Lines Matching refs:number

337 Integer tokens are used to help represent move number indications (see below).
341 A period character (".") is a token by itself. It is used for move number
536 competition, this value is the number of the game played. If the use of a
537 round number is inappropriate, then the field should be a single hyphen
626 The movetext section is composed of chess moves, move number indications,
652 8.2.2: Movetext move number indications
654 A move number indication is composed of one or more adjacent digits (an integer
656 gives the move number of the immediately following white move (if present) and
660 8.2.2.1: Import format move number indications
662 PGN import format does not require move number indications. It does not
663 prohibit superfluous move number indications anywhere in the movetext as long
666 PGN import format move number indications may have zero or more period
667 characters following the digit sequence that gives the move number; one or more
671 8.2.2.2: Export format move number indications
673 There are two export format move number indication formats, one for use
675 immediately before a black move element. A white move number indication is
676 formed from the integer giving the fullmove number with a single period
677 character appended. A black move number indication is formed from the integer
678 giving the fullmove number with three period characters appended.
680 All white move elements have a preceding move number indication. A black move
681 element has a preceding move number indication only in two cases: first, if
687 There are no other cases where move number indications appear in PGN export
839 There are a number of suggested guidelines for use with implementing PGN reader
973 This uses an integer; this identifies the board number in a team event and also
1077 by a solidus ("/") character. The first integer is the number of moves in the
1078 period and the second is the number of seconds in the period. Thus, a time
1084 integer that gives the number of seconds in the period. Thus, a blitz game
1091 gives the minimum number of seconds allocated for the period and the second
1092 integer gives the number of extra seconds added after each move is made. So,
1100 integer. The integer gives the total number of seconds in the sandclock
1188 This tag takes a single integer that gives the number of ply (moves) in the
1206 Note: the number assignments listed below should be considered preliminary in
2019 the en passant target square, the halfmove clock, and the fullmove number.
2082 number is the count of halfmoves (or ply) since the last pawn advance or
2086 16.1.3.6: Fullmove number
2088 The sixth and last field is a positive integer that gives the fullmove number.
2308 represent the number of nodes examined in an analysis. Note that the value may
2316 represent the number of seconds used for an analysis. Note that the value may
2379 active player. The number of plies until mate is given by subtracting the
2387 passive player. The number of plies until mate is given by subtracting the
2402 The "dm" opcode is used to indicate the number of fullmoves until checkmate is
2455 16.2.5.13: Opcode "fmvn": fullmove number
2459 number.
2461 This opcode is used to explicitly represent the fullmove number in EPD that is
2462 present by default in FEN as the sixth field. Fullmove number information is
2473 The halfmove clock of a position is equal to the number of plies since the last
2484 parent FEN. The fullmove number information was similarly dropped.
2546 The "rc" opcode is used to indicate the number of occurrences of the indicated
2682 <element> ::= <move-number-indication>
2765 word. The integer gives the number, possibly zero, of following move ordinal
2772 gives the number, possibly zero, of following move ordinal bytes. All move
2782 word, or a doubleword. The integer gives the number, possibly zero, of