Author: Daniel Clausen
Date: 11:56:11 12/25/03
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On December 25, 2003 at 02:33:00, Russell Reagan wrote: >This is a question mainly directed at chess programmers. Why do some of you >store a chess move as a structure, and others of you store it as a packed int? >Crafty stores them as a packed int, while many others use a struct. > >An example of the packed int approach is: > >typedef int Move; >Move m = from_square | (to_square << 6) | (move_flags << 12); > >Pros: Handling of a move as a whole entity is fast (i.e. copying, sorting, etc.) >Cons: Accessing fields of a move and packing the move requires some overhead > >An example of the struct approach is: > >struct Move >{ > int from; > int to; > unsigned flags; >}; > >Move m; >m.from = from_square; >m.to = to_square; >m.flags = move_flags; > >Pros: Accessing fields and initializing the move requires less overhead >Cons: Moving these things around will be less efficient (copying, etc.) > >Are there any endianess issues with using the packed int approach? There shouldn't be any endianess problems as long as you don't do some tricks with unions. I capsulate the accessing of move data in a way so I can switch between an int-based and struct-based representation whenever I want. (same with the movelist, which can either be a C-array or an STL list-container. I like having this flexibility. Sargon
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