Jonathan Kinsey wrote: > I'll try and check the initial code in tonight - I'll add a
I've checked in the first go at multi-threading the analysegame function. It works fine from MSVC but I seem to have broken something with mingw (it worked earlier), I've add some GLib threading code so it should (in theory) work with linux as well. I'll debug the mingw crash when I get some time, but that might not be until after the weekend so I thought I'd check it in now. Here's some notes: If you compile the current code without USE_MULTITHREAD defined, it should be the same as before I checked it in. If you define USE_MULTITHREAD you must add the multithread.c file. In multithread.c the MULTITHREADED define at the top controls whether multiple threads are actually used. The TRY_COUTING_PROCEESING_UNITS define will call GetLogicalProcssingUnitCount(), which is in another new file corecount.c. This is an Intel sample - and there may be a license issue in using this code. You can manually set the number of threads used from the options dialog. The main thing outstanding is the double/decision link that I've avoided (so take/drop decisions aren't included). Also the progress indicator is not that responsive (maybe as the cpu is too busy). Jon
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