently push-down, the pointer in the TF record is changed to point to the next record added and that record (the next one) acquires the pointer to the first record (ship) added.
4. All this is duplicated for next and previous to allow rapid direct access of either the next or previous ship.
5. Traversing the entire link list for a search or other operation (like a sort) is time consuming as one must access multiple records to read the entire list. A sorted link list would perform this operation, but at considerable expense in time. Also, only a single sort order could be specified - the extended sorts available on TF, Base, and other ship lists would not be available.

As an example (looking at next path only for this example):
1. First ship is added to TF. TF points to ship 1, ship 1 pointer is null (empty).
2. Second ship is added to TF. TF pointer is changed to second ship and second ship acquires the previous TF pointer (to first ship). First ship's pointer stays null (it is never even touched).
3. Third ship is added. TF now points to third ship, third to second, second to fire.
4. Etc. ad nauseum.

As you can see, addition of ships is direct and easy. It is not necessary to search any of the existing ship records. Only the TF record and the new ship are involved. And, as is evident, a next record process will always return the ships in the inverse order of their addition to the TF.

(in reply to Alfred)
Post #: 13
RE: Next ship button - 7/13/2013 3:10:30 AM   
geofflambert


Posts: 14863
Joined: 12/23/2010
From: St. Louis
Status: offline
Symon didn't really mean that. You didn't know. I didn't know until recently. If Dan says something, it's even more authoritative than Alfred. (purple guy is for all three of them)

(in reply to Don Bowen)
Post #: 14
RE: Next ship button - 7/13/2013 3:13:42 AM   
geofflambert


Posts: 14863
Joined: 12/23/2010
From: St. Louis
Status: offline
Now I say bad words when I pick TF x in the list of TFs in a hex and it reroutes me to TF z. I know Michael has a lot better things to do, but I promise I'll stop saying all those bad words if it gets fixed.

(in reply to geofflambert)
Post #: 15
RE: Next ship button - 7/13/2013 3:18:02 AM   
geofflambert


Posts: 14863
Joined: 12/23/2010
From: St. Louis
Status: offline
Oh, my Flying Spaghetti Monster, I just noticed I have five stars filled out! That must mean I'm at least smarter than all the guys with only four! Not.

(in reply to geofflambert)
Post #: 16
RE: Next ship button - 7/13/2013 3:30:10 AM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: Alfred


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: Lokasenna

I do think it's probably a case of using the wrong sign or a + instead of a - in the code.



Nope, it ain't.


Have you got inside knowledge?!

It's the most obvious/simplest explanation for why 'next ship' goes backwards, unless to the devs backwards was really forwards...


He most definitely has inside knowledge. He is the man who coded that part of AE.

Alfred


Actually this mechanism is residual from original WITP. Gary Grigsby or some other pioneer did the work.

It is a simple link list, coded for speed. For those of you not familiar with a link list, it works like this:

1. A pointer in the TF (or base) record points (links) to the first ship added to the TF (or base).
2. A link in the ship record points to next record, but not the next record added.
3. Since unsorted link lists are inherently push-down, the pointer in the TF record is changed to point to the next record added and that record (the next one) acquires the pointer to the first record (ship) added.
4. All this is duplicated for next and previous to allow rapid direct access of either the next or previous ship.
5. Traversing the entire link list for a search or other operation (like a sort) is time consuming as one must access multiple records to read the entire list. A sorted link list would perform this operation, but at considerable expense in time. Also, only a single sort order could be specified - the extended sorts available on TF, Base, and other ship lists would not be available.

As an example (looking at next path only for this example):
1. First ship is added to TF. TF points to ship 1, ship 1 pointer is null (empty).
2. Second ship is added to TF. TF pointer is changed to second ship and second ship acquires the previous TF pointer (to first ship). First ship's pointer stays null (it is never even touched).
3. Third ship is added. TF now points to third ship, third to second, second to fire.
4. Etc. ad nauseum.

As you can see, addition of ships is direct and easy. It is not necessary to search any of the existing ship records. Only the TF record and the new ship are involved. And, as is evident, a next record process will always return the ships in the inverse order of their addition to the TF.


Neat, thanks Don. Makes sense. I know from experience that making linked lists "backwards" is a PITA and not worth it. It's been too long since I coded anything; now I feel a little silly about the "backwards" phrase.


And for those jumping on me, no I didn't know. I did look on the left there, but there's nothing on there about developing. I don't know about the rest of you, but in my world you look at the credits when you've "finished" a game...kind of a heuristic from the arcade days.

(in reply to Don Bowen)
Post #: 17
RE: Next ship button - 7/18/2013 8:28:29 AM   
Jim Stevens

 

Posts: 164
Joined: 3/25/2009
From: Woodstock, Georgia USA
Status: offline
Thanks Sir.

(in reply to Don Bowen)
Post #: 18
RE: Next ship button - 7/18/2013 5:33:12 PM   
pws1225

 

Posts: 1166
Joined: 8/9/2010
From: Tate's Hell, Florida
Status: offline
The code's not backwards, we are.

(in reply to Jim Stevens)
Post #: 19
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Next ship button Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.156