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Re: [gnugo-devel] engine/sgffile.c
From: |
Arend Bayer |
Subject: |
Re: [gnugo-devel] engine/sgffile.c |
Date: |
Sun, 1 Sep 2002 17:54:02 +0200 (CEST) |
On Sat, 31 Aug 2002, Gunnar Farneback wrote:
> The only reason why the sgffile code has survived so long is because
> it writes moves continously to file and thus leaves some traces when
> the program crashes. It's however perfectly possible to do this also
> with the SGFTree approach. The trick is simply to dump the entire tree
> to file (i.e. rewriting it) each time a move is made, which really
> isn't very expensive. As an extra plus this means that we have valid
> sgf files available at all times and don't have to patch in a final
> ')' for a game record from a crash.
Isn't it sufficient to do this in abortgo() once a crash has occured?
Thanks to our numerous assertions, almost all crashes seem to be
triggered by assertions, not seg faults or similar.
Arend
- Re: [gnugo-devel] engine/sgffile.c,
Arend Bayer <=