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-->

Bo Haglund, Soren Hein, Bob Richardson<o:p></o:p>

Rev
X, 2014-11-16<o:p></o:p>

Latest
DLL issue with this description is available at http://www.bahnhof.se/wb758135/<o:p></o:p><=
/p>

<o:p> </o:p>

<o:p> </o:p>

Description of the DLL functions supporte=
d in
Double Dummy Problem Solver 2.8<o:p></o:p>

<o:p> </o:p>

Callable functions<o:p></o:p>

The callable functions are all preceded with extern
"C" __declspec(dllimport) int __stdcall.  The prototypes are available in dll.h i=
n the
“include” directory.  <o:p></o:p></=
span>

<o:p> </o:p>

Return codes are given at the end.<o:p></o:p><=
/p>

<o:p> </o:p>

Not all functions are
present in all versions of the DLL.  </spa=
n>For
historical reasons, the function names are not entirely consistent with res=
pect
to the input format.  Functions acc=
epting
binary deals will end on Bin, and those accepting PBN deals will end on PBN=
 in
the future.  At some point existing
function names may be changed as well, so use the new names!<o:p></o:p></sp=
an>

<o:p> </o:p></s=
pan>

The
Basic Functions<o:p></o:p>

<o:p> </o:p></s=
pan>

The basic functions
SolveBoard and SolveBoardPBN each solve a single hand and are thread-safe, =
making
it possible to use them for solving several hands in parallel. The other
callable functions use the SolveBoard functions either directly or indirect=
ly.<o:p></o:p>

<o:p> </o:p></s=
pan>

The
Multi-Thread Double Dummy Solver Functions<o:p></o:p>

<o:p> </o:p></s=
pan>

The double dummy tri=
ck
values for all 5 × 4 =3D 20 possible combinations of a hand’s trump strain and
declarer hand alternatives are solved by a single call to one of the functi=
ons
CalcDDtable and CalcDDtablePBN.  Th=
reads
are allocated per strain in order to save computations.<o:p></o:p></=
p>

<o:p> </o:p></s=
pan>

To obtain better
utilization of available threads, the double dummy (DD) tables can be group=
ed
using one of the functions CalcAllTables and CalcAllTablesPBN.<o:p></o:p></=
span>

<o:p> </o:p></s=
pan>

Solving hands can be=
 done
much more quickly using one of the multi-thread alternatives for calling So=
lveBoard.
Then a number of hands are grouped for a single call to one of the function=
s SolveAllChunksBin
and SolveAllChunksPBN.  The hands a=
re
then solved in parallel using the available threads.<o:p></o:p>

<o:p> </o:p></s=
pan>

The number of thread=
s is
automatically configured by DDS, taking into account the number of processor
cores and available memory.  The nu=
mber
of threads can be influenced by calling SetMaxThreads.<o:p></o:p>

<o:p> </o:p></s=
pan>

Calling FreeMemory c=
auses
DDS to give up its dynamically allocated memory.<o:p></o:p>

<o:p> </o:p></s=
pan>

The
PAR Calculation Functions<o:p></o:p>

<o:p> </o:p></s=
pan>

The PAR calculation
functions find the optimal contract(s) assuming open cards and optimal bidd=
ing
from both sides. In very rare cases it matters which side or hand that star=
ts
the bidding, i.e. which side or hand that is first to bid its optimal contr=
act.<o:p></o:p>

<o:p> </o:p></s=
pan>

Two alternatives are=
 given:<o:p></o:p>

<o:p> </o:p></s=
pan>

- The PAR scores=
 /
     contracts are calculated separately for each side. In almost all cases=
 the
     results will be identical for both sides, but in rare cases the result=
 is
     dependent on which side that “starts the bidding”, i.e. that first fin=
ds
     the bid that is most beneficial for the own side. One example is when =
both
     sides can make 1 NT.<o:p></o:p>
 
- The dealer han=
d is
     assumed to “start the bidding”. <o:p></o:p>

<o:p> </o:p></s=
pan>

The presentation of =
the
par score and contracts are given in alternative formats.<o:p></o:p>=

<o:p> </o:p></s=
pan>

The functions Par, S=
idesPar
and DealerPar do the par calculation; their call must be preceded by a func=
tion
call calculating the double dummy table values.<o:p></o:p>

<o:p> </o:p></s=
pan>

The functions SidesP=
arBin
and DealerParBin provide binary output of the par results, making it easy to
tailor-make the output text format.  </spa=
n>Two
such functions, ConvertToSidesTextFormat and ConvertToDealerTextFormat, are
included as examples. <o:p></o:p>

<o:p> </o:p></s=
pan>

It is possible as an
option to perform par calculation in CalcAllTables and CalcAllTablesPBN. <o=
:p></o:p>

<o:p> </o:p></s=
pan>

The par calculation =
is executed
using a single thread. But the calculation is very fast and its duration is
negligible compared to the double dummy calculation duration.<o:p></o:p></s=
pan>

<o:p> </o:p></s=
pan>

Double
Dummy Value Analyser Functions<o:p></o:p>

<o:p> </o:p></s=
pan>

The functions
AnalysePlayBin, AnalysePlayPBN, AnalyseAllPlaysBin and AnalyseAllPlaysPBN t=
ake
the played cards in a game or games and calculate and present their double
dummy values.<o:p></o:p>

<o:p> </o:p></s=
pan>

<o:p> </o:p>

<o:p> </o:p>

F=
unction<o:p></o:p>

A=
rguments<o:p></o:p>

F=
ormat <o:p></o:p>

C=
omment<o:p></o:p>

SolveBoard<o:p></o:p>

struct deal dl,<o:p>=
</o:p>
  
int target,  <o:p></=
o:p>
  
int solutions,  <o:p=
></o:p>
  
int mode, <o:p></o:p>
  
struct futureT=
ricks *futp, <=
o:p></o:p>
  
int threadIndex<o:p></o:p>

Binary <o:p></o:p>

The most basic function, solves a single hand from the begin=
ning
  or from later play<o:p></o:p>

SolveBoardPBN<o:p></o:p>

struct dealPBN=
 dlPBN,<o=
:p></o:p>
  
int target,  <o:p></=
o:p>
  
int solutions,  <o:p=
></o:p>
  
int mode, <o:p></o:p>
  
struct futureT=
ricks *futp, <=
o:p></o:p>
  
int threadIndex<o:p></o:p>

PBN <o:p></o:p>

As SolveBoard, but with PBN deal format.<o:p></o:p></=
p>

CalcDDtable<o:p></o:p>

struct ddTable=
Deal <=
/p>
  
=
  tableDeal,
  
  struct ddTable=
Results <o:p></o=
:p>
  
  * tablep<o:p></o:p=
>

Binary <o:p></o:p>

Solves an initial hand for all possible declarers and
  denominations (up to 20 combinations)<o:p></o:p>

CalcDDtablePBN<o:p></o:p>

struct ddTable=
DealPBN
    tableDealPBN, <o:p></o:p></span=
>
  
struct ddTable=
Results <o:p></o=
:p>
  
  * tablep<o:p></o:p=
>

PBN <o:p></o:p>
  
<o:p> </o:p>

As CalcDDtable, but with PBN deal format.<o:p></o:p><=
/p>

CalcAll=
Tables<o:p></o:p>

struct ddTable=
Deals <o:p></o=
:p>
  
  * dealsp,<o:p></o:=
p>
  
int mode, <o:p></o:p>
  
int trumpFilter[5], <o:p></o:p>
  
struct ddTable=
sRes *resp, <=
o:p></o:p>
  
struct allParR=
esults <o:p></o=
:p>
  
  * presp<o:p></o:p>=

Binary <o:p></o:p>

Solves a number of hands in parallel.  Multi-threaded.<o:p></o:p>

CalcAll=
TablesPBN<o:p></o:p>

struct ddTable=
DealsPBN <o:p></o=
:p>
  
  *dealsp, <o:p></o:=
p>
  
int mode, <o:p></o:p>
  
int trumpFilter[5], <o:p></o:p>
  
struct ddTable=
sRes *resp, <=
o:p></o:p>
  
struct allParR=
esults <o:p></o=
:p>
  
  * presp<o:p></o:p>=

PBN <o:p></o:p>
  
<o:p> </o:p>

As CalcAllTables, but with PBN deal format.<o:p></o:p></span=
>

SolveAllBoards<o:p></o:p>

struct boardsP=
BN *bop,<o:=
p></o:p>
  
struct solvedB=
oards <o:p></o=
:p>
  
  * solvedp<o:p></o:=
p>

PBN <o:p></o:p>
  
<o:p> </o:p>

Consider using this instead of the next 3 “Chunk” functions”=
!<o:p></o:p>

SolveAllChunksBin<o:p></o:p>

struct boards<=
!--[if gte mso 9]><xml>
   <w:data>08D0C9EA79F9BACE118C8200AA004BA90B02000000080000000700000062006F=
006100720064007300000000</w:data>
  </xml><![endif]--> *bop, <o=
:p></o:p>
  
