// TimerThread::idle_loop() is where the timer thread waits msec milliseconds
-// and then calls check_time(). If msec is 0 thread sleeps until is woken up.
+// and then calls check_time(). If msec is 0 thread sleeps until it's woken up.
extern void check_time();
void TimerThread::idle_loop() {
// thread 'master' at a split point. An obvious requirement is that thread must
// be idle. With more than two threads, this is not sufficient: If the thread is
// the master of some split point, it is only available as a slave to the slaves
-// which are busy searching the split point at the top of slaves split point
+// which are busy searching the split point at the top of slave's split point
// stack (the "helpful master concept" in YBWC terminology).
bool Thread::available_to(const Thread* master) const {
if (searching)
return false;
- // Make a local copy to be sure doesn't become zero under our feet while
+ // Make a local copy to be sure it doesn't become zero under our feet while
// testing next condition and so leading to an out of bounds access.
int size = splitPointsSize;
// init() is called at startup to create and launch requested threads, that will
// go immediately to sleep due to 'sleepWhileIdle' set to true. We cannot use
-// a c'tor becuase Threads is a static object and we need a fully initialized
+// a c'tor because Threads is a static object and we need a fully initialized
// engine at this point due to allocation of Endgames in Thread c'tor.
void ThreadPool::init() {
template <bool Fake>
void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Value* bestValue,
- Move* bestMove, Depth depth, Move threatMove, int moveCount,
+ Move* bestMove, Depth depth, int moveCount,
MovePicker* movePicker, int nodeType, bool cutNode) {
assert(pos.pos_is_ok());
sp.depth = depth;
sp.bestValue = *bestValue;
sp.bestMove = *bestMove;
- sp.threatMove = threatMove;
sp.alpha = alpha;
sp.beta = beta;
sp.nodeType = nodeType;
}
// Explicit template instantiations
-template void Thread::split<false>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
-template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
+template void Thread::split<false>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
+template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
// wait_for_think_finished() waits for main thread to go to sleep then returns