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The choices are (with shortcuts):
At present, probably the simplest way to delete the whole game record for the current game is to do: Menu/ Game/ "Edit This Var"/ [Details]/ [Delete...]/ [OK].
When you are in view mode, the program will not let you use Delete This Var. Similarly you cannot use it to delete the main variation (the whole game)! These refusals are done silently.
We see the window at left. This gives the choices: (Beginning/ End)
of (Game/ Previous Var/ This Var/ Next Var). The default is
"Beginning of Next Var".
Beginning/End of Game have obvious meanings. Traversal of variations is discussed in detail elsewhere.
Do not forget that you also have Goto Memorized Node.
N.B.
Skip Forward (>>)
is different from Goto Beginning Next Var.
Some preferences are customisable, via Menu/ Options/ Board Preferences ... (shortcut "/P"). With a pop-up trigger selected, you can see something like:
The choices are:
If this option is switched on, and your stylus is not well calibrated, then you may accidentally rewind the game. If you have problems, leave "Goto Move" unchecked.
If this option is switched on, and your stylus is not well calibrated, this may result in your switching to MemoPad by accident. If so, leave "Goto Memo" unchecked.
If you have remapped the button, then when you press the button it will do what you have chosen, if the context allows it otherwise it will do nothing. For example, if you remap the button to "Pop Comment", then if you are in board view, and no comment window is visible, it will pop it open however, if you are in board view, with a comment window already open, it will close it. If you are in any mode other than board view, it will do nothing (not even launch the original PalmOS® DateBook application).
The main use of this feature, and the remapping of the other (both hard and soft) buttons, is to make the program much more finger friendly you can replay a game, including comments and variations, without ever needing your stylus. With the use of Zoom, it is easier to play stones with a finger -- you can probably record a whole game with fingers only.
If you have remapped the DateBook button, and you need the Date Book while using PilotGOne you must do: Home/ Date Book/ <whatever you have to do>/ Home/ PilotGOne you will be back to where you left off.
By default, all buttons are "unmapped". A recommended set of mappings is: Date Book - Skip Back, Address - Start Prev Var, TodoList - Start Next Var, Memo - Skip Forward, Calculator - Pop Comment, and Find - Zoom/Unzoom. "Move Comment" will not be remapped easily done anyway.
Some other variation traversal tools -- Goto (Begin/ End) of (Game/ This Var), as well as Goto End of (Prev/ Next) Var -- are not included. You may want to choose your own mappings!
SGF naming of points is not the same as is normally used
(also by PilotGOne) beware. SGF starts lettering/numbering
of co-ordinates from the top left -- PilotGOne also uses
this for the MemoPad SGF game record. In western publications, a
different convention is usually used --
labelling/naming starts at bottom left, with the letter
"I" omitted -- PilotGOne also uses this convention for its
display:
SGF Memo PilotGOne labels aa ... ja ... sa A19 ... K19 ... T19 : : : : : : aj ... jj ... sj A10 ... K10 ... T10 : : : : : : as ... js ... ss A1 ... K1 ... T1
It will be helpful in understanding these notes if you can picture a game record including variations as a tree. Imagine a (crazy) variation happening at the top left of the board -- we use the SGF notation (these correspond to the positions of the stones on the board!):
a b c d e f g a B--W--B--W--B--W |\ b | \B--W \ c \B--W--B--W--B \ d \WThis was obtained from the official SGF documentation, which has this diagram:
Here is the SGF record, of the tree above, with new lines and spaces added for clarity:
(;B[aa];W[ba] (;B[ca];W[da];B[ea]; W[fa]) (;B[cb];W[db]) (;B[cc];W[dc];B[ec](;W[fc];B[gc]) (;W[fd]) ) )
Suppose an SGF memo has the following abstract form:
/(A B (C D (E F G) (H J)) (K (L M) (N O (P Q) (R))) (S T))Here, "/" denotes the "root" of the whole game tree, and each complete subtree (e.g., "(C D (E F G) (H J)") denotes a (sub)variation in the game. The root of a subvariation is the point before the leftmost parenthesis of the variation. We often write as if the tree were drawn with the root at the top and variations arranged from left to right. The first or leftmost variation from each branch point is called the "main line". (Normally the main line represents the moves actually played in a game or the best moves by each player in a joseki or problem.)
From any node, the command "Goto beginning of game" moves to the root of the tree and "Goto end of game" moves to the last node in the main line of the game, in this case node G (G is the end of the main line (starting at E) of the main line (starting at C) of the game).
The commands "Goto beginning/end of previous/this/next variation" allow movement between and within variations from any point in the current variation, even if the variations have different parents. If there is no previous/next variation, the corresponding command has no effect. (The root of the previous/next variation is always the same as or an ancestor of the root of the current variation.)
Thus, from nodes C or D, "Goto beginning of next variation" moves to node K; from nodes E/F/G to node H; from nodes H/J to node K; from node R to node S; and from nodes A/B/S/T, it has no effect.
From nodes C/D, "Goto beginning of this variation" moves to node C; and from nodes E/F/G; it moves to node E. Note that from nodes C and E (the beginning of a variation), it has no effect.
From nodes L/M, "Goto beginning of previous variation" moves to node C; from nodes H/J to node E; from nodes N/O/P/Q to node L; and from nodes A/B/C/D/E/F/G, it has no effect.
The commands to goto the end of a variation implicitly give preference to the main line of the variation. Thus, from nodes K/L/M, "Goto end of previous variation" moves to node G, and from nodes N/O/P/Q/S/T to node M.
From nodes A/B/C/D/E/F/G, "Goto end of this variation" moves to node G, and from nodes H/J to J. Note that from nodes G/J (the ends of variations), it has no effect.
From nodes C/D, "Goto end of next variation" moves to node M; from nodes L/M to node Q; and from nodes S/T. it has no effect.
From nodes K/L/M, "Go to end of previous variation" goes to node G.
These variation handling commands are defined so that "Goto beginning of previous variation", followed by "Goto end of this variation", is always equivalent to "Goto end of previous variation", as we would expect. Similarly, "Goto beginning of next variation", followed by "Goto end of this variation", is always equivalent to "Goto end of next variation".
The command "Skip backwards" ("<<") moves backwards to the previous branch node. More precisely, it moves to the first node before the present node that is the beginning of one of two or more alternative variations, or to the root node if there is no such node. That is, if the present node is not already the start of a variation, "Skip backwards" is equivalent to "Goto beginning of this variation"; otherwise it moves back a move and then does "Goto beginning of this variation". Thus, from nodes A/B/C, it moves to the root; from nodes D/E/H to node C; and from nodes O/P/R to node N.
The dual command "Skip forwards" (">>") moves forwards to the beginning of the first variation of the next branch node. More precisely, it moves to the beginning of the first variation that starts after the current node, or to the end of the current variation if there is no such node. Thus, from nodes A/B, it moves to node C; from nodes C/D to node E; from nodes E/F/G to node G (the end of the main line); from node K to node L; from nodes N/O to node P; and from nodes P/Q to node Q.
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