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Subject: Re: Use of objects and associated performance hit?

Author: Tom Kerrigan

Date: 18:55:26 12/30/99

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On December 30, 1999 at 21:29:07, Dann Corbit wrote:
>>1. When I access the chess board class from the engine class, will there be a
>>performance hit?
>As close to zero as is humanly imaginable unless you do some exotic things like
>RTTI.  SEH takes a small toll also.  Templates often give a performance BOOST.

I'm not familiar with either of these acronyms. I don't intend to use
templates... I'm just going to have two classes, one derived from the other.

>>2. If I have multiple instances of the engine class, can each one run on a
>>different processor without a performance hit?
>That is an architecture question that cannot be answered without the complete
>model.  I assume that they must talk to each other or at least communicate with
>a common object.  When starting threads, some API's have lightweight and

Communication between the engines will (hopefully) be minimal. I was just
wondering if there's some known issue that bites C++ programs that are
multithreaded. (Perhaps how most C++ programs are organized in memory, or some
sort of function overhead that clobbers the cache.)

-Tom



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