Just override the tostring() method for the board class and you won’t have to see its ugly representation . I have a much more ugly representation than bitboard or any other representation but when I watch my struct it looks like a beautiful 8x8 char array with new lines and everything. The only thing that looks a little bit different in my tostring() method is that rooks that haven’t lost their castle potential are represented by a different char than normal rooks and if an enpassant pawn is present it is also represented by another char. I also don’t print if it is white or blacks turn because I don’t care, since everything is from the side to move point of view.Henk wrote: ↑Wed Oct 21, 2020 8:46 pm No not easy. If I step in the source code using a debugger and have to open an extra window to inspect a bitboard. Not easy enough.
Usually when I have stepped through hundreds of lines of source code to find the bug everything is already too much.
Sometimes you press accidentally a wrong button and you have to repeat the whole procedure for you skipped the right move on the right depth.
Debugging is terrible. Debugging bitboards even more terrible.
If you want to repeat debugging just put a conditional breakpoint with the same board number as before.