02-11-2017
How did you get to a point where you have dealt at least six cards from a deck, but don't know what cards remain in that deck? One might guess that in most card games you would have known hands for various players, a know set of cards in a discard pile, and a known set of cards remaining in the deck. In a state like this, it would seem to be fairly easy to "shuffle" the discard pile and the current contents of the deck to produce an updated deck rather than create a new deck of 52 cards (some of which duplicate other cards in play).
But, having said that, how do you plan to remove a card from the "deck" when a card is drawn from the deck? Is there any reason why removing the top card from the "deck" should be much different from removing any other card from the "deck"?
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LEARN ABOUT DEBIAN
deck2_6
Deck(3I) InterViews Reference Manual Deck(3I)
NAME
Deck - a stack of interactors on top of each other
SYNOPSIS
#include <InterViews/deck.h>
DESCRIPTION
A deck is a scene containing interactors that are conceptually stacked on top of each other. Only one interactor is visible at a time. A
deck is useful to implement ``paging'' through a document, or where only one of several similar components should be visible at a time, as
in applications using alternate tool pallets or menus with alternate entries.
A deck will try to stretch or shrink the visible interactor to fill the total space. The natural size of a deck is the maximum of its com-
ponents.
A deck uses its perspective to specify which component is visible. The components are numbered in the order in which they are inserted
into the deck, starting with one. A scroller or other interactor which operates on the perspective can be used to allow a user to specify
the component to view. Either horizontal or vertical scrolling can be used.
PUBLIC OPERATIONS
Deck() Construct a new deck.
void Insert(Interactor*)
Add an interactor to the deck.
void Change(Interactor*)
Notify the deck that an interactor's shape has changed. If propagation is on, the deck recomputes its own shape and notifies its
parent.
void Remove(Interactor*)
Take an interactor out of a deck.
void Flip(int count = 1)
void FlipTo(int position)
void Top()
void Bottom()
Perform operations on the perspective to specify the component to view. Flip specifies the component relative to the current compo-
nent. A positive value of count specifies a component nearer to the ``bottom'' of the deck (the components inserted last), and a
negative value specifies a component nearer to the ``top''. FlipTo specifies a component by its absolute position in the deck. A
positive value of position specifies a position from the top, starting at 1. A negative value specifies a position from the bottom,
starting at -1. Top and Bottom are equivalent to FlipTo(1) and FlipTo(-1) respectively.
SEE ALSO
Interactor(3I), Scene(3I), Shape(3I)
InterViews 13 December 1987 Deck(3I)