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Subject: Engine timing in evaluation help needed

Author: Joshua Shriver

Date: 20:40:07 01/17/06


When doing time controls for evaluation,what's the most efficient way of doing
it?

Right now at the start of the game I just do the typical check of x seconds
since Jan 1 1970, and keep polling the time.

This seems to eat up a lot of CPU time that could be used for the evaluation
itself.

My engine is implemented in C. Was wondering can you do alarm signal in C like
you can in Perl? If so then you can just have the OS send a alarm signal when x
seconds have passed. In Perl this is really efficient and saves a lot of CPU
cycles.

Thanks for the help in advance.
Josh



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