Undo last edit w/ Multiclip

Is there anyway to easly un-do only the last edit I made with multiclip.
Hitting undo dumps all edits I made from space-bar to space-bar.
It probably doesn't exist, but it's worth a shot.

Drew Mark wrote:
So I have a newsletter that I create once a month. Instead of recreating from scratch each month, I duplicate the file and edit the duplicate. I'm guessing this is pretty standard practice for most.
It's also a recipe for incremental corruption buildup that will eventually kill the file. I'm not saying that's what your problem is -- we usually see total file failure with this kind of workflow, but it's a habit you should change. Repeating publications should be made from a template, with each issue starting from a fresh copy of the template.
That said, there are some bugs related to undo in CC, apparently. What version are you using?

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    import javax.swing.JFrame;
    ////////////////////////////////////////////////////// class Five
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       The Five program consists of three files:
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    // FiveGUI.java
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    import javax.swing.event.*;
    /////////////////////////////////////////////////// class FiveGUI
    /** A Graphical User Interface for a Five-In-A-Row game.
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        knows nothing about the user interface.
        <p>This subclasses JPanel and puts the some buttons in the north,
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        </p>
        <p>Exercise: This game probably originated on a Go board where
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           empty spaces.  Change the program to put all pieces on the
           intersections.
        </p>
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        @author Fred Swartz
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        private JTextField    statusField_ = new JTextField();
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        private static final Color[]  PLAYER_COLOR = {null, Color.black, Color.white};
        private static final String[] PLAYER_NAME  = {null, "BLACK", "WHITE"};
        //====================================================== constructor
        public FiveGUI() {
            //--- Create some buttons
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            JButton undoButton = new JButton("Undo");
            //--- Create control panel
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            this.add(boardDisplay_, BorderLayout.CENTER);
            this.add(statusField_ , BorderLayout.SOUTH);
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            newGameButton.addActionListener(new NewGameAction());
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        }//end constructor
        //////////////////////////////////////////////// class GraphicsPanel
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        class GraphicsPanel extends JPanel implements MouseListener {
            private static final int ROWS = 9;
            private static final int COLS = 9;
            private static final int CELL_SIZE = 30; // Pixels
            private static final int WIDTH  = COLS * CELL_SIZE;
            private static final int HEIGHT = ROWS * CELL_SIZE;
            //================================================== constructor
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            //============================================== paintComponent
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                for (int r=1; r<ROWS; r++) {  // Horizontal lines
                    g.drawLine(0, r*CELL_SIZE, WIDTH, r*CELL_SIZE);
                for (int c=1; c<COLS; c++) {
                    g.drawLine(c*CELL_SIZE, 0, c*CELL_SIZE, HEIGHT);
                //-- Draw players pieces.
                for (int r=0; r<ROWS; r++) {
                    for (int c=0; c<COLS; c++) {
                        int x = c * CELL_SIZE;
                        int y = r * CELL_SIZE;
                        int who = gameLogic_.getPlayerAt(r, c);
                        if (who != gameLogic_.EMPTY) {
                            g.setColor(PLAYER_COLOR[who]);
                            g.fillOval(x+2, y+2, CELL_SIZE-4, CELL_SIZE-4);
            }//end paintComponent
            //======================================== listener mousePressed
            public void mousePressed(MouseEvent e) {
                //--- map x,y coordinates into a row and col.
                int col = e.getX()/CELL_SIZE;
                int row = e.getY()/CELL_SIZE;
                int currentOccupant = gameLogic_.getPlayerAt(row, col);
                if (!gameOver_ && currentOccupant == gameLogic_.EMPTY) {
                    gameLogic_.move(row, col);
                    switch (gameLogic_.getGameStatus()) {
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                                gameOver_ = true;
                                statusField_.setText("BLACK WINS");
                                break;
                        case 2: // Player two wins.  Game over.
                                gameOver_ = true;
                                statusField_.setText("WHITE WINS");
                                break;
                        case FiveLogic.TIE:  // Tie game.  Game over.
                                gameOver_ = true;
                                statusField_.setText("TIE GAME");
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                        default: showNextPlayer();
                } else {  // Not legal
                    Toolkit.getDefaultToolkit().beep();
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            //========================================== ignore these events
            public void mouseClicked (MouseEvent e) {}
            public void mouseReleased(MouseEvent e) {}
            public void mouseEntered (MouseEvent e) {}
            public void mouseExited  (MouseEvent e) {}
        }//end inner class GraphicsPanel
        //======================================= untility method showNextPlayer
        private void showNextPlayer() {
           statusField_.setText(PLAYER_NAME[gameLogic_.getNextPlayer()] + " to play");
        }//end showNextPlayer
        ///////////////////////////////////////// inner class NewGameAction
        private class NewGameAction implements ActionListener {
            public void actionPerformed(ActionEvent e) {
                gameLogic_.reset();
                gameOver_ = false;
                showNextPlayer();
                boardDisplay_.repaint();
        }//end inner class NewGameAction
         ///////////////////////////////////////// inner class NewGameAction
        private class UndoAction implements ActionListener {
            public void actionPerformed(ActionEvent e) {