struct solvedB=
oards <o:p></o=
:p>
  
  *solvedp, <o:p></o=
:p>
  
int chunkSize<o:p></o:p>

Binary <o:p></o:p>
  
<o:p> </o:p>

Solves a number of hands in parallel. Multi-threaded.<o:p></=
o:p>

SolveAllChunks<o:p></o:p>

struct boardsP=
BN *bop, <o=
:p></o:p>
  
struct solvedB=
oards <o:p></o=
:p>
  
  * solvedp, <o:p></=
o:p>
  
int chunkSize<o:p></o:p>

PBN<o:p></o:p>

Alias for SolveAllChunksPBN; don’t use!<o:p></o:p>

SolveAllChunksPBN<o:p></o:p>

struct boardsP=
BN *bop, <o=
:p></o:p>
  
struct solvedB=
oards <o:p></o=
:p>
  
  * solvedp, <o:p></=
o:p>
  
int chunkSize<o:p></o:p>

PBN <o:p></o:p>
  
<o:p> </o:p>

Solves a number of hands in parallel. Multi-threaded.<o:p></=
o:p>

<o:p> </o:p>

Par<o:p></o:p>

struct ddTable=
Results <o:p></o=
:p>
  
  * tablep, <o:p></o=
:p>
  
struct parResu=
lts *presp, =
<o:p></o:p>
  
int vulnerable<o:p></o:p>

No format <o:p></o:p>
  
<o:p> </o:p>

Solves for the par contracts given a DD result table.  <o:p></o:p>

DealerPar<o:p></o:p>

struct ddTable=
Results <o:p></o=
:p>
  
  * tablep, <o:p></o=
:p>
  
struct parResultsDealer <o:p></o=
:p>
  
  * presp, <o:p></o:=
p>
  
int dealer, <o:p></o:p>
  
int vulnerable<o:p></o:p>

No format <o:p></o:p>
  
<o:p> </o:p>

Similar to Par(), but requires and uses knowledge of the dea=
ler.<o:p></o:p>

DealerParBin<o:p></o:p>

struct ddTableResults <o:p></o=
:p>
  
  * tablep, <o:p></o=
:p>
  
struct parResultsMaster <o:p></o=
:p>
  
  * presp,<o:p></o:p=
>
  
int dealer, <o:p></o:p>
  
int vulnerable<o:p></o:p>

Binary<o:p></o:p>

Similar to DealerPar, but with binary output.<o:p></o:p></sp=
an>

ConvertToDealerTextFormat<o:p></o:p><=
/u>

struct parResultsMaster  <o:p></o:p>
  
  * pres, <o:p></o:p=
>
  
char *resp<o:p></o:p>

Text<o:p></o:p>

Example of text output from DealerParBin.<o:p></o:p><=
/p>

SidesPar<o:p></o:p>

struct ddTable=
Results <o:p></o=
:p>
  
  *tablep, <o:p></o:=
p>
  
struct parResultsDealer <o:p></o=
:p>
  
  * presp,<o:p></o:p=
>
  
int vulnerable <o:p></o:p>

No format <o:p></o:p>

Par results are given for sides with the DealerPar output
  format.<o:p></o:p>

SidesParBin<o:p></o:p>

struct ddTableResults 
    * tablep, <o:p></o:p>
  
struct parResultsMaster     <o:p></o:p>
  
  sidesRes[2],<o:p><=
/o:p>
  
int vulnerable<o:p></o:p>

Binary<o:p></o:p>

Similar to SidesPar, but with binary output.<o:p></o:p></spa=
n>

ConvertToSidesTextFormat<o:p></o:p></=
u>

struct parResultsMaster <o:p></o=
:p>
  
  * pres, <o:p></o:p=
>
  
struct parTextResults <o:p></o=
:p>
  
  * resp<o:p></o:p><=
/span>

Text<o:p></o:p>

Example of text output from SidesParBin.<o:p></o:p></=
p>

CalcPar=
<o:p></o:p>

struct ddTable=
Deal <o:p></o=
:p>
  
  tableDeal, <o:p></=
o:p>
  
int vulnerable, <o:p></o:p>
  
struct ddTable=
Results<o:p></o:=
p>
  
  * tablep, <o:p></o=
:p>
  
struct parResu=
lts * presp<=
o:p></o:p>

Binary<o:p></o:p>

Solves for both the DD result table and the par contracts. Is
  deprecated, use a CalcDDtable function plus Par() instead!<o:p></o:p></sp=
an>

CalcPar=
PBN<o:p></o:p>

struct ddTable=
DealPBN  <o:p></o:p>
  
  tableDealPBN, <o:p=
></o:p>
  
struct ddTableResults<o:p></o:=
p>
  
  * tablep, <o:p></o=
:p>
  
int vulnerable, <o:p></o:p>
  
struct parResu=
lts * presp<=
o:p></o:p>

PBN <o:p></o:p>

As CalcPar, but with PBN input format. Is deprecated, use a
  CalcDDtable function plus Par() instead! <o:p></o:p>

<o:p> </o:p>

Analyse=
PlayBin<o:p></o:p>

struct deal dl, <o:p=
></o:p>
  
struct playTra=
ceBin play,<o:=
p></o:p>
  
struct solvedP=
lay <o:p></o=
:p>
  
  * solvedp, <o:p></=
o:p>
  
int thrId<o:p></o:p>

Binary <o:p></o:p>
  
<o:p> </o:p>

Returns the par result after each card in a particular play
  sequence<o:p></o:p>

Analyse=
PlayPBN<o:p></o:p>

struct dealPBN=
 dlPBN, <=
o:p></o:p>
  
struct playTra=
cePBN <o:p></o=
:p>
  
  playPBN, <o:p></o:=
p>
  
struct solvedP=
lay <o:p></o=
:p>
  
  * solvedp, <o:p></=
o:p>
  
int thrId<o:p></o:p>

PBN <o:p></o:p>
  
<o:p> </o:p>

As AnalysePlayBin, but with PBN deal format.<o:p></o:p></spa=
n>

Analyse=
AllPlaysBin<o:p></o:p>

struct boards<=
!--[if gte mso 9]><xml>
   <w:data>08D0C9EA79F9BACE118C8200AA004BA90B02000000080000000700000062006F=
006100720064007300000000</w:data>
  </xml><![endif]--> *bop, <o=
:p></o:p>
  
struct playTra=
cesBin *plp, <o=
:p></o:p>
  
struct solvedP=
lays <o:p></o=
:p>
  
  * solvedp, <o:p></=
o:p>
  
int chunkSize<o:p></o:p>

Binary <o:p></o:p>
  
<o:p> </o:p>

Solves a number of hands with play sequences in parallel.<sp=
an
  style=3D'mso-spacerun:yes'>  Multi-threaded.<o:p></o:p>

Analyse=
AllPlaysPBN<o:p></o:p>

struct boardsP=
BN *bopPBN,=
 <o:p></o:p>
  
struct playTra=
cesPBN <o:p></o=
:p>
  
  * plpPBN, <o:p></o=
:p>
  
struct solvedP=
lays <o:p></o=
:p>
  
  * solvedp, <o:p></=
o:p>
  
int chunkSize<o:p></o:p>

PBN <o:p></o:p>
  
<o:p> </o:p>

As AnalyseAllPlaysBin, but with PBN deal format.<o:p></o:p><=
/span>

SetMaxThreads<o:p></o:p>

int userThreads<o:p></o:p>

<o:p> </o:p>

Used at initial start and can also be called with a request =
for
  allocating memory for a specified number of threads. <o:p></o:p></=
p>

