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21
C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on Yesterday at 07:15:45 AM »
Updated Missile Salvo Display

I have updated the Missile Salvos tab on the Naval Organization window to show System and Location, with the latter using the same method as the fleet location description. It also sorts by system and then order of salvo creation.

I've also added a new sidebar tab to the Galactic Map display that shows salvos in a selected system, with just the missile name, amount and location. This is primarily for checking buoy placements.
22
The Academy / Re: Survey Ship Fleet Organization
« Last post by Steve Walmsley on Yesterday at 07:12:54 AM »
If you want to maintain a fleet, use Divide Fleet as Primary and Return to Entry Jump Point as Secondary (or Land on assigned Mothership if using a survey carrier). Once they are gathered, reassemble and move to next system.

It's generally easier and more flexible though to use individual survey ships.
23
The Academy / Survey Ship Fleet Organization
« Last post by Gram123 on Yesterday at 06:17:03 AM »
Okay, so I know this topic has been covered before but i cant seem to find anyone with a good solution to this. So i try with a new topic.

Does anyone actually have a way to have multiple surveyships in a fleet. And somehow take that fleet into a system. Make each individual ship do Geo and Grav survey. Once the system is fully surveyed go back and join the main survey fleet?

I have tryed using Archor fleet, and Subfleet to no use.

I can make a Survey Fleet. And set as archor fleet. I can recall and they all return as subfleet.

Problem is. Then i have two options. Either i can "Detach Escorts" Then i can later recall escorts again as they will remember there Archor. But they dont inherrrit the conditional order to survey. Or i can Divide fleet into subfleet. Then they remember there conditional order, but forget thier archor and i have to set up the hole thing again everytime.

You could use the standing order to "Move to next system require Geo survey" And then second standing order to go to "Move to newt system Requirering Grav Survey" Problem is they will go to everysystem requirering Geo survey, before starting to do grav survey. You could kindof fix this by having Geo and Grav ship not combined, but that would make them go all over the galaxy, because then a grav ship find a new system that require some geo surveys, and the the geo ship catch up, mean while in the other end of the galaxy another grav ship found a new system that require Geo survey, and all the Geo ship start to travel across the galaxy to do one or two geosurvey before going back again.

Guess you could do Probe surveys. On a mothership, with small survey probes not jumbable. But thats not really what im looking for.

Anyone have a good way to do survey fleets?

24
I don't want to turn this thread into a programming debate, which is one of the reasons that I rarely post code ;)

I hope that none of the other readers of this thread have been put out by our monopolization of the topic of discussion :)

Are you suggesting that instead of a new list, I use the LINQ without assigning to a new list as the target in the foreach loop?

If so, I prefer to avoid that. It's harder to read and harder to debug and those are more important to me than straight performance.

Yes, both the CurrentSystems and PossibleSystems variables would be IEnumerable<KnownSystem> instead of List<KnownSystem>. I can’t really see how the code would be more difficult to read, since everything else would be identical except that you would just not call ToList().

However, I suppose I know what you mean about debugging. You want to stop at a breakpoint and be able to view the lists in the debugger. I tend to forget that not everybody can use omniscient debugging yet (I use a debugger called Pernosco a lot, but it is for Linux only.) If I were using a regular debugger and I wanted to verify which systems had been in the final enumeration, I would add a conditional breakpoint inside the loop to print out some information about ks (the system name and number, for instance) and then continue execution. (In Pernosco you can do the same thing but you get all the information that would have been printed without having to actually run the program again.)

As for performance, if this code is just called once any time a fleet transits an unexplored jump point then it is probably irrelevant. Even though you make two whole copies of the list of systems (and you did just make that list significantly larger), that probably takes so little time that nobody will notice. But you might take a look to see if you have made this mistake in more important parts of the code. What is a very minor mistake here would be much more regrettable in the code that implements ship detection, for instance.

OK, I think I finally understand what you are driving at :)

I was concerned I would have the LINQ in the middle of the foreach statement, if I didn't assign it to a List() first and use that as the target for the foreach. Are you saying I could just replace the List<KnownSystem> = with  IEnumerable<KnownSystem> = , remove the ToList() and then use the IEnumerable as the target of the foreach. That would be the same in terms of readability and I assume I could check the contents of the IEnumerable instead of the List?

I basically picked up C# by writing it and figuring things out when I needed to, without any formal learning, so there will be gaps in my knowledge :)

So now you have made me curious, I started reading about it. Some people expressed a view that IEnumerable  only guarantees an enumeration and doesn't guarantee the order of execution (even if ordered beforehand). However, as I read it, its the same execution as list because the latter inherited the former. Which is correct?

EDIT

I just ran an experiment for the missile salvo list on the fleet window, which I just updated.

This is the ToList() version.

