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Subject: Re: MSVC++ 6

Author: Frank Phillips

Date: 03:59:38 09/26/99

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On September 25, 1999 at 18:52:30, Dan Newman wrote:

>On September 25, 1999 at 06:59:06, Frank Phillips wrote:
>
>>My program compiled with MSVC++ 6 (Enterprise) is almost 30% slower than the
>>same code with the same options compiled with MSVC++V5, which is a bit
>>disappointing.  The simple test I did was a fixed depth search for six middle
>>game positions.  More worrying than the decrease in speed is the number of nodes
>>to reach the fixed depth which have increased under VC6.
>>
>>Usual type of program – PVS with hash tables.  Mixture of bitboards and offset
>>arrays.
>>
>>What am I missing?
>>
>>Frank
>
>I once had a problem like this when compiling with different compilers
>(Watcom, MS, GNU)--I got a different answer with each.  I finally traced
>it down to my use of the qsort() routine, which I used to sort moves at
>the root.  Each compiler had a different implementation of course.  I
>quickly replaced it with some C code.
>
>You could try compiling with optimizations off and see what happens.
>I'm not sure what that would tell you though; I guess it wouldn't
>pin down whether it's your code or the compiler.  (In 25 yrs of
>programming I've only found perhaps 3 bugs that I could attribute
>to the compiler.  There were of course a larger number of bugs that
>I never figured out.)
>
>I guess what I would do is look in detail at the node count for each ply
>to see where it starts going wrong (the earlier the better).  I'd look
>for a position that displays this difference early on, if possible.  Then
>I'd put in a lot of print statements to see what's different, etc.
>
>-Dan.

I traced the bug (a bug!) to the Sort() function used to select the next move,
which I had forgotten was not recursive and so did not save the status of local
variables to the stack :-(

VC6 and VC5 see about equal now.

Frank



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