FreeMemory<o:p></o:p>

void<o:p></o:p>

<o:p> </o:p>

Frees all allocated dynamical memory.<o:p></o:p>

ErrorMessage<o:p></o:p>

int code,<o:p></o:p>
  
char line[80]<o:p></o:p>

<o:p> </o:p>

Turns a return code into an error message string<o:p></o:p><=
/span>

Data structures<o:p></o:p>

<o:p> </o:p>

Common encodings are as follows.<o:p></o:p>

<o:p> </o:p>

E=
ncoding<o:p></o:p>

E=
lement<o:p></o:p>

V=
alue<o:p></o:p>

Suit<o:p></o:p>

Spades <o:p></o:p></s=
pan>
  
Hearts   <o:p></o:p><=
/span>
  
Diamonds<o:p></o:p>
  
Clubs     <o:p></o:p>=

NT          <o:p></o:=
p>

0<o:p></o:p>
  
1<o:p></o:p>
  
2<o:p></o:p>
  
3<o:p></o:p>
  
4<o:p></o:p>

Hand<o:p></o:p>

North    <o:p></o:p><=
/span>
  
East        <o:p></o:=
p>
  
South    <o:p></o:p><=
/span>
  
West     <o:p></o:p><=
/span>

0<o:p></o:p>
  
1<o:p></o:p>
  
2<o:p></o:p>
  
3<o:p></o:p>

Vulnerable<o:p></o:p>

None<o:p></o:p>
  
Both<o:p></o:p>
  
NS only<o:p></o:p>
  
EW only<o:p></o:p>

0<o:p></o:p>
  
1<o:p></o:p>
  
2<o:p></o:p>
  
3<o:p></o:p>

Side<o:p></o:p>

N-S<o:p></o:p>
  
E-W<o:p></o:p>

0<o:p></o:p>
  
1<o:p></o:p>

Card <o:p></o:p>

Bit 2        <o:p></o=
:p>
  
…<o:p></o:p>
  
Bit 13      <o:p></o:=
p>
  
Bit 14     <o:p></o:p=
>

Rank of deuce<o:p></o:p>
  
<o:p> </o:p>
  
Rank of king<o:p></o:p>
  
Rank of ace<o:p></o:p>

Holding<o:p></o:p></=
a>

A=
 value
  of 16388 =3D 16384 + 4 is the encoding for the holding “A2” (ace and deuc=
e).<o:p></o:p>
  
T=
he two
  lowest bits are always zero.<o:p></o:p>

<=
span
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black'>PBN<s=
pan
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black'><o:p></o:p>

W=
hole
  hand<o:p></o:p>

E=
xample:<o:p></o:p>
  
W=
:T5.K4.652.A98542
  K6.QJT976.QT7.Q6 432.A.AKJ93.JT73 AQJ987.8532.84.K<o:p></o:p></spa=
n>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

deal<o:p></o=
:p>

int trump;<o:p></o:p>

Suit
  encoding<o:p></o:p>

<o:p> </o:p>

int first;<o:p></o:p>

The hand leading to the trick. 
  Hand
  encoding<o:p></o:p>
  
<o:p> </o:p>

<o:p> </o:p>

int currentTrickSuit[3];<o:p></o:p>

Up to 3 cards may already have been played to the trick.  Suit =
encoding.
  Set to 0 if no card has been played.<o:p></o:p>

<o:p> </o:p>

int currentTrickRank[3];<o:p></o:p>

Up to 3 cards may already have been played to the trick.  Value range 2-14.  Set to 0 if no card has been played.<o=
:p></o:p>

<o:p> </o:p>

unsigned int remainCards[4][4];<o:p></o:p>

1st index is Hand,=
 2nd
  index is Suit.=
  remainCards uses Holding encoding.<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

dealPBN<o:p></o=
:p>

int trump;<o:p></o:p>

Suit
  encoding<o:p></o:p>

<o:p> </o:p>

int first;<o:p></o:p>

The hand leading to the trick. 
  Hand
  encoding<o:p></o:p>

<o:p> </o:p>

int currentTrickSuit[3];<o:p></o:p>

Up to 3 cards may already have been played to the trick.  Suit
  encoding.<o:p></o:p>

<o:p> </o:p>

int currentTrickRank[3];<o:p></o:p>

Up to 3 cards may already have been played to the trick. Val=
ue
  range 2-14. Set to 0 if no card has been played.<o:p></o:p>

<o:p> </o:p>

char remainCards[80];<o:p></o:p>

Remaining cards.  </=
span>PBN
  encoding.<o:p></o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

ddTableDeal<o:p></o:p>

unsigned int cards[4][4];<o:p></o:p>

Encodes a deal.  Fir=
st
  index is hand.  Hand
  encoding.  Second index is suit.<=
span
  style=3D'mso-spacerun:yes'>  Suit
  encoding.<o:p></o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

ddTableDealPBN<s=
pan
  lang=3DEN-US style=3D'font-size:10.0pt;font-family:"Courier New";color:bl=
ack'>  <o:p></o:p>

char cards[80];<o:p></o:p>

Encodes a deal.  </s=
pan>PBN
  encoding.<o:p></o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

ddTableDeals<o:p></o:p>

int noOfTables;<o:p></o:p>

Number of DD table deals in structure, at most<o:p></o:p></s=
pan>
  
MAXNOOFTABLES<o:p></o:p>

<o:p> </o:p>

struct ddTable=
Deal <o:p></o:p>
  
  </sp=
an>deals[X];<o:p></o:p>

X =3D MAXNOOFTABLES * DDS_STRAINS<o:p></o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

ddTableDealsPBN<s=
pan
  lang=3DEN-US style=3D'font-size:9.0pt;font-family:"Courier New";color:bla=
ck'><o:p></o:p>

int noOfTables;<o:p></o:p>

Number of DD table deals in structure<o:p></o:p>

<o:p> </o:p>

struct ddTabl=
eDealPBN<o:p></o=
:p>
  
  deals[X];<o:p></o:=
p>

X =3D MAXNOOFTABLES * DDS_STRAINS<o:p></o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

boards<o:p></o=
:p>

int noOfBoards;<o:p></o:p>

Number of boards<o:p></o:p>

<o:p> </o:p>

struct deal<o:p></o=
:p>
  
  [MAXNOOFBOARDS];<o=
:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

int target<o:p></o:p>
  
  [MAXNOOFBOARDS];<o=
:p></o:p>

See SolveBoard<=
o:p></o:p>

<o:p> </o:p>

int solutions<o:p></o:p>
  
  [MAXNOOFBOARDS];<o=
:p></o:p>

See SolveBoard<=
o:p></o:p>

<o:p> </o:p>

int mode<o:p></o:p>
  
  [MAXNOOFBOARDS];<o=
:p></o:p>

See SolveBoard<=
o:p></o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

boardsPBN<o:p></o=
:p>

int noOfBoards;<o:p></o:p>

Number of boards<o:p></o:p>

<o:p> </o:p>

struct dealPB=
N<o:p></o:p>
  
  [MAXNOOFBOARDS];<o=
:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

int target<o:p></o:p>
  
  [MAXNOOFBOARDS];<o=
:p></o:p>

See SolveBoard<=
o:p></o:p>

<o:p> </o:p>

int solutions<o:p></o:p>
  
  [MAXNOOFBOARDS];<o=
:p></o:p>

See SolveBoard<=
o:p></o:p>

<o:p> </o:p>

int mode<o:p></o:p>
  
  [MAXNOOFBOARDS];<o=
:p></o:p>

See SolveBoard<=
o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

futureTricks<o:p></o:p>

int nodes;<o:p></o:p>

Number of nodes searched by the DD solver<o:p></o:p><=
/p>

<o:p> </o:p>

int cards;<o:p></o:p>

Number of cards for which a result is returned.  May be all the cards, but equivalent =
ranks
  are omitted, so for a holding of KQ76 only the cards K and 7 would be
  returned, and the “equals” field below would be 2048 (Q) for the king and=
 54
  (6) for the 7.<o:p></o:p>

<o:p> </o:p>

int suit[13];<o:p></o:p>

Suit of the each returned card. 
  Suit
  encoding<o:p></o:p>

<o:p> </o:p>

int rank[13];<o:p></o:p>

Rank of the returned card. Value range 2-14.<o:p></o:p></spa=
n>

<o:p> </o:p>

int equals[13];<o:p></o:p>

Lower-ranked equals.  </spa=
n>PBN
  encoding.<o:p></o:p>

<o:p> </o:p>

int score[13];<o:p></o:p>

-1: target not reached.<o:p></o:p>
  
Otherwise: Target of maximum number of tricks.<o:p></o:p></s=
pan>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

solvedBoards<o:p></o:p>

int noOfBoards;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

struct future=
Tricks <o:p></=
o:p>
  
  solvedBoard <o:p><=
/o:p>
  
  [MAXNOOFBOARDS];<o=
:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

<o:p> </o:p>

S=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

ddTableResults<sp=
an
  lang=3DEN-US style=3D'font-size:9.0pt;font-family:"Courier New";color:bla=
ck'><o:p></o:p>

int resTable[5][4];<o:p></o:p>

Encodes the solution of a deal for combinations of denominat=
ion
  and declarer.  First index is
  denomination. Suit
  encoding.  Second index is
  declarer.  Hand
  encoding.  Each entry is a number=
 of
  tricks.<o:p></o:p>