                gameLogic_.undo();
                gameOver_ = false;
                showNextPlayer();
                boardDisplay_.repaint();
        }//end inner class NewGameAction
    }//end class FiveGUI
    //================================================
    // FiveLogic.java - Game to get 5 pieces in a row.
    ///////////////////////////////////////////////// class FiveLogic
    /** This class implements the logic (model) for the game of
        Five-In-A-Row.
        <br/>Exercise: The undo function doesn't do anything.  Fix it.
        @author Fred Swartz
        @version 2004-05-02
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        /** Number of board rows. */
        private int maxRows_;
        /** Number of board columns. */
        private int maxCols_;
        /** The board. */
        private int[][] board_;
          /**The undo array. */
          private int[][] undoArray_;
        /** The player who moves next. */
        private int     nextPlayer_;
        /** Number of moves in the game. */
        private int     moves_ = 0;
        //-- Constants
        public  static final int EMPTY   = 0;  // The cell is empty.
        private static final int PLAYER1 = 1;
        public  static final int TIE     = -1; // Game is a tie (draw).
        //================================================== constructor
        public FiveLogic(int rows, int cols) {
            maxRows_ = rows;
            maxCols_ = cols;
            board_ = new int[maxRows_][maxCols_];
                undoArray_ = new int[maxRows_][maxCols_];
            reset();
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        public int getNextPlayer() {
            return nextPlayer_;
        }//end getFace
        //=================================================== getPlayerAt
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        public int getPlayerAt(int r, int c) {
            return board_[r][c];
        }//end getPlayerAt
        //========================================================== reset
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        public void reset() {
            for (int r=0; r<maxRows_; r++) {
                for (int c=0; c<maxCols_; c++) {
                    board_[r][c] = EMPTY;
            moves_ = 0;  // No moves so far.
            nextPlayer_ = PLAYER1; 
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        //=========================================================== move
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        public void move(int r, int c) {
            //assert board_[r][c] == EMPTY;
                undoArray_[r][c] = board_[r][c];
            board_[r][c] = nextPlayer_;  // Record this move.
            nextPlayer_ = 3-nextPlayer_; // Flip players
            moves_++;                    // Increment number of moves.
        }//end move
        //=========================================================== undo
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        public void undo() {
                    board_ = undoArray_;
                   moves_--;      
        }//end undo
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            similarly for the column c.
        private boolean count5_(int r, int dr, int c, int dc) {
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            for (int i=1; i<5; i++) {
                if (board_[r+dr*i][c+dc*i] != player) return false;
            return true;  // There were 5 in a row!
        } // count5_
        //=================================================== getGameStatus
        /** -1 = game is tie, 0 = more to play,
             1 = player1 wins, 2 = player2 wins */
        public int getGameStatus() {
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            int col;
            int n_up, n_right, n_up_right, n_up_left;
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                        // look at 4 kinds of rows of 5
                        //  1. a column going up
                        //  2. a row going to the right
                        //  3. a diagonal up and to the right
                        //  4. a diagonal up and to the left
                        if (row < maxRows_-4) // Look up
                            if (count5_(row, 1, col, 0)) return p;
                        if (col < maxCols_-4) { // row to right
                            if (count5_(row, 0, col, 1))  return p;
                            if (row < maxRows_-4) { // diagonal up to right
                                if (count5_(row, 1, col, 1)) return p;
                        if (col > 3 && row < maxRows_-4) { // diagonal up left
                            if (count5_(row, 1, col, -1)) return p;
                    }//endif position wasn't empty
                }//endfor row
            }//endfor col
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            // Game is finished if total moves equals number of positions.
            if (moves_ == maxRows_*maxCols_) {
                return TIE; // Game tied.  No more possible moves.
            } else {
                return 0;  // More to play.
        }//end getGameStatus
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    Oh, oh, oh. I know why it clears the whole board. You are only saving the previous state of each square as a player moves to it. A player can only move to a square if it's empty. So you are only storing empty squares.
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    Per the W3:
    14.29 Last-Modified
    The Last-Modified entity-header field indicates the date and time at which the origin server believes the variant was last modified.
    Last-Modified = "Last-Modified" ":" HTTP-date
    An example of its use is
    Last-Modified: Tue, 15 Nov 1994 12:45:26 GMT
    The exact meaning of this header field depends on the implementation of the origin server and the nature of the original resource. For files, it may be just the file system last-modified time. For entities with dynamically included parts, it may be the most recent of the set of last-modify times for its component parts. For database gateways, it may be the last-update time stamp of the record. For virtual objects, it may be the last time the internal state changed.
    An origin server MUST NOT send a Last-Modified date which is later than the server's time of message origination. In such cases, where the resource's last modification would indicate some time in the future, the server MUST replace that date with the message origination date.
    An origin server SHOULD obtain the Last-Modified value of the entity as close as possible to the time that it generates the Date value of its response. This allows a recipient to make an accurate assessment of the entity's modification time, especially if the entity changes near the time that the response is generated.
    HTTP/1.1 servers SHOULD send Last-Modified whenever feasible.

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