List<MissileSalvo> Salvos = Aurora.MissileSalvos.Values.Where(x => x.SalvoRace == this).OrderBy(x => x.SalvoSystem.SystemID).ThenBy(x => x.MissileSalvoID).ToList();

This is looped and various information is used to display missile salvos, using foreach (MissileSalvo ms in Salvos)

I then created a IEnumerable version of the same function

IEnumerable<MissileSalvo> Salvos = Aurora.MissileSalvos.Values.Where(x => x.SalvoRace == this).OrderBy(x => x.SalvoSystem.SystemID).ThenBy(x => x.MissileSalvoID);

I ran both functions several times and in every case, the List version is faster than the IEnumerable version. It may be that the IEnumerable is faster to create, but the List seems to be faster to use. Maybe because everything is preloaded into memory for the List, whereas the IEnumerable has to retrieve the information as needed.

EDIT2:

Further reading suggests that every time you access a method or property of the same element within an IEnumerable foreach, it has to retrieve it again. A list already has it in memory. So its likely that IEnumerable  is faster if you are doing very little with the data you enumerate, but List is faster if you want to access each element more than once (either in multiple iterations, or getting using multiple properties/methods for each element of a single iteration).
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by alex_brunius on Yesterday at 02:46:41 AM »
Population that is in excess of required manufacturing personnel numbers is generally considered to be gainfully employed, just not in trans-newtonian industries relevant to the game.

Correct, but it could still be relevant to include some smaller pressure from this factor both for gameplay reasons and for flavor/immersion reasons.

For immersion:
It's not mutually exclusive with the idea that this population is available to be more gainfully employed (earning higher salary/status) if they were moved into a prioritized trans-newtonian industry career instead where such opportunities exists on other colonies.

For gameplay:
It's handy to have colony shipping prioritize colonies with surplus workers without having to micromanage this yourself by turning stable on and off again in the larger empires having to monitor the surplus workers.
26
General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Kiero on Yesterday at 02:13:26 AM »
A bizarre race has been incorporated into the empire.

Temperature range: -16.47 to 128.66

27
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by db48x on Yesterday at 02:01:39 AM »
I don't want to turn this thread into a programming debate, which is one of the reasons that I rarely post code ;)

I hope that none of the other readers of this thread have been put out by our monopolization of the topic of discussion :)

Are you suggesting that instead of a new list, I use the LINQ without assigning to a new list as the target in the foreach loop?

If so, I prefer to avoid that. It's harder to read and harder to debug and those are more important to me than straight performance.

Yes, both the CurrentSystems and PossibleSystems variables would be IEnumerable<KnownSystem> instead of List<KnownSystem>. I can’t really see how the code would be more difficult to read, since everything else would be identical except that you would just not call ToList().

However, I suppose I know what you mean about debugging. You want to stop at a breakpoint and be able to view the lists in the debugger. I tend to forget that not everybody can use omniscient debugging yet (I use a debugger called Pernosco a lot, but it is for Linux only.) If I were using a regular debugger and I wanted to verify which systems had been in the final enumeration, I would add a conditional breakpoint inside the loop to print out some information about ks (the system name and number, for instance) and then continue execution. (In Pernosco you can do the same thing but you get all the information that would have been printed without having to actually run the program again.)

As for performance, if this code is just called once any time a fleet transits an unexplored jump point then it is probably irrelevant. Even though you make two whole copies of the list of systems (and you did just make that list significantly larger), that probably takes so little time that nobody will notice. But you might take a look to see if you have made this mistake in more important parts of the code. What is a very minor mistake here would be much more regrettable in the code that implements ship detection, for instance.
28
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on Yesterday at 01:40:57 AM »
Transponders: are they always ON for civilian ships? Why would I want to keep them on, as it broadcasts their position to potential hostiles? And what would happen if I turned them off?
29
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Steve Walmsley on May 26, 2024, 06:23:19 PM »
Huh. It may be that C# works differently than I expected, but the docs don’t indicate that the OrderBy method modifies the underlying list.

It's not the OrderBy, it is the Except that precedes it.

The documentation for Except doesn’t say that it modifies the list either. It is my understanding that none of the Enumerable methods modify the underlying data.

I don't want to turn this thread into a programming debate, which is one of the reasons that I rarely post code ;)

Are you suggesting that instead of a new list, I use the LINQ without assigning to a new list as the target in the foreach loop?

If so, I prefer to avoid that. It's harder to read and harder to debug and those are more important to me than straight performance.

If not, maybe DM me with an example of the code as you would write it.
30
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Caesar on May 26, 2024, 03:59:02 PM »
Hi! It's been a while since I played, but I'm getting back into the game again. I wanted to read up on the mechanics, when I noticed the wiki doesn't work. I think I read that it may be a temporary issue but I couldn't find a good post on it. Does anyone have a clearer idea what's going on with the wiki?

Thanks in advance!
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