<o:p> </o:p>

S=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

ddTablesRes<o:p></o:p>

int noOfBoards;<o:p></o:p>

Number of DD table deals in structure, at most<o:p></o:p></s=
pan>
  
  MAXNOOFT=
ABLES<o:p></o:p>

<o:p> </o:p>

struct ddTabl=
eResults <o:p></=
o:p>
  
  results[X];<o:p></=
o:p>

X =3D MAXNOOFTABLES * DDS_STRAINS<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

<o:p> </o:p>

<o:p> </o:p>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

parResults<o:p></o=
:p>

char parScore[2][16];<o:p></o:p>

First index is NS/EW.  </sp=
an>Side
  encoding.<o:p></o:p>

<o:p> </o:p>

char parContractsString<o:p></o:p>
  
  [2][128];<o:p></o:=
p>

First index is NS/EW.  </sp=
an>Side
  encoding.<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

allParResults<sp=
an
  lang=3DEN-US style=3D'font-size:10.0pt;font-family:"Courier New";color:bl=
ack'><o:p></o:p>

struct parResults<o:p></o:p>
  
  [MAXNOOFBOARDS/20]=
;<o:p></o:p>

There are up to 20 declarer/strain combinations per DD table=
<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

struct<o:p></o:p>

Field<o:p></o:p>=

Comment<o:p></o:p></=
b>

parResultsDealer<o:p></o:p>

int number;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

int score;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

char contracts[10][10];<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p></=
span>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

parResul=
tsMaster<o:p></o:p>

int score;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

int number;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

struct contractType <o:p>=
</o:p>
  
  contracts[10];<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

contract=
Type<o:p></o:p>

int underTricks;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

int overTricks;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

int level;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

int denom;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

int seats;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

parTextR=
esults<o:p></o:p>

char parText[2][128];<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

int equal;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

playTraceBin<o:p></o:p>

int number;<o:p></o:p>

Number of cards in the play trace, starting from the beginni=
ng
  of the hand<o:p></o:p>

<o:p> </o:p>

int suit[52];<o:p></o:p>

Suit
  encoding.<o:p></o:p>

<o:p> </o:p>

int rank[52];<o:p></o:p>

Encoding 2 .. 14 (no=
t Card
  encoding).<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

playTracePBN<o:p></o:p>

int number;<o:p></o:p>

Number of cards in the play trace, starting from the beginni=
ng
  of the hand<o:p></o:p>

<o:p> </o:p>

int cards[106];<o:p></o:p>

String of cards with no space in between, also not between
  tricks.  Each card consists of a =
suit
  (C/D/H/S) and then a rank (2 .. A).  </s=
pan>The
  string must be null-terminated.<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

playTracesBin<sp=
an
  lang=3DEN-US style=3D'font-size:10.0pt;font-family:"Courier New";color:bl=
ack'><o:p></o:p>

int noOfBoards;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

struct playTr=
aceBin <o:p></=
o:p>
  
  plays[MAXNOOFBOARD=
S];<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

playTracesPBN<sp=
an
  lang=3DEN-US style=3D'font-size:10.0pt;font-family:"Courier New";color:bl=
ack'><o:p></o:p>

int noOfBoards;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

Struct playTr=
acePBN <o:p></=
o:p>
  
  plays[MAXNOOFBOARD=
S];<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

solvedPlay<o:p></o=
:p>

int number;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

int tricks[53];<o:p></o:p>

Starting position and up to 52 cards<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

s=
truct<o:p></o:p>

F=
ield<o:p></o:p>

C=
omment<o:p></o:p>

solvedPlays<o:p></o:p>

int noOfBoards;<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

struct solved=
Play <o:p></=
o:p>
  
  solved[MAXNOOFBOAR=
DS];<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

Functions<o:p></o:p>

<o:p> </o:p>

SolveBoard<o:p></o:p>
  
struct deal dl,<o:p></o:p>
  
int target,  <o:p></=
o:p>
  
int solutions,  <o:p=
></o:p>
  
int mode, <o:p></o:p>
  
struct futureT=
ricks *futp, <o:p></o:p>
  
int threadIndex<o:p></o:p>
  
<o:p> </o:p>

SolveBoardPBN<o:p></o:p>
  
struct dealPBN=
 dl, <o:p></o:p>
  
int target,  <o:p></=
o:p>
  
int solutions,  <o:p=
></o:p>
  
int mode, <o:p></o:p>
  
struct futureT=
ricks *futp, <o:p></o:p>
  
int threa=
dIndex<o:p>=
</o:p>
  
<o:p> </o:p>

SolveBoardPBN is just like SolveBoard, except for the input
format.<o:p></o:p>

<o:p> </o:p></s=
pan>

SolveBoard solves a =
single
deal “dl<=
/b>” and r=
eturns
the result in “*futp”</sp=
an> which =
must be
declared before calling SolveBoard.<o:p></o:p>

<o:p> </o:p></s=
pan>

SolveBoard is thread=
-safe,
so several threads can call SolveBoard in parallel. Thus the user of DDS can
create threads and call SolveBoard in parallel over them. The maximum numbe=
r of
threads is fixed in the DLL at compile time and is currently 16.  So “threadIndex” must be between 0 a=
nd 15
inclusive; see also the function SetMaxThreads. 
Together with the PlayAnalyse functions, this is the only function t=
hat
exposes the thread number to the user.<o:p></o:p>

<o:p> </o:p></s=
pan>

There is a “transpos=
ition
table” memory associated with each thread. 
Each node in the table is effectively a position after certain cards
have been played and other certain cards remain.  The table is not deleted automatically =
after
each call to SolveBoard, so it can be reused from call to call.  However, it only really makes sense to =
reuse
the table when the hand is very similar in the two calls.  The function will still run if this is =
not
the case, but it won’t be as efficient. 
The reuse of the transposition table can be controlled by the “</spa=
n>mode” parameter, but nor=
mally
this is not needed and should not be done.<o:p></o:p>

<o:p> </o:p></s=
pan>

The three parameters=
 “target”, “solutions” and “mode” together control t=
he
function.  Generally speaking, the =
target
is the number of tricks to be won (at least) by the side to play; solutions
controls how many solutions should be returned; and mode controls the search
behavior.  See next page for defini=
tions.<o:p></o:p>

<o:p> </o:p></s=
pan>

For equivalent cards=
, only
the highest is returned, and lower equivalent cards are encoded in the </sp=
an>futureTricks structure (see “equals”).<o:p></o:p></sp=
an>

<o:p> </o:p></s=
pan>

<o:p> </o:p></s=
pan>

<o:p> </o:p></s=
pan>

target<o:p></o:p>

solutions<o:p></o:p>

Comment<o:p></o:p>

-1<o:p></o:p></spa=
n>

1<o:p></o:p></span=
>

Find the maximum n=
umber
  of tricks for the side to play.  =
<o:p></o:p>
  
Return only one of=
 the
  optimum cards and its score.<o:p></o:p>

-1<o:p></o:p></spa=
n>

2<o:p></o:p></span=
>

Find the maximum n=
umber
  of tricks for the side to play.  =
<o:p></o:p>
  
Return all optimum=
 cards
  and their scores.<o:p></o:p>

0<o:p></o:p></span=
>

1<o:p></o:p></span=
>

Return only one of the cards l=
egal
  to play, with score set to 0.<o:p></o:p></spa=
n>

0<o:p></o:p></span=
>

2<o:p></o:p></span=
>

Return all cards that legal to=
 play,
  with score set to 0.<o:p></o:p>=

1 .. 13<o:p></o:p>=

1<o:p></o:p></span=
>

If score is -1: Ta=
rget
  cannot be reached.<o:p></o:p>
  
If score is 0:  In fact no tricks at all can be won.<=
o:p></o:p>
  
If score is > 0=
:  score will always equal target, even =
if
  more tricks can be won.<o:p></o:p>
  
