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Subject: Re: Engine timing in evaluation help needed

Author: Dann Corbit

Date: 20:42:38 01/17/06

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On January 17, 2006 at 23:40:07, Joshua Shriver wrote:

>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.

You can use events or callbacks.

In Windows, there are a limited number of timers and so timer create may fail.

In Unix, alarm is fine (but not portable to Windows).



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