+
+ Thread();
+ virtual ~Thread();
+
+ virtual void idle_loop();
+ void notify_one();
+ bool cutoff_occurred() const;
+ bool is_available_to(Thread* master) const;
+ void wait_for(volatile const bool& b);
+
+ template <bool Fake>
+ void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
+ Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode);
+
+ SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
+ Material::Table materialTable;
+ Endgames endgames;
+ Pawns::Table pawnsTable;
+ Position* activePosition;
+ size_t idx;