One of the cards
  achieving the target is returned.<o:p></o:p>

1 .. 13<o:p></o:p>=

2<o:p></o:p></span=
>

Return all cards m=
eeting
  (at least) the target.  <o:p></o:=
p>
  
If the target cann=
ot be
  achieved, only one card is returned with the score set as above.<o:p></o:=
p>

any<o:p></o:p></sp=
an>

3<o:p></o:p></span=
>

Return all cards t=
hat
  can be legally played, with their scores in descending order.<o:p></o:p><=
/span>

<![if !supportLineBreakNewLine]>
<![endif]><o:p></o:p>

mode<o:p></o:p>

Reuse TT?</=
b><o:p></o:p>

Comment<o:p></o:p>

0<o:p></o:p></span=
>

Automatic if same trump s=
uit
  and the same or nearly the same cards distribution, deal.first<sp=
an
  lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;mso-bidi-font-fami=
ly:"Courier New";
  color:black'><o:p></o:p>
  
can be different.<=
span
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Courier New";color:bl=
ack'> <o:p>=
</o:p>

Do not search to f=
ind
  the score if the hand to play has only one card, including its equivalent=
s,
  to play. Score is set to –2 for this card, indicating that there are no
  alternative cards. If there are multiple choices for cards to play, searc=
h is
  done to find the score. This mode is very fast but you don’t always searc=
h to
  find the score.<o:p></o:p>

1<o:p></o:p></span=
>

Always search to find th=
e score.
  Even when the hand to play has only one card, with possible equivalents, =
to
  play.  <o:p></o:p>

2<o:p></o:p></span=
>

Always<o:p></o:p>

<o:p> </o:p></s=
pan>

“Reuse” means “reuse=
 the
transposition table from the previous run with the same thread number”.  For mode =3D 2 it is the responsibility of the
programmer using the DLL to ensure that reusing the table is safe in the ac=
tual
situation. Example: Deal is the same, except for deal.first. The trump suit is=
 the
same. <o:p></o:p>

<o:p> </o:p>

1st call, East leads:=
      </s=
pan>SolveBoar=
d(deal,
-1, 1, 1, &fut, 0), deal.first=3D1<o:p></o:p>

         =
   2nd
call, South leads:   SolveBoard(deal, -1, 1, 2, &fut, 0), deal.fi=
rst=3D2<o:p></o:p><=
/p>

         =
   3rd
call, West leads:   SolveBoard(deal, -1, 1, 2, &fut, 0), deal.fi=
rst=3D3<o:p></o:p><=
/p>

4th call, North leads:   </span=
>SolveBoar=
d(deal,
-1, 1, 2, &fut, 0), deal.first=3D0<o:p></o:p>

<o:p> </o:p></s=
pan>

<o:p> </o:p></s=
pan>

CalcDDtable<o:p></o:p>
  
struct </=
span>ddTable=
Deal tableDeal, 
  struct ddTable=
Results * tablep<o:p></o:p>

CalcDDtablePBN<o:p></o:p>
  
struct ddTable=
DealPBN tableDealPBN, <o:p></o:p>
  
struct ddTable=
Results * tablep<o:p></o:p>

<o:p> </o:p>

CalcDDtablePBN is just like CalcDDtable, except for the input
format.<o:p></o:p>

<o:p> </o:p>

CalcDDtable solves a
single deal “tableDeal<=
/span>” and r=
eturns
the double-dummy values for the initial 52 cards for all the 20 combination=
s of
denomination and declarer in “*tablep”, which=
 must be
declared before calling CalcDDtable.<o:p></o:p>

<o:p> </o:p></s=
pan>

<o:p> </o:p>

CalcAllTables=
<o:p>=
</o:p>
  
struct ddTable=
Deals *dealsp,<o:p></o:p>
  
int mode, <o:p></o:p>
  
int trumpFilter[5], <o:p></o:p>
  
struct ddTable=
sRes *resp, <o:p></o:p>
  
struct allParR=
esults *presp<o:p></o:p>
  
<o:p> </o:p>
  
<o:p> </o:p><=
/span>

CalcAllTablesPBN</sp=
an><o:p></o:p>
  
struct ddTable=
DealsPBN *dealsp, <o:p></o:p>
  
int mode, <o:p></o:p>
  
int trumpFilter[5], <o:p></o:p>
  
struct ddTable=
sRes *resp, <o:p></o:p>
  
struct allParR=
esults *presp<o:p></o:p>

<=
o:p> </o:p>

CalcAllTablesPBN is just like CalcAllTables, except for the in=
put
format.<o:p></o:p>

<o:p> </o:p>

CalcAllTables calcul=
ates the
double dummy values of the denomination/declarer hand combinations in </spa=
n>“*dealsp” for a number of DD =
tables
in parallel. This increases the speed compared to calculating these values
using a CalcDDtable call for each DD table. 
The results are returned in “*resp” which =
must be
defined before CalcAllTables is called.<o:p></o:p>

<o:p> </o:p>

The “mode” parameter contains =
the
vulnerability (Vulnerable encodi=
ng) for
use in the par calculation.  It is =
set to
-1 if no par calculation is to be performed.<o:p></o:p>

<o:p> </o:p></s=
pan>

There are 5 possible
denominations or strains (the four trump suits and no trump).   </spa=
n>The
parameter “trumpFilt=
er” descri=
bes
which, if any, of the 5 possibilities that will be excluded from the calculations. They are defined in Suit<=
!--[if gte mso 9]><xml>
 <w:data>08D0C9EA79F9BACE118C8200AA004BA90B02000000080000000500000073007500=
69007400000000</w:data>
</xml><![endif]--> encoding order, so setting trumpFilter to
{FALSE, FALSE, TRUE, TRUE, TRUE} means that values will only be calculated =
for the
trump suits spades and hearts. <o:p></o:p>

<o:p> </o:p>

The maximum number o=
f DD
tables in a CalcAllTables call depends on the number of strains required, s=
ee
the following table:<o:p></o:p>

<o:p> </o:p></s=
pan>

Number
  of strains<o:p></o:p>

Maximum number of DD tables<o:p></o:p>

5<o:p></o:p></span=
>

32<o:p></o:p></spa=
n>

4<o:p></o:p></span=
>

40<o:p></o:p></spa=
n>

3<o:p></o:p></span=
>

53<o:p></o:p></spa=
n>

2<o:p></o:p></span=
>

80<o:p></o:p></spa=
n>

1<o:p></o:p></span=
>

160<o:p></o:p></sp=
an>

<o:p> </o:p></s=
pan>

SolveAllBoards<o:p></o:p>
  
struct boards<=
!--[if gte mso 9]><xml>
   <w:data>08D0C9EA79F9BACE118C8200AA004BA90B02000000080000000700000062006F=
006100720064007300000000</w:data>
  </xml><![endif]--> *bop, <o:p></o:p>
  
struct solvedB=
oards <o:p></o:p>
  
 
  * solvedp<o:p></o:p>

SolveAllChunksBin<=
span
  lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>=
</o:p>
  
struct boards<=
!--[if gte mso 9]><xml>
   <w:data>08D0C9EA79F9BACE118C8200AA004BA90B02000000080000000700000062006F=
006100720064007300000000</w:data>
  </xml><![endif]--> *bop, <o:p></o:p>
  
struct </=
span>solvedB=
oards *solvedp, <o:p></o:p>
  
int chunk=
Size<o:p></o:p>

SolveAllChunksPBN<=
span
  lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>=
</o:p>
  
struct boardsP=
BN *bop, <o:p></o:p>
  
struct </=
span>solvedB=
oards *solvedp, <o:p></o:p>
  
int chunk=
Size<o:p></o:p>
  
<o:p>&nbs=
p;</o:p>
  
<o:p> </o:p><=
/span>

=
SolveAl=
lChunks is an alias for SolveAllChunksPBN; don’t=
 use
it.<o:p></o:p>

<o:p> </o:p></s=
pan>

=
SolveAl=
lBoards used to be an alias for SolveAllChunksPBN
with a chunkSize of 1; however this has been changed in v2.8, and we now
recommend only to use SolveAllBoards and not the chunk functions any more;
explanation follows.<o:p></o:p>

<o:p> </o:p></s=
pan>

The SolveAll* functi=
ons
invoke SolveBoard several times in parallel in multiple threads, rather than
sequentially in a single thread.  T=
his
increases execution speed.  Up to 2=
00 boards
are permitted per call.<o:p></o:p>

