Yep and thanks, thanks also everybody else who replyed. It is quite solved,
it is pure "A1" or "E3" coordinates which cgos server expects for genmove
commands, unfortunately own loop implementation send replys for info and
other stuff which i quess was buffered for server, when it was time to
handle "A1" it server parsed maybe "===========A1" or if that was not reason
then I have no qlue but anyway now it accepts generated moves.
Now played full game without problems.
There are a few advantages to implementing the protocol within your
program.
I'm probably missing something, but I don't see how you get those
advantages.
At least for Java there is reasons why java code more nice than script. java
api calling external binaries is no fun to use,
easier debugging, no tcl needed, IDE helps handling java code several vays,
no qlue what should be done with tcl, it is anyway
simple small piece of code this cgos protocol after it started work.
t. harri
----- Original Message -----
From: "Jason House" <[EMAIL PROTECTED]>
To: "Phil Garcia" <[EMAIL PROTECTED]>; "computer-go"
<[email protected]>
Sent: Wednesday, November 28, 2007 5:39 AM
Subject: Re: [computer-go] CGOS down? Java client - basic GTP problem
On Tue, 2007-11-27 at 19:00 -0800, Phil Garcia wrote:
There are a few advantages to implementing the protocol within your
program. You can implement custom actions between commands, like
additional setup commands, and support for pondering.
I'm probably missing something, but I don't see how you get those
advantages. I don't get how pondering is easier with your own
implementation. Is there extra information that the client receives
from the server that the client doesn't share with the engine? If not,
I don't see how "extra setup" differs from calling extra functions when
receiving specific gtp commands.
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