<o:p> </o:p></s=
pan>

It is important to
understand the parallelism and the concept of a chunk.  <o:p></o:p>

<o:p> </o:p></s=
pan>

If the chunk size is=
 1,
then each of the threads starts out with a single board.  If there are four threads, then boards =
0, 1,
2 and 3 are initially solved.  If t=
hread
2 is finished first, it gets the next available board, in this case board
4.  Perhaps this is a particularly =
easy
board, so thread 2 also finishes this board before any other thread
completes.  Thread 2 then also gets=
 board
5, and so on.  This continues until=
 all
boards have been solved.  In the en=
d,
three of the threads will be waiting for the last thread to finish, which
causes a bit of inefficiency.<o:p></o:p>

<o:p> </o:p></s=
pan>

The transposition ta=
ble in
a given thread (see SolveBoard) is generally not reused between board 2=
, 4
and 5 in thread 2.  This only happe=
ns if
SolveBoard itself determines that the boards are suspiciously similar.<o:p>=
</o:p>

<o:p> </o:p></s=
pan>

If the chunk size is=
 2,
then initially thread 0 gets boards 0 and 1, thread 1 gets boards 2 and 3,
thread 2 gets boards 4 and 5, and thread 3 gets boards 6 and 7.  When a thread is finished, it gets two =
new
boards in one go, for instance boards 8 and 9. 
The transposition table in a given thread is reused within a chunk.<=
o:p></o:p>

<o:p> </o:p></s=
pan>

No matter what the c=
hunk
size is, the boards are solved in parallel. 
If the user knows that boards are grouped in chunks of 2 or 10, it is
possible to force the DD solver to use this knowledge.  However, this is rather limiting on the=
 user,
as the alignment must remain perfect throughout the batch.<o:p></o:p></span=
>

<o:p> </o:p></s=
pan>

SolveAllBoards now d=
etects
repetitions automatically within a batch, whether or not the hands are even=
ly
arranged and whether or not the duplicates are next to each other.  This is more flexible and transparent t=
o the
user, and the overhead is negligible. 
Therefore, use SolveAllBoards!<o:p></o:p>

<o:p> </o:p></s=
pan>

Par<o:p></o:p>
  
struct ddTable=
Results *tablep, <o:p></o:p>
  
struct parResu=
lts *presp, <o:p></o:p>
  
int vulne=
rable<o:p>=
</o:p>

DealerPar<o:p></o:p>
  
struct ddTable=
Results *tablep, <o:p></o:p>
  
struct parResultsDealer</sp=
an> *presp, <o:p></o:p>
  
int dealer, <o:p></o:p>
  
int vulne=
rable<o:p></o:p>
  
<o:p>&nbs=
p;</o:p>

SidesPar<o:p></o:p>
  
struct ddTable=
Results *tablep, <o:p></o:p>
  
struct parResultsDealer *sidesRes[2], <o:p></o:=
p>
  
int vulne=
rable<o:p></o:p>
  
<o:p>&nbs=
p;</o:p>
  
<o:p> </o:p><=
/span>

<o:p>&nbs=
p;</o:p>

DealerParBin<o:p></o:p>
  
struct ddTable=
Results *tablep, <o:p></o:p>
  
struct parResultsMaster</sp=
an> * presp, <o:p></o:p>
  
int vulne=
rable<o:p>=
</o:p>

SidesParBin<o:p></o:p>
  
struct ddTable=
Results *tablep, <o:p></o:p>
  
struct parResultsMaster</sp=
an> * presp, <o:p></o:p>
  
int dealer, <o:p></o:p>
  
int vulne=
rable<o:p></o:p>
  
<o:p>&nbs=
p;</o:p>

ConvertToDealerTextFormat<o:p></o:p>
  
struct parResultsMaster</sp=
an> *pres, <o:p></o:p>
  
char *res=
p<o:p>=
</o:p>

ConvertToSidesTextFormat<o:p></o:p>
  
struct </=
span>parResultsMaster=
 *pres,<o:p></o:p>
  
struct </=
span>parTextResults<s=
pan
  lang=3DEN-US style=3D'font-size:9.0pt;font-family:"Courier New";color:bla=
ck;
  mso-fareast-language:DE'> *resp<o:p></o:p>

<o:p> </o:p></s=
pan>

The functions Par,
DealerPar, SidesPar, DealerParBin and SidesParBin calculate the par score a=
nd
par contracts of a given double-dummy solution matrix “*tablep” which would often b=
e the
solution of a call to CalcDDtable.  </spa=
n>Since the input is =
a table,
there is no PBN and non-PBN version of these functions.<o:p></o:p>

<o:p> </o:p></s=
pan>

Before the functions=
 can
be called, a structure of the type “parResults”, </spa=
n>“parResultsDealer” or </s=
pan>“parResultsMaster” must a=
lready have
been defined.<o:p></o:p>

<o:p> </o:p></s=
pan>

The “vulnerable” parameter is given =
using Vulne=
rable encoding.<o:p></o:p>

<o:p> </o:p></s=
pan>

The Par() function u=
ses
knowledge of the vulnerability, but not of the dealer.  It attempts to return results for both
declaring sides.  These results can=
 be
different in some rare cases, for instance when both sides can make 1NT due=
 to
the opening lead.  <o:p></o:p></spa=
n>

<o:p> </o:p></s=
pan>

The DealerPar() func=
tion
also uses knowledge of the =
“dealer” using =
Hand<=
!--[if gte mso 9]><xml>
 <w:data>08D0C9EA79F9BACE118C8200AA004BA90B02000000080000000500000068006100=
6E006400000000</w:data>
</xml><![endif]--> encoding. 
The argument is that in all practical cases, the dealer is known when
the vulnerability is known.  Theref=
ore
all results returned will be for the same side.<o:p></o:p>

<o:p> </o:p></s=
pan>

The SidesPar() funct=
ion is
similar to the Par() function, the only difference is that the par results =
are
given in the same format as for DealerPar().<o:p></o:p>

<o:p> </o:p></s=
pan>

In Par() and SidesPa=
r() there
may be more than one par score; in DealerPar() that is not the case.  Par() returns the scores as a text stri=
ng,
for instance “NS -460”, while DealerPar() and SidesPar() use an integer, -4=
60.<o:p></o:p>

<o:p> </o:p></s=
pan>

There may be several=
 par
contracts, for instance 3NT just making and 5C just making.  Each par contract is returned as a text
string.  The formats are a bit diff=
erent
betweeen the two output format alternatives.<o:p></o:p>

<o:p> </o:p>

Par() returns the par
contracts separated by commas.  </s=
pan>Possible different =
trick
levels of par score contracts are enumerated in the contract description, e=
.g
the possible trick levels 3, 4 and 5 in no trump are given as 345N.  Examples:<o:p></o:p>

<o:p> </o:p>

<![if !supportLists]>·        
<![endif]>“NS:NS
23S,NS 23H”.  North and South as de=
clarer
make 2 or 3 spades and hearts contracts, 2 spades and 2 hearts with an
overtrick.  This is from the NS vie=
w,
shown by “NS:” meaning that NS made the first bid. Note that this informati=
on
is actually not enough, as it may be that N and S can make a given contract=
 and
that either E or W can bid this same contract (for instance 1NT) before N b=
ut
not before S.  So in the rare cases=
 where
the NS and EW sides are not the same, the results will take some manual
inspection.<o:p></o:p>

<![if !supportLists]>·        
<![endif]>“NS:NS
23S,N 23H”:  Only North makes 3 hea=
rts.<o:p></o:p>

<![if !supportLists]>·        
<![endif]>“EW:NS
23S,N 23H”:  This time the result i=
s the
same when EW open the bidding.  <o:=
p></o:p>

<o:p> </o:p>

DealerPar() and Side=
sPar()
give e=
ach par contract
as a separate text string:<o:p></o:p>

<o:p> </o:p>

<![if !supportLists]>·        
<![endif]>“4S*-EW-1”
means that E and W can both sacrifice in four spades doubled, going down one
trick.  <o:p></o:p>

<![if !supportLists]>·        
<![endif]>“3N-EW”  means that E and W can both make exactl=
y 3NT.
<o:p></o:p>

<![if !supportLists]>·        
<![endif]>“4N-W+1”
means that only West can make 4NT +1.  </s=
pan>In
the last example, 5NT just making can also be considered a par contract, but
North-South don’t have a profitable sacrifice against 4NT, so the par contr=
act
is shown in this way.  If North-Sou=
th did
indeed have a profitable sacrifice, perhaps 5C*_NS-2, then par contract wou=
ld
have been shown as “5N-W”.  Par() w=
ould
show “4N-W+1” as “W 45N”.<o:p></o:p>

<![if !supportLists]>·        
<![endif]>SidesPar()
give the par contract text strings as described above for each side.<o:p></=
o:p>

<o:p> </o:p>

DealerParBin and
SidesParBin are similar to DealerPar and SidesPar, respectively, except that
both functions give the output results in binary using the “parResultsMaster” structure. 
This simplifies the writing of a conversion prog=
ram
to get an own result output format.  </spa=
n>Examples
of such programs are ConvertToDealerTextFormat a=
nd ConvertToSidesTextFormat.<o:p></o:p>

<o:p> </o:p>

After DealerParBin or SidesParBin is called, the results in
parResultsMaster are used when calling ConvertToDealerTextFormat  resp. ConvertToSidesTextFormat.<o:p></o=
:p>

<o:p> </o:p>

Output example from Convert=
ToDealerTextFormat:<o:p></o:p>

“Par 110: NS 2S  NS 2H”<o:p></o:p>

<o:p> </o:p>

Output examples from Conver=
tToSidesTextFormat:<o:p></o:p>

“NS Par 130: NS 2D+2  NS 2C+2” when it does not matter who st=
arts
the bidding.<o:p></o:p>

”NS Par -120: W 2NT<o:p></o=
:p>

EW Par 120: W 1NT+1” when it
matters who starts the bidding.<o:p></o:p>

<o:p> </o:p></s=
pan>

<o:p> </o:p>

CalcPar<o:p>=
</o:p>
  
struct ddTable=
Deal dl<o:p></o:p>
  
int vulnerable, <o:p></o:p>
  
struct ddTable=
Results * tp, <o:p></o:p>
  
struct parResu=
lts *presp<o:p></o:p>

CalcParPBN<sp=
an
  lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>=
</o:p>
  
struct ddTable=
DealPBN dl, <o:p></o:p>
  
struct ddTable=
Results * tp, <o:p></o:p>
  
int vulnerable, <o:p></o:p>
  
struct parResu=
lts *presp<o:p></o:p>
  
<o:p> </o:p>
  
<o:p> </o:p><=
/span>

<o:p> </o:p>
  
<o:p> </o:p>
  
<o:p> </o:p>
  
<o:p> </o:p>
  
<o:p> </o:p>
  
<o:p> </o:p><=
/span>

CalcParPBN is just l=
ike
CalcPar, except for the input format.  </s=
pan><o:p></o:p>

<o:p> </o:p>

Each of these functi=
ons
calculates both the double-dummy table solution and the par solution to a g=
iven
deal.  <o:p></o:p>

<o:p> </o:p>

Both
functions are deprecated. Instead use one of the CalcDDtable functions foll=
owed
by Par().<o:p></o:p>

<o:p> </o:p>

<o:p> </o:p>

AnalysePlayBin<o:p>=
</o:p>
  
struct deal dl, <o:p></o:p>
  
struct playTra=
ceBin play,<o:p></o:p>
  
struct solvedP=
lay *solvedp, <o:p></o:p>
  
int thrId<sp=
an
  lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>=
</o:p>

AnalysePlayPBN<o:p>=
</o:p>
  
struct dealPBN=
 dlPBN, <o:p></o:p>
  
struct playTra=
cePBN playPBN, <o:p></o:p>
  
struct solvedP=
lay *solvedp, <o:p></o:p>
  
int thrId<sp=
an
  lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>=
</o:p>

AnalysePlayPBN is just like AnalysePlayBin, except for the input format.<o:=
p></o:p>

<o:p> </o:p>

The function returns=
 a
list of double-dummy values after each specific played card in a hand.  Since the function uses SolveBoard, the same comments apply concerning the
thread number “thrId” and the transposition tables.<o:p></o:p>

<o:p> </o:p>

As an example, let u=
s say
the DD result in a given contract is 9 tricks for declarer.  The play consists of the first trick, t=
wo
cards from the second trick, and then declarer claims.  The lead and declarer’s play to the sec=
ond
trick (he wins the first trick) are sub-optimal.  Then the trace would look like this, as=
suming
each sub-optimal costs 1 trick:<o:p></o:p>

<o:p> </o:p></s=
pan>

9 10 10 10 10 9 9<o:=
p></o:p>

<o:p> </o:p></s=
pan>

The number of tricks=
 are
always seen from declarer’s viewpoint (he is the one to the right of the
opening leader).  There is one more
result in the trace than there are cards played, because there is a DD value
before any card is played, and one DD value after each card played.<o:p></o=
:p>

<o:p> </o:p>

<o:p> </o:p>

AnalyseAllPlaysBin<o:p></o:p></span=
>
  
struct boards<=
!--[if gte mso 9]><xml>
   <w:data>08D0C9EA79F9BACE118C8200AA004BA90B02000000080000000700000062006F=
006100720064007300000000</w:data>
  </xml><![endif]--> *bop, <o:p></o:p>
  
struct playTra=
cesBin *plp, <o:p></o:p>
  
struct solvedP=
lays *solvedp, <o:p></o:p>
  
int chunkSize<o:p></o:p></span=
>

AnalyseAllPlaysPBN<o:p></o:p></span=
>
  
struct boardsP=
BN *bopPBN, <o:p></o:p>
  
struct playTra=
cesPBN *plpPBN, <o:p></o:p>
  
struct solvedP=
lays *solvedp, <o:p></o:p>
  
int chunkSize<o:p></o:p>

<o:p> </o:p>

AnalyseAllPlaysPBN is just like AnalyseAllPlaysBin, except for the input
format.<o:p></o:p>

<o:p> </o:p>

The AnalyseAllPlays*
functions invoke SolveBoard several times in parallel in multiple threads,
rather than sequentially in a single thread. 
This increases execution speed. 
Up to 20 boards are permitted per call.<o:p></o:p>

<o:p> </o:p></s=
pan>

Concerning chunkSize,
exactly the same remarks apply as with SolveAllChunksBin.<o:p></o:p>

<o:p> </o:p></s=
pan>

<o:p> </o:p></s=
pan>

SetMax=
Threads <o:p></o:p></span=
>
  
int userThreads<o:p></o:p>

FreeMe=
mory<o:p></o:p>
  
void<o:p></o:p>

<o:p> </o:p>

SetMaxThreads</span=
> returns the actual=
 number
of threads.<o:p></o:p>

<o:p> </o:p>

DDS has a preferred memory size =
per
thread, currently about 95 MB, and a maximum memory size per thread, curren=
tly
about 160 MB.  It will also not use=
 more
than 70% of the available memory.  =
It
will not create more threads than there are processor cores, as this will o=
nly
require more memory and will not improve performance.  Within these constraints, DDS auto-conf=
igures
the number of threads.<o:p></o:p>

<o:p> </o:p>

DDS first detects the number of =
cores
and the available memory.  If this
doesn't work for some reason, it defaults to 1 thread which is allowed to u=
se
the maximum memory size per thread.<o:p></o:p>

<o:p> </o:p>

DDS then checks whether a number=
 of
threads equal to the number of cores will fit within the available memory w=
hen
each thread may use the maximum memory per thread.  If there is not enough memory for this,=
 DDS
scales back its ambition.  If there=
 is
enough memory for the preferred memory size, then DDS still creates a numbe=
r of
threads equal to the number of cores.  </s=
pan>If
there is not even enough memory for this, DDS scales back the number of thr=
eads
to fit within the memory.<o:p></o:p>

<o:p> </o:p>

The user can suggest to DDS a nu=
mber
of threads by calling SetMaxThreads.  </sp=
an>DDS
will never create more threads than requested, but it may create fewer if t=
here
is not enough memory, calculated as above. 
Calling SetMaxThreads is optional, not mandatory.  DDS will always select a suitable numbe=
r of
threads on its own.<o:p></o:p>

<o:p> </o:p>

It may be possible, especially on
non-Windows systems, to call SetMaxThreads() actively, even though the user
does not want to influence the default values. 
In this case, use a 0  argum=
ent.<o:p></o:p>

<o:p> </o:p>

SetMaxThreads can be called mult=
iple
times even within the same session.  </spa=
n>So
it is theoretically possible to change the number of threads dynamically.<o=
:p></o:p>

<o:p> </o:p>

It
is possible to ask DDS to give up its dynamically allocated memory by calli=
ng FreeMemory.  This could be useful for instance if th=
ere is
a long pause where DDS is not used within a session.  DDS will free its memory when the DLL
detaches from the user program, so there is no need for the user to call th=
is
function before detaching.
Return codes<o:p></o:p>

<o:p> </o:p>

=
Value<o:p></o:p>

Code<o:p></o:p><=
/h1>

Comment<o:p></o:p></=
b>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>1<o:p></o:p>

R=
ETURN_NO_FAULT<o:p></o:p>

<=
o:p> </o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-1<o:p></o:p>

R=
ETURN_UNKNOWN_FAULT<o:p></o:p>

C=
urrently
  happens when fopen() returns an error or when AnalyseAllPlaysBin() gets a
  different number of boards in its first two arguments.<o:p></o:p><=
/h1>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-2<o:p></o:p>

R=
ETURN_ZERO_CARDS<o:p></o:p>

S=
olveBoard(),
  self-explanatory.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-3<o:p></o:p>

R=
ETURN_TARGET_TOO_HIGH<o:p></o:p>

S=
olveBoard(),
  target is higher than the number of tricks remaining.<o:p></o:p></=
h1>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-4<o:p></o:p>

R=
ETURN_DUPLICATE_CARDS<o:p></o:p>

S=
olveBoard(),
  self-explanatory.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-5<o:p></o:p>

R=
ETURN_TARGET_WRONG_LO<o:p></o:p>

S=
olveBoard(),
  target is less than -1.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-7<o:p></o:p>

R=
ETURN_TARGET_WRONG_HI<o:p></o:p>

S=
olveBoard(),
  target is higher than 13.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-8<o:p></o:p>

R=
ETURN_SOLNS_WRONG_LO<o:p></o:p>

S=
olveBoard(),
  solutions is less than 1.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-9<o:p></o:p>

R=
ETURN_SOLNS_WRONG_HI<o:p></o:p>

S=
olveBoard(),
  solutions is higher than 3.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-10<o:p></o:p>

R=
ETURN_TOO_MANY_CARDS<o:p></o:p>

S=
olveBoard(),
  self-explanatory.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-12<o:p></o:p>

R=
ETURN_SUIT_OR_RANK<o:p></o:p>

S=
olveBoard(),
  either currentTrickSuit or currentTrickRank have wrong data.<o:p></o:p></=
span>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-13<o:p></o:p>

R=
ETURN_PLAYED_CARD<o:p></o:p>

S=
olveBoard(),
  card already played is also a card still remaining to play.<o:p></o:p></s=
pan>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-14<o:p></o:p>

R=
ETURN_CARD_COUNT<o:p></o:p>

S=
olveBoard(),
  wrong number of remaining cards for a hand.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-15<o:p></o:p>

R=
ETURN_THREAD_INDEX<o:p></o:p>

S=
olveBoard(),
  thread number is less than 0 or higher than the maximum permitted.<o:p></=
o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-16<o:p></o:p>

R=
ETURN_MODE_WRONG_LO<o:p></o:p>

S=
olveBoard(),
  mode is less than 0.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-17<o:p></o:p>

R=
ETURN_MODE_WRONG_HI<o:p></o:p>

S=
olveBoard(),
  mode is greater than 2.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-18<o:p></o:p>

R=
ETURN_TRUMP_WRONG<o:p></o:p>

S=
olveBoard(),
  trump is not one or 0, 1, 2, 3, 4<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-19<o:p></o:p>

R=
ETURN_FIRST_WRONG<o:p></o:p>

S=
olveBoard(),
  first is not one or 0, 1, 2<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-98<o:p></o:p>

R=
ETURN_PLAY_FAULT<o:p></o:p>

A=
nalysePlay*()
  family of functions. (a) Less than 0 or more than 52 cards supplied.  (b) Invalid suit or rank supplied.<sp=
an
  style=3D'mso-spacerun:yes'>  (c) A played card is not held by the =
right
  player.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-99<o:p></o:p>

R=
ETURN_PBN_FAULT<o:p></o:p>

R=
eturned
  from a number of places if a PBN string is faulty.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-101<o:p></o:p>

R=
ETURN_TOO_MANY_THREADS<o:p></o:p>

C=
urrently
  never returned.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-102<o:p></o:p>

R=
ETURN_THREAD_CREATE<o:p></o:p>

R=
eturned
  from multi-threading functions.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-103<o:p></o:p>

R=
ETURN_THREAD_WAIT<o:p></o:p>

R=
eturned
  from multi-threading functions when something went wrong while waiting for
  all threads to complete.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-201<o:p></o:p>

R=
ETURN_NO_SUIT<o:p></o:p>

C=
alcAllTables*(),
  returned when the denomination filter vector has no entries<o:p></o:p></s=
pan>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-202<o:p></o:p>

R=
ETURN_TOO_MANY_TABLES<o:p></o:p>

C=
alcAllTables*(),
  returned when too many tables are requested.<o:p></o:p>

<sp=
an
  lang=3DEN-US style=3D'font-size:11.0pt;font-family:"Calibri",sans-serif;
  color:black;mso-bidi-font-weight:bold'>-301<o:p></o:p>

R=
ETURN_CHUNK_SIZE<o:p></o:p>

S=
olveAllChunks*(),
  returned when the chunk size is < 1.<o:p></o:p>

Revision History<o:p></o:p>

<o:p> </o:p>

Rev A, 2006-02-25.            =
     First
issue.<o:p></o:p>

<o:p> </o:p>

Rev B, 2006-03-20             =
     Updated
issue.<o:p></o:p>

<o:p> </o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev C,
2006-03-28                  Updated =
issue.
Addition of the SolveBoard parameter ”mode”.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev D,
2006-04-05                  Updated =
issue.
Usage of target=3D0 to list all cards that are legal to play.<o:p></o:p></s=
pan>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev E,
2006-05-29                   Updated
issue. New error code –10 for number of cards > 52.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev F,
2006-08-09                   Updated
issue. New mode parameter value =3D 2. New error code –11 for calling Solve=
Board
with mode =3D 2 and forbidden values of other parameters.<o:p></o:p>=

<o:p> </o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev F1,=
 2006-08-14                 Clarifications on conditi=
ons
for returning scores for the different combinations of the values for target
and solutions.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev F2,
2006-08-26                 New error=
 code
–12 for wrongly set values of deal.currentTrickSuit and deal.currentTrickRa=
nk.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev G,
2007-01-04                  New DDS
release 1.1, otherwise no change compared to isse F2.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev H,
2007-04-23                  DDS rele=
ase
1.4, changes for parameter mode=3D2.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev I, =
2010-04-10                    DDS release 2.0,
multi-thread support.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev J,
2010-05-29                   DDS rel=
ease
2.1, OpenMP support, reuse of previous DD transposition table results of
similar deals.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev K,
2010-10-27                   Correct=
ion of
fault in the description:  2nd inde=
x in
resTable of the structure ddTableResults is declarer hand.<o:p></o:p></span=
>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev L,
2011-10-14                   Added
SolveBoardPBN and CalcDDtablePBN.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev M,
2012-07-06                 Added
SolveAllBoards. <o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev N,
2012-07-16                  Max numb=
er of
threads is 8.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev O,
2012-10-21                  Max numb=
er of
threads is configured at initial start-up, but never exceeds 16. <o:p></o:p=
>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev P,
2013-03-16                   Added
functions CalcPar and CalcParPBN.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev Q,
2014-01-09                  Added
functions CalcAllTables/CalcAllTablesPBN. <o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev R,
2014-01-13                  Updated =
functions
CalcAllTables/CalcAllTablesPBN.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev S,
2014-01-13                   Updated
functions CalcAllTables/CalcAllTablesPBN.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev T,
2014-03-01                   Added
function SolveAllChunks.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev U,
2014-09-15                  Added
functions DealerPar, SidesPar, AnalysePlayBin, AnalysePlayPBN, AnalyseAllPl=
aysBin,
AnalyseAllPlaysPBN.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev V,
2014-10-14                  Added
functions SetMaxThreads, FreeMemory, DealerParBin, SidesParBin,
ConvertToDealerTextFormat, ConvertToSidesTextFormat.<o:p></o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'><o:p>&n=
bsp;</o:p>

<sp=
an
lang=3DEN-US style=3D'font-family:"Calibri",sans-serif;color:black'>Rev X,
2014-11-16                   Extended
maximum number of tables when calling CalcAllTables.  <o:p></o